Warlock 2: the Exiled

Warlock 2: the Exiled

Renaissance Mod
Chumley  [developer] Mar 13, 2016 @ 11:51am
Notes for Patch 5.0 -- Continued...
OTHER CHANGES
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GAMEPLAY
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» Starting city limit raised to 6, up from 5
» Starting gold raised to 150, up from 100
» Unrest and production loss caused by plundering cities now lasts 7 turns, down from 10


UNITS
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» Tal Kalessil (great mage unit) hit points reduced to 75, down from 90 {still +20 more than original value} & no longer reduces unrest
» Death Baron (usual hero) damage increased to 12 (up from 11) & given +2 regeneration
» Ace Harpy (usual hero) given +4 regeneration & movement points increased to 4, up from 3; health reduced to 34, down from 36; level-up scheme updated
» Chosen One (usual hero) given 'Dremer Slayer' perk {bonus damage to Dremers}
» Halberdiers & Royal Guardsmen given 'Dremer Slayer' perk {bonus damage to Dremers}
» Lifesmith (famous hero) begins with 'Traditional Healing' instead of 'Reconstruction', which may be learned at level 3
» Skeleton King (legendary hero) given +2 regeneration
» Deep-water Kraken cost reduced to 275 gold, down from 375; upkeep reduced to 8 food, 2 mana, down from 10/2; stage raised to 3, up from 2
» Dremer Warriors (summoned) upkeep increased to 4 food, 4 mana, up from 3/3
» Shadow Dragon (summoned) health increased to 100, up from 90; upkeep increased to 18 gold, 18 food, 18 mana, up from 17/17/17
» Great Mage Shadow gains immunity to banes, +3 regeneration & loses 20 of each resistance: melee, missile, death, elemental
» Magic Fighters (planestriders) & Sea Crests (wild) 'Lightning Bomb' action renamed 'Lightning Sphere' and features a new icon
» Charmers (planestriders) 'Call of Nature' action replaced by 'Lightning Bomb' action {elemental burst damage spell w/ dot effect, like Magic Fighters' action, only ranged}
» Lightbringers (planestriders) 'Spirit Calling' action replaced by 'Cleansing Light' {dispels one curse from friendly unit}
» Rats & Strong Rats (monsters) begin with 'Scout' perk and use a scout level-up scheme
» Rodents of Unusual Size (sylvan) 'Forrester' perk replaced with 'Scout' perk; 'Tenacious Beast' perk renamed 'Swamp Beast'
» Jackalope Herd (sylvan) damage increased to 7, up from 6
» Fledgling Firebirds (infernal) all resistances except life & elemental reduced by 5; health reduced to 14, down from 15
» Minotaurs & Black Minotaurs (wild versions only) have increased stats, equal to their recruitable counterparts; spawn rate decreased slightly
» Pirate Ship (wild) hit points increased to 70, up from 62
» Fey Serpents (summoned) sight range reduced to 2, down from 3; retains ability to detect invisible units
» Fog Elementals (summoned) renamed to 'Mist Elementals'
» All sea creatures have a modified level-up scheme that replaces useless skills (i.e., pathfinding & cover) with useful, flavorful perks
» All transport ships have had their Life & Spirit resistances reduced to 20 (down from 50); other resistances raised to 85, up from 80
» All combat naval ships have a modified level-up scheme with optional +30% life damage at level 4; this makes them much stronger vs. transports


PERKS
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» Tactical Supremacy perk effects reduced to 30, from 50 {retains +5 regeneration}; cost reduced to 1000 gold, down from 1200
» Original Dremer perk renamed 'Savage Dremer' to differentiate between wild Dremers and playable Dremers
» Blood of the Boar perk (infernals) Melee resistance reduced to 10, down from 15
» Gift of Enlightment leveling perk (Enlightened Shaman) renamed 'Natural Enlightenment' and has new icon that better corresponds to the ability & blessing
» Vampire's Aura & Aura of Vampirism perks (Supreme Vampire) reduced to 20%, down from 40%
» Amphibious Alpha perk (sylvan/dremer) renamed 'Aquatic Alpha'
» Aspect of Dragon (naga) now grants 'dragon' status in addition to its other effects
» Adaptation perk (naga, Land Port) renamed 'Tritonic Adapatation'; passability extended to all terrain, but ONLY for tritonic/amphibious units; cost increased to 150 gold, up from 125
» Light Map perk (naga, Beacon of Light) cost reduced to 100 gold, down from 125
» All +XP perks (Perceptive, Insight, Aura of Insight, Masters of War, Usual Hero, Famous Hero, Legendary Hero) given an additional +1 XP per turn
» Naval 'Perceptive' level-up perk replaced with 'Salty Dogs' level-up perk {done for flavor; same effect}
» Waterwalking eliminated from 'Infernal' perk and moved to new 'Steam Barrier' perk {done for flavor; units are unchanged}
» Water Hatred perk (infernals) renamed 'Water Repulsion'
» Stinky Shots perk (level-up) renamed 'Tainted Shots'


GOD AVATARS
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» All avatars appear much larger and have unique visual effects that make them easier to identify
» All avatars have had their damage rebalanced to be fairly equal in damage output
» All avatars apply a short 2-turn stun to any units they damage
» All avatars have 10% vampirism
» Hit points of all avatars increased to 1250, up from 1200
» Avatar of Lunord may now summon Sorcerers


BUILDINGS
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» Colosseums may be built in cites lvl 5+, down from 10; population bonus lowered to 20%, down from 25%; upkeep reduced to 5 gold, down from 10
» City sight range modified to always grant 1 hex of sight beyond city borders; religious cities and fortress cities retain 2 hexes of sight
» Cities lvl 1-4 hit points reduced to 75, down from 100 {still 25 hit points more than in core game}
» Capitals lvl 1-4 have the same hit points and firepower as those at level 5-9 {only noticeable for first few game turns; can help take down hostile units that accompany some starter perk resources}
» Capitals lvl 10-14 hit points increased to 750, up from 600
» Capitals lvl 15+ hit points increased to 1500, up from 1200
» Free Town hit points reduced to 75, down from 80
» City of Life (Agrela) Life magic damage reduced to 18, down from 22 {rebalanced for transports}
» Guardian Totem (sylvan) Life magic damage reduced to 18, down from 22 {rebalanced for transports}
» Well of Krakens (Sunken City) may only be built near water, rather than anywhere; upkeep reduced to 3 gold, 3 food, down from 5 gold, 5 food {this change pushes the structure to the end of the page in the building tree view}
» Dragon Dig Site (Gold Dragon Eggs) renamed 'Dragon Research Site' and features new artwork & model
» Military Academy (naga only) renamed 'Naga Academy' {to help avoid player confusion, as it's a different entity than the common Military Academy}
» Gathering Platform (Mysterious Mist) reworked: 100% gold, 100% food, 100% mana & 4x Mist Cloak perks (for all classes) | upk: 10 gold {due to the extreme rarity of this resource, this building needed to offer something worth getting excited about}
» Pub (monster) & Endless Tavern (planestrider) decrease unrest in the city by 1
» Land Port (naga) 'Tritonic Adaptation' perk count reduced to 2, down from 3
» Aquatic Preserve (sylvan) upkeep increased to 1 gold, 2 food, up from 2 food
» Medical College (planestriders) renamed 'School of Medicine'; upkeep reduced to 3 gold, down from 5
» Harbour (infernal only) renamed 'Infernal Harbour'; now provides 2x Seafaring Scout perks for biter class
» Great Granary (sylvan only) renamed 'Great Silo' and given updated artwork to further differentiate it from the monsters version
» Beacon of Light (naga) upkeep cost reduced to 2 gold, down from 4
» Halls of Knowledge (elves) research reduced to 25%, down from 50% {rebalanced specifically for Renaissance}
» Halls of Science (elves) research reduced to 75%, down from 100% {rebalanced specifically for Renaissance}


SPELLS
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» Summon the Evil cost increased to 80, up from 75
» Summon Shadow Dragon cost increased to 900, up from 750
» Summon Piranhas cost decreased to 50 mana, down from 65
» Experienced Mind restored to core game values {+30% casting speed / upk = 3 mana, down from 50% / upk = 5 mana}
» Agile Mind moved to one tier sooner in the Sorcery research tree
» Curse of Evil renamed 'Shadow Curse' and moved to final tier of Sorcery research tree
» Clean the Land & Restore Ardania no longer affect tiles with castles/capitals {this fixes a potential game-crashing bug}
» Life Bolt given an additional gem slot
» Lower the Land given a gem slot
» Create Artifact & Create Greater Artifact casting time reduced to 4.5 turns, down from 5
» Vampire Weapon damage buff reduced to 30%, down from 50% {done to further balance this perk & make Grum-Gog's Plague Weapon more potent by comparison}
» Hatred of Magic (Krolm) casting time reduced to 0.5, down from 1 {to make it superior to Counterspell, which anyone can research}
» Information Warfare duration increased to 7 turns, up from 5
» Land-based terraforming spells have had thier casting times slightly increased {done for balance}
» Blooming Water & Boiling Water have had their research times decreased
» Blooming Water, Magical Water & Clean Water have had their casting times decreased slightly
» Magical Water cost decreased to 40 mana, down from 50
» Frozen Water renamed 'Icy Water' to match the hex tooltip
» Summon Fog Elemental renamed 'Summon Mist Elemental'
» Auto-suggestion renamed 'Eternal Flame'
» Lightning Bolt, Magic Web, and a few less consequential spells were given a higher level based on their locations in the research tree, giving these spells a greater impact on lower level units
» Clean the Land given a more appropriate spell effect


ABILITIES
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» Mass Regrowth (Glade Warden) healing increased to 12, up from 11; new spell icon
» Monster Breath (Flying Dremers) is now Elemental magic damage (was Death) and effects the target plus next hex in line
» Gift of Enlightenment (Enlightened Shaman) renamed 'Natural Enlightenment'; new perk icon
» Maneuver (Ace Harpy, Harpies) no longer heals; it only increases movement points


GREAT MAGES
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The starting perks of some Great Mages were adjusted to better compliment their background lore and provide better gameplay. The perks chosen for some characters attempt to further the story introduced in Renaissance.

» Line breaks have been added to Great Mage bios, making them easier to read
» King Reginald II renamed 'King Reginald III'


BANNERS
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The colors of some Great Mages were revised to better compliment their artwork and make equal use of all color options.

» King Lich VI default color changed to green
» Tal Kalessil default color changed to teal
» Mallacir default color changed to blue
» Stoneheart default color changed to teal
» Chief Justice default color changed to blue
» King Rrat default color changed to red
» Xara default color changed to dark green


QUESTS
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» Unprecedented Growth -NEW- Grants a free settler unit, modest population bonus & faction perk to aid the AI on challenging & impossible in the early game
» Trolls vs. Werewolves -NEW- Monster-only quest added to aid the AI in higher tier unit production; this quest replaces Dragon Sale, which has been removed
» Other Renaissance quests to improve the AI have been added and adjusted; many grant faction-wide perks for a limited time
Last edited by Chumley; Mar 13, 2016 @ 12:23pm