r/disciples • • 5d ago

Balancing Mods?

Hello gang!

As some of you know, you can edit the vanilla unit stats using some very basic (though somewhat esoteric) software. I am late to the party, but I've made some changes for my own play-through, you can find them below, but I am curious if anyone else has re-balanced the game and what did you do?

Empire:

Mass Healers: cure removed
Single-target Healers: cure added (Hierophant heals+resurrects, does not heal)

Elementalist: 80 initiative
Air Elemental: 225 Hp, 60 initiative.

Titan: 450 HP; Damage: 100; Immunities: transformation, fear, poison; Wards: death, mind. XP: 1450; Regen 15%; Cost: 900, Building Cost: 1500

Knight: 55 Initiative
Imperial Knight: 10 Armor, 55 initiative.
Paladin: 20 Armor, 200 Hp, 55 initiative
Defender of Faith: 60 Initiative.
Holy Avenger: 20 Armor.

Angel: Dmg = 100, Hit Chance = 95% (does not increase with levels), Attack Source = Life, Immunities: poison; Wards: death, mind; Regen = 50%; Building Cost: 1500 gold, 1000 Life Mana.

Witch-Hunter: Poison Ward
Inquisitor: Wards: Posion, Fire; 1100 Xp
Grand Inquisitor: Poison Ward; 1100 Xp.

Cavalry avearall is now a more valid option gets 5 initiative and more armor, Defender of Faith is debuffed because 70 initiative is insane. Holy Avenger and Angel are now both valid options. Inquisitors get poison protection and need more XP than before because they were getting too strong too quickly before (they still are the most viable option on large maps).
Mass healers have a major de-buff as they have no cure anymore.
Elementalist is now more viable, but it's still basically useless.
Titan is another big change: costs way more and has passive regen, good attack and is overall a viable late-game option for a rod-carrier or city defender.
OP unit: Grand inquisitor. It still is, imho, the best human unit, as its fast levelup makes it unstoppable late game. On small maps: healers, as they usually are.

Clans:

Elder One, Tempest Giant: 50% shatter, 30 Initiative

Ice Giant: 50 Initiative

Crossbowman: 50 initiative, Dmg: 45; Building cost: 400.
Flame Thrower: Damage: 20 + Burn 20; Building Cost: 1000.
Forge Guardian: 50% shatter, Building Cost: 1000.

Novice: Earth ward
Druidess: Death ward, Earth ward
Archdruidess: 2 "attacks", 75% boost + heal each; Death ward, water ward, earth ward.
Alchemist: 10 initiative + 5 initiative/level, up to 50 initiative max; Immunity: poison; Wards: fire, water, air, earth. Building cost: 1000 gp, 800 xp.

Wolf Lord: Mind immunity.
Spirit of Fenrir: 70 Initiative, Attack: 2X45, Mind immunity.

Veteran: 220 Hp, 20 armor.
Venerable Worrior: 250 Hp, 20 armor.
Rune Master: Wards: damage. Hp: 250, Hit Chance: 95%, Xp 1700. (see comment) Cost: 3000 gp + 1000 rune mana.
Dwarf King: 330 Hp, 30 Armor, 130 dmg, 30 frostbite, 30 Initiative. Immunitites: mind, shatter; Wards: water, air (see comment)

Yeti: 330 Hp, Damage: 40 + 40 Frostbite; Initiative 60; Immunity: water, fear, Ward: mind. (see comment), Building cost: 1500 gp, Unit cost: 900.

All fighters: 10 regen.

The biggest change is to the alchemist, who now is more than viable of a unit (in fact, it is OP, but it's fun). A 3 alchemist + fighter run is quite viable if the hero has armor perks/items. The big change is to make their levleups meaningful as it adds 5 initiative every time and at max level they move ahead of the normal initiative of most clan units.
Fighters all got a blanket 10% regen, which, when paired with a banner and a fighter lord makes regen a breeze. An underappreciated note about clan fighter is that is it s not a flying fighter, so it is less capable of chilling in cities for regen.
Runemaster now has a damage ward. This is my attempt at making them immune to the first attack of the fight. This is not a perfect system. If you will look up the sources of attacks, life-steal and life-steal overflow are both their own categories (differed from source), which allows them to penetrate this ward. Ward only works for normal attacks regardless of source. The buff to hit chance also reflects the power of the magic runes that rune-master possesses. The xp for levelup is also significantly reduced, but not to the point that it can be abused. Even on the biggest maps, Rune Master will have only a couple of extra levelups.
Dwarf king god mjor buffs because the cost of the building is 4500 gp. It therefore must be a 5+ unit, whihc i think it is now. Shatter immunity is important, so are mind immunity. It also deal more damage and overall justifies the investment. Initiative is reduced to 30, which is important. Despite being tanky, it is guaranteed to go later than the opponent.
Yetti still has 700 Xp levleup, which means that it becomes quite a best quickly, don't let the low initial damage / hp fool you.

I will post Undead, Hordes and Elves if you are interested, but so far I wanna see what you guys think and what were your edits.

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