Hi I recently started playing your mod and since you wanted feedback here a few things i could add : - that female warrior hero, her sheet says aoe damage but as you know its not - healer doesnt get the strenght buff after the combat, i think thats not a thing in vanilla, another minor issue - i noticed you removed the ability amplifiers from the combat map, THANK GOD !, those " random " placements always favoured the ai, maybe you could remove that burning pentagram from the middle of legions battleground ? its ugly and intrusive - i also noticed you swapped models and even projectiles, if its possible and not that difficult can you walk me through it how ? i would like to use prophetess model with whie mage projectiles. i am by all means not a modder but im not incompetent either. - speaking of prophetess, i was so glad to see " if you decide to make your mage a healer " i was under the impression actual healer not a mage with an ok healing ability, are you planning on implementing that/others requested it ? - your description says, the exe is in one of the zips but its not, the link work tho - another mage thing, maybe put a cap on telekinesis ? i dont shoot high hp pool enemies just walk around them and push them into my frontline lol - you mentioned reshades, any recommendatiotns ? - its not possible to add dwarves isnt it ? im guessing you cant even port assets from d2
Thats all from the top of my mind, I keep updating as i play through my yearly mandatory disciples run. Probably gonna take a while since i wanna play oblivion sometime. And i also might skip most of the legions missions i always do that i will see how it goes. Keep up the good work man.
1) She gets the AoE attack once "Splashy Strike" skill is unlocked; 2) About the healer: do not remember the details right away, most likely it is intended, I was tweaking healers a lot; 3) About the legions battleground: most likely it is possible (not gonna do it); 4) Yes, it is possible to re-use models for other/new characters. Same is true for FX. You will need to unlock the editor first, the easiest way is to find a key for it in the internet/steam. The editor allows to unpack/pack the game/mod files. In resources\Profiles\ there are .char files, it is possible to set another model, animations for attacks etc. there; 5) No plans to make changes in the mod for now, I am thinking about updating the campaigns' maps once I have time; 6) The .exe is in version 1.0 of the mod; 7) It is not possible to put a cap on telekinesis, but it is possible to make more enemies resistant to it, I will think about it; 8) Unfortunately the reshade used for images in the gallery was lost with the hard drive a while ago, it was rather simple though, I liked changing Sharpen and Colorfulness effects. May be I will create a new one later. Also you could check/modify the one I created for Wartales; 9) No way to fully implement dwarves, there are very few models of them in the game and there is no way (accessible to us) to add new models (I talked to the developer).
there is something wrong with empires witch hunter second wind ability. text says cost 20 energy, interception immunity, all allies entire field. but it looks to me it cost no energy or action point and only affect the unit casting it oh yeah i wanted to ask; would it be possible to add some autoresolve feature like what total war warhammer have ? some mobs placement are absolutely ridicilous, like on the opposite side on the map of the capitol why do i have to battle 3 zombies or something with a tier 4 army ? but im guessing implementing such a new mechanic is not possible, would be nice to have, although loading times are non-existent its still annoying edit 2 : oh yeah other thing, is it possible to have always midday ? even in vanilla i found the reduced visibility annoying and it looks to me you already removed the buffs related to time of day anyway edit 3 : justice magic weapon, text says bow but the model is a staff edit 4 : mercy xbow model, text say dagger, also common typo " range "
The game will not start, and steam reinstalls the game in the same folder. I cannot make it start, no matter what I do with the mod. it will reinstall the game.
Is it possible to update the total leadership for Lords .. i tried to update the entry in the profiles.xls file in Disciples III Rebirth\Tools\profiles path
Did not work ( update leadership and attributes to Empire lords .. and started new game .. did not see any change )
Is the leadership points stored/override in some other file ?
Thanks got a code that worked ... the changes you mentioned worked ..
was playing around with stats and modifiers for story heroes(ex. Inoel) and Mage hero to scale better as they level up .. like Inoel feels like she does same amount of healing whole campaingn ..
Any suggestions to the modifiers and stats to make them more impactful but not too overpowered ?
About changes - that's up to you, from my point of view all the leaders are fine, all campaigns can be completed without Inoel and other story units. Are you using spells/runes? The mod is designed around the mage warlord.
The stats are presented in the same files I mentioned earlier, these values are self explanatory: str 4 ; spd 4 ; dex 6 ; agi 6 ; vit 8 ;
Also you may change these ones: dmg_str_mod 200 ; dmg_agi_mod 0 ; crit_dex_mod 150 ; crit_vit_mod 0 ; flee_agi_mod 100 ; flee_spd_mod 0 ; hp_vit_mod 2500 ; hp_str_mod 0 ; ini_spd_mod 100 ; ini_dex_mod 0 ;
Descriptions of what they do is here: Resources\Languages\Russian\Texts\effects.txt
I tend to use spell to increase accuracy mostly pre fight .. or specific magic type resistance buff spells And Rune of Animated Armors mostly to tank .. still prefer it over the Gollem rune ... cost wise seems more efficient
Love the mod some weird choices but I see the vision one thing tho...at least from what I saw until now. the tribune (archer leader for the demons), has a passive skill that allows him to equip bows. he starts with that. its a dead skill
What he means is that archer leaders (all of them, not just Tribune) have "Ranged Weapon" in their skill tree (3 tiles to the upper left of center), but they already start with it (except for Banshee) so it appears to be pointless? Or perhaps it's mislabeled and actually does give some benefit?
Oh, I see, I named two different skills with the same name: 1) Allows to equip range weapons like bows 2) +$(atck_range) to Attack range. I will fix it in the next update, thanks for the catch.
Haha, so that's where it was, I did think it kind of strange there's no skill for range increase. No worries, thanks for clarification and all the great work on the mod!
Another note while I'm at it. The "Giant" skill description on Onyx Gargoyle seems to be from the base game (ie. 2 leadership instead of 3 and no bonuses to xp/regen). I didn't get any gargoyles yet so I don't know if it actually work like that ("additional" tab shows 3 leadership but no bonus to regeneration), but seems like at least a mistake in tooltip, especially since Marble Gargoyle seems to have the correct one.
Ok, here's one I'm not sure about. Is the "Ichor of Fervor"/"Scientific Order" potion working as intended? The one that adds health scaling to strength stat. 0.5 per strength seems minuscule, I'd expect something closer to 5hp per strength point.
And completely not a bug, but I was wondering if you ever considered increasing characteristic gain for higher tier units (for example 2 points per lvl instead of one, like Inoel has)? In the base game higher tier units got more parameters per characteristic so even though all units got 1 point/lvl the higher tier units got more out of it. Now all characteristics give same parameters regardless of unit tier (only unit type from what I've seen), and high tier units start with much higher characteristic, so lvlups have much smaller impact on their overall strength (especially since "special" lvlups are also removed). Is this a deliberate balancing decision? I suspect multiplayer games rarely see highly leveled high tier units (if any at all) so it doesn't seem to impact multiplayer much, and feels slightly unsatisfying for singleplayer.
About "Ichor of Fervor"/"Scientific Order" - it seems 0 is missing in the stats, I'll correct the value in the next update, thanks for the report!
About attributes - in general, the approach to levels/scaling is similar to the vanilla game. It was a calculated decision, I created a mathematical model and assigned values based on it. Tests showed it worked well in campaign and other mods. And take into account that there are ways to increase stats and units have more skills. Inoel has the same scaling model as others, what do you mean by "2 attribute points instead of 1"?
Yeah, I edited the part about attributes out because I ran the actual numbers and remembered to take elixirs into account and it did come out roughly the same (20±5% increase with every possible level and bonus compared to base unit stats), just like you said, so I backed out of it. But it seems like I was too slow with that and still made you reply to it, sorry. (edited it back in now so the discussion is more complete)
I'm looking at Inoel right now, her level up bonuses seem to give +2 to an attribute (same as the attribute skills in hero tree) instead of the usual +1 for regular units. Her scaling (attribute->parameters) is the same, but she gets more attributes through leveling overall. But it's a moot point now, as I agree with your post, the numbers seem fine, I also misremembered how they worked in vanilla.
Resurrection is a far better game, but I wanted to play this one and try the mod, however, when I unzip the file I don't see any DisciplesIII.exe after unzipping so practically I can't apply the third option in the installation instruction
I love Rrsurreaction because vampires are awesome but whoever made this Reincanation is clearly an enemy of vampires making them the weakest of the weakest of all unites!
The .exe file can be downloaded via the external link (on the main page) or in "D3 Remastered Eng v1.0" file (it takes a lot of time to approve .exe on Nexus, so not uploading it with each update).
P.S. Vampires in the mod are quite strong and have a tier4 unit.
Hi, I haven't started playing with your mod yet which looks really interesting.One thing I didn't like is that for example the undead are not immune to death spells. It's really embarrassing something like that. Skeletons being killed with death spells. Have you thought about modifying this anomaly as well?
I appreciate this mod, to me it makes the upgrades way more interesting than before. I always hated the elves in both D2 and D3 because their units get stuck at level 3 building, which means their late game armies are way behind of raw power compared to other races (one Phantom Warrior can legit solo two Centaur Savage, it's not even funny). So giving most units level 4 and level choices with creative changes from the base game is what I like the most. But I just have one question: why is the Legion Mage leader so weak at level 1? His (her?) damage is 8 and it's so hard to kill even the weakest neutral stack around the base.
As far as I remember - he has double strike attack + all leaders-mages have the global skill deals damages, it should be enough. Once replaying the Legion campaign I will check this leader more carefully.
202 comments
- that female warrior hero, her sheet says aoe damage but as you know its not
- healer doesnt get the strenght buff after the combat, i think thats not a thing in vanilla, another minor issue
- i noticed you removed the ability amplifiers from the combat map, THANK GOD !, those " random " placements always favoured the ai, maybe you could remove that burning pentagram from the middle of legions battleground ? its ugly and intrusive
- i also noticed you swapped models and even projectiles, if its possible and not that difficult can you walk me through it how ? i would like to use prophetess model with whie mage projectiles. i am by all means not a modder but im not incompetent either.
- speaking of prophetess, i was so glad to see " if you decide to make your mage a healer " i was under the impression actual healer not a mage with an ok healing ability, are you planning on implementing that/others requested it ?
- your description says, the exe is in one of the zips but its not, the link work tho
- another mage thing, maybe put a cap on telekinesis ? i dont shoot high hp pool enemies just walk around them and push them into my frontline lol
- you mentioned reshades, any recommendatiotns ?
- its not possible to add dwarves isnt it ? im guessing you cant even port assets from d2
Thats all from the top of my mind, I keep updating as i play through my yearly mandatory disciples run.
Probably gonna take a while since i wanna play oblivion sometime.
And i also might skip most of the legions missions i always do that i will see how it goes.
Keep up the good work man.
Thanks for the feedback:
1) She gets the AoE attack once "Splashy Strike" skill is unlocked;
2) About the healer: do not remember the details right away, most likely it is intended, I was tweaking healers a lot;
3) About the legions battleground: most likely it is possible (not gonna do it);
4) Yes, it is possible to re-use models for other/new characters. Same is true for FX. You will need to unlock the editor first, the easiest way is to find a key for it in the internet/steam. The editor allows to unpack/pack the game/mod files. In resources\Profiles\ there are .char files, it is possible to set another model, animations for attacks etc. there;
5) No plans to make changes in the mod for now, I am thinking about updating the campaigns' maps once I have time;
6) The .exe is in version 1.0 of the mod;
7) It is not possible to put a cap on telekinesis, but it is possible to make more enemies resistant to it, I will think about it;
8) Unfortunately the reshade used for images in the gallery was lost with the hard drive a while ago, it was rather simple though, I liked changing Sharpen and Colorfulness effects. May be I will create a new one later. Also you could check/modify the one I created for Wartales;
9) No way to fully implement dwarves, there are very few models of them in the game and there is no way (accessible to us) to add new models (I talked to the developer).
Have a good game!
Heartseeker bow, text says its an xbow
Langunaeer, bow model, text says " can only ne unsheathed when "
text says cost 20 energy, interception immunity, all allies entire field.
but it looks to me it cost no energy or action point and only affect the unit casting it
oh yeah i wanted to ask; would it be possible to add some autoresolve feature like what total war warhammer have ?
some mobs placement are absolutely ridicilous, like on the opposite side on the map of the capitol why do i have to battle 3 zombies or something with a tier 4 army ?
but im guessing implementing such a new mechanic is not possible, would be nice to have, although loading times are non-existent its still annoying
edit 2 : oh yeah other thing, is it possible to have always midday ? even in vanilla i found the reduced visibility annoying and it looks to me you already removed the buffs related to time of day anyway
edit 3 : justice magic weapon, text says bow but the model is a staff
edit 4 : mercy xbow model, text say dagger, also common typo " range "
I cannot make it start, no matter what I do with the mod.
it will reinstall the game.
i tried to update the entry in the profiles.xls file in Disciples III Rebirth\Tools\profiles path
Did not work ( update leadership and attributes to Empire lords .. and started new game .. did not see any change )
Is the leadership points stored/override in some other file ?
Resources\Profiles\stats\
Empire-L-Archer-S.char
Empire-L-Mage-S.char
Empire-L-Rogue-S.char
Empire-L-Warrior-S.char
Change the line:
Leadership 6;
Am i looking in wrong path or do i need to reinstall the game ...
Directory of D:\SteamLibrary\steamapps\common\Disciples III Rebirth\resources
2025-03-16 02:47 PM <DIR> .
2025-03-16 02:47 PM <DIR> ..
2025-03-16 02:47 PM <DIR> hexagons
2025-03-16 02:47 PM <DIR> languages
If playing without the mod, you will have to find those .char files somewhere in .vdpack files, they are named differently though.
but the Toolkit activation key finding is really not easy .. seems like the company closed or something .
was playing around with stats and modifiers for story heroes(ex. Inoel) and Mage hero to scale better as they level up .. like Inoel feels like she does same amount of healing whole campaingn ..
Any suggestions to the modifiers and stats to make them more impactful but not too overpowered ?
About changes - that's up to you, from my point of view all the leaders are fine, all campaigns can be completed without Inoel and other story units. Are you using spells/runes? The mod is designed around the mage warlord.
The stats are presented in the same files I mentioned earlier, these values are self explanatory:
str 4 ;
spd 4 ;
dex 6 ;
agi 6 ;
vit 8 ;
Also you may change these ones:
dmg_str_mod 200 ;
dmg_agi_mod 0 ;
crit_dex_mod 150 ;
crit_vit_mod 0 ;
flee_agi_mod 100 ;
flee_spd_mod 0 ;
hp_vit_mod 2500 ;
hp_str_mod 0 ;
ini_spd_mod 100 ;
ini_dex_mod 0 ;
Descriptions of what they do is here: Resources\Languages\Russian\Texts\effects.txt
I tend to use spell to increase accuracy mostly pre fight .. or specific magic type resistance buff spells
And Rune of Animated Armors mostly to tank .. still prefer it over the Gollem rune ... cost wise seems more efficient
I found out some game fixes in remastered mod. Can I copy this fixes into my mod?
From my side, I mention you and your mod in my mod's page and changelog file.
some weird choices but I see the vision
one thing tho...at least from what I saw until now. the tribune (archer leader for the demons), has a passive skill that allows him to equip bows. he starts with that. its a dead skill
Or perhaps it's mislabeled and actually does give some benefit?
I will fix it in the next update, thanks for the catch.
No worries, thanks for clarification and all the great work on the mod!
Another note while I'm at it. The "Giant" skill description on Onyx Gargoyle seems to be from the base game (ie. 2 leadership instead of 3 and no bonuses to xp/regen). I didn't get any gargoyles yet so I don't know if it actually work like that ("additional" tab shows 3 leadership but no bonus to regeneration), but seems like at least a mistake in tooltip, especially since Marble Gargoyle seems to have the correct one.
0.5 per strength seems minuscule, I'd expect something closer to 5hp per strength point.
And completely not a bug, but I was wondering if you ever considered increasing characteristic gain for higher tier units (for example 2 points per lvl instead of one, like Inoel has)? In the base game higher tier units got more parameters per characteristic so even though all units got 1 point/lvl the higher tier units got more out of it.Now all characteristics give same parameters regardless of unit tier (only unit type from what I've seen), and high tier units start with much higher characteristic, so lvlups have much smaller impact on their overall strength (especially since "special" lvlups are also removed).
Is this a deliberate balancing decision? I suspect multiplayer games rarely see highly leveled high tier units (if any at all) so it doesn't seem to impact multiplayer much, and feels slightly unsatisfying for singleplayer.
About attributes - in general, the approach to levels/scaling is similar to the vanilla game. It was a calculated decision, I created a mathematical model and assigned values based on it. Tests showed it worked well in campaign and other mods. And take into account that there are ways to increase stats and units have more skills. Inoel has the same scaling model as others, what do you mean by "2 attribute points instead of 1"?
P.S. And yes, PvP games are usually rather short.
I'm looking at Inoel right now, her level up bonuses seem to give +2 to an attribute (same as the attribute skills in hero tree) instead of the usual +1 for regular units. Her scaling (attribute->parameters) is the same, but she gets more attributes through leveling overall.
But it's a moot point now, as I agree with your post, the numbers seem fine, I also misremembered how they worked in vanilla.
I love Rrsurreaction because vampires are awesome but whoever made this Reincanation is clearly an enemy of vampires making them the weakest of the weakest of all unites!
P.S. Vampires in the mod are quite strong and have a tier4 unit.
No, I haven't and there are many reasons for it.
So giving most units level 4 and level choices with creative changes from the base game is what I like the most.
But I just have one question: why is the Legion Mage leader so weak at level 1? His (her?) damage is 8 and it's so hard to kill even the weakest neutral stack around the base.
Have a good game!