Disciples 2: Rise of the Mod is a mod for Disciples II: Rise of the Elves, created by Rise of the Modders.
Description (in authorís own words):
Hello! I've been playing Disciples since I was a wee lad barely in Elementary School (almost 20 years ago ._.). I was drawn in by the darker setting, beautiful art and fantastic music (I still hum the battle themes in the shower sometimes). I originally started this mod in an attempt to make Disciples 2 more like it's predecessor, Sacred Lands, but over time that idea changed into something completely different.
With some completely revamped units, new leader upgrades, spellbook makeovers and some balance changes, this mod should keep things fresh and exciting.
Requirements/Recommended! This is how I spray for bugs!
The Mod is compatible with the GoG version of Disciples II: Rise of the Elves as well as the Disciples II: Rise of the Elves Gold CD version (if you still have that ancient relic, like I do). I have tested it with both these versions and it works, but I cannot guarantee it will run with any other version of the game, though it should be fine.
!!! Backup your original Globals folder before replacing it with my mod !!!
Changes! Never question the inscriptions!
All experience requirements have been modified (mostly reduced for neutrals, but increased for level 3+ units)
Chance to hit has been reduced across the board (mostly down to 75% from 80%)
Most units no longer receive chance to hit upon level ups
Difficulty settings have been adjusted; enemy AI now have more money at each difficulty level (this allows them to actually purchase their upgrade buildings more often, so you wont see the green plus sign as much)
High tier building costs have been reduced
Units with secondary damage (ex. Poison) have had their level up damage amounts normalized (ex. Imperial Assassin no longer receives 6/6 damage upon level up, but rather 4/4, or 10% of 60/20, as all other units do)
All spellbooks have been tweaked or altered (ex. Tangle is now a level 2 spell, and reduces movement by 50% instead of 30%)
All level 3+ spell research costs have been reduced
A lot of flavor text and weapon names were changed/added. Check 'em out ;)
Warrior Lords are the only lords who receive Weapon Master, and their leaders can get it at level 2
Guild Lords receive a new hero upgrade, Mercantile, which reduces cost of shops, mages and mercenaries by 25%, and their leaders can get it at level 2
Guild Lords are the only lords who can receive Incorruptible, at level 13
All leaders have had their dynamic upgrade amounts changed (no longer get acc per level up, only get 1 move per level up, except scout leaders, who get 2 move per level up)
All leader costs have been reduced from 500 to 350 gold
All rod planter heroes now have 2 leadership, instead of 1
All leaders now have additional options upon level up
Warrior leaders start with Banners, Mage leaders start with Tomes and all leaders can now use Artifacts (except rod planters)
First Strike has been removed, as initiative can now be gained through the additional level up options
Elementalist was changed to the Exorcist, a unit with mind immunity and life based damage
White Wizard now deals 70 damage, up from 60
Titan has been replaced with the Living Armor, a unit with 30 armor, mind and poison immunity
Cleric renamed to Priestess
Priest renamed to Cleric
Imperial Priest renamed to Imperial Cleric
Witch Hunter, Inquisitor and Grand Inquisitor all had their health reduced, but their xp requirements are much lower than other melee units
Angel now deals life based damage
Holy Avenger now has 70 initiative
Arch-Angel now heals 20 to all
Imperial Clerics can now resurrect
Axe Thrower, Crossbowman, Forge Guardian and Flame Caster have all had their initiative increased to 50 and their damage has been increased
Flame Caster now has blister
Rock Giant, Ice Giant, Son of Ymir, Tempest Giant and Elder One have all had their damage increased
Druidess and Arch-Druidess now boost to all, but boost has been lowered and they no longer permanently boost
Runemaster initiative increased to 50
Runemaster now has air-based shatter, health increased to 325
Dwarf King now has critical strike, health increased to 275 and initiative increased to 40
Wolf Master renamed Forecaster and no longer transforms, but frostbites
Hermit and Forecaster have had their stats adjusted
Yeti was replaced with the Son of Fenrir, who can frostbite and regenerates health quickly
Proud Dwarf now gives attack instead of dealing damage, health reduced to 100 and init to 10
Dragon line now deals earth-based damage
Dreadwyrm now petrifies instead of poisons
Dracolich initiative increased to 50
Death renamed to Reaper, now deals 75/50 death/poison damage
Wight changed to drain life overflow and now deals 75 damage with 60 initiative, no longer drains level
Lich and Arch-Lich now poison
Elder Vampire no longer overflows, but initiative and damage increased
Templar and Dark Lord had their stats readjusted, initiative increased, but damage decreased
Werewolf was replaced with Necrolyte, who summons zombies
Ghost line now has 60 initiative, lowers damage and has a very small chance to paralyze
Legions of the Damned:
Anti-Paladin renamed Degenerate
Infernal Knight renamed Desecrator
Berserker, Degenerate and Desecrator have had their health lowered, but have increased regen
Fiend has been replaced with the Doppleganger unit
Witch line has been revamped. Now deals mind damage to all and lowers initiative of enemies
Pandamoneus now deals 70 damage, up from 60
Modeus now blisters and has had stats readjusted
Doppleganger upgrade path replaced with Dark Magus, a unit that deals death damage and has a chance to drain level
Devil line has had their stats readjusted, and drain life on attacks
Overlord no longer blisters, but strikes twice
Tiamath drain life overflows, no longer reduces enemy damage
Marble Gargoyle and Onyx Gargoyle stats slightly adjusted
Elven dynamic upgrade amounts normalized with the rest of the game (meaning, they wont get wonky level up amounts anymore)
Lancer line has had their stats readjusted
Archon stats readjusted, now critically strikes
Theurgist stats readjusted
Scout line has had their stats readjusted
Stinger now strikes twice
Marauder now critically strikes
Spiritess line revamped; no longer heal but boost allies instead
Griffin and Skylord stats readjusted and now shatter
Dryad stats readjusted
Sage no longer summons, instead bestows wards and heals a single target
Kraken now deals 70 damage to all
Green Dragon no longer immune to fire, damage increased to 75
Dragons have had their stats readjusted; they should be more dangerous now
Goblin Elder now blisters
Orc King now shatters
Air Elementals initiative increased to 65 and now shatter
Yetis damage increased to 45/25 water/frostbite, health increased to 250
Titan damage increased to 100, health increased to 300
One more thing! I also brought the antidotes that did -not- work!
THERE WAS A KNOWN ISSUE THAT HAS BEEN RESOLVED. SIMPLY DOWNLOAD THE MOST RECENT VERSION OF THE MOD AND OVERWRITE THE SCENS FOLDER IN YOUR RISE OF THE ELVES DIRECTORY.
One MORE thing! Never. Mock. The cookie.
I've listed off everything I could remember that I've changed with my mod. I've been playing it for so long that sometimes I forget what was in the original game and what I introduced, so if there are any things left out, forgive me.
So, try it out! Have fun! Good luck! Conquer! Get killed! Rage! Load Auto-Save! Play more! Order a pizza! Say "Hey this is a pretty cool mod! But I miss the Werewolf, Titan, Fiend and Yeti" Then keep playing it. Then watch some Jackie Chan Adventures. Why? I don't know.
Report problems with download to [email protected]
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