Warlock 2: the Exiled

Warlock 2: the Exiled

Renaissance Mod
Chumley  [developer] Dec 11, 2016 @ 7:07am
Notes for Patch 7.0 -- Part 1
PATCH 7.0: THE LORDS COMETH!

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HIGHLIGHTS
==========
» 10 NEW lords
» 4 NEW units
» 2 NEW spells
» 1 NEW building
» Elementals for Arethi Elves
» Infernal improvements
» Dremer improvements
» Spell tree improvements
» Various tweaks, rebalancing & fixes

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NEW CONTENT
=============

10 NEW LORDS
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As always, every new lord in Reniassance features its own lore and custom level-up scheme, with several all-new perks and abilities. Many lords also feature all-new capabilities, such as adding permanent perks to friendly units.

» Grimwood (Usual Hero) - Fighter lord; high hitpoint, low damage treant; lowers resistances of nearby enemies
» Voodoo Chieftain (Usual Hero) - Healer & Fighter lord; versatile healer; lowers power of nearby enemies
» Gamroa, the Firemind (Famous Hero) - Creature lord; flying turtle that hits units in a line; grants research bonus
» Terraformess (Famous Hero) - Terraformer & Healer lord; heals & blesses units while changing the landscape beneath
» Dremer Dragnoth (Legendary Hero) - Dremer lord; flying dremer/dragon hybrid with Elemental damage resistance aura
» Glade Seraph (Legendary Hero) - Healer lord; creates forests for cover and grants 'Forester' buff to healed units
» Captain Deadeye (Legendary Hero) - Pirate lord; grants epic flying perk to friendly units & traps enemies
» Skyship Nautilus (Legendary Hero) - Warship lord; fortified flying ship with long-range attacks & naval upgrades
» Thunderlord Krull (Legendary Hero) - Ranged Fighter lord; special long-range attack; hits apply 1-turn stun
» Zurg the Impaler (Legendary Hero) - Ranged Fighter lord; long-range vampiric attack & special melee attacks; hits apply DoT

This brings the total lord count up to 56, nearly double what the base game provides.


4 NEW UNITS
-----------------
Naga, Arethi Elves and Infernals all get new units to fill out their ranks.

» Blazing Skiff (infernal) tier 1 naval unit; fragile with strong elemental damage
» Blazing War Barge (infernal) tier 2 naval unit; fragile with strong elemental damage; has 'Flame Wreath' action
» Harpy Aviators (naga) Harpy upgrade with better resistances & 'Hit and Run' ability; requires Training Pool
» Water Elementals (elves) amphibious elemental with ranged elemental damage; requires Elemental Nexus {new building}


2 NEW SPELLS
--------------------
Two more researchable spells have been added to the research tree, replacing two underused spells.

» Illumination (60 mana) Increases the experience points gained each turn by the target unit by 10. Lasts 5 turns. {replaces 'Boiling Water' in the research tree}
» Master of Elements (passive perk) Applies faction bonus: +20% elemental damage boost to all units. {replaces 'Falling Sky' in the research tree}


1 NEW BUILDING
----------------------
A new building allows Arethi Elves early access to tier 2 elemental units (Earth, Fire and all-new Water Elementals), giving them more unit variety.

» Elemental Nexus (elves) +1 mana, +2 research | upk = 5 gold; allows recruitment of Earth Elementals, Fire Elementals & Water Elementals {new unit}

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ARETHI ELVES IMPROVEMENTS
==========================
In the base game of Warlock 2, Arethi Elves receive fewer units than nearly every other race. Their unit pool felt desperately in need of more variety. Thus, they now have early access to tier 2 elemental units (Earth, Fire and all-new Water Elementals).

» Water Elementals (NEW!) amphibious elemental with ranged elemental damage; requires Elemental Nexus
» Earth Elementals can now be recruited by Arethi Elves; requires Elemental Nexus
» Fire Elementals can now be recruited by Arethi Elves; requires Elemental Nexus
» Chamber of Flight (building) now requires 'Mana Storage' rather than 'Hall of Alchemy' {creates better defined build trees for research & mana}
» Wreath of Life (perk via Charmed Blade) renamed 'Vitalized' & grants +1 movement; life damage bonus reduced to +20%, down from +30%

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INFERNAL IMPROVEMENTS
======================
Waterwalking as a racial advantage has been seen by many as an odd choice for demon units. Therefore, the 'Steam Cloud' and 'Water Intolerance' perks have been pulled from the following units:
- Pit Imps
- Pit Demons
- Pestilence Demons
- Devils
- Archdevils
- Inquisitor Witches
- Sulfur Golems
- Magma Golems
- Nightstalkers

In addition, Infernals now get their very own naval units. They are somewhat fragile, but deal exceptional Elemental magic damage.

» Blazing Skiff (NEW!) tier 1 naval unit; fragile with strong elemental damage; requires Infernal Harbor
» Blazing War Barge (NEW!) tier 2 naval unit; fragile with strong elemental damage; has 'Flame Wreath' action; requires Infernal Harbor & Volcanic Manufactory
» Devils base damage increased to 14, up from 12; upkeep lowered to 6 gold, 2 food (was 7 gold, 3 food)
» Archdevils base damage increased to 22, up from 18; upkeep lowered to 10 gold, 5 food (was 10 gold, 6 food); cost reduced to 550 gold, down from 600
» Both devil units have a new level-up scheme that grants 'Demon Wings' (flying) at level 6 & 'Worldfire' (ranged AoE) at level 10
» Sulfur Golems deal +10% additional elemental damage
» Magma Golems deal +20% additional elemental damage
» Inquisitor Witches reduce elemental & death resists of nearby enemy units by 10 each
» Fledgling Firebirds damage reduced to 5, down from 6; death & elemental resistances lowered slightly
» Nihtstalkers base damage increased to 8, up from 7 {effectively increases damage from 28 to 32}; improved level-up scheme
» Infernal Harbor grants 2x 'Crow's Nest' perks; no longer grants 2x 'Seafaring Scout' perks; allows recruitment of Blazing Skiff & Blazing War Barge
» Void Conduit grants 4x 'Seafaring Scout' perks
» Black Magic Smithy renamed 'Void Workshop'; grants 5x 'Dark Cloud' perks, up from 4
» Sacrificial Mound (pigs) production changed to +1 food, +4 mana (changed from +3 food, +3 mana)
» Pig Farm (pigs) may now be built by infernals
» Water Intolerance (perk) renamed 'Water Lethargy'; now reduces power by -10% instead of lowering resistances
» Steam Cloud (perk) renamed 'Spectral Footsteps'
» Dark Cloud (perk) renamed 'Void Cloud'
» Units given 'Mark of the Beast' perk will now do bonus damage to Holy Sentinels

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DREMER IMPROVEMENTS
======================
The poor resource production for Dremers has been softened a bit. Plus, Sea Dremers can now traverse land!

» Deep Sea Dremer given tritonic movement (can walk on land with penalties); cost increased to 350 gold, up from 265; renamed simply 'Sea Dremer'
» Shadow Miners, Shadow Seers & Shadow Enchanters have new action: Scrub the Land {restores land beneath friendly units to original state}
» Corrupted Mineshaft (building) gold production increased to 25%, up from 15%
» Corrupted Tower (building) mana production increased to 25%, up from 15%
» Corrupted Wagon (building) research production increased to 25%, up from 15%
» Deep Sea Feeding Vat (building) food production increased to 50%, up from 25%; renamed 'Feeding Vat'


CONTINUED in Notes for Patch 7.0 -- Part 2
Last edited by Chumley; Dec 11, 2016 @ 8:09am
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Showing 1-3 of 3 comments
Thanks for your ongoing effort!
Murashi Dec 20, 2016 @ 9:07am 
I still play this game all of the time. Thank you for keeping this mod updated. it's awesome!!!
SlickRounder Jan 25, 2017 @ 9:46pm 
Simply Amazing. Haven't read all the details YET since i don't wanna SPOIL myself with some of new lords, but one of the greatest patches in the mods history!
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Showing 1-3 of 3 comments
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