Warlock 2: the Exiled

Warlock 2: the Exiled

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UniverseMod Ver.3
   
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10 May, 2015 @ 6:14am
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UniverseMod Ver.3

Description
UniverseMod Ver.3 by Temudjin May.2015
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The 'UniverseMod' is a comprehensive adjustment (and hopefully improvement) of most aspects of the players environment. There are no new quests, races or maps (yet), but anything else was considered fair game in my drive to adapt and improve. Usually the changes are not revolutionary, but more on the small side. They should be reasonably balanced.

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Ships and everything naval are adressed in my 'NavalMod', which is fully
compatible to the 'UniverseMod'.
For best playing experience especially in the Sandbox use both mods together.
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The most significant change is probably the optimal number of towns. The game now starts with 6 (5) optimal towns, the '... Domain Management' wizardry spells now add 2,3,5 (1,2,3) towns and there are two new '... Logistics' sorcery spells which may add 1,3 additional towns, but cost some mana to maintain.
{Unfortunately I know of no way to scale this to worldsize. On large/huge maps I found that this works pretty well with my kind of play, but on smaller maps 'optimal number of towns' is not much of a limiting factor anymore. You still have to research those spells in time to your conquest or settlement activity though, which does require some planing and sacrifice.}

Some costs for Fraction Improvements have changed and there are several new ones. You can now improve your mind, select from some new spells or get new Dwarven Relatives/Followers, the old Imp Advisor, a Koatl Apprentice or even a Vampire Lord.
Elven Followers like the Dwarven Followers and both Koatl Apprentice and Vampire Lord became slightly improved elite units which cannot upgrade. That is why they only cost 3 points and the Imp Advisor, a lesser hero, costs 4.

There are six new powerfull (overpowered actually) Mages (not quite so new for those who played Warlock 1) and some old Mages have changed both personality and abilities.
'Dragon Incarnation' aka Tal Kalessil is now a viable (if somewhat weak) option. The fraction gets (5G,5F,5M,5R) each turn, city production looses only about half 'other race' penalty, 'Archon' like optimal cities +2, and the dragon heals 50% easier.

There are many other changes or new items such as: Spells, Actions, Perks, Capitals, Buildings, Locations, Glyphs, Artifacts, Heroes, and other Units.

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New in Ver.3
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- Just an error correction

New in Ver.2
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- Some changes to Tal Kalessil
- Spawn frequencies
- Heroes should come slightly more often
- Somewhat less difficult because AI improved
- Artifacts:
- Changed: Bow of Plague
- New: Turtles Foot
- Artifact Elements:
- New: Water Walking
- Fraction Improvements:
- Changed: Perk 'Old Orb' - Cost 4 <-- 5
- Changed: Perk 'Old Scepter' - Cost 4 <-- 5
- Mages:
- adapted Old Planestrider to new Improvement costs
- Races:
- Naga Capital
- Buildings:
- Changed: Naga 'Temple of Magic'
- Perks:
- Changed: 'Strong Scales' {Same as 'NavalMod'}
- Actions:
- New: 'Herbal Healing'
- Changed: 'Venomous Bite'
- Changed: 'Piercing Scream'
- Units:
- Changed: Grey Shadows (Planewalkers)
- Achievements:
- Fixed: "Too Old to Fly" now actually possible to achieve
# Thanx Shidan {Mod: 'Too Old to Fly Fix'}

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Please look into _changelog.txt for a complete list of changes.
3 Comments
redjack511 4 Oct, 2015 @ 5:11pm 
Many references to "fraction" should indeed be "faction"
Merethys 3 Oct, 2015 @ 6:25am 
Is there a reason why Sol de Torvega starts with Planestriders instead of Monsters?
Shidan 16 May, 2015 @ 7:12pm 
Looks pretty good. I'll have to give this one a try. :)