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Best of luck!
-fawahar
CHANGES:
-fixed effect(s) Icon of Tricks of the Trade skill
-fixed bug where Demon and Undead Thief Leaders could use army slots, now all have 0 Leadership
------------------
P.S. the patch link was added also to the opening post, so they are the same file now. if for any reason you want to play the mod without the changes mentioned above, you'll have to pm me for the old file. thanks.
Hello, is there a list of what exactly is changed in this mod? I mean the whole mod, not just the patch :)
Moreover, I can share few inisights right now, just a briefing on the topic:
Goal of Defenders of the Faith: Change the gameplay in a such way that it makes it much more exciting for both single and multiplayer, yet retain its original Disciples 3 composition, so it does not feel like much different than the original game.
Lore of Defenders of the Faith: Retain general Lore, but incorporate its own shade(my perspective) and deviation, mainly trough changing/adjusting/improving the ideas behind units, leaders and spells(lorewise).
Gameplay of Defenders of the Faith: Keep the fundamentals which are tied with the Disciples 3 core system, but add all new tactics, maneuvers, thus creating unique situations for the player, which by itself gives the fresh experience of already good game, modded properly.
Special Ideas of Defenders of the Faith: Innovate to the point where the mod brings exaltation in the player, yet remain focused not to loose itself in wrong(or too much extreme) turns and twists, which can lead to player's furstration and emotional demise.
Future of Defenders of the Faith: To be examined thoroughly and as much time allows, for inconsistancies and maybe even blunders in the gameplay, and fix such. Also, polish the visuals and "general gameplay" feel of the game while being true to its core ideas and still following of the Disciples series values and morals, which are incoparable to any other game.
Now in more simple words, what I have exactly done here is: Took all gameplay parts, divided them in sections and optimized and innovated in each section. This varies from the trivial stats balance of a level 2 spell or neutral unit to the grandiose change of the Demons faction leaders and the complete change of the Undead Hordes specter/archer unit tree. Not a single unit/spell/item/map object was left unchecked. Some of them I left as they were, since I find them fitting the rest of the changes, and as well I find them very nicely designed. Yet that would not be more than 15-25% of the whole game environment. The rest has been either completely redesigned or balanced and adjusted with the smallest margin, my testing abilities allow. So, yes, the mod heavily needs a true presentation to the player of this amazing game, thou only time will tell when I can provide such a luxurious addition.
Yes, I use the models from Empire, since adding new models will be a task of a huge scale, just making them ghostly and transparent, so they have a bit of a difference. Also the Demonic leaders use two neutral an one demons skin, there is no cosmetic change in these three replacements. I hope the players can get used to the fact there are few units much like each other, at least on the outside look. It took me some consideration before I implemented this change, I just really wanted to remake some, how to say... "not exactly fascinating" unit skins in the game and that was the best if not only option that I could imagine and fit the lore overall.
But there are models from the original game (D3:R) for Ghost units, right? Couldn't you have used these instead?
Absolutely, however the new ghost tree now is basically "the revived humans, who have allegiance to mortis"(they(ghosts) were in a sense already the revived humans in the original D3 lore, so its not a exactly run-away from the basics). And there is few more things that I bothered with, like animations for example, which also created a space to play with the elemental damage change into that tree, maybe the most significant in a sense of gameplay chage for the Undead Hordes. It was a hard task but I tried make a combination that makes sense to me at least and hopefully looks ok(ish) :) and btw imo the Paladin is just so amazing(design) unit, I could not resist re-use his skin :)
I see, thanks for sharing :) Yeah, the paladin does look great!
Map1 32x32: Terrial[1drv.ms] v1.0 (Small Skirmish 1v1)
Map2 72x72: Above and below[1drv.ms] v1.0 (Large Skirmish 1v1v1v1 ffa)
Well, the mod is safe to be played from "day1" by anyone interested in turn-bsed strategy games with or without playtime in any of the disciples games series. Thou I suggest trying different things(mods/vanilla) and going with what pleases you intuitively.