A complete mod for Disciples 2: Rise of the Elves. Changes balance, units, leaders, experience and much more! This mod was made to make more of the upgrade options feel viable, increase options for leaders, and add an overall new experience to the game. This mod also adds a slight layer of additional difficulty. For those with only Disciples 2: Dark Prophecy, this mod will not be compatible. You should look for the Nevendaar Rebalanced Mod, he's made some very cool changes for the base game. :)
Official Patch 1.2 of Rise of the Mod! A few extra balance tweaks and changes to all teams, as well as new naming conventions for extra effects.
Paralyze/Petrify/Drain Life/Drain Level changes
These changes help differentiate the types and provides more flavor and readability for the player
Empire:
I'm pretty satisfied with the Empire so far, but I am keeping an eye on experience requirements and leveling options. No line should feel like the best option in all situations, so strengthening the less picked options should help diversify the choices a little more.
Exorcist
The Exorcist is a great choice to guarantee your damage, being both immune to mind and dealing life damage. However, the Exorcist also deals very little damage, and is a very fragile caster. Allowing him to level up faster should grant him a little more survivability and a little more damage in the late game.
Mountain Clans:
The Mountain Clans are falling a little behind the other races in terms of power. I may have hit them a little too hard with the nerf-bat last time I updated. This should hopefully help them out a little bit.
Elder One
Elder one gets a small boost to it's experience and health, helping it survive so it can actually deal it's damage.
Son of Ymir
Not sure if I actually like this change, I may return it back to 550 in the next patch if this feels too powerful.
Rock Giant
The Rock Giant was in a decent spot, but still struggled to really help the Clans in the early game. This small health boost should help.
Venerable Warrior
The Venerable Warrior has always been in a strange spot. When the tier 4 units become available on a map, all other teams have stronger warrior options (except the Elves). The VW also struggled to compete with the Hermit and Forecaster, which are incredibly powerful mage/warriors. Buffing the VW's damage should provide more synergy with the boosters, and solidify his role as a single-target damage dealer.
Rune Master
With the Dwarf King receiving so many boosts in both survivability and damage, the Rune Master has lagged behind a little. During my last update I returned the Rune Master to 40 initiative, but realized that this caused him to become a little lack luster. Although his double strike is incredibly powerful, his slower initiative prevented him from being a competitive option. This should help him out a little!
Flame Caster
My god. This guy. Burning down capitals. Roasting demons. Destroying the very fabric of space-time. He had to be stopped.
Undead Hordes:
The Hordes have been in a strong place for a while now. Their new Ghost line has given them the ability to level up much more smoothly, and their power at high level is still godly. Although they lost their Werewolves, their base units are much more powerful and capable of leveling. I'll be keeping an eye on them, and hope to play some more games as these ghastly ghouls to determine how powerful they really are.
Elder Vampire
I awoke one night to find a great and terrible creature lurking outside my window. I trembled in fear and terror as the creature began to speak about his anger and fury regarding his dark underlings. If I had known my foolish tampering with the power of Nevendaar's vampirism would summon such a terrifying creature, I would never have done so. Known only as “DarkArmanVampireLord”, he coerced me into seeing the error of my ways when I so foolishly removed the overflow from his favored undead minions. Restoring the Elder Vampires to their former glory was the only way to appease his unholy frenzy. I pray he does not return.
On a more serious note, I did know the Elder Vampire had become way too lack luster and had plans to buff him since my last patch update. I want to thank everyone who offers feedback though, I really appreciate it!
Lich
Archlich
Giving both the Lich and the Archlich less chance to hit on their poisons will make their outstanding damage a little less reliable, but still incredibly deadly when it does hit.
Dreadwyrm
Dracolich
Although they are excellent choices in combating enemy Undead, and splitting experience costs across a group, the Dracolich and Dreadwyrm were never as interesting or satisfying to use when compared to the alternative. Hopefully these new mechanics help them differentiate themselves from the other options available
Legions of the Damned:
The Legions definitely got the most buffs with my mod. The reason was I always found them to be the weakest and easiest to fight (I often cried out “experience!!” when I'd see any demon unit on the map, and the only thing that made a Legions player scary was their spellbook, flying and gargs, not so much the rest).However, they're definitely in a more interesting spot now, but there are a few changes that need to be made to their mage line to keep different options viable. Hopefully these changes do the trick.
Dark Magus
The Magus has always been a very interesting option, however, the death source damage made them far too niche(completely useless against undead). Changing their source to fire should allow them to curse more enemies with reckless abandon.
Modeus
Witch
Hag
Succubus
The entire Witch line is getting a buff... Wow.
Elves:
Ho boy. Probably the most controversial change in my mod was done to the Elves. Moving them away from Empire wannabes they now have to use a combination of extreme initiative, proper targeting and map/resource control to dominate fights and games. With good usage of their updated spellbook (a combo of Splendor, Swiftness and Ents) these killing machines can really become an unstoppable force. But, they still do require some further tweaking, and hopefully these additional changes help them out just a little more.
Charger
The Elves have been greatly changed; focusing more on dealing damage as quickly as possible and no longer mitigating damage taken with healers. This change has caused the Charger to feel a little out of place. Giving them a Weapon Ward will now allow them to deal their damage while maintaining their original tanky purpose. Huzzah! (I will be keeping an eye on him though, a level 2 with weapon ward is incredibly powerful and no joke)
Sun Dancer/Slyph
Bestow Ward/Give Attack priority switched; this allows them to give attack to units with the ward already on them, but also no longer allows them to bestow ward to non combat units (like other boosters/healers/etc)
Slyph
Changing the Sylph to a party booster provides more meaningful choice between the two final options. Should you focus on doubling down on your heroes and hard hitters? Or boost your entire party for some incredible damage and protection (against air)? These questions are what this mod is all about! Fun and interesting choices my friends.
Watcher
Slight nerf, shhhhhh.
Warden
Sentry
The Warden and Sentry have been in a tough place since my rework of the Elven archer line. Although they still provide the useful(or useless, depending on your perspective) elemental damage (vs weapon immunes), they fall off in usefulness versus the Marauder and the powerful Stinger. This change should allow them to better synergize with your boosters, and maintain their strength vs armor and those pesky undead.
Neutrals:
Mermaid
Giant Spider
Medusa
In the next update I'm hoping to make some larger changes that take more time (like adding new units, updating hero abilities and updating some of the campaign maps :O), so it may not be for a while. Feel free to provide any feedback, I always appreciate it. Thanks again for playing my mod!
We need more of this! Nice work!
Quite interesting! I would never expect anyone to make a mod for disciples in 2019! How much can you modify? Just the numbers and some upgrade paths?
Not able to download the file. :(
What is the issue? I'm not sure why you wouldn't be able to.
Awesome mod. Just started Undead a few days ago. Love it all the way!
Thank you bud! New patch just came out that fixes some bugs, so you may want to check that out ;)