Posted September 14, 2013
Hello, my name is Sean and I have created a mod for the game Disciples 2 gold.
A little background: I purchased Disciples 2 years ago because of the cover art. I played the game and the unit tech trees and turn-based combat, as well as the gritty gothic art, appealed to me. It was a passing fad, but one I would pick up again years later.
I played many games in between, such as starcraft 2 and league of legends, but found myself picking up Disciples 2 once again. I played through the campaigns but found myself bored in a sense. Their was no true variation in units, I found myself picking the same heroes and the same unit trees to "maximize" my stack and the experience gained made me feel more like I was grinding in WoW than actually playing Disciples 2.
In any case, I made myself familiar with the games' code and set out to see how I could go about making the unit choices more diverse with better options and in general more engaging play while attempting to stay true to the games style and flavour.
Changes in general:
Disciples 2 mod version 2.0:
-Experience level requirements have been halved for both leaders and units, with leaders also having their "next level up" value reduced as well. This means that at level 1 a leader will take 75 experience to level up to level 1 versus 150. At level 2 they will only require 325 to level up to level 3, etc etc. My thoughts on this are that 2nd and 3rd leader parties are virtually gimped; you will invest alot of time in your main group only to have it destroyed with 1 salvo of spells. Having leaders that are able to pick up the slack in the unfortunate event of your best party being wiped out allows for more counter play as well as making the game less "all-in". It also reduces the time taken to play a competitive game on multiplayer. Lastly, it allows players to actually get to the high level units, who have alot of flavour and are pretty cool but very rarely seen due to the time and exp needed. I myself am a busy man and do not wish to play a 30-45 minute game of Disciples 2 and still struggle to see the end game content. This will also reduce the game-ending effectiveness of chain-spelling the main party to death. In short, I wanted to put more emphasis on unit combat over instagibbing spells.
Building costs have been halved with the exception of the Guild tower, Temple, and Mage Tower.
Rod planters now have 3 leadership, up from 2. Allowing them to carry two comrades or a single two-spacer
Again, to make end-game content more accessible and to encourage pursuit of the higher tier units.
With the above changes, keep in mind that ALL units have had their experience requirement reduced, so the fast leveling units still level faster compared to the higher tier units. Most units level 1-4 have had a slight growth added to the "next level up" experience cap (such as the Centaur Charger). My reasoning is if your objective is to end the game fast, the option of choosing the least experience hungry unit trees is still viable, but makes it more of a "timing attack" rather than the most "optimal play".
Unit stat changes
-All Warrior Leaders have an extra 25 health and 10 armor at level 1.
-All Guildmaster leaders, with the exception of Nosferat, has their Chance to hit increased to 85%.
-Death renamed to Reaper
-Reaper now has a 65 base attack and a 40 poison attack. Initiative increased to 60.
-Wight has their initiative upped to 60 while having their damage reduced to 65.
-Alchemist now bestows elemental wards as well as an extra attack.
-The priest line now has 2 moves per turn with their healing increased by 10 for each tier.
-Cleric line has their healing increased by 5 at each tier.
-Holy Avenger now has 5 extra damage with a critical hit strike added as well, with a chance to hit increased to 85%.
-Wolf Lord's Spirit of Fenrir damage increased to 150.
-Dwarf King water ward changed to Earth ward.
-Succubus chance to hit increased to 45%.
-Incubus chance to hit increased to 70 and changed to a single target petrify rather than 6 targets.
-Elementalist now has 80 intiative and can summon elementals in all empty friendly slots versus the 1 slot.
-Nosferat and the Vampire line changed to Earth source.
-Nosferat gains drain life overflow. Reduced attack level-up by 1 point to compensate for huge buff.
-Werewolf gold cost reduced to 800.
Cosmetic changes.
-Tiamath model and the Beast model have been switched.
-Marauder model and Brigand model have been switched.
Feedback welcome, if their is interest in my mod I will make it available for download.
A little background: I purchased Disciples 2 years ago because of the cover art. I played the game and the unit tech trees and turn-based combat, as well as the gritty gothic art, appealed to me. It was a passing fad, but one I would pick up again years later.
I played many games in between, such as starcraft 2 and league of legends, but found myself picking up Disciples 2 once again. I played through the campaigns but found myself bored in a sense. Their was no true variation in units, I found myself picking the same heroes and the same unit trees to "maximize" my stack and the experience gained made me feel more like I was grinding in WoW than actually playing Disciples 2.
In any case, I made myself familiar with the games' code and set out to see how I could go about making the unit choices more diverse with better options and in general more engaging play while attempting to stay true to the games style and flavour.
Changes in general:
Disciples 2 mod version 2.0:
-Experience level requirements have been halved for both leaders and units, with leaders also having their "next level up" value reduced as well. This means that at level 1 a leader will take 75 experience to level up to level 1 versus 150. At level 2 they will only require 325 to level up to level 3, etc etc. My thoughts on this are that 2nd and 3rd leader parties are virtually gimped; you will invest alot of time in your main group only to have it destroyed with 1 salvo of spells. Having leaders that are able to pick up the slack in the unfortunate event of your best party being wiped out allows for more counter play as well as making the game less "all-in". It also reduces the time taken to play a competitive game on multiplayer. Lastly, it allows players to actually get to the high level units, who have alot of flavour and are pretty cool but very rarely seen due to the time and exp needed. I myself am a busy man and do not wish to play a 30-45 minute game of Disciples 2 and still struggle to see the end game content. This will also reduce the game-ending effectiveness of chain-spelling the main party to death. In short, I wanted to put more emphasis on unit combat over instagibbing spells.
Building costs have been halved with the exception of the Guild tower, Temple, and Mage Tower.
Rod planters now have 3 leadership, up from 2. Allowing them to carry two comrades or a single two-spacer
Again, to make end-game content more accessible and to encourage pursuit of the higher tier units.
With the above changes, keep in mind that ALL units have had their experience requirement reduced, so the fast leveling units still level faster compared to the higher tier units. Most units level 1-4 have had a slight growth added to the "next level up" experience cap (such as the Centaur Charger). My reasoning is if your objective is to end the game fast, the option of choosing the least experience hungry unit trees is still viable, but makes it more of a "timing attack" rather than the most "optimal play".
Unit stat changes
-All Warrior Leaders have an extra 25 health and 10 armor at level 1.
-All Guildmaster leaders, with the exception of Nosferat, has their Chance to hit increased to 85%.
-Death renamed to Reaper
-Reaper now has a 65 base attack and a 40 poison attack. Initiative increased to 60.
-Wight has their initiative upped to 60 while having their damage reduced to 65.
-Alchemist now bestows elemental wards as well as an extra attack.
-The priest line now has 2 moves per turn with their healing increased by 10 for each tier.
-Cleric line has their healing increased by 5 at each tier.
-Holy Avenger now has 5 extra damage with a critical hit strike added as well, with a chance to hit increased to 85%.
-Wolf Lord's Spirit of Fenrir damage increased to 150.
-Dwarf King water ward changed to Earth ward.
-Succubus chance to hit increased to 45%.
-Incubus chance to hit increased to 70 and changed to a single target petrify rather than 6 targets.
-Elementalist now has 80 intiative and can summon elementals in all empty friendly slots versus the 1 slot.
-Nosferat and the Vampire line changed to Earth source.
-Nosferat gains drain life overflow. Reduced attack level-up by 1 point to compensate for huge buff.
-Werewolf gold cost reduced to 800.
Cosmetic changes.
-Tiamath model and the Beast model have been switched.
-Marauder model and Brigand model have been switched.
Feedback welcome, if their is interest in my mod I will make it available for download.
Post edited September 30, 2013 by KrisSean