Warlock 2: the Exiled

Warlock 2: the Exiled

Renaissance Mod
Chumley  [developer] Jan 27, 2017 @ 5:08pm
Notes for Patch 8.0 – Part 2
Missed part 1? ... Notes for Patch 8.0 -- Part 1


FREE TOWN IMPROVEMENTS
=========================
Free Towns now have production bonuses better suited to each race. They essentially act as a free farm for that faction that pays incrementing taxes in gold.

» Free town (all races EXCEPT dremer, infernal & undead) production changed to +1 gold, +2 food (was +3 gold)
» Free town (dremer) production changed to +3 food (was +3 gold)
» Free town (undead) production changed to +1 gold, +2 mana (was +3 gold)
» Free town (infernal) no change (+3 gold)


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LORD UPDATES
=============
» Grand Stubborn Master (usual hero) base damage reduced to 12, down from 15; given 50% life damage bonus
» Labyrinth Runner (usual hero) deals bonus damage to units with 'Armoured' status; hit points reduced to 48, down from 50
» Grimwood (usual hero) hit points reduced to 70, down from 75
» Archdruid (usual hero) hit points increased to 36, up from 35; given 'Forester' perk
» Halfall (usual hero) hit points reduced to 52, down from 55
» Snow Ranger (famous hero) given 'Survivalist' perk {bonuses in hills & forests; passability: hills & forests}; hit points reduced to 38, down from 45
» Cruel Creature (famous hero) given 'Beast' status; 'Hates: Armoured' put into separate 'Armor Crusher' perk
» Mountain King (famous hero) given 'Have Another!' action
» Lifesmith (famous hero) base damage increased to 15, up from 14
» Spirit Walker (legendary hero) 'Summon Bearman' action now summons a Polar Bearman {slightly better stats} instead of a Bearman
» Elder Witch (legendary hero) gets 'Hex' (a powerful spirit attack with debuff) on level up {replaces 'Fire Lasso'}

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UNIT UPDATES
============
» Koatl Shamans (formerly sylvan) moved to Monsters faction; hit points increased to 40, up from 37; given +8 regeneration; require Temple of Fervus; upkeep changed to 5 gold, 5 food, 5 mana (was 4 gold, 7 food, 7 mana); unit model updated
» Dremer Grunts (dremer) 'Claw Swipe' action renamed 'Claw' & damage reduced slightly; now deals slight damage over time
» Shadow Enchanters (dremer) lose 'Shadow Haste' action; now stage 2 (up from 1)
» Shadow Miners (dremer) lose 'Shadow Mend' action; now stage 2 (up from 1)
» Shadow Seers (dremer) lose 'Shadow Salve' action {can get on level-up at level 5}; now stage 2 (up from 1)
» Defiler Roaches (dremer) cost reduced to 150 gold, down from 165
» Flayers (infernal) upkeep reduced to 2 food, 2 mana (was 3 food, 3 mana)
» Grey Striders (planestrider) given 'Survivalist' perk {bonuses in hills & forests; passability: hills & forests}; movement points reduced to 4, down from 5; +10 melee/missile resist removed
» Grey Shadows (planestrider) given 'Survivalist' perk {bonuses in hills & forests; passability: hills & forests}; movement points reduced to 4, down from 5
» Order Keepers (planestrider) given 'Survivalist' perk {bonuses in hills & forests; passability: hills & forests}
» Black Reapers (planestrider) upkeep increased to 6 gold, 7 mana (was 4 gold, 5 mana)
» Archers of Chaos (planestrider) movement points increased to 5, up from 4
» Catapult (human) 'Barrage' action cooldown increased to 5 turns, up from 4
» Seasoned Goblin Spearmen (monster) hit points increased to 40, up from 35 {brings unit more in line with similar tier 2 units & helps AI}
» Treewarden (summon) regeneration aura reduced to +8 regeneration, down from +10; upkeep changed to 3 food, 12 mana (was 12 mana)
» Demonwood (summon, hostile) upkeep changed to 3 food, 9 mana (was 9 mana)
» Polar Bearman (summon, hostile) movement points increased to 3, up from 2; damage reduced to 23, down from 25
» Holy Sentinels (allied, hostile) lose waterwalking; instead have special immunity to prevent dispel effects
» Great Bears (summon, hostile) given 'Maul' action
» Cave Bear (hostile) given 'Maul' action
» Tal Kalessil (unit capital) movement points reduced to 4, down from 5; level-up perks restored to original leveling scheme (with +30% melee, which grants a whopping dmg bonus early on)
» Koatl Warlocks have been retired {replaced by 'Koatl Shamans'}

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BUILDING UPDATES
================
A handful of perks added in Renaissance Mod are being retired to continue to alleviate the infamous perk bug native to the core game.

» Koatl House (formerly sylvan) restored as an allied building; requires Koatl Village; upkeep changed to 2 gold, 1 food; allows any faction to produce Koatl Atlatls
» House of Secrets (formerly sylvan) renamed 'House of Itzpapalotl'; restored as an allied building; requires city level 10; upkeep changed to 4 gold; allows any faction to produce Koatl Hunters
» Dwarven Settlement (common) renamed 'Dwarven Outpost' {differentiates it from the resource it's built on}
» Colosseum (common) population bonus increased to +30 (was +20); upkeep reduced to 3 gold, down from 4; build time reduced to 3 turns, down from 4
» Shrine of Krolm (common) no longer has a tower attack; adds production +3 gold, +1 research instead; upkeep = 3 mana
» Shrine of Fervus (common) production changed to +3 mana, +1 research (was +2 food, +3 mana)
» Shrine of Agrela (common) production changed to +3 food, +1 research, +10 pop (was +3 food, +25 pop)
» Shrine of the Dragon (naga) 'Dragon's Grace' perk retired {functionality rolled into new 'Fishliver Oil' perk}; production changed to +2 mana, +2 research (was +3 mana, +1 research); upkeep reduced to 3 gold, down from 6
» Land Port (naga) 'Triton Adaptation' perk retired {functionality rolled into new 'Fishliver Oil' perk}
» Sea Charms Shop (naga) renamed 'Fish Extractory'; 'Sea Charms' perk renamed 'Fishliver Oil' & reworked to give: +10 melee, +10 elemental resists, passability: flat; waterwalking; perk cost increased to 100 gold, up from 40
» Laboratory (undead) 'Phials of Life' perk regeneration value increased to +2, up from +1; caster & biter classes no longer receive this perk
» Shamans' Guild (monster) 'Elementalist' perk also available to caster units; damage bonus reduced to +20% elemental, down from +25%; cost reduced to 100 gold, down from 125
» Plane Warriors' Guild (planestrider) 'Heavy Armor' perk retired {changes to Striders & Grey Striders make this less necessary}
» Healer's Hut (planestrider) renamed 'Miracle Worker's Hut'
» Tainted Obelisk (dremer) 'Tainted Spirit' perk retired; adds production +2 research; upkeep changed to 8 gold, 2 mana (was 6 gold, 6 mana)
» Elemental Nexus (elves) building effects & artwork improved
» Koatl Temple (common) & 'Water of the Lizard' perk have been retired

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STARTING PERKS
===============
» Koatl Worshipers (NEW!) gives unit: Koatl Atlatls; cost = 3
» Renaissance Man (NEW!) gives hero: Lifesmith; cost = 8
» Elven Relatives renamed 'Elven Affinity'
» Instructor cost reduced to 2, down from 3
» Koatl Kinship cost increased to 3, up from 2
» Dwarven Heritage cost reduced to 3, down from 4
» Elven Followers has been retired
» Summon the Mists has been retired

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GREAT MAGES
=============
» Tlalocian (sylvan) realigned with Monsters; perks changed to: Koatl Kinship, Koatl Worshipers, Favour of Fervus; begins with redesigned 'Spear of Chaos' spell
» Winter Enchantress (sylvan) made more aggressive
» High Priestess Alura (elves) realigned with Sylvan Order; begins with redesigned 'Spear of Chaos' spell
» Dragon Queen (elves) given new background art; made less aggressive
» Dragonrider Karga (monsters) given new artwork & portrait
» Mistress Circé (undead) given new artwork & portrait
» Serpent Queen Zhora (undead) given new artwork & portrait; lore expanded
» Krel the Kingpin (human) given 'Glutton' starting perk
» Stoneheart (svart) given 'Make Land Barren' starting perk
» Dremegog (dremer) given 'Lesser Weakness' starting perk
» A few other mages have had their starting perks & personality adjusted
» Byron Strongarm (monsters) has been retired

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SPELL UPDATES
==============
» Unity Spell cast time reduced to 50 turns, down from 60 {this rolls back a change in patch 7.0}
» Illumination cost reduced to 50 mana, down from 60 mana
» Lunar Tide (lunord) may now target water hexes, in addition to land hexes
» Corrupting Vapors (Krypta) cost reduced to 32 mana, down from 40
» Fist of Krolm (krolm) also weakens healing spells when cast on healing units
» Spear of Chaos (fervus) reworked as 1st tier Fervus spell; deals 9 spirit dmg for 21 mana
» Nature Regeneration (fervus) requires 50 rep to cast, up from 25; one tier later in research tree
» Summon Bears (fervus) has been retired {replaced by 'Summon Great Bears'}
» Summon Bearman (fervus) has been retired {replaced by 'Summon Polar Bearman'}

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OTHER UPDATES
===============
» Successful diplomatic treaty & alliance communication cooldown increased to 1, up from 0
» Diplomatic relations values changed {slightly less for alliances & pacts}; alliances degrade slower; penalties are greater for treachery & not aiding an ally
» Units will be liberated from loot locations slightly less often
» Holy Ground (resource) can now very rarely spawn in Elven worlds & is slightly more prevalent in sandbox mode primary world
» Elven Speed (action) renamed 'Elven Tonic' {more appropriate, since this action also heals}
» Fireball (action) renamed 'Firebolt' & given new icon {to distinguish it from artifact version with same name}
» Gamble (action) now generates 2 unrest per turn, up from 1
» Siphon Soul (action) now generates 1 unrest per turn (was none)
» Helia's Divine Gift (epic perk) grants elemental immunity {can be removed}
» Holy Munitions (levelup perk) renamed 'Enchanted Gunship'
» Death's Protection (levelup perk) icon updated to better represent perk effect
» Artwork improved for a number of other actions & perks
» Quest-rewarded unrest perks that only affect cities (as opposed to the entire faction) have been renamed, preceded by the word "Citywide" to clarify their limited effect

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BUG FIXES
=========
» Gambling Hall (common building) may be repeated within a city when there are multiple Elven Villages available
» Fixed a bug in a couple divine quests that were preventing the quests from appearing in the game
» Cleaned the mod files, eliminating obsolete legacy data & icons from previous mod versions
» Fixed a few typos & misspellings


Curious about why certain changes were made?

Read the Lore & Developer Notes »
Last edited by Chumley; Feb 8, 2017 @ 1:45pm
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Showing 1-8 of 8 comments
Gravedigger Jan 28, 2017 @ 8:54am 
Awesome!
SlickRounder Jan 28, 2017 @ 4:49pm 
Damn this is jam packed. Will need to reread this at a later date after I've played with patch 8. Seems decent overall.
♥ Rommel ♥ Feb 1, 2017 @ 3:03pm 
I still encounter the perk error with your mod, not sure what is causing it. Tried to do a game with Cierce and it happened.
Chumley  [developer] Feb 1, 2017 @ 3:09pm 
It still can happen. But it should happen less often the recent changes. It's more likely to happen when you build up cities of more than 2 races.

You can avoid the bug by keeping an eye on how many perk buildings you have in the unit screen. If you notice you have a lot for a particular class (like archers, for example), count up all the perks available to the one class. If you have 18 or so, consider applying all the perks from one building then destroying it.
Wyzsub10 Feb 4, 2017 @ 12:50am 
I'm getting a game-crashing error cannot find building condition for koatl temple. Is this patch related and am I missing something?
Chumley  [developer] Feb 4, 2017 @ 3:14am 
Originally posted by Wyzsub10:
I'm getting a game-crashing error cannot find building condition for koatl temple. Is this patch related and am I missing something?

Yes, that error is caused by this patch. Unfortunately older save files are not compatible with 8.X builds and the overhaul of the Sylvan Order. Please begin a new game and you'll be all set.

Sorry for the inconvenience. All future patches will be fully compatible with saves made from 8.X and onward. This won't happen again.
Last edited by Chumley; Feb 4, 2017 @ 3:15am
♥ Rommel ♥ Feb 24, 2017 @ 3:18am 
I really love what you have done with the game with this mod! I wish there was a way to introduce wonder-type improvements into Warlock 2, its something I have been wanting to see for awhile. I don't think its feasible though, we will probably not a get a Warlock 3; if we DO I hope its not by Ino-Co Plus would rather get a dev that really cares about making a stable game. So far their track record hasn't been that great.
Pikatchu Jun 23, 2017 @ 6:47am 
Thank you man for the update!
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Showing 1-8 of 8 comments
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