Post by Boaster on Nov 15, 2009 15:24:19 GMT -6
Please feel free to reply to this thread listing anything about the GS5R2 mod that should be noted (for new mod users in mind).
For the most part, this was copied from the Readme Basics from the GS5R2.rar.
I'll grant credit for corrections to existing data and additions.
-------------------
General Changes
-------------------
· Any Mage Tower can produce Healing Potions, up to 24 hp. 12 charges available at the beginning and increases by +2 charges every 7 turns. Maximum available at turn 42.
· Any Mage Tower can produce Mana Potions, up to 16 mp. 12 Charges available at the beginning and increase by +2 charges every 14 turns. Maximum available at turn 56.
· Level 3 Barracks can produce Potions of Strength, maximum charges available.
· Level 3 Guilds can produce Potions of Dexterity, maximum charges available.
· Level 3 Mage Towers can produce Potions of Wisdom, maximum charges available.
· You can purchase potions from Villages (always Health, Mana, Strength, Dexterity and Wisdom potions). Some potions (Potions of Movement, Power, Resistance or Luck) will only appear for sale on certain days (turns). Potions purchased from Villages will not provide their maximum charges allowed until after a certain number of turns pass. By turn 70 (week 10) all Potions can be purchased up to their full charges.
· You can now trade resources with Villages. Merchants will offer good rates, decent rates or sometimes costly exchange rates.
· Capital maximum placeable followers from Level 0 to Level 3: [5 25 50 99]. Level zero capitals can now put followers to work.
· Level Zero capital cities can be upgraded to Level one capitals now, but only provided the Great Temple does not exist or has been liberated by someone other than the owner of the capital city. This is only necessary in the case another player humiliates you by liberating your great temple. When other players liberate your great temple and you own the capital city, your capital city does not automatically upgrade.
· Tower encounters will always provide a spell scroll as an artifact spoil, in addition to any other artifacts it may provide. Could possibly provide two spell scrolls, or an artifact and spell scroll. Towers also provide rescued captives.
· Keep encounters will now provide an added follower to your nearest city. Every 70 turns, the amount of followers received from a keep encounter is increased by one (turn:followers = 70:2, 140:3, 210:4, etc.).
· Selecting a Death Lord no longer automatically changes your Lord to Balkoth when the game begins. This allows players to choose Death for multiplayer.
· Death Scrolls are now available as Dungeon spoils.
· In the map editor, the level you place the Great Temple as now determines it's maximum difficulty. However...
--- Hard mode has a minimum difficulty equal to level 6.
--- Medium has a maximum difficulty equal to level 6.
--- Easy has a maximum difficulty of level 5.
- Medium and Easy mode will recognize Great Temple levels lower than their maximum number (6 and 5). Hard mode will recognize Great Temples higher than level 6. In any case, the Level of the Great Temple adjusts to the selected difficulty.
· All Resource buildings (except Great Temples) provide additional resources per turn equal to half the dungeon level with +0.5 every week (7 turns) that passes. These resource buildings will provide an extra bonus of resources as spoils of it's respective resource type.
· Great Temples provide fame equal to the level of placement of the Great Temple, plus an additional 1 fame per turn every week (7 turns) that pass.
· Rescuing captives from Tower encounters have a 1/3 chance of spawning: same faith, opposite faith, or neutral faith Champions.
· The experience a rescued captive has depends on the level of the difficulty and the level of the building from which he or she was rescued.
· Caves, Towers, Keeps/Strongholds/Castles will recognize Level 12 Encounters which will have many Legendary creatures. Resource buildings such as statues will recognize levels up to 15, but do not have customized monster spawns. Multi-Level dungeons will not recognize Level 12 encounters.
· The new resource buildings, such as the Wind Mill, Life Mill, Brew Houses and a couple more Gold mines are now tradeable in parleys.
· On Hard Mode, Great Temples also grant Spell scrolls in addition to artifacts.
· Villages now spawn armies which vary by the difficulty of the game. Hard mode will provide a Level 6 army. Medium mode will provide a level 4 army. Easy mode will provide a level 2 army.
-------------------
MAP EDITING
-------------------
· All normal dungeons can be placed in the Map Editor, including Towers, Keeps, Statues, Brews, Mines, which includes faith specific encounters.
· Faith building sprites can be placed through the "Buildings" button in map editor.
· Map sizes can now range from 32x32 to 1024x1024 (128x128 default).
· Maps can now be generated with terrains pre-placed in each faith region. Faith region size depends on map size.
· After a certain number of terrain sprites, placing any more unique sprite types will appear invisible in the map editor. Currently working on a fix for this.
-------------------
COMBAT
-------------------
· Many Creatures have special "on attack" and "on defend" abilities. For example, Shamblers will auto-cast Entangle at a rate of 5% when attacking.
· Stag, Wolves, Hound, Panthers, Bears, Lions and Gargoyles all have a chance to perform a Biting Attack. Biting Attacks will instantly cause physical (melee only) damage, factoring physical resistance. This damage bypasses armor. Biting Attacks are half as effective when the attacking unit has less than half its maximum health.
· All Thief Legendary Artifacts (except Legendary Amulet of Fate) will grant a 25% chance to do a multi-shot (spell based) attack. For Chaos, the Chakram of Chaos, a secondary artifact, will provide multi-shot attacks. Multi-shots follow the normal combat equation.
· Thieves have a natural Critical Strike (Dexterity/10 + Luck = % chance).
· Critical Strike doubles the Thief's Attack or Ranged Attack.
· Warriors have a natural Deadly Strike (1 + Strength/10 + Luck = % chance). Life Warriors instead have a natural Crushing Blow attack (same equation).
· Deadly Strike doubles the damage output of the Warrior's attack.
· Infantry and Cavalry units have Crushing Blow (1 + Strength/10 + Luck = % chance).
· Crushing Blow effectively reduces the defender's health by a 1/4 (1/8 for ranged attacks) of their current health.
· Missile Troops have Piercing Attacks (1 + Dexterity/10 + Luck = % chance). Rock Hurlers instead have a Crushing Attack.
· Piercing Attacks ignore the defender's armor. Lords, Special Champions, Leaders and Heirs have immunity to Piercing Attacks.
· All Champions may receive a "Desperation" bonus. Champions with less than, or equal to, 10% of their maximum hit points will gain a bonus to their attack abilities (i.e. Deadly Strike). The bonus is equal to 1X Champion Level. Therefore a Level 10 Thief will have an added +10% chance to do a Critical Strike in combat. The desperation bonus always applies with a minimum of 1 life point, even if the Champion's maximum health is less than 10.
-------------------
SPELLS
-------------------
· Movement spells will not grant a unit more than 32 tiles. All movement spells cut the base movement value in half until the next turn. This effectively means "more movement today for less tomorrow."
· Overland attack spells cost a minimum of 16 mana, and drain an additional 1 mana for each unit in the targeted party. Also, overland attack spells can only be used on a single party once every 3 turns. This is to prevent abuse tied to overland attack spells in multiplayer, as well as high level encounters.
· Many new spells added to the game, some of which are researchable.
· Stat boosting spells now grant greater affects to units of the same faith. Neutral faiths still receive stat bonuses (usually one point less), while units of the opposite faith get a penalty equal to the value of which neutral units would receive. I.e. Stone Hands grants Earth units +25% Earth Resistance, +3 Attack, and +3 Range attack. Neutral units gain +2 Attack and +2 Ranged Attack. Air units receive -25% Earth Resistance, -2 Attack, and -2 Ranged Attack.
· Ice Bolt, Rock Sling, and Curse gain an area of effect every 5 levels.
· Righteous Bolt, Spirit Arrow, Flame Dart, and Lightning Bolt gain an area of effect every 7 levels.
· Heal Self restores the caster's life completely.
· Gift of Life has the ability to revive slain units, but is also heals non-Fire units. If targeting a unit that is alive, it will provide (2X + 4) Health to the unit; the caster will lose 4 health points, in addition to the original 4 mana spent to cast the spell. If targeting a unit that is slain, it will revive the unit and provide (2X + 8) Health to the unit; the caster will lose 8 health points, the original 4 mana spent to cast the spell, plus an additional 4 mana since the unit was revived.
· Overland Health Recovery Spells (Purge Wounds, Poltice, etc.) can now be used in combat and replenish a small amount of health.
-------------------
UNITS
-------------------
· Lords and Special Champions can obtain a maximum level of 15. The only stat bonus for reaching level 15 will be double the normally gained hp.
· Warriors gain +2 health per level, Thieves and Mages will gain +1.
· Champions who are mounted, such as Paladins, Elven Warriors, Dark Warriors, and Amazon Warriors have 2 more movement points than Champions who walk such as Dwarven Warriors. Generally mounted champions will have 20 movement, or more.
· Lords have no less than 20 movement.
· Mounted Lords have no less than 22 movement.
· All Lords have 2 more movement than their respective Champion types, except for Thief Lords who have 4 more movement than their respective Champions. For example, Faerie Thieves have 24 movement, but Faerie Lords will have 28.
· Legendary Creatures have no less than 20 movement.
· Lords have 75% magic resistance versus their own faith, and no magic resistance penalties.
· Champions have 50% magic resistance versus their own faith, and -25% to the opposite faith.
· Special Champions have at least 50% magic resistance versus their own faith. All other resistances vary.
· Military units have +25% magic resistance versus their own faith, while -25% to their opposite faith.
· Creature units have much greater magic resistance versus their own faith, and greater penalty to magic of the opposing faith.
· Cavalry Units have 33% missile resistance. Raiders and Flame Raiders have 22% missile resistance and 11% melee resistance. Orc Raiders have 25% missile resistance.
· Infantry Units have 33% melee resistance. Eagles have 25% melee and 25% missile resistance. Trolls have 50% melee resistance and -25% missile resistance. Orc Spearmen have 25% melee resistance. Orc Centaurs have 10% melee and 10% missile resistance.
· Missile Units have no established physical resistances, however some missile units may have some physical resistance. Results will vary.
· Fae Slingers have 50% missile resistance and -50% melee resistance.
Effectively:
Cavalry > Missile
Missile > Infantry
Infantry > Cavalry
Most creatures (CR1 and CR2) are considered somewhere in between Cavalry and Infantry.
· Level 15 Lords with Legendary Weapon and respective faith armor are relatively equal to Legendary Creatures in strength/power.
· Shamblers, Dryads, Elementals, and Gargolyes now come in groups of 2.
· Many Creature units now start at level 1 and may attain a maximum level of 5. This is designed to give Wizards some sort of "military" power.
· Some solo creatures will start out at higher levels, for example a Wisp will naturally start out at Level 3 and may progress on to Level 5.
· Many creatures now have the ability to cast spells on attacking, or upon being attacked. For instance, Shamblers have a 5% chance to cast Entangle on a unit when they attack, or Wilo Wisps may inflict Air damage via Shocking Attack.
· The cost of Champion units have been greatly raised. In most cases, the cost of their primary resource is the highest. Maximum cost of a Wizard combining gold, ale, and crystals is 125. Other champions cost is 100 combined resources.
· Mercenary costs now greatly vary. With a Capital Level 0 or Level 1, Mercenaries can be hired at half the normal cost. With a Level 2 Capital, Mercenaries can be hired for the same cost of a Trained Unit. With a Level 3 Capital, Mercenaries can be hired for 50% more resources than a Trained Unit.
· Mercenary upkeeps are equal their normal trained upkeep multiplied by their unit level. So for a Level 10 Mercenary Warrior Champion, he will have an Ale upkeep of 10.
· Most champions wielding Shields have 25% missile resistance.
· All Air units, except Lords, have -25% Fire Resistance.
· All Fire units, except Lords, have -25% Air Resistance.
· All Water units have +25% Air Resistance.
· All Air units have +25% Water Resistance.
· All Earth units have +25% Fire Resistance.
· All Fire units have +25% Earth Resistance.
· All Water units, except Lords, have -25% Earth Resistance.
· All Earth units, except Lords, have -25% Water Resistance.
· All Order units have +25% Life Resistance.
· All Life units have +25% Order Resistance.
· All Chaos units have +25% Death Resistance.
· All Death units have +25% Chaos Resistance.
· All Order units, except Lords, have -25% Death Resistance.
· All Death units, except Lords, have -25% Order Resistance.
· All Life units, except Lords, have -25% Chaos Resistance.
· All Chaos units, except Lords, have -25% Life Resistance.
· Air and Fire Warrior Champions have +25% melee resistance.
· Dwarven Warriors have +50% melee resistance, but -25% missile resistance.
· Air Thieves have -25% melee resistance and +50% missile resistance.
· Chaos Warriors have +25% "elemental" resistance versus all faiths, but 50% versus Chaos and -25% versus Order. Chaos Warlords have the same, but 75% Chaos Resistance and 0% Order Resistance.
· Terrain movement effectively changed. Units move over their own terrain type like they would move over roads, which is better. Earth units now walk over any terrain without penalty and walk over the faceless terrain like they would roads. Water units have improved travel over water. Fire units have penalized water travel, but Fire units move over Lava like roads (Desert travel unchanged however).
· The Sacred Knight (aka Sir Lancelot) starts at Level 6, zero experience and will start with Shield of Quality and Potion of Wisdom when Summoned from the Great Temple.
-------------------
ARTIFACTS
-------------------
· Items with Life Steal will not work versus Skeletons, Shades, Vampires, Bats, or Liches (aka Undead units).
· Items with Vorpal Attack (Insta-kill) will not work versus Lords or Special Champions. In some cases, Lords and Special Champions will be stunned instead of killed. Legendary creatures are fair game for vorpal attacks.
· Amulet of Poison's life degeneration to the wearer will not reduce the user's life points below 1. This amulet
· Legendary Thief Artifacts will not launch multi-shot if the thief is in stealth mode.
· Experience and Stat Raising scrolls are permanent.
· Spell scrolls are now usable by any Champion, not just wizards exclusively. Spells scrolls use charges which will replenish on regular intervals when equipped. All unequipped artifacts will recharge 1 charge on every 7th turn, regardless of maximum charges. Replenished charges cannot exceed their maximum.
· Legendary Artifacts are found in the nearest and highest level encounter in your city's region.
· Secondary Artifacts are now found in the nearest and second highest level encounter in your city's region.
Please feel free to reply to this thread listing anything about the GS5R2 mod that should be noted (for new mod users in mind).
For the most part, this was copied from the Readme Basics from the GS5R2.rar.
I'll grant credit for corrections to existing data and additions.
-------------------
General Changes
-------------------
· Any Mage Tower can produce Healing Potions, up to 24 hp. 12 charges available at the beginning and increases by +2 charges every 7 turns. Maximum available at turn 42.
· Any Mage Tower can produce Mana Potions, up to 16 mp. 12 Charges available at the beginning and increase by +2 charges every 14 turns. Maximum available at turn 56.
· Level 3 Barracks can produce Potions of Strength, maximum charges available.
· Level 3 Guilds can produce Potions of Dexterity, maximum charges available.
· Level 3 Mage Towers can produce Potions of Wisdom, maximum charges available.
· You can purchase potions from Villages (always Health, Mana, Strength, Dexterity and Wisdom potions). Some potions (Potions of Movement, Power, Resistance or Luck) will only appear for sale on certain days (turns). Potions purchased from Villages will not provide their maximum charges allowed until after a certain number of turns pass. By turn 70 (week 10) all Potions can be purchased up to their full charges.
· You can now trade resources with Villages. Merchants will offer good rates, decent rates or sometimes costly exchange rates.
· Capital maximum placeable followers from Level 0 to Level 3: [5 25 50 99]. Level zero capitals can now put followers to work.
· Level Zero capital cities can be upgraded to Level one capitals now, but only provided the Great Temple does not exist or has been liberated by someone other than the owner of the capital city. This is only necessary in the case another player humiliates you by liberating your great temple. When other players liberate your great temple and you own the capital city, your capital city does not automatically upgrade.
· Tower encounters will always provide a spell scroll as an artifact spoil, in addition to any other artifacts it may provide. Could possibly provide two spell scrolls, or an artifact and spell scroll. Towers also provide rescued captives.
· Keep encounters will now provide an added follower to your nearest city. Every 70 turns, the amount of followers received from a keep encounter is increased by one (turn:followers = 70:2, 140:3, 210:4, etc.).
· Selecting a Death Lord no longer automatically changes your Lord to Balkoth when the game begins. This allows players to choose Death for multiplayer.
· Death Scrolls are now available as Dungeon spoils.
· In the map editor, the level you place the Great Temple as now determines it's maximum difficulty. However...
--- Hard mode has a minimum difficulty equal to level 6.
--- Medium has a maximum difficulty equal to level 6.
--- Easy has a maximum difficulty of level 5.
- Medium and Easy mode will recognize Great Temple levels lower than their maximum number (6 and 5). Hard mode will recognize Great Temples higher than level 6. In any case, the Level of the Great Temple adjusts to the selected difficulty.
· All Resource buildings (except Great Temples) provide additional resources per turn equal to half the dungeon level with +0.5 every week (7 turns) that passes. These resource buildings will provide an extra bonus of resources as spoils of it's respective resource type.
· Great Temples provide fame equal to the level of placement of the Great Temple, plus an additional 1 fame per turn every week (7 turns) that pass.
· Rescuing captives from Tower encounters have a 1/3 chance of spawning: same faith, opposite faith, or neutral faith Champions.
· The experience a rescued captive has depends on the level of the difficulty and the level of the building from which he or she was rescued.
· Caves, Towers, Keeps/Strongholds/Castles will recognize Level 12 Encounters which will have many Legendary creatures. Resource buildings such as statues will recognize levels up to 15, but do not have customized monster spawns. Multi-Level dungeons will not recognize Level 12 encounters.
· The new resource buildings, such as the Wind Mill, Life Mill, Brew Houses and a couple more Gold mines are now tradeable in parleys.
· On Hard Mode, Great Temples also grant Spell scrolls in addition to artifacts.
· Villages now spawn armies which vary by the difficulty of the game. Hard mode will provide a Level 6 army. Medium mode will provide a level 4 army. Easy mode will provide a level 2 army.
-------------------
MAP EDITING
-------------------
· All normal dungeons can be placed in the Map Editor, including Towers, Keeps, Statues, Brews, Mines, which includes faith specific encounters.
· Faith building sprites can be placed through the "Buildings" button in map editor.
· Map sizes can now range from 32x32 to 1024x1024 (128x128 default).
· Maps can now be generated with terrains pre-placed in each faith region. Faith region size depends on map size.
· After a certain number of terrain sprites, placing any more unique sprite types will appear invisible in the map editor. Currently working on a fix for this.
-------------------
COMBAT
-------------------
· Many Creatures have special "on attack" and "on defend" abilities. For example, Shamblers will auto-cast Entangle at a rate of 5% when attacking.
· Stag, Wolves, Hound, Panthers, Bears, Lions and Gargoyles all have a chance to perform a Biting Attack. Biting Attacks will instantly cause physical (melee only) damage, factoring physical resistance. This damage bypasses armor. Biting Attacks are half as effective when the attacking unit has less than half its maximum health.
· All Thief Legendary Artifacts (except Legendary Amulet of Fate) will grant a 25% chance to do a multi-shot (spell based) attack. For Chaos, the Chakram of Chaos, a secondary artifact, will provide multi-shot attacks. Multi-shots follow the normal combat equation.
· Thieves have a natural Critical Strike (Dexterity/10 + Luck = % chance).
· Critical Strike doubles the Thief's Attack or Ranged Attack.
· Warriors have a natural Deadly Strike (1 + Strength/10 + Luck = % chance). Life Warriors instead have a natural Crushing Blow attack (same equation).
· Deadly Strike doubles the damage output of the Warrior's attack.
· Infantry and Cavalry units have Crushing Blow (1 + Strength/10 + Luck = % chance).
· Crushing Blow effectively reduces the defender's health by a 1/4 (1/8 for ranged attacks) of their current health.
· Missile Troops have Piercing Attacks (1 + Dexterity/10 + Luck = % chance). Rock Hurlers instead have a Crushing Attack.
· Piercing Attacks ignore the defender's armor. Lords, Special Champions, Leaders and Heirs have immunity to Piercing Attacks.
· All Champions may receive a "Desperation" bonus. Champions with less than, or equal to, 10% of their maximum hit points will gain a bonus to their attack abilities (i.e. Deadly Strike). The bonus is equal to 1X Champion Level. Therefore a Level 10 Thief will have an added +10% chance to do a Critical Strike in combat. The desperation bonus always applies with a minimum of 1 life point, even if the Champion's maximum health is less than 10.
-------------------
SPELLS
-------------------
· Movement spells will not grant a unit more than 32 tiles. All movement spells cut the base movement value in half until the next turn. This effectively means "more movement today for less tomorrow."
· Overland attack spells cost a minimum of 16 mana, and drain an additional 1 mana for each unit in the targeted party. Also, overland attack spells can only be used on a single party once every 3 turns. This is to prevent abuse tied to overland attack spells in multiplayer, as well as high level encounters.
· Many new spells added to the game, some of which are researchable.
· Stat boosting spells now grant greater affects to units of the same faith. Neutral faiths still receive stat bonuses (usually one point less), while units of the opposite faith get a penalty equal to the value of which neutral units would receive. I.e. Stone Hands grants Earth units +25% Earth Resistance, +3 Attack, and +3 Range attack. Neutral units gain +2 Attack and +2 Ranged Attack. Air units receive -25% Earth Resistance, -2 Attack, and -2 Ranged Attack.
· Ice Bolt, Rock Sling, and Curse gain an area of effect every 5 levels.
· Righteous Bolt, Spirit Arrow, Flame Dart, and Lightning Bolt gain an area of effect every 7 levels.
· Heal Self restores the caster's life completely.
· Gift of Life has the ability to revive slain units, but is also heals non-Fire units. If targeting a unit that is alive, it will provide (2X + 4) Health to the unit; the caster will lose 4 health points, in addition to the original 4 mana spent to cast the spell. If targeting a unit that is slain, it will revive the unit and provide (2X + 8) Health to the unit; the caster will lose 8 health points, the original 4 mana spent to cast the spell, plus an additional 4 mana since the unit was revived.
· Overland Health Recovery Spells (Purge Wounds, Poltice, etc.) can now be used in combat and replenish a small amount of health.
-------------------
UNITS
-------------------
· Lords and Special Champions can obtain a maximum level of 15. The only stat bonus for reaching level 15 will be double the normally gained hp.
· Warriors gain +2 health per level, Thieves and Mages will gain +1.
· Champions who are mounted, such as Paladins, Elven Warriors, Dark Warriors, and Amazon Warriors have 2 more movement points than Champions who walk such as Dwarven Warriors. Generally mounted champions will have 20 movement, or more.
· Lords have no less than 20 movement.
· Mounted Lords have no less than 22 movement.
· All Lords have 2 more movement than their respective Champion types, except for Thief Lords who have 4 more movement than their respective Champions. For example, Faerie Thieves have 24 movement, but Faerie Lords will have 28.
· Legendary Creatures have no less than 20 movement.
· Lords have 75% magic resistance versus their own faith, and no magic resistance penalties.
· Champions have 50% magic resistance versus their own faith, and -25% to the opposite faith.
· Special Champions have at least 50% magic resistance versus their own faith. All other resistances vary.
· Military units have +25% magic resistance versus their own faith, while -25% to their opposite faith.
· Creature units have much greater magic resistance versus their own faith, and greater penalty to magic of the opposing faith.
· Cavalry Units have 33% missile resistance. Raiders and Flame Raiders have 22% missile resistance and 11% melee resistance. Orc Raiders have 25% missile resistance.
· Infantry Units have 33% melee resistance. Eagles have 25% melee and 25% missile resistance. Trolls have 50% melee resistance and -25% missile resistance. Orc Spearmen have 25% melee resistance. Orc Centaurs have 10% melee and 10% missile resistance.
· Missile Units have no established physical resistances, however some missile units may have some physical resistance. Results will vary.
· Fae Slingers have 50% missile resistance and -50% melee resistance.
Effectively:
Cavalry > Missile
Missile > Infantry
Infantry > Cavalry
Most creatures (CR1 and CR2) are considered somewhere in between Cavalry and Infantry.
· Level 15 Lords with Legendary Weapon and respective faith armor are relatively equal to Legendary Creatures in strength/power.
· Shamblers, Dryads, Elementals, and Gargolyes now come in groups of 2.
· Many Creature units now start at level 1 and may attain a maximum level of 5. This is designed to give Wizards some sort of "military" power.
· Some solo creatures will start out at higher levels, for example a Wisp will naturally start out at Level 3 and may progress on to Level 5.
· Many creatures now have the ability to cast spells on attacking, or upon being attacked. For instance, Shamblers have a 5% chance to cast Entangle on a unit when they attack, or Wilo Wisps may inflict Air damage via Shocking Attack.
· The cost of Champion units have been greatly raised. In most cases, the cost of their primary resource is the highest. Maximum cost of a Wizard combining gold, ale, and crystals is 125. Other champions cost is 100 combined resources.
· Mercenary costs now greatly vary. With a Capital Level 0 or Level 1, Mercenaries can be hired at half the normal cost. With a Level 2 Capital, Mercenaries can be hired for the same cost of a Trained Unit. With a Level 3 Capital, Mercenaries can be hired for 50% more resources than a Trained Unit.
· Mercenary upkeeps are equal their normal trained upkeep multiplied by their unit level. So for a Level 10 Mercenary Warrior Champion, he will have an Ale upkeep of 10.
· Most champions wielding Shields have 25% missile resistance.
· All Air units, except Lords, have -25% Fire Resistance.
· All Fire units, except Lords, have -25% Air Resistance.
· All Water units have +25% Air Resistance.
· All Air units have +25% Water Resistance.
· All Earth units have +25% Fire Resistance.
· All Fire units have +25% Earth Resistance.
· All Water units, except Lords, have -25% Earth Resistance.
· All Earth units, except Lords, have -25% Water Resistance.
· All Order units have +25% Life Resistance.
· All Life units have +25% Order Resistance.
· All Chaos units have +25% Death Resistance.
· All Death units have +25% Chaos Resistance.
· All Order units, except Lords, have -25% Death Resistance.
· All Death units, except Lords, have -25% Order Resistance.
· All Life units, except Lords, have -25% Chaos Resistance.
· All Chaos units, except Lords, have -25% Life Resistance.
· Air and Fire Warrior Champions have +25% melee resistance.
· Dwarven Warriors have +50% melee resistance, but -25% missile resistance.
· Air Thieves have -25% melee resistance and +50% missile resistance.
· Chaos Warriors have +25% "elemental" resistance versus all faiths, but 50% versus Chaos and -25% versus Order. Chaos Warlords have the same, but 75% Chaos Resistance and 0% Order Resistance.
· Terrain movement effectively changed. Units move over their own terrain type like they would move over roads, which is better. Earth units now walk over any terrain without penalty and walk over the faceless terrain like they would roads. Water units have improved travel over water. Fire units have penalized water travel, but Fire units move over Lava like roads (Desert travel unchanged however).
· The Sacred Knight (aka Sir Lancelot) starts at Level 6, zero experience and will start with Shield of Quality and Potion of Wisdom when Summoned from the Great Temple.
-------------------
ARTIFACTS
-------------------
· Items with Life Steal will not work versus Skeletons, Shades, Vampires, Bats, or Liches (aka Undead units).
· Items with Vorpal Attack (Insta-kill) will not work versus Lords or Special Champions. In some cases, Lords and Special Champions will be stunned instead of killed. Legendary creatures are fair game for vorpal attacks.
· Amulet of Poison's life degeneration to the wearer will not reduce the user's life points below 1. This amulet
· Legendary Thief Artifacts will not launch multi-shot if the thief is in stealth mode.
· Experience and Stat Raising scrolls are permanent.
· Spell scrolls are now usable by any Champion, not just wizards exclusively. Spells scrolls use charges which will replenish on regular intervals when equipped. All unequipped artifacts will recharge 1 charge on every 7th turn, regardless of maximum charges. Replenished charges cannot exceed their maximum.
· Legendary Artifacts are found in the nearest and highest level encounter in your city's region.
· Secondary Artifacts are now found in the nearest and second highest level encounter in your city's region.
Please feel free to reply to this thread listing anything about the GS5R2 mod that should be noted (for new mod users in mind).