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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.
Post edited September 30, 2013 by KrisSean
I think your changes are too extreme. The game is very balanced and I don't think these changes are a good idea. At most, I could see the following changes:

Heros: Nosferatu given life overflow

Empire:

Cleric heal 20 -> 25
Matriarch heal 40 -> 50
Prophetess heal 70 -> 75
Elementalist in addition to being able to summon the elemental, can do AOE damage of 45

Mountain Clans:

Tenderfoot Boost: +25% damage, +20 armor
Novice Boost: +50% damage, +25 armor
Druidess Boost +75% damage, +33 armor
Alchemist Boost Give Attack, +25 armor

Legion of the Damned:

Doppelganager deals 50% more damage to units with same name as copied unit
Transformation out of polymorph (imp) happens after the unit takes a turn, instead of before the unit takes a turn.

Undead:

Werewolf cost reduced to 800 gold

That said, since the game is so well balanced, the goal should be to make certain units that are blantantly underpowered to become useful, rather than try to add more diversity. Also, I wouldn't recommend reducing xp needed to level. In a multiplayer game, having units higher than level 3 shouldn't even happen. If you're doing that, you're putting all your XP resources into one basket only to have that party zapped by magic. Very poor move, in my opinion. What I would like to see, though, is the amount of xp level 3, 4, and 5 units give upon being killed. I feel the current balance of XP to gold (number of parties) is where it should be.
Post edited September 24, 2013 by Gaslov
Agreed.

After weeks of modding, some of these changes have actually been reverted because now that I have spent time actually modding the game, I have seen how the balance has unfolded and me trying to shore up a race's weakness in effect unbalances the game. But I also agree about modifying the units that are never seen. I will compile a current change list asap.
Unfortunately some of your suggested change cannot be implemented through editing of the DBFiles. I can only mix n match and edit stats, I cannot add anything NEW in the sense that there is no effect that adds armor through an attack therefore I cannot add such an effect to the Druidess.

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 me 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.


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 45 base attack and a 45 poison attack.
-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 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.


Cosmetic changes:
[i]
-Tiamath model and the Beast model have been switched.
-Marauder model and Brigand model have been switched.
[/i]
Post edited September 29, 2013 by KrisSean
So I was playing the Guardians of the light expansion and noticed that the tenderfoot line of boost would last for longer than 1 turn. Honestly, that would fix this unit from being completely subpar. Is there a way to make that change to the base game?
avatar
Gaslov: So I was playing the Guardians of the light expansion and noticed that the tenderfoot line of boost would last for longer than 1 turn. Honestly, that would fix this unit from being completely subpar. Is there a way to make that change to the base game?
In the latest expansion of Disciples 2 the Druidess and Archdruidess line has the "infinite" checked on their buff, making the effect permanent for that battle. The Archdruidess also has a full cure. Are you talking about the tenderfoot and novice?
Post edited September 30, 2013 by KrisSean
You are right, it is only those units. I personally feel that should be extended to the two lower units as well.
avatar
Gaslov: You are right, it is only those units. I personally feel that should be extended to the two lower units as well.
It is a simple task. In my mod I have made the effects permanent in battle and will monitor it closely to see if the effects are satisfactory.
So... how can we download and try your mod, sire?
I am a dire heart fan of Disciples 2, i have beat it more than anyone should.
Mods would be allot of fun or new maps and challenges, if anyone has any good one please let me know.
If you still remember, would you mind sharing with us what program you used to edit the game files? I've been trying to do that myself but anything I change, even if I change it back, crashes the game on startup.



Edit:
I was using OpenOffice to edit the files, I tried LibreOffice and the game ran just fine with the changes.
Post edited November 30, 2017 by Gilgamesh286
GIlgamesh which files need to be edited?

I suppose OP won't visit the thread again, but by the way what is the reason of reducing power of death and wight?
Post edited December 30, 2017 by TorroG
Just found a working mod in english

http://seek-destroy.octopis.com/download_mods.htm
GLOBALS |||DOWNLOAD|||
> view mods info <
Made By Aleksandar Milenkovic a.k.a RkShaRkz a.k.a Shark
contact at darksidemetatron@gmail.com

I only copied the contents of folder \Globals\* in game folder ...\Disciples II Rise of the Elves\Globals\
I didn't use his exe files for version 3.0 I use ver 3.01 and I see the changed creatures

Changes to the original game;
http://seek-destroy.octopis.com/RkShaRkz_mods.htm
Post edited January 29, 2018 by darkplanetar
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KrisSean: Hello, my name is Sean and I have created a mod for the game Disciples 2 gold.
Any chance of making a mod which makes the XP you get carry over from levelling up. There is so much wasted XP in D2. For example, say your party fights a dragon and one member of your party has 100 XP left to level up, but killing the dragon gives each party member 500 xp, that means that 400 XP was just completely WASTED on that member. Is there a way to fix this?
avatar
KrisSean: Hello, my name is Sean and I have created a mod for the game Disciples 2 gold.
avatar
Crosmando: Any chance of making a mod which makes the XP you get carry over from levelling up. There is so much wasted XP in D2. For example, say your party fights a dragon and one member of your party has 100 XP left to level up, but killing the dragon gives each party member 500 xp, that means that 400 XP was just completely WASTED on that member. Is there a way to fix this?
Use cheats to level him up before the fight?