Warlock 2: the Exiled

Warlock 2: the Exiled

40 ratings
Starting resources perks
   
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Tags: New_perks
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68.796 KB
17 May, 2014 @ 12:59pm
1 Change Note ( view )

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Starting resources perks

Description
En:
I've always found it strange that when you create a great magician is available only perk Elven relatives, and other resources with no units. Mod corrects this injustice and adds four new perk with the resources to create the Great Magician: Donkeys Caves Minotaur, Dwarven Village and Alberdholl..

Rus:
Мне всегда казалось странным, что при создании великого мага доступен только перк Эльфийские родственники, а другие ресурсы с юнитами отсутствуют. Мод исправляет эту несправедливость и добавляет четыре новых перка с ресурсами при создании Великого Мага: Ослы, Пещеры минотавров, Поселение Гномов и Альберхолл.
5 Comments
XAstrova 13 Dec, 2017 @ 6:25am 
Its Halberdhall. Not Alberdholl. Otherwise this mod looks great. Im gonna try it out.
SWK 26 Jun, 2015 @ 8:21pm 
Donkeys & dwarwes at start of game arent "resources with unit", it is "resources with money".
Seraphim  [author] 22 May, 2014 @ 10:49am 
Yes, indeed. I lost sight of that in the Minotaur caves spawn protection. Unfortunately, using the game editor this problem can not be fix.
Thjof 21 May, 2014 @ 12:19pm 
Nice mod, I like it. Is it intended that there are always minotaurs in the minotour cave? It doesn't matter too much, however. They can be annoying to a starting city, but on the other hand give some extra experience, too.
Chronoreaper 20 May, 2014 @ 12:57am 
i always wondered about them myself but the main reason they were added originally was the species rep was added to warlock 1, dont see why dwarves werent added with the svarts being added