Disciples II: Rise of the Elves

Disciples II: Rise of the Elves

Salyn Oct 29, 2020 @ 12:32am
What are the main changes in Rise of the elves compared to Gallean's Return?
is there a list of changes or can someone tell me the main ones? I know for example Gargoyles now have damage source of earth, i think standing in your terrain regenerates 10% of life each turn etc.
Last edited by Salyn; Oct 29, 2020 @ 12:33am
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ask QWEEDDY2. He knows almost everything... :winter2019surprisedyul:
Last edited by ︵djolaf; Dec 16, 2020 @ 6:16pm
QWEEDDY2 Dec 18, 2020 @ 2:24pm 
Originally posted by 70 fps:
ask QWEEDDY2. He knows almost everything... :winter2019surprisedyul:
Or just google it.
Better lurk russians and polish fan-sites.

Isnt RotE manual have section for that? Or that section just copyied info from GR changes (1.0->2.0)?
There is some fan (italian) site with a lots os useful info. Including main changes in RotE. And unit\items lists in general. Try to find it...
Again, better ask on some rus\pol fan sites. I saw that site working link somewhere not so long ago...
Last edited by QWEEDDY2; Dec 18, 2020 @ 2:46pm
QWEEDDY2 Dec 18, 2020 @ 2:43pm 
http://gormel.altervista.org/mastro_gp/index.html
http://gormel.altervista.org/mastro_gp/Disciples2/Balance.html
that covered only 3.0\3.01 changes and only for balance. U can try to find every changed units portraits on google.

Critical Hit for heroes available for Warrior Lord type (like in Disciples 1 mechanics) for any leaders (incl Plant Rod). Still better choose Guildmaster or Mage Lord.
As i remember it replace another perk in list.
Last edited by QWEEDDY2; Dec 18, 2020 @ 2:49pm
Vambran Feb 15, 2021 @ 2:20pm 
Biggest change was the Mage Hero got nerfed with a hidden hit % debuff vs large groups. on Average subtract about 10% from what ever the game is telling you. Even with 100% hit chance you will still wiff hits. In the base game mage hero was always the best. 300 damage with first strike. Your like a walking capital guardian late game.
Salyn Feb 15, 2021 @ 2:38pm 
Thanks for sharing that with me. I used to wonder why so many hits miss with high chance to hit. Was worried that it was a bug or something.
QWEEDDY2 Feb 15, 2021 @ 9:23pm 
Disciples never have 100% accuracy. AOE attacker always have reduce for accuracy (same for some artifacts - aoe and single target too)

During D2 ;ifetime sme update for accurary really maded. Still main point is 80+20 =\= 100, AOE always misses, and Vhard reduce accuracy for player (differ for single and for hotseat\MP) - not matter which version of D1\D2\ROTE.
Last edited by QWEEDDY2; Feb 15, 2021 @ 9:24pm
Salyn Feb 16, 2021 @ 5:04am 
Can you tell me more about difficulty changes? What exactly do increasing difficulty change? I used to think that it's only the amount of resources you begin with.
QWEEDDY2 Feb 16, 2021 @ 9:51am 
chances for AI and player - one of the difficulty things
Clown Reemus Mar 15, 2021 @ 12:23am 
Originally posted by Salyn:
Can you tell me more about difficulty changes? What exactly do increasing difficulty change? I used to think that it's only the amount of resources you begin with.
The main thing that changes is how quickly the enemy units level up. The mechanic is the following -

1. You start at your capital and every unit you see is level 1 (0exp).
2.However, with every turn every unit on the map except you and units you can see, gain levels (exp. each turn, maybe 10-15% needed for the next level).
3. That means the longer it takes you to discover the enemy armies, the higher level they will be by the time you find them.

An interesting but rather cheap mechanic. It works well, however, and does not need a hand-picked balance on the map. On Champion it means they will grow quite quickly, as compared to other difficulties.
Last edited by Clown Reemus; Mar 15, 2021 @ 12:24am
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