Warlock 2: the Exiled

Warlock 2: the Exiled

Renaissance Mod
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Update: Oct 26, 2015 @ 7:23am

PATCH 3.01 (minor rebalancing of Infernal flayer units)

» Void Conduit upkeep reduced to 1 gold, 3 food (was 2 gold, 4 food)
» Flayer cost reduced to 90 gold, down from 100; upkeep reduced to 1 gold, 5 food
» Mind Flayer cost increased to 210 gold, up from 200; upkeep reduced to 3 gold, 7 food
» All flayers can fly, even though they are shown to have 'amphibious' status {this is necessary to give them the proper animation effect}; therefore, they now have a 'Spectral Flight' perk to make their flying status more apparent

Update: Oct 25, 2015 @ 2:45pm

PATCH 3.0: INFERNAL ASCENSION

HIGHLIGHTS
=========
» NEW RACE: Infernals
» 24 new units
» 20 new buildings
» 5 new Great Mage starter perks
» 3 new Great Mages
» 2 new spells
» 1 new lord
» AI improvements
» Various game fixes & improvements

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


NEW RACE: INFERNALS
================
Underworld denizens fueled by fire, greed and conquest.

» Excellent gold production.
» Cities consume gold instead of food.
» Geared toward rapid growth and expansion.
» No naval units; most units can walk on water (with penalties).
» Worship 4 of the 8 gods (fair variety of religious perks and temple units).
» More susceptible to Melee damage.
» Build times tend to be longer.

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


24 NEW UNITS
===========

ENEMY UNITS
---------------
» Pirate Ship (enemy) - Strong ranged naval unit; found in open water guarding new rare 'Pirate's Hideout' loot locations.

NEUTRAL UNITS
-----------------
» Fog Elementals (neutral) - Summonable melee unit with Elemental magic damage; can walk on water. {replaces 'Imps'}
» Shadow Dragon (neutral) - Summonable high-tier flying unit; stats similar to 'Golden Dragon' but does Spirit magic damage.

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

https://www.dropbox.com/s/h8kcotmf67nc6mx/Warlock_2_Renaissance_Mod.txt?dl=0

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


NEW BUILDINGS
============
» Pirate's Hideout (enemy) - new water-spawning loot location guarded by the new Pirate Ship unit.
» Piranha Reef (enemy) - new water-spawning loot location guarded by School of Piranhas.
» Sacrificial Mound (Infernal only; requires Pigs) - +3 food, +3 mana, 'Blood of the Boar' perk (+25 melee, +10% melee dmg) | upk = 1 gold
» Molten Hatchery (Infernal only; requires Spider Hatch) - +2 gold, can recruit Molten Spiders | upk = 1 mana, 1 food
» Transmutation Coils (Infernal only; requires Iron) - +7 gold | upk = 2 mana
» Plus many more all-new buildings for the new Infernals faction.

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


NEW MAGE PERKS
=============
» Glutton (1) +4 food
» Water Walking (3) spell: grants ability for unit to walk on water; upk = 2 mana
» Summon Fog Elemental (3) spell: summons a unit of Fog Elementals to the selected hex {replaces 'Summon Imps' perk}
» Dead Man Walking (6) lord: Death Baron
» Faith Healer (6) lord: High Healer

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


NEW GREAT MAGES
==============
» Emperor Baalphegor - (Infernals, male)
» Vashara the Beguiler - (Infernals, female)
» Infurion the Cruel - (Infernals, male)

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


NEW SPELLS
=========
» Summon Fog Elementals (35 mana) Summons a unit of Fog Elementals to the selected hex. {replaces 'Summon Imps'}
» Summon Shadow Dragon (750 mana) Summons a Shadow Dragon to the selected hex. {very rare lootable spell}

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


NEW LORDS
=========
» Death Baron (Usual Hero) - Fighter lord; undead; high HP w/ 'Zombie Aura'

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


A.I. IMPROVEMENTS
==============
Internal AI settings have been rebalanced (particularly noticeable on 'Challenging' and 'Impossible' difficulties). The end result provides a greater challenge for experienced players.

For example, when playing on 'Impossible' you will now see the AI regularly upgrading units with several perks, as well as upgrading to higher tiers (provided they've built the required structures). Full armies of tier 2 and 3 units are more common during the mid-game. Temple units will also be seen more often.

In addition, unrest accrues at +1 per turn under 'Impossible' and it will no longer automatically decrease at -1 per turn on 'Challenging.'

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


GAME FIXES
=========
» Previously in Renaissance, during the 'Clear Threat' campaign mode the Naga did not spawn as they should, thereby disrupting the main quest. This bug has been fixed.
» Secret Knowledge perk (caster leveling) now uses a slightly different icon so you won't confuse it with 'Endurance'.
» Advanced Endurance perk (caster leveling) now uses a slightly different icon so you won't confuse it with 'Endurance'.
» Dragonslayer perks (from various sources) have been fixed; they now actually enable the unit to deal additional damage to dragons.
» The 'Build up Your Domain' (build a harbour) quest chain for Undead now properly leads to a quest to build an 'Air Dockyard' rather than a 'Shipyard'.
» Most new melee units introduced in Renaissance should now have a sound when attacking other units {this is a workaround to address the lack of sound of all new custom units, at least during combat}.
» Neutral naga towns can now spawn on random maps, just as they do for other races.

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


OTHER CHANGES
============
» The cost of the 'Call of Suzerain' starter perk has been restored to 3 (the original value), up from 2.
» A number of perks of Great Mages have been adjusted to provide more competitive play against these mages.
» Fountain of Knowledge now grants +25% research, down from 50%; upkeep reduced to 5 gold, down from 10 {this change was made because most races were able to climb the research tree too quickly}.
» Demonologist Workshop (sulfur) has been restored to original game state (+12 research | upk = 3 gold, 3 food, 3 mana).
» Auto-Suggestion effect has been restored to original effect (25% resurrection chance).
» Dragonslayer perks (from various sources) have been fixed; they now actually enable the unit to deal additional damage to dragons.
» Prospector perk from Gold Mines now costs 40 gold, up from 30, and yields +2 gold per turn, up from +1.
» Blessing of Krypta perk from Shrine of Krypta now gives 7% vampirism, down from 8%.
» Insect Scourge spell (Grum-Gog) now reduces an enemy mage's food production by -25, up from -10.
» All unit-based 'Teleport' actions with a range less than 4 hexes now have a range of 4 hexes.
» Transmutation Plant (Plainstriders) now yields 6 gold, up from 5, with an upkeep of 1 mana, down from 2.
» Dragon Tomb (Undead) now grants +2 research.
» Crow's Nest (Harbor) & Seafaring Scout (Breeding Port) perk count reduced by 2, down from 4 {multiple harbors & breeding ports are built during a game, so this perk count is more appropriate}
» All quests to earn favor for various gods now include the opportunity to defeat temple units introduced in Renaissance Mod.
» Splinter of Death (Spirit of Death) damage has been doubled, making it easier to to trigger the risen unit.
» Modern Svart Medicine (Dragomort Guardsmen) healing has been changed from Life magic to Spirit magic, enabling it to heal constructs.
» Dragon Repository (Human, dragon eggs) now has an upkeep of 5 mana & 5 food.
» Taishar Firsts (Elves) now deal 17 base damage, up from 16.
» Archers of Helia (Human) now deal 16 base damage, up from 15.
» Mighty Magic (High Healer) renamed 'Gift of Time' {a much more descriptive name}.
» School of Piranhas (neutral/enemy) now have 40 health, down from 45.
» High Healer (lord) now has 28 health, down from 30 & does 14 base dmg, down from 15.
» Sisters of Krypta (Human) given a lower base damage (14 down from 16); coupled with 'Spirit Wrath', this brings their total damge to 28 (still 4 points better than their original damage).
» Low level summon spells now have a summon time of 1.2 turns, up from 1 turn (this is still less than their original summon time, but longer than earlier versions of Renaissance).

VISUAL CHANGES
------------------
» A handful of units, structures and abilities introduced in earlier versions of Renaissance have been given slight visual modifications to make them more appealing and easier to differentiate from similar assets.

Update: Sep 5, 2015 @ 5:35am

PATCH 2.1

» Option 3 of the 'Captured Jackalopes' quest should now be available to Undead, Naga & Monster factions (3.0 edit: also available to Infernals)
» Shipyard & Order of Planesmarines 'Capital Ship' perk revised; unit power reduced to 15%, down from 20%
» Air Dockyard (Undead) offers new 'Coastal Raider' perk to naval & constructs (replaces 'Capital Ship'); the effect is the same, but only active on water

Update: Sep 4, 2015 @ 2:02pm

PATCH 2.0: KALESSIL COMETH

HIGHLIGHTS
=========
» 3 new lords
» 2 new Great Mage starter perks
» 1 new Great Mage
» 1 new artifact
» Tal Kalessil improvements
» Research tree improvements
» Various bug fixes & improvements

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


NEW LORDS
=========
» Archdruid (Usual Hero) - Archer lord; ranged elemental damage; 'Supporting Unit' perk; can summon bears
» Mountain King (Famous Hero) - Fighter lord; tough with defensive auras; can 'Shieldwall' {+50 all resistances; -50% power & -1 movement}
» Orc Berserker (Legendary Hero) - Archer lord; dual wields crossbows; can 'Rampage' {+50% power; -50 all resistances}

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


NEW MAGE PERKS
=============
» Dragon Whisperer (2) gives +3 regeration to all units with status 'dragon'
» Drunken Brawler (3) all your units gain the 'Have Another!' ability {+15% power, -1 move, -1 sight; lasts 4 turns}

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


NEW GREAT MAGES
==============
» Dragonrider Karga - (Monsters, male)

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


TAL KALESSIL IMPROVEMENTS
=====================
» Hit points increased +35 up to 90
» Movement points increased +1 up to 5
» Generation level changed to stage 3, up from stage 2
» New Unit Perks: 'Salutary Knowledge' (+100% healing to unit) and 'Lesser Regeneration' (+4 regeneration); 'Science' perk (+5 research) removed -- see 'Dragon of Eternity' below
» New Fraction Perk: 'Dragon of Eternity' (+5 gold, +5 food, +5 mana, +5 research; -2 unrest; +10% production & +25 population growth in cities of other races)

The new 'Dragon of Eternity' perk effectively makes Tal Kalessil act as a TRUE capital, while reducing (but not negating) the inherent penalty for governing cities of other races.

Combined, all of these changes make Tal Kalessil much more viable (and fun!) to play while still providing a good challenge. In addtion, when playing against Tal Kalessil, the AI can usually keep him alive. This is essential if you're looking to defeat him yourself to earn the 'Too Old to Fly' achievment.

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


RESEARCH TREE IMPROVEMENTS
=======================
» Create Artifact, Grand Architect, Experienced Mind all appear earlier in the research tree, granting access to these pivotal spells in the mid-game
» Life Weapon Enchant, Holy Ring, Nullify (renamed 'Purify') all appear later in the research tree; some of these spells have been improved to compensate for this change

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


BUG FIXES
========
» Fixed a bug where terraforming effects would disable tile improvements built on 'Sunken City'; to enable this fix, Sunken City is now a land-only spawn and a little more common
» Fixed a bug in the 'Captured Jackalopes' quest which would sometimes result in players gaining millions of extra gold
» Fixed a bug where casting 'Create Artifact' & 'Create Great Artifact' sometimes wouldn't work -- this occurred when all fraction increased casting time perks were in effect; to fix it, their casting times have been increased
» Normalized the forests produced by 'Regrowth' and 'Mass Regrowth' so they're consistently lush and green
» Ritual Circle (Sulphur) is no longer a unique city building, allowing any number to be built in the same city, provided there are multiple sulphur tiles

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


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

FRACTION PERKS
------------------
» Create Artifact costs (2) down from (3)
» Rise of the Dead costs (2) down from (3)
» Evangelist (3) population growth percentage increased to 3%, up from 2%
» Magnate costs (3) down from (4)
» Thaumaturge costs (3) down from (4)

. . . . . . . . . . . . . . . .

GREAT MAGES
---------------
» Krel the Kingpin was given 'Drunken Brawler' in place of 'Halberd Master'
» Mallacir was given 'Lesser Reconstruction' in place of 'Lesser Shadow Bolt'
» Tlalocian's colors were changed to yellow & red (from purple & black)
» The Old Strider's colors were changed to dark green & white (from blue & black)
» A few Great Mages were given additional starting perks to ensure all 10 points were used {the cost of a few starter perks was lowered; see details above}

. . . . . . . . . . . . . . . .

UNITS & TOWNS
-----------------
» Turtle Hatchlings, Elder Turtles, Ancient Turtles (Sylvan Order) now have 2 movement points, down from 3, but they maintain their 4 movement points on water; in addition, their base damage has been decreased slightly
» Glade Keepers & Glade Wardens (Sylvan Order) have had their damage and healing rebalanced, with additional tweaks to their 'Inner Glow' & 'Inner Fire' perks
» Ebony Roc cost reduced to 200 gold, down from 220
» Nightmare Wargs (Sylvan Order) damage lowered slightly
» Ghosts (Undead) & Olden Ghost (lord) 'Bodiless' perk given passability on dense, poor, hilly, dense/hilly
» Lifesmith (lord) damage lowered slightly
» Halfall (lord) appropriately reclassified as a melee class (for the purposes of perks; level-up scheme unchanged) {this was noted as being changed in 1.0, but the change did not go live}
» Elder Witch (lord) given 'Magic Broomstick' perk, allowing her innate flight; movement points reduced by 1
» Ability of Red Dragon (netural) to upgrade to Gold Dragon removed {this was added in 1.0, but has proved to cause possible game crashes}
» Koatl Warriors (neutral) given the 'Spear Throw' ability
» Bearman & Bearmen (neutral) 'Stone Throw' ability given +1 range
» Capital cities of all races now grant a 25% population boost, up from 20%
» Stage 1 castles now have 100 hitpoints, up from 75
» Stage 3 & Stage 4 castles now have a range of 3, up from 2 {this means that you can now be hit whenever you're within enemy territory and vice versa}
» Undead Magic Towers once again deal Death magic damage {in 1.0 they were changed to deal Elemental magic damage, but this robbed them of a bit of their uniqueness}

. . . . . . . . . . . . . . . .

BUILDINGS & UNIT PERKS
---------------------------
» Gemstone Caverns (Sylvan Order) gives 5 gold, up from 4
» Cradle of Elements (Sylvan Order) gives 1 research, up from 0
» Feeding Dock (Sylvan Order) 'Amphibious Alpha' perk gives 10% unit power, down from 20% and no movement bonus; cost reduced to 125 gold
» Ancient Treasury (Flooded City) gives 8 gold, up from 5; cost of 'Ancient Weapon' perk increased to 120 gold, up from 100
» Charms Shop (Obsidian) 'Obsidian Amulet' perk now gives +15 death resist, up from +10

. . . . . . . . . . . . . . . .

SPELLS & ARTIFACTS
----------------------
» Call of Suzerain casting time decreased to 1 turn, down from 2
» Rise of the Dead lasts 5 turns, up from 3
» Ice Ring deals 13 dmg, up from 11
» Ice Trap deals 11 dmg, up from 9
» Ice Meteor deals 24 dmg, up from 20
» Holy Ring deals 35 dmg, up from 30
» Veil of Darkness is now considered a stage 3 spell, up from stage 2 {it should be more effective on higher tier units}
» Create Artifact is now considered a stage 2 spell, down from stage 3
» Create Artifact & Create Great Artifact casting time increased from 4 turns to 5 turns {done to fix a bug that prevented these spells from casting correctly under certain circumstances}
» Grand Architect casting cost lowered to 200 mana, down from 250; upkeep lowered to 10 mana, down from 12
» Nullify renamed to 'Purify'
» Greater Dispel renamed to 'Civic Dispel' {helps to differentiate it as a spell that only removes city banes}
» New Artifact: Ender's Great Bow (stage 4)

. . . . . . . . . . . . . . . .

VISUAL CHANGES
------------------
» Swamp visual effects added to 'Koatl House' (Sylvan Order)
» Glade Keepers & Glade Wardens (Sylvan Order) attack sprite slowed slightly

Update: Sep 4, 2015 @ 1:31pm

Renaissance 2.0 set live -- a minor bug crept in. Immediately fixed and republished.

Update: Sep 4, 2015 @ 10:28am

Renaissance 2.0 set live, but forgot to add tags -- oops. :)

Update: Aug 3, 2015 @ 4:55am

Renaissance 1.0 set live -- woot!