Warlock 2: the Exiled

Warlock 2: the Exiled

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Renaissance Mod
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54.066 MB
3 Aug, 2015 @ 4:55am
28 May @ 11:58am
57 Change Notes ( view )
You need DLC to use this item.

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Renaissance Mod

Description
THE NEXT BEST THING TO WARLOCK 3!

A Renaissance has come to the lands of Ardania! New spells, artifacts, lords and Great Mages have been spotted throughout the land, as a Sylvan Order arises to protect Ardania from the evil Dremers and greedy Infernals. Build vast cities, cast game-changing spells, and take your game to all new 4X fantasy heights!

This extensive mod offers loads of professional content, plus several game fixes and highly-requested improvements. It really is the next best thing to Warlock 3!

Current version: 9.2


HIGHLIGHTS

» NEW RACE: Sylvan Order
» NEW RACE: Infernals
» NEW RACE: Dremers *Bonus Pack recommended (scroll down)
» 100+ new units
» 100+ new buildings
» 40+ new Great Mage starter perks
» 31 new lords
» 27 new spells
» 21 new Great Mages
» 18 new crafting elements
» 15 new artifacts
» 15 new quest events
» 100+ new unit abilities
» 100+ new unit perks
» Epic perks
» Empire-wide revolutions ~turn 100
» Major AI improvements
» Several game fixes, including no auto-built farms, fixed upgrade costs, Tal Kalessil fixes, Helia immunity fix and more!
» All-new artwork for new units, perks, mages, lords, buildings, abilities and artifacts


NEW in 9.0: RISE OF THE KOATLS

» 2 NEW buildings
» 3 NEW units
» Lords overhaul
» Infernal Mind Flayers reworked
» Monsters ratmen units reworked
» Detailed Patch Notes:
http://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/493257789


REQUIRED DLC

Due to the sheer scope of this mod, the following DLC is required:

- Wrath of the Nagas
- The Thrilling Trio
- Spectacular Spell Pack
- Three Mighty Mages
- The Good, the Bad, & the Muddy

TIP: Purchasing everything above unlocks Renaissance Mod, which provides a good deal more value for your money than the DLC itself. You can also buy the DLC during a Steam sale -- just add the items to your wish list to get an automatic email when they go on sale.


BONUS PACK

By installing the optional Renaissance Mod Bonus Pack[www.dropbox.com], you'll enable additional game changes that couldn't be added to the mod directly. Installation is super-easy. See the included 'READ ME' file.

WHAT IT DOES:

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

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

This 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/ju0gtrj66fg203j/Renaissance_Mod_Bonus_Pack_v2.0.zip?dl=0


AUTHOR'S NOTE

I work professionally as a graphic and web designer, with an extensive background in game development. Having played more than 3,000 hours of Warlock 2, I know the game quite well. This mod was a labor of love, done to improve a game that had a ton of potential.

I've made every attempt to match (and exceed) the quality, consistency and polish of the original game. If you have any suggestions for future changes to Renaissance, please leave a comment.


IMPORTANT!

To ensure you have the best experience possible, avoid running with other mods. So many elements of Warlock 2 have been refined in Renaissance that other mods are much more likely to cause conflicts and potential game crashes.

There's a ton of new content here, so my best suggestion is to try Renaissance solo and see how you like it. This mod was designed to replace a number of popular mods. Give it a try!


SEE IT IN ACTION

Watch the Let's Play series by well known YouTuber DasTactic to see Renaissance Mod in action. In addition to showcasing the mod, Das also provides dozens of useful gameplay tips and strategies to help you make your way through Warlock 2:

https://www.youtube.com/watch?v=l6iU4lDGsas&index=1&list=PLGB6RkFB7ZmO1tIlkcdzZbV0qMAIGtOPD

Be sure to like and subscribe!


============================================


NEW RACE: SYLVAN ORDER

Forest dwellers unified in their uncompromising respect for nature.

» Excellent food and research production.
» Most units gain bonuses in forests.
» Access to early healing units.
» Use amphibious turtles rather than naval ships.
» Worship 6 of the 8 gods (excellent variety of religious perks and temple units).
» More susceptible to Missile damage.
» Lackluster mana production.


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.
» Most units can walk on water (with penalties) or fly.
» 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.


NEW RACE: DREMERS

Voracious 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 most resources.


DETAILED MOD NOTES

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


============================================


ACKNOWLEDGEMENTS

A very special thanks to Shidan for all the help and support on the forums. Some of the more advanced modifications wouldn't have been possible without you. I also greatly appreciate your permission to incorporate your Water Terraforming Spells into Renaissance. Thanks again!

Lastly, this mod was partly inspired by Reat lvl99 White Mage's 'Warlock 2 Overhaul' mod. I even recreated a few elements in homage to his work.


ARTWORK COPYRIGHT

I created much of the new artwork in Renaissance myself, but not all. The Great Mages and other images were found online. I have no intention of profiting from this work. That being the case, I am unable to pay royalties, but am happy to offer credit where credit is due.

If you're the creator of any artwork you see here, I will gladly give you credit (or remove your artwork entirely). Just let me know.


FEEDBACK

Bugs to report? Suggestions? Leave a comment! :-)
Popular Discussions View All (32)
18
23 Jun, 2018 @ 6:51am
PINNED: Bugs Renaissance Mod fixes (and bugs it can't)
Chumley
4
8 Feb, 2023 @ 1:49pm
Questions about UPDATING
alekssandros
3
1 May, 2023 @ 6:15pm
Do I need to play vanilla first?
The Pugilist
2,198 Comments
TaoismDeepLake 2 Oct @ 2:36am 
@harry_purvis -
It is possible to change the font. just unpack my mod and see how I do it here. This allows you to change the font, though you may need to trial and error on the font name.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3577558071
TaoismDeepLake 2 Oct @ 2:30am 
I am a mod creator. How do you update your mod in steam workshop? The in game editor publish will fail if it is already published, it won't overwrite it. I have tried steamcmd workshop_build_item, it says invalid parameter and fails too.
KNiFe 27 Sep @ 5:19am 
Chumley  [author] 30 Jul @ 5:47pm 
@Prospero - Sounds like you might be playing on one of the higher difficulties (or at least on normal). It's a lord from the base game, but when combined with some of the epic perks added by the mod, it can be a nightmare, just as you describe. Without a good set of countering spells (like those I mentioned), lords like this can be tough to counter. But I think you'll have an easier time as you gain more experience learning the units and races and spells at your disposal.

Holy Sentinels could be a good counter as well (you'd need to settle a city near holy ground to train those). They make wonderful bread-and-butter units for many of these odd lords with weird immunities and high resistances (though they are slow).
Prospero 30 Jul @ 8:25am 
@Chumley It's immune to Melee/Missile, has almost immunity to Life/Elemental and very high resist to Death, only Spirit is lower at 30ish resist but I have almost no source of Spirit damage (only my own hero that can do about 2 damage to it per turn) Meanwhile it's wrecking my patiently built up cities and units, plus there's a lot of other units I have to fight of course, so I'm struggling to see a way out! I haven't got the spells you suggested I think and time isn't on my side. Love the mod though and thank you for the reply :)
Chumley  [author] 29 Jul @ 2:06pm 
@Prospero - Notice what types of damage it's weak to and try to use units that deal that type of damage. I know that one is particularly weak to spirit damage, and moderately weak to elemental and death damage. You can also use stun spells on it, like Lightning Web and Inevitability (if you've researched those).
Prospero 29 Jul @ 9:33am 
I'm kinda new to playing this mod and am a fairly casual player etc, and I'm struggling to understand how I'm supposed to fight against the Cruel Creature bunny hero, it seems kinda ridiculous.
eddieballgame 14 Jul @ 2:01am 
@hottt3; I am not complaining & yes...it runs fine via Steam.
My question was about being able to run this mod without Steam. I own the game & I have the mod in the mod folder; most Steam Workshop mods will, still, run without being logged into Steam; but not this one.
hottt3 8 Jul @ 3:47am 
@eddieballgame This mod runs with Steam workshop perfectly. I've been following this thread for years. Can't remember any complaints regarding Steam workshop.
eddieballgame 8 Jul @ 2:38am 
Any way to get this mod other than via Steam Workshop...which I did.
Curious, as unless one is running this game through Steam, the mod will not run. thank you
I hate Steam...sometimes. :)