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 2.0 of Rise of the Mod! Balance changes, and big sweeping changes to the Elven archer line and griffin line.
///////Rise of the Mod: Patch 2.0!!//////
I just want to say thank you to everyone who has played Rise of the Mod! Hopefully you enjoy the changes with this new patch, and I look forward to hearing more feedback and comments! Also want to give a shout-out to the Disciples Fans discord, including Sparrowhawk, who created it, and Begrezen who has been a huge help in developing this patch! Begrezen created most of the new art assets, and has helped test, balance and really push me to complete it. Without him, this patch would NOT be finished. Thanks again Begrezen!
///////Installation////////
Replace all of the folders in your Disciples 2: Rise of the Elves directory with the folders from the patch.
THIS PATCH MAY NOT BE COMPATIBLE WITH PREVIOUS SAVED QUESTS AND SAGAS!
***ATTENTION STEAM USERS**** This patch has new files that are being edited which are not readily available in the original steam directory. To properly install the mod, you will first need to download the program GCFScape from this link: Developer.valvesoftware.com. Once downloaded, you will need to use GCFScape to extract the files from the VPK folder into your Disciples directory. Afterwards, you should be able to install the mod as you normally would, by copy-pasting the contents of the patch zip file into your Disciples directory.
You may want to make a backup of your original files. You DO NOT require the previous patches.
///////Changes///////////
General:
Nearly all summoners initiative has been increased
Cprrected some tpyos
Fixed some random bugs
Empire:
I'm still pretty happy with the state of the Empire. These few changes were only to help make their backline feel a little better and to really solidify their strength of faster leveling speed.
Imperial Assassin
experience requirement lowered from 1300 to 1200
Wizard
experience requirement lowered from 1300 to 1200
White Wizard
experience requirement lowered from 2400 to 2200
Exorcist
experience requirement increased from 850 to 975
The Exorcist is the only one receiving a slight nerf to his leveling speed. I think I overdid his previous buff and I'm hoping to land him in a happier middle spot.
Living Armor
experience requirement lowered from 975 to 775
damage increased from 65 to 75
I really like the living armor. He's cool. Here's some nice buffs for him.
Mountain Clans:
There have been a few changes to the Mountain Clans with this patch, and it's the same old units from before. Boosters have had their boosts lowered at the higher levels but increased at the lower levels, while their two spacers have been given extra health for the leveling process.
Son of Fenrir
damage changed from 40/30 to 50
Frosbite has been changed to Lower Initiative
The Son of Fenrir has been given a very reliable lower initiative, allowing him to slow enemies attempting to flee or dictate the flow of a battle. Very useful for helping out the rest of his party.
Hill Giant
health increased from 210 to 225
Rock Giant
health increased from 325 to 350
Tempest Giant
health increased from 350 to 375
Elder One
experience requirement increased from 4100 to 4400
Now has Disable as a secondary attack
The Elder One needed more oomph as such a sloooooooooooooow unit. He is nearly always guaranteed to go last in a fight, and most of the time he can be cc'd, nuked, warded, etc. This change doesn't exactly change these weaknesses, but instead makes him so much more terrifying if he is allowed to get his damage off.
Ice Giant
health increased from 450 to 475
Tenderfoot
boost increased from 25% to 33%
Novice
boost increased from 50% to 66%
Druidess
boost decreased from 50% to 33%
Archdruidess
boost decreased from 75% to 50%
As mentioned previously, boosting has been lowered on the higher tier units. It was just a little too strong and needed to be brought back a little bit.
Legions of the Damned:
Their new demons are doing great! But their backline is still struggling to compete with that incredibly powerful bastard, the Incubus. Hopefully these buffs and changes make the witches and modeus' more viable picks.
Spellbook
fixed a bug with Chronos demoneus
don't ask
Witch
experience requirement increased from 450 to 550
health lowered from 85 to 80
initiative increased from 20 to 30
Hag
experience requirement increased from 1400 to 1625
health lowered from 125 to 115
initiative increased from 20 to 30
Succubus
experience requirement increased from 2500 to 2750
health lowered from 165 to 150
initiative increased from 20 to 30
These changes to the witch line provide them with more initiative, which allows them to strike again before many other common initiative 40(or even 50 and 60 if they're lucky!) enemies when they lower their initiative.
Magus
degrade chance increased from 50% to 85%
This lets the Magus do what he's supposed to do better.
Pandemoneus
regeneration increased from 5% to 30%
added fire ward
Modeus
regeneration increased from 5% to 40%
fire ward changed to fire immunity
Giving the Pandemoneus and the Modeus increased regeneration really allows them to continue fighting, and maintain pace with the infernal knights of their frontline. Fire immunity also allows them to survive some of the more dangerous enemies on Nevendaar. Hopefully this makes them an interesting choice in picking a survivable backline option.
Undead Hordes:
These guys are scary. Incredibly scary. A little too scary.
Dracolich
experience requirement lowered from 4500 to 4275
damage increased from 75 to 80
degrade chance increased from 35% to 75%
Dreadwyrm
experience requirement lowered from 4750 to 4500
damage changed from 75 to 70
removed Bind
added 35 Poison damage
Buffs to the dragons! Although the undead hordes as a whole are crazy strong, the dragons weren't being consistent enough with their added effects. Now they should be doing what they do better.
Wight
damage decreased from 75 to 60
Reaper
poison chance increased from 70% to 90%
Specter
lower damage chance increased from 65% to 70%
lower damage amount reduced from 50% to 33%
Shade
lower damage chance increased from 65% to 70%
lower damage amount reduced from 50% to 33%
The Specter and the Shade were given the new ability to lower damage in Rise of the Mod, but the lowered damage amounts were still being played with. 50% was a little too crazy. A Shade became one of the most difficult creatures to fight for it's level, but as an Undead Hordes player, it felt so GOOD to watch the enemies try their best to swing at you, only to HEAL through it all with your Wights, Nosferats and Vampires. This slight nerf allows them to keep their very powerful purpose, without making you nearly unbeatable gg when you get to your Shade.
Necrolyte has been replaced with the Lycanthrope
Changed the necrolyte to no longer summon zombies, but summon werewolves instead!
Elven Alliance
These guys got the most changes with this patch. I learned (with so much help from Begrezen) how to modify art assets and building trees. I always wanted to change the Elven archer tree, and now I've finally been able to! I've also replaced the Griffins with Ents (which some of you may not like, but I promise it makes their two spacer feel much better!) Also, like the Mountain Clans, their boosters have been readjusted.
Spellbook
has been tweaked once again
Charger
initiative increased from 45 to 50
The Charger is possibly one of, if not THE strongest level 2 unit, but his usefulness starts to wane in the late game. This should hopefully help him stay more relevant.
Spiritess
boost increased from 25% to 33%
Oracle
boost increased from 50% to 66%
Sylph
boost decreased from 75% to 50%
Sun Dancer
initiative lowered from 80 to 50
The Sun Dancers are incredibly powerful with any leader and do incredible with the new Elven two-spacers. They were SO incredible, in fact, that once I had Sun Dancers and a high level hero, I could never be struck again. Lowering their initiative makes them unable to completely ignore the rest of the game once your leader gains enough levels. Which is a good change, in my books.
**CHANGES TO ARCHER LINE**
As mentioned previously, the Elven archer line has been completely revamped with a new building tree. The Watcher is now a direct upgrade from the Hunter, and the choice between elemental quickness and double attacking powerhouses comes at the third tier.
Watcher
level changed from 2 to 3
experience requirement increased from 550 to 1325
health increased from 80 to 120
damage increased from 40 to 60
Sentry
level changed from 3 to 4
experience requirement increased from 1325 to 2375
health increased from 125 to 150
damage increased from 55/20 to 75/25
Warden
level changed from 3 to 4
experience requirement increased from 1375 to 2425
health increased from 125 to 150
damage increased from 60/15 to 80/20
Bandit
health decreased from 120 to 100
experience requirement increased from 1275 to 1400
Poacher
level changed from 3 to 4
experience requirement increased from 1475 to 2475
health increased from 115 to 125
damage increased from 30/30(x2) to 45/30(x2)
chance to poison increased from 50% to 65%
Brigand
health decreased from 145 to 135
**CHANGES TO GRIFFIN LINE**
Griffins have been replaced with Ents, which now requires the Oracle's building instead of the Channeler's. Ents maintain the griffin's shatter ability, but now go from melee, to ranged to all-hitter within their upgrade tree.
awesome mod
this mod is really great..it's also super that finally there are attractive units like Holy Avenger and Rune Master..the only thing that "bothers" me a bit is that the elves have no healing (which is natural for them)
What do you mean ? Holy Avenger and Rune Master were also in vanilla.
Is it possible to post source code to github or something?
Hello guys, great mod.
1 smol thing, the fiend model is my favorite, can you pls put it back in the game as some random legions unit ? maybe next to doppler on the tree but as a seperate and not connected unit.
how play multiplayer ?
My problem with that mod is, that most of the Maps are doesn't work anymore. Is there a way to fix it? Love the Unit changes and the options for Leaders but to play only a handful maps is booring!
All maps should be working now! Thanks for the positive words regarding the changes :)
There is a bug. Marble gargayle cant level up to onyx gargayle
I have NO idea how that bug would happen. I didn't change anything with the level ups of gargs, or their buildings.
HI. Great mod.. but i have a constant CTD in the level of the bone lord playing with undead. As soon as I finish the battle in the tower (i win) I have a CTD and it won't stop. Help?
Should be fixed now buddy, sorry about that!
This mod is fun except for one big thing: is there a way to make it so that AI enemies don't gain infinite gold each turn when they have 0 mines? They spawn a new hero every turn and it's boring to kill it every time, makes campaign maps a painful grind especially when there are 2+ enemies
I'm starting to think the same a little bit... I originally upped the gold that AI players make because I wanted them to build their structures more consistently... but instead its a bit of a whack-a-mole. I'll see if I want to change it next update!
Doesnt work. Cant initialize Disciples II... WHere could be a problem please?