Warlock 2: the Exiled

Warlock 2: the Exiled

Renaissance Mod
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Opdatering: 15. juni 2016 kl. 6:50

PATCH 6.0.1 (updates & tweaks)

While launching patch 6.0, I was completing a final round of playtesting -- this time with the Dremers. This small patch makes a few additional blance changes to them, plus a handful of other minor changes.


DREMER UPDATES
============
» Tainted Obelisk (building) 'Vile Spirit' perk grants +15 spirit resist, down from +20; cost reduced to 175 gold, down from 200
» Crystal Resonator (building) 'Touch of Evil' perk uses reduced to 2, down from 4
» Sensory Node (building) 'Chameleon Receptors' perk uses reduced to 2, down from 4
» Dremer Summoners only require Summoning Stones to build
» Defiler Widows base dmg increased to 16, up from 15; range reduced to 2, down from 3 {to keep the 3-range Dremargor Spawn unique}
» Colossal Dremer given 'Boulder Throw' action {so you won't lose this useful ability when you upgrade Dremer Smashers}

------------------------------


OTHER CHANGES
============
» Frigate (svart) HP increased to 30, up from 28; movement points decreased to 3, down from 4
» Stubborn Knights (neutral allies) base dmg decreased to 18, down from 20
» Stubborn Crusaders (neutral allies) base dmg decreased to 21, down from 22
» Far Sight (spell) cost reduced to 75 mana, down from 100
» Wind Walking & Water Walking (spell) cast time reduced to 1.2 turns, down from 1.5
» Levitation (spell) cast time increased to 1.5 turns, up from 1.2
» Disenchant City (spell) renamed 'Dispel City'
» Disenchant Great Mage (spell) renamed 'Dispel Great Mage'
» Racial descriptions updated with PROS and CONS grouped together
» Founding undead cities creates Lands of Death at the hex {a nice little bonus in line with similar mechanics for dremer and sylvan factions}
» Frigate & Battleship (svart) models swapped and resized {my gut tells me this was a developer mistake; the core Frigate model is so much more impressive than the Battleship model}

------------------------------

Opdatering: 12. juni 2016 kl. 11:29

PATCH 6.0: SPELLS & RELICS

HIGHLIGHTS
=========
» 5 new spells
» 5 new artifacts
» 3 new crafting elements
» 1 new unit
» 1 new building
» Spell effects always hit
» Research tree improvements
» Various tweaks, fixes & rebalancing


PATCH NOTES
==========

[+] Notes for Patch 6.0 -- Part 1

[+] Notes for Patch 6.0 -- Part 2

[+] Lore & Developer Notes -- For those curious about certain decisions


Enjoy! :-D

------------------------------

Opdatering: 25. apr. 2016 kl. 17:54

PATCH 5.1.3 (updates & fixes)


UPDATES
======
» Casting times of many summon spells have been rebalanced {most have decreased slightly}
» Essence of Life perk (undead) renamed 'Phials of Life'; given +2 regeneration and new icon; no longer available to constructs
» Trolls (monsters) build time reduced to 3 turns, down from 4 {this is now the same as Old Trolls}
» Arethi Spearmen & Arethi Spearmasters (elves) build time reduced to 3 turns, down from 4
» Dremer Grunts (dremers) Blood Poisoning debuff reduced to 20%, down from 25%
» Turn Undead (Dauros spell) renamed 'Holy Wrath' {as it affects transport vessels, too}


FIXES
====
» Neutral Dremer cities size 3 and size 5 were spawning 2x certain defending units; this has been corrected
» Guiding Light quest event triggers have been corrected; this should trigger slightly more often

Opdatering: 23. apr. 2016 kl. 9:59

PATCH 5.1.2 (updates & fixes)


The changes to the cost of Dead World, Elven World, Elemental World & Contaminated World starting perks introduced in 5.1 have been removed. By changing these perks, I'd unintentionally added another DLC requirement to the mod.


BUILDINGS
========
» Elven Bungalow (Elven Village, allied) -NEW PERK- Elven Arrows: +15% Missile damage for ranged units
» Training Arena (allied) upkeep increased to 4 gold, up from 2 {consistent with other tier 2 allied buildings}
» Glint Refinery (Sea Glim) renamed 'Light Refinery' & Magical Fuel perk renamed 'Gimmering Fuel'


PERK BUG MITIGATION
=================
The following changes have been made to help reduce the triggering of the infamous perk bug:

» Field Research perk (Tent Researchers) renamed 'Research Expedition' and cost reduced to 50 gold, down from 75; only available to naval units
» Mist Cloak perk (Gathering Platform) renamed 'Cloaking Mists' with invisibility effect added and cost increased to 250 gold, up from 200; only available to naval units
» Elven Elixers perk (elves) renamed 'Charmed Blades' and moved from Hall of Commerce to Chamber of Blades; only available to melee units; new icon art
» Master of Elements perk (monster) only available to healer units
» Heavy Armour perk (planestrider) only available to melee units
» Chameleon Receptors perk (dremer) only available to ranged units
» Mark of the Beast perk (infernal) only available to creature & melee units
» Living Essence perk (undead) renamed 'Essence of Life' and moved from Mill of Souls to Laboratory, an optional resource building (built on silver)


OTHER CHANGES
============
» Propaganda (spell) research cost reduced slightly
» Aura of Wind (Magisters) renamed 'Windstorm Aura'
» Shimmering Dragon (naga) renamed 'Shimmering Dragons' and now come in groups of three {cosmetic change}


BUG FIXES
========
» Non-epic 'Gift' perks innate to temple units no longer have gold-framed icons, so they won't be confused for purchased epic perks
» Yendral, spawn of Tendral (famous lord) will now show in the Hall of Heroes when chosen as a starter perk
» Dragonwolf Brawlers (sylvan) no longer have artifact slots

Opdatering: 23. apr. 2016 kl. 9:50

Patch 5.1.2 -- first attempt {an icon was missing}

Opdatering: 19. apr. 2016 kl. 17:27

PATCH 5.1.1 (updates)

I had hoped to add these in the large 5.1 patch, but I didn't want to delay its launch. This should be the last of the Renaissance content updates for a while.


BUILDINGS
========
» Dragon Cookery -NEW BUILDING- (Dragon Eggs, monsters) +40 food | upk = 10 gold {replaces Dragon Farm for monsters; identical stats}
» Dragon Farm (Dragon Eggs, sylvan) food production reduced to +30 (down from 40) and now provides +5 research; can ONLY be built by sylvan {no longer by monsters}
» Crypt & Mana Vault (undead) have been swapped in the build tree, allowing Zombies (and now a slightly weaker version of Ghosts) to be recruited sooner
» Crabber's Hut (naga) now requires Fish Storehouse as a prerequisite rather than the Barracks, allowing it to be built sooner


UNDEAD UPDATES
=============
» Vengeful Ghosts -NEW UNIT- (undead) elite melee unit with Death magic damage; has 'Terror of Death' AoE action; new upgrade for Ghosts; requires Mill of Souls
» Ghosts (undead) health reduced to 24, down from 26; cost reduced to 225 gold, down from 250; upkeep reduced to 8 mana, down from 10 mana; requires Crypt rather than Mill of Souls; may be upgraded to Vengeful Ghosts
» Crypt & Mana Vault have been swapped in the build tree, allowing Zombies & Ghosts to be recruited sooner
» All ghost units have a modified level-up scheme that replaces useless skills (i.e., pathfinding & avoidance) with more useful perks


SYLVAN UPDATES
============
» Guild Hall renamed 'Sylvan Lodge' and given a new model and new artwork
» Backwoods Treasury & Sylvan Lodge swapped in the build tree {cosmetic change only; production unaffected}
» Dragon Farm (Dragon Eggs, sylvan) food production reduced to +30 (down from 40) and now provides +5 research
» Forests automatically appear on hexes where new sylvan cities are founded
» Many sylvan buildings have been updated with modified models to make the race appear more unique


QUEST EVENTS
===========
» Thirst for Vengeance -NEW- Grants a new faction perk (Oath of Vengeance) that gives +30% power and 20% vampirism to units later in the game on impossible; this is an ULTRA RARE event
» Dragon Merchant now sells Rainbow Dragons in addition to other dragons


OTHER CHANGES
============
» Worldly Merchant -NEW FACTION PERK- (+5% gold, +5% food, +5% mana) added as a random lootable
» Monstrous Experiment (Legendary Hero) base damage reduced to 21, down from 23
» Olden Ghost (Famous Hero) health increased to 34, up from 30
» All flying creatures have a modified level-up scheme that replaces useless skills (i.e., pathfinding) with more useful perks
» Wind Shield perk (Magisters) renamed 'Aura of Wind'
» Bullets in faction descriptions are now easier to read

Opdatering: 14. apr. 2016 kl. 16:17

PATCH 5.1: KNIGHTS OF ARDANIA

HIGHLIGHTS
=========
» NEW! Bonus Pack
» NEW! Epic Perks
» Dremer improvements
» Donkey Cavalry additions
» 2 new lords
» 2 new buildings
» New AI quests & faction perks
» Various tweaks, fixes & rebalancing

------------------------------


NEW! · BONUS PACK
==============
By installing this pack in your Warlock 2 directory, you'll enable additional game changes designed to enhance new content in Renaissance Mod. Due to limitations with the Warlock 2 editor, these changes could not be added to the mod directly.

DOWNLOAD HERE:
https://www.dropbox.com/s/0jn8b5u9uuzph48/Renaissance_Mod_Bonus_Pack_v1.0.zip?dl=0

This pack does the following:

» Contaminated lands only reduce food production by -50%; mana & gold production are NOT affected {they are usually also reduced by -50% each}

NOTE: This change allows players of the Dremer faction to use the Dremer's ability to contaminate lands more liberally and strategically. It also makes it viable to begin the game on a Dremer world.

» All Dremers (playable and hostile) move with normal movement rules over contaminated lands

NOTE: This change makes it possible for Dremer units to move at 0.5 movement points across their own buildings on contaminated lands, just as non-Dremer units do. Without this fix, Dremers always move at 1 movement point, even when buildings are present.

DOWNLOAD HERE:
https://www.dropbox.com/s/0jn8b5u9uuzph48/Renaissance_Mod_Bonus_Pack_v1.0.zip?dl=0

Installation is super-easy. Just view the READ ME file.

------------------------------


NEW! · EPIC PERKS
=============
Epic perks are those with a GOLDEN frame that are purchasable from certain buildings. These perks now have a mana upkeep in addition to their purchase price. Thus, they share qualities of both purchased perks and enchantments.

» Epic perks apply their effects to transport vessels, like enchantments
» Epic perks may be cancelled, giving you the option to re-purchase them for different units
» If a unit dies and is resurrected, any epic perks must be replaced
» Epic perks may be dispelled

UPDATED EPIC PERKS:
» Tactical Supremacy has an upkeep of 10 mana
» Aspect of Dragon (naga) has an upkeep of 5 mana; all resistances reduced to +15, down from +25
» Primal Boon (dremer) has an upkeep of 5 mana; elemental damage reduced to +35%, down from +50%
» Religious 'Gift' perks have an upkeep of 3 mana each; purchase price increased to 300 gold, up from 250
» Many religious 'Gift' perks have been readjusted to be closer to their core game values
» Agrela's Divine Gift now also grants +10 spirit resistance
» Krypta's Divine Gift now also grants +10 life resistance
» Grum-Gog's Divine Gift now also applies a debuff: Festering Wounds (-50% healing on debuffed unit; lasts 2 turns)

------------------------------


DREMER IMPROVEMENTS
==================
Dremers get some fine-tuning in 5.1 to boost the utilty and survivability of a number of units. Their resource production has also been slightly increased.

» Shadow units (Miners, Enchanters & Seers) given custom level-up schemes designed to improve their production and base defense; they may also be assigned perks
» Shadow Miners damage reduced to 8, down from 9
» Shadow Enchanters damage reduced to 7, down from 8
» Shadow Seers damage reduced to 6, down from 7
» Defiler Widow range increased to 3; base damage increased by 1; health increased to 45, up from 40; given +15 spirit resistance; XP per turn removed
» Dremer Reavers health increased to 60, up from 50; core resistances raised by 15 & given +25 death resistance {unlike Smashers, these units have no further upgrade potential and needed buffs to improve their longevity}
» Dremer Smashers given 'Boulder Throw', a limited ranged ability that does bonus damage to structures
» Colossal Dremers health increased to 85, up from 80; given +25 melee and missile resistances
» Crystal Refractory (Mana Crystal) now provides +20 gold, +10 food, +5 mana, +1 research (no upkeep)
» Crystal Resonator production increased to 10% gold, 10% mana, 10% research, up from 5% each; 5% food production removed
» Nutrient Sacs upkeep reduced to 1 gold, down from 2
» Metabolic Cluster food production increased to 75%, up from 50%
» Corrupted buildings (Mineshaft, Tower & Wagon) now grant +15% production, up from +10%
» Dremer city names now use Planestrider naming scheme instead of Svart naming scheme
» Contaminate Land (spell) cost decreased to 25, down from 50
» Chameleon Carapace renamed 'Chameleon Receptors'; cost increased to 250 gold, up from 200; limited to ranged & caster classes
» Shadow Arena renamed 'Twilight Arena'
» Chitin Knives renamed 'Chitin Spines'

------------------------------


DONKEY CAVALRY ADDITIONS
=====================
Knights of the Stubborn Order gain some improved utility and some much-needed upgrade potential in patch 5.1.

» Stubborn Knights may be upgraded to Stubborn Crusaders (550 gold)
» Stubborn Crusaders -NEW UNIT- (all races) - Tier 3 cavalry unit with bonus Life damage, Cavalry Charge & Crusader Strike
» Crusader Sanctum -NEW BUILDING- (all races) - allows access to Stubborn Crusaders | upk = 4 gold, 2 food
» Grand Stubborn Master (usual hero) & Stubborn Knights have new 'Cavalry Charge' ability {+2 movement points & 10% power on the next turn}
» Donkey Cavalry (unit perk) now includes passability: hilly

------------------------------


NEW LORDS
=========
Two new lords have been spotted in the lands of Ardania. This brings the final lord total to 45, a perfect pyramid: 20 usual heroes; 15 famous heroes; 10 legendary heroes.

» Sand Stalker (Famous Hero) - Archer lord; high-damage ranged 'assassin' unit with limited invisibility & sprint
» Monstrous Experiment (Legendary Hero) - Creature lord; heavily-armored amphibious melee unit; deals extra damage to buildings

------------------------------


CONTINUED -->
=========
Due to lack of space, the remainder of the patch notes can be found in the discussion section:

http://steamcommunity.com/workshop/filedetails/discussion/493257789/368542585860133723/

Opdatering: 16. mar. 2016 kl. 18:14

PATCH 5.0.2 (minor bug fix)

» Great Mage artwork from an older version of the mod was accidentally uploaded in 5.0; the correct artwork has been restored

Opdatering: 16. mar. 2016 kl. 17:46

PATCH 5.0.1 (minor updates)

» Summoning Stones (dremer) upkeep reduced to 7 mana, down from 10
» Holy Sentinels hit points lowered to 42, down from 45
» Slight rebalancing of some new AI-specific quest events
» Various spelling and grammar corrections

Opdatering: 13. mar. 2016 kl. 11:20

PATCH 5.0: RISE OF THE DREMERS

IMPORTANT • Patch 5.0 is NOT likely to be compatible with earlier versions of Renaissance. Games started while running 4.3 are prone to crash while running 5.0. A new game is your best bet. I'm sorry for the inconvenience.


HIGHLIGHTS
=========
» NEW RACE: Dremers
» 20+ new units
» 30+ new buildings
» 8 new Great Mages
» 8 new Great Mage starter perks
» 2 new lords
» 1 new spell
» More AI improvements
» Various game fixes & rebalancing

------------------------------


NEW RACE: DREMERS
===============
Biological terrors from another world driven to consume Ardania.

» Very strong, highly durable units.
» Can contaminate lands to help Dremers and hurt others.
» Do not build towers; instead use shadow workers to supplement production and city defense.
» Do not worship any gods, but can breed Dremargor Spawn (one temple unit).
» Units are very expensive to hire and maintain.
» Lackluster production of resources.

------------------------------


NEW LORDS
=========
» Labyrinth Runner (Usual Hero) - Fighter lord; high-damage melee unit with 'Stampede' ability {+2 moves; +10% power}
» Spirit Walker (Legendary Hero) - Healer lord; long-range healer & terraformer with Spirit magic damage & Spirit immunity

------------------------------


21 NEW UNITS
==========
Whereas other races produce tier 3 units at their highest ranks, Dremers produce tier 4 units. Additionally, most early units begin at tier 2 rather than tier 1.

View the complete list of new units in the official mod notes:

https://docs.google.com/document/d/1CnCuB4VWroJP-qqZx2dGoE_YiXabClMOon5Tt1-Q9m4/

------------------------------


NEW BUILDINGS
===========
» Arcane Outpost (all races) - +2 mana, +1 research | upk = 4 gold {repeatable building; available in cities lvl 15+}
» Healer's Hamlet (sylvan; requires Magic Herbs) - +1 food, +3 mana, +1 research; 4x Medical Education perk | upk = 5 gold {replaces Medical College}
» Pulp Extractor (dremer; requires Pumpkins) - +5 food, +5 mana | upk = 1 gold {replaces Pumpkin Farm}
» Crystal Refractory (dremer; requires Mana Crystals) - +20 gold, +10 mana, +5 research | upk = 5 food
» Plus many more all-new buildings for the new playable Dremers faction.

------------------------------


NEW GREAT MAGES
==============
» Cosi, Trickster Imp - (Infernals, female)
» Crystal Keeper - (Dremers, male)
» Dremer Queen - (Dremers, female)
» Dremegog - (Dremers, male)
» Gypsy Recluse - (Undead, female)
» Helia's Emissary - (Arethi Elves, female)
» Shadow Mage Xidan - (Dremers, male)
» Sylvan Templar - (Sylvan, female)

------------------------------


MAGE PERKS
=========

NEW:
» Magic Speed (1) spell: increases the movement points of target unit by 2; lasts 4 turns
» Contaminate Land (2) spell: contaminates the landscape of the target hex; does not work on resource tiles
» Frost Weapon Enchant (2) spell: The target unit's attacks inflict additional Elemental magic damage
» Provisioner (2) +2 gold, +2 food, +2 mana
» Endurance Training (3) all your units gain the 'Sprint' ability {+2 movement points, +10 Missile resist, -10 Elemental, Life, Death resists; lasts through end of next turn}
» Evil Preceptor (3) gives +1 regeneration to all units with status 'Dremer'
» Homestead (3) +10 food {pro tip: ½ extra food is added to your gold production, so this often grants extra gold, too!}
» Frosty Archer (8) lord: Snow Ranger

UPDATED:
» Hog Wrangler renamed to 'Pig Pen'
» Glutton reduced to +3 food, down from +4
» Summon Fog Elementals renamed to 'Summon the Mists' and cost reduced to (2), down from (3)
» The effects of Old Scepter and Old Orb have been swapped {done for flavor; no impact on gameplay}
» Drunken Brawler's 'Have Another!' action no longer reduces movement points, only sight; lasts 5 turns or until cancelled

RETIRED:
The following spell perks have been retired, but may be researched as normal:

» Propaganda {less useful as a starter perk in Renaissance}
» Create Artifact {takes too long to cast in early game}
» Call of Suzerain {too powerful early on; can be abused in multiplayer}

------------------------------


NEW SPELL
========
» Contaminate Land (50 mana) Contaminates the landscape of the target hex. Cannot target tiles with resources.

------------------------------


BUG FIXES
========
» Cold Wind can no longer be used on contaminated lands {this spell was never intended to clean lands}
» Clean the Land & Restore Ardania no longer affect tiles with castles/capitals {this fixes a potential game-crashing bug}
» Brute Claw Bite fixed {in the core game, this Dremer ability's targeting script was disabled}
» Infernal 'Build up your Army' quests added to the game
» Capital city mass attacks now feature animated spell effects at all city stages
» Healing Prayer (Holy Sentinels) now properly features an animated spell effect
» Svart Fort & Magic Tower now feature the correct artwork
» Lower the Land given a gem slot {did not have one}
» Tal Kalessil can no longer receive the 'Sharp Tooth' level-up perk; instead may get 'Poisoness Bite' {in the core game, Sharp Tooth for this unit is bugged, providing 90% melee bonus rather than 30%}

------------------------------


OTHER CHANGES
============

GAMEPLAY
-------------
» 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

------------------------------


CONTINUED -->
=========
Due to lack of space, the remainder of the patch notes can be found in the discussion section:

http://steamcommunity.com/workshop/filedetails/discussion/493257789/412449508287780127/