Warlock 2: the Exiled

Warlock 2: the Exiled

The Dremers
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Update: Oct 1, 2014 @ 10:09am

Version 0.95 *beta* Change notes

- Created Temple Units ->Huge Chaos Dremer (Fervus), Dremer Tumor Thrower(Grum-Gog), Great Mage Shadow(Krypta).
- Createa Powerful Summon spell to be researched after Armageddon. Extremely expensive to research and cast. It summons the Final Hivebrain Dremer, which is the Dremargor leader.
I have set it to unique, so hopefully that works like I think it should, still testing. Wanted to make this a hero unit, but wasn't working that way.
- Changed a few more resource buildings into dremer-ized versions.
- New Great Mage Perk for the Dremer Larval Brain, this "should" create a Great Mage Shadow unit out a defeated Great Mage.
- Dremers are now not affected by life healing spells and effects and they take 1 point of damage every round. This is offset, of course, by staying in your cities borders or on contaminated lands. So get those contaminating crawlers out there!
This was done for a bit better balancing.

Hope you like!

Update: Sep 26, 2014 @ 10:38am

Version 0.91 -

-Found a better graphic for Dremer non-unit buildings, now with variable sizes.
-Got the Contaminating Crawler Unit working, Use Befoul ability to contaminate the land it occupies.
-changed a few more resource buildings to dremer buildings.
-1st round of balancing changes. Had to modify the base data to make the upkeep on dremer units more in line with their power. This might cause conflicts with other mods that modify the dremer.
-increased the cost of the Contaminate spell for its multi-hex affect size.
-fixed the special cities looks to be Dremer now.

Think thats it except for maybe a few bug fixes. Enjoy. Let me know what you think.

Update: Sep 25, 2014 @ 5:00pm

Initial release 0.9 - Still 'beta' but fully playable. Many changes will be coming