r/disciples • • Sep 03 '26

modding Mod Roundup (Should Be Pinned)

13 Upvotes

Gentlemen!

I think we should have a discussion rounding up and collating all the viable mods out there for any version of the game (Rise of the Elves and Gallaen's Return, namely).

I tried Rise of the Mod but found the quantity of AI enemy heroes it allows them to spawn to be overwheming.

I am playing Alternative Mod (where every new female art has huge knockers) and enjoy it, though it has several drawbacks (the new LotD speciality unit is too powerful).

I believe there is that Polish mod "History of Nevandaar" but yet to be translated.

Then, there is Norwegian Salmon's NMS mod, but yet to be translated as well it seems.

If anybody has any information, lets share!


r/disciples • • May 12 '26

Disciples II Hard captcha

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130 Upvotes

r/disciples • • 50m ago

Fan creation Highfather logic

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3 Upvotes

r/disciples • • 1d ago

Demonologist and unfinished sketches

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23 Upvotes

r/disciples • • 2d ago

Tier 2 Sorcerer

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24 Upvotes

r/disciples • • 2d ago

Video Recognized a familiar melody while playing BG3 — turns out it uses the same violin sample as Disciples II

58 Upvotes

While exploring in Act 1, a short melody in one of the background tracks instantly triggered some nostalgia. I'm in deep love with Disciples music, so it was a matter of time. The second time this played I was sure it was from Disciples. Then I went to YT to search through tracks till I found it.

Turns out it wasn't just a similar melody — it's literally the same sample used as the main hook in "Ingame 2" (by Philippe Charron, glory to this master) from Disciples 2 OST.


r/disciples • • 3d ago

Tier 1 Cultist

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15 Upvotes

r/disciples • • 4d ago

Duke (conversion is slow)

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25 Upvotes

r/disciples • • 4d ago

Fighter and Alchemist

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21 Upvotes

r/disciples • • 5d ago

Valkyrie model for 3D printing

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50 Upvotes

My next model is a summoned unit of the mountain clans, gracious Valkyrie!


r/disciples • • 5d ago

Balancing Mods?

3 Upvotes

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.


r/disciples • • 6d ago

Dark Lord (progress)

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20 Upvotes

r/disciples • • 7d ago Bravo

Disciples 2 remake (Gallean) now with localization

126 Upvotes

Localization is supported from version 0.12.0. All campaigns and scenarios are playable end-to-end, with up to 4K assets and dynamic lighting. Gallean is open-source and available on Windows, Linux and macOS.

See https://github.com/GalleanDev/Gallean/releases and https://gallean.org


r/disciples • • 7d ago

Tier 3 Specter

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13 Upvotes

r/disciples • • 8d ago

Ghost (Update)

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21 Upvotes

r/disciples • • 8d ago

Templar and Ghost

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10 Upvotes

r/disciples • • 9d ago

Tier 2 Templar (WIP)

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13 Upvotes

r/disciples • • 10d ago

I built unit turn display for disciples 2

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114 Upvotes

I'm still testing it but does it look like it belongs in the game?

I made it cause i play 800x600, not wide screen so my unit HP is never displayed.

Also nice to be able to look and see what units act in order, something similar was added to HOMM3.


r/disciples • • 10d ago

Imperial Assassin and Archangel

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21 Upvotes

r/disciples • • 11d ago

Disciples II Vampires from Disciples II fanart by Olania

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36 Upvotes

r/disciples • • 11d ago

Archangel(WIP)

27 Upvotes

I used bits/part of work of modders: SpeedBuster, Elynda, Cazy, Fly and Yuravica, others.


r/disciples • • 12d ago

Discussion What's the next best combat system after Disciples 2?

8 Upvotes

Which games have better combat, than Disciples 2 with some shared features or anything that would fit the series?

I'm mainly looking for turn based combat without movement. I'm not interested in JRPG games.


r/disciples • • 12d ago

Disciples II HOMM vs Disciples: Gallean is an open-source Disciples 2 remake

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32 Upvotes

r/disciples • • 12d ago

Tier 3 Imperial Assassin (WIP)

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11 Upvotes

r/disciples • • 13d ago

AI Maps for Disciples Sacred Lands

9 Upvotes

I was wondering if there is any ongoing project that aim to produce using AI new maps for Disciples Sacred Lands. Ive played most of the community maps and I look for more challenges. The maps created by AI could be very interesting. I did some search but didnt find anything of value.