Warlock 2: the Exiled

Warlock 2: the Exiled

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Gameplay Tuning
   
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Tags: patch
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19 Jul, 2014 @ 5:54pm
6 Aug, 2014 @ 7:28pm
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Gameplay Tuning

Description
This is a major update to the Gameplay Tuning mod.. This one corrects some of the building resource prerequisite errors in the last patch.


Warlock 2 is a fun, fast strategy game...with some rough edges. This mod adds heroes, combat and non-combat buildings, multiple perks and units. You'll have more flexibility with your resources, and a few less annoyances. The core gameplay remains intact, and you won't find any gamebreakers hidden here :)

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Added heroes:

X-1-A Dreadnought - A massive sentient automaton (Second tier hero)
The Apothecary - The ultimate healer (Third tier hero)
Werebear Champion - a first-tier brute with more strength than finesse
The Master of the Hunt - a ranged throwing hero (First tier)
Bengral, son of Tendral - the scion of the Dragonlord line returns (Third tier)
The Shaper - Queen of the desert sands (Second tier)
The Three Brothers - Not attackers, but the ultimate terraformers (First Tier)



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Altered heroes:

High Healer - Awful name, now High Priestess
Chosen Warrior - Chosen for what? Anyway, renamed his "class" and gave a different random name list.
First Sharpshooter - a true glass cannon; buffed a little to extend his utility
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New buildings:

Citadel: A more advanced fort. The original is cheap, but helpless against any real foe.
Archmage's Tower (Rakshasha's Tower for monsters): Similar, but for magic tower.
Necropolis (barrow)
Mausoleum (barrow advanced)
Sylvan Library
Master Sergeants' Hall
Plesiosaur Pen
Dwarven Builders

I couldn't stand the Elven Casino, but I left the monetary boost as Elven Craftsmen

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"Third tier" basic units

I'm in the process of giving a third "level" of basic units. To prevent imbalance, the requirements are steep, but you can upgrade:
Skeleton Warriors --> Skeleton Veterans --> Skeleton Knights
Warriors --> Veterans --> Old Guard
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Sea units

Just beginning here, but the two seagoing units per race are pretty mediocre, especially given the cost (and opportunity cost) of the buildings:
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Monsters --> Plesiosaurs


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Better/more uses for resources:

Obsidian: Ultra rare resource in terrible places. After all the effort, a "bleh" upgrade. I Improved the amulet.
Herbs: Would you like a cup of tea?
Sulfur: Fire elementals are just not as good as you'd think, but I left them as a choice. Now you can choose to build the sulfur into gunpowder.
Barrows: Now, really...didn't you expect that you'd get wights from your barrows? Well, now you can. And if you're undead, you can do even better than that.
Elven Village: The sylvan library can assist with your research
Dwarven Builders: Help your city expand

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New Mage Perks

Dwarven Allies: Very powerful to have in the early game, and thus more expensive than elves
Herbalist: A cheap perk for leftover points; adds herbs to the early game


Miscellaneous: A lot of grammar and writing fixes, renamed various artifacts and buildings to improved the description. Dozens of new perks and actions added, most to support new units and buildings.



Limitations:

This mod was constructed from the in-game editor, so there are no new graphics, no scripting, etc. For new units I tried to use lesser-encountered creatures. For new buildings, I recycled them from other races, but tried to make sure that players would use buildings not available to their current race to prevent confusion.

Inspirations:

I altered newly built towns exactly like the "no-farm" mod (also on the workshop), so that the computer wouldn't build unneeded or poorly placed farms.

I improved the dragonlo
13 Comments
Doc  [author] 31 Jul, 2024 @ 7:26pm 
I haven't messed with this mod in many, many years. There was an expansion which I think may have spoiled it. If you can find a fix, I'll maybe reinstall this dinosaur and upload the new stuff :)
HowlingMadZ 31 Jul, 2024 @ 6:24pm 
May be broken now... anyone got it to work?
ura.geit 7 Jul, 2015 @ 12:10am 
Thank you! Will rename the mod after some testing.
Doc  [author] 6 Jul, 2015 @ 4:47am 
No problem using my work, I take it as a compliment. Maybe a different name to prevent confusion in case I get back to working on this one in the future.
ura.geit 3 Jul, 2015 @ 3:28am 
Hi, Doc!
I try modding in Warlock, taking your GameTuning as an example. The result is the mod which may be named GameTuning2 . I upgraded altars and temples, add some artifacts and many spells in order to make more profit from god's rating. Add some 4 level units with conditions "temple + resource". So I ask your permission to use your stuff in mod Gametuning2.
Doc  [author] 25 Nov, 2014 @ 7:59am 
Thanks for the info! We'll see if that irritating "real life" stuff doesn't interfere with my game time ;)
Shidan 24 Nov, 2014 @ 5:39am 
@Doc, you should still have access to the new resources and buildings. Those were free as part of the update that came out at the same time.
Doc  [author] 21 Nov, 2014 @ 3:45pm 
I don't have the naga expansion, so I can't comment if it influences that setup. I'll buy the expansion once it's discounted :)
Heretek 21 Nov, 2014 @ 1:04pm 
I've only tried the Svarts so far, but this seems to have removed the water special buildings like the Beacon of Light.
Marianojoey 21 Nov, 2014 @ 3:54am 
it has a lot of interesting features... I'll try it out later. :)