Warlock 2: the Exiled

Warlock 2: the Exiled

AdeptMod v2.2.1
90 Comments
guitaer 12 Mar, 2020 @ 12:51am 
Also I've noticed a bug. Arch Demon from Demon faction (obviously) has three item slots like a hero. But he is not in the list of heroes and you can take item, but you can't take it away. Still, nice buff for a big guy.
Not sure if you gonna update mod anymore, of course=)
guitaer 29 Feb, 2020 @ 12:58pm 
Thanks for all your work! Haven't tried everything yet, but everything new i saw is great!
This game doesn't have many global modes, so your work is a real treasure.
bsgb357 11 Mar, 2019 @ 9:04pm 
best~nice~mod !!! more updates...please~
GandalfTheGun 26 Jun, 2018 @ 3:22pm 
shadow creatures need a serious nerf
Cognitive 11 Oct, 2015 @ 5:12am 
Download fails
Laserbilly 8 Jul, 2015 @ 1:51pm 
I am also getting a download error for the Mod icon, any clue on how to fix this?
Dunmestup 3 Jul, 2015 @ 6:58am 
Also getting an error when downloading. Gets to Mod icon and says error. Beating the game on battle for the outlands mode didn't fix anything for me. Suggestions?
Telthas 14 Jun, 2015 @ 1:43pm 
Update: So, I beat a game of battle for outlands mode, and it decided to start working!
Telthas 13 Jun, 2015 @ 3:41pm 
Look like a great mod but it keepes erroring out at Mod icon downloading. QQ
chucky530 21 May, 2015 @ 8:30am 
Great mod! Have played games as the Nords and Wardens, now learning the Elementals. New races are balanced well, have had no crashes. Thanks!
Oorfin 19 Apr, 2015 @ 9:01am 
In year 332 game began to crash at AI moves (between 332 and 333).

"Array < 6, 6, itemsize=41>: overflow 7 of 6"

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=428424335

I tried to continue from previous saved games but it crashes again and again at the same time. I tried to replay doing no actions just only pressin "Enter". But it crashes in the same way.
Is any chance to fix my saved games?
Coffee 28 Mar, 2015 @ 7:12am 
A really great mod, i love it. recomended for everyone
Davor 8 Feb, 2015 @ 1:35pm 
I have a new question. I have finally settled a city by fish. I can't build anything on the fish. I can build stuff on oysters, but not fish? Is there any reason to this?

The city was a Planestrider if that makes a difference.
Deo 26 Jan, 2015 @ 7:17am 
great job! it fits the game ideally and everything new i saw till now is looking as professonal's work
Davor 22 Jan, 2015 @ 5:09pm 
It is still happening. I am still playing from the same game. Not sure if I need to start a new game or not.
AdeptR3D  [author] 22 Jan, 2015 @ 3:48pm 
Yo people,

See top for details on v2.2.1 fixes! :D:

@Davor Sounds like you found and Elementalist castle but it's trying to build a Svart castle? That's very strange. After you patch let me know if the problem persists.
Davor 22 Jan, 2015 @ 3:11pm 
The town is called Mistcastle. It has the fire, ice and water spirits. Can't find the name of the race but those are the units the city can build.
AdeptR3D  [author] 22 Jan, 2015 @ 10:25am 
@Davor
Can you tell me what race the city belonged to?
Davor 21 Jan, 2015 @ 6:03pm 
Started a new game but from my same save one. As soon as I took over the city got the same error message. It's

Cannot find building conditions for object 'bld_d-castle'

Not sure if this is from your mod or not.
Davor 21 Jan, 2015 @ 2:52pm 
Yes I have the Naga Expansion installed. Sorry I can't remember the error name but this time I got my pen and paper ready if it happens again. Dang kids always taking the pen lol.
AdeptR3D  [author] 20 Jan, 2015 @ 10:25am 
@Davor
Thanks Dude! Unfortunately I can only a take guess as to what your error is without knowing exactly what it says. Do you have the Naga Expansion installed?
Davor 19 Jan, 2015 @ 3:08pm 
I keep getting a crash now where I didn't before. Alot of times I go to a town that I captured from the Elemental faction, (the one with crystals as wizards) and I go into the city screen the game freezes. I get get something like "Something not found. Building" Sorry can't rememeber what it exactly says.

Not sure if this is because of the update or not. Just letting you know. Love the mod. LOVE the mod.
AdeptR3D  [author] 12 Jan, 2015 @ 12:45pm 
Just released v2.2.0 with a few major changes and a lot of balance and pricing changes! See top of description for more details.

I got a request for "No Auto-Built Farms" to apply to the AdpetMod races. Since this is a very popular mod I desided to incorporate it into my own. That said, I appied this to all races, not just AdeptMod ones, so you will no longer need the No Auto-Build Farms mod with AdeptMod.

Thanks again everyone for your continued support, please Thumbs Up and subscribe! :D:
Terlanna 12 Jan, 2015 @ 2:36am 
I made a comment but it's far too long to place it here, I'll try to send it too you by MP if you will.
AdeptR3D  [author] 10 Jan, 2015 @ 10:03am 
Ok hotfix time~! v2.1.2 :D:
Thanks lordfrem for pointing out a few mistakes. I have changed them appropriately.

The movement speed for Wind Guards and Gale Lords was reversed, and I have upped the HP of GL. Bonus resistances will remain the same. @lordgrem I know you may not agree with that but I would urge you to compare stats again and reconsider.

Elementalist's castle now has bonus mana instead of food.
Terlanna 9 Jan, 2015 @ 1:31pm 
...and they lose 1 move too. They dropped from 4 to 3.
Terlanna 9 Jan, 2015 @ 1:20pm 
Hi, it's me again. ^^
I noticed that Gale lords (of elementalist) have -25 elemental resistance. Since they don't have that malus as wind gard, I think it's an error. BTW 25HP for a T3 unit that cost 525g is not enough, I think (since they already have 25HP at previous state) but that it yours.
AdeptR3D  [author] 9 Jan, 2015 @ 9:52am 
Haha, no you're not annoying. I actually don't have much time to play these days so it's very helpful to have others finding bugs and etc.
It's a fair argument, and given the elementists current build it would make more sense. I will add it in with next patch.
Terlanna 8 Jan, 2015 @ 3:21pm 
Another note I would like to share (am I anoying? ;) ) Elementalist use mana too feed inside cities but their base castle -when you build a new town- gives 2 golds and 2 food can you put the same castle than undeads wich gives +2 golds and +2 mana? It would be more logic. ;)
Terlanna 6 Jan, 2015 @ 6:24am 
What a reactivity.
It works correctly now, thank you. ;)
AdeptR3D  [author] 5 Jan, 2015 @ 8:27pm 
Looks like you are correct sir, my mistake. I have updated the mod so now all races have access to the pearl farm. Hopefully this will solve your odd glitch too. I hadn't previously had a problem with the pearl farm for the races I gave them too. Let me know if the problem persists.
Terlanna 5 Jan, 2015 @ 6:11pm 
Sorry for the spam, but with a little inquiry, I found you somehow removed the Pearl farm from the tree of every race except for humans. It is in the standard tree of every races and is so much usefull it can wreck a game by simply being unable to build them so I have to deactivate your mod again, waiting for future update. ;)
Terlanna 5 Jan, 2015 @ 5:55pm 
Every race have "common" ressources buildings and some special buildings but each ressource can be used.
Terlanna 5 Jan, 2015 @ 5:51pm 
In fact, every vanilla race have access to Oysters, it's one of the very few ressources on water so everyone has access to it. In vanilla ressources, every race can do something on every ressources, sometime 2 or more buildings but always at least 1.
AdeptR3D  [author] 4 Jan, 2015 @ 2:59pm 
@lordgrem
Thanks much! And yes that is intentional. Not all races were given access to them even in vanilla. I debated giving them an oyster bar, but that was definitly a Monster thing, with Nords a closer second. I believe only Humans, Planes, and Demons can build the pearl farm.
Terlanna 2 Jan, 2015 @ 9:46pm 
Very nice job and nice reactivity. ;)
Btw, is it normal that Wardens don't have access to any building for oyster shelfs?
Morski 28 Dec, 2014 @ 8:20am 
wow AdeptR3D! Тhank you for this wonderful mod and incredible support :)
Epic The Incandescent 27 Dec, 2014 @ 6:56pm 
ah ha! so you found out the issue? was it a simple line to add or did you have to go in and do a whole bunch of spagetti work in the XML?
AdeptR3D  [author] 27 Dec, 2014 @ 12:48pm 
Hey All!

Just released v2.1.0 with the new water based buildings from the Naga Expansion. All vanilla and AdpetMod races can now use them. See top of description for more details.

Thanks again to everyone for your support to make AdpetMod great! Make sure you hit that Thumbs Up button and subscribe! :D:
Epic The Incandescent 22 Dec, 2014 @ 5:42pm 
No I do not, but I am assuming the devs added the resource to the code in the update when the naga DLC came out, like in Shogun 2 TW the information for the units are there in the database ingame but you cant USE them till you own the dlc. Most likely the same thing here.
AdeptR3D  [author] 22 Dec, 2014 @ 3:06pm 
@lordgrem
I've found similar results. I had assumed those resources where not usable without the expansion because I had not turned the mob off in so long. I'll have to look into updating it to include the new expansion stuff next patch. I forsee many capatability issues in my future... *sigh*

@Epic The Incandescent
Do you have the naga expansion? I'm contemplating why it is the vanilla races in your game have updated resources and lordgrem and I do not.

Thanks a bunch guys for your help!
Terlanna 20 Dec, 2014 @ 7:12am 
When Adept mod is activated, ALL races can't use water based ressources. Buildings simply don't show on the tree.
I tried with the races you created and the original ones, it's the same. I don't have any extension except for the thrilling trio.
I have the same issue with Monster ressources mod.
Epic The Incandescent 19 Dec, 2014 @ 4:57pm 
In my expereince so far your mod does not conflict with these new resources(I dont have the dlc either) but the vanilla races can still use them without the dlc. Check them out with a vanllia town and you will see.
AdeptR3D  [author] 19 Dec, 2014 @ 3:37pm 
@lordgrem
Oh? Tell me more. I don't have the expansion and have not designed this mod with it in mind. Are you running into compatability issues?
Epic The Incandescent 18 Dec, 2014 @ 5:48pm 
yeah I noticed that the mod races cant use water resources, I just use greater land raising now to deny the AI delicious perls and glimmers
Terlanna 18 Dec, 2014 @ 2:02pm 
Too bad it removes water ressources... it become useless.
Epic The Incandescent 14 Dec, 2014 @ 1:24pm 
ahh I just noticed scarecrows is from your mod, love that perk!
sarouman 14 Dec, 2014 @ 1:49am 
Nice job. Probably the best mod for the moment.
AdeptR3D  [author] 12 Dec, 2014 @ 12:33pm 
Hey everyone!
Just released patch 2.0.6 with fixes for Druids/Archdruids. Buff sharing and targeting was still acting up but has been solved. A few other minor fixes were made as well but not much to mention.

Thanks again to everyone for their support! Please 5 star and subscribe :D:
Epic The Incandescent 12 Dec, 2014 @ 12:30pm 
the starting wind spirits are slow, 2 speed is slow, and for wind guards I expected like the elves and that would be 5, I dont know why they didnt have that issue but I could go back and screen cap if you think I am bullshiting you. I have not played this over and over like some but I did play warlock 1 a fair bit of time so I do have experience with the series, I supose part of my frusteration came from trying have all the elements balanced however I was not able to build fire shamans or wind shamans with 15-20+faith for a group, that is why I gripe maybe something didnt load right for me maybe your friends didnt see this issue all I know is in my game I cant make them, only fang and tide shamans(love tide shamans).