A mod and a map for “Elemental Reforged” v.1.2. Updated to v.2
The hordes of the Fallen prepare to colonize the new continent. You need to establish a new Kingdom, survive and lead your race to victory.
This mod is about personalization. Each your unit may be unique. Each unit is not a crowd but a unique hero. This war is a War of Heroes.
The aim of this mod is to keep the game challenging and thrilling. I tried to help computer opponents as much as possible and not to spoil the gameplay. Lots of features were added or changed for comfortable and exiting gameplay.
Have a nice gameplay. Check the list of all the features.
Features in v.1.
1. V.1 was made compatible with “Elemental Reforged” v.1.1.
2. All trained units consist of 1 figure, like it was in AoW2. This mod is about personalization. Each your unit may be unique. Each unit is not a crowd but a unique hero. This war is a War of Heroes.
3. All units and monsters have at least 1 counterattack, instead of 0.
4. All units and monsters have 20 dodge, instead of 0. Yes, high Accuracy now is very valuable to hit an opponent.
5. Heroes have at least 5% chance to deliver a critical hit, instead of 1%. Other units and monsters have at least 3%.
6. Lucky/unlucky strikes. Each unit has 1% to deliver bash strike, backswing, maul or be clumsy or become uncontrolled.
7. Map tiles may have maximum power up to 12, instead of 9.
8. Every unit, that is stationed in a city receives +1 additional experience per turn.
9. More equipment is available in shops at the beginning of a game.
10. All Heroes for hire have more equipment with them.
11. Heroes don't need armor specialization traits. When they choose their profession at the 2 lvl they automatically are allowed to wear appropriate armor.
12. Added fire, cold, lightning staffs of medium power 9, except those of 6 and 12 powers.
13. Common units reduce unrest in cities by 2% each.
14. It is allowed to have an army of 9 units from the beginning of the game.
15. Hunter trait gives an umbush +8 initiative at the beginning of a battle instead of additional damage to animals only.
16. Soldiers' gloves and boots give only +1 hp instead of bonuses to accuracy and initiative.
17. It is easier now to get more essence while researching new technologies.
18. Rebalanced racial bonuses.
19. Every race has all of these tactical options: fortify, guarding strike, double strike, berserk.
20. Default sovereigns and empires don't have weaknesses.
21. Summon spells were added to elemental spheres. Thus Fire5 allows to summon a fire elemental in battles.
22. Some powerful and popular enchanting spells were moved to +1 level of appropriate spheres. Thus Inspiration is now a Water2 instead of Water1 spell.
23. All monsters got additional few hit points.
Features in v.2.
1. V.2 was made compatible with “Elemental Reforged” v.1.2.
2. Trained units may have up to 6 traits instead of 4.
3. More traits are available for Unit design.
4. All heroes, spouses and units were updated to have 6 traits from level 1.
5. Hero classes were modified letting players to choose useful traits earlier. I hope you will like the new Defender class, which earlier was the most underrated.
6. Spouses carry additional nice surprises. Especially legendary spouses.
7. Old (from Legendary Heroes) style hair on female spouses was replaced by the new style. Now they look better. I tried to make female spouses as beautiful as possible. At least for me. Now I love them all, and I hope, you too.
8. Quendar female spouses were removed. I don’t want them to occupy even a spouse candidate position.
9. More starting equipment, mounts and traits for sovereign's customization.
10. Empire heroes and units are slightly stronger than their Kingdom analogues. (I always play for Kingdoms to have more challenge. You may play for Empires just for fun).
11. Cost of tactical spells was reduced to encourage players to use spells in battles.
12. All Weapons and Armor pieces were adapted to single-figure-units’ system.
13. Light Plate and Masterwork Chain armors are free to choose, like it was in “Fallen Enchantress Legendary Heroes”
14. Added more unique Arcane Weapons to all default leaders. Allow your units to throw fireballs or summon creatures with the new staffs. Ice swords freeze enemies. Lightning pikes shock them. Beware of sharp dual axes, that can easily execute your heroes.
15. Fixed lost weapons, items, abilities on heroes and spouses.
16. Heroes in “Reforged Champions” files got different weapons, hair and basic clothes to look different, but not like clones.
17. AI has more strong (AI only) units to train.
18. Slightly increased AI military priorities.
19. Wildland creatures were made a bit stronger and become angry after getting just a little scratch.
20. For each researched technology player gets 3 Fame (except +100 Fame for Breon’s Letters and Book of Mastery).
21. Cities get +1 additional Radiance at level 3.
22. 4 and 5 level cities sell Books of Experience for quick training of occasional low level heroes who may appear at the end of the game.
23. Starting recipes have the most essential ones for a good new start. Overpowered and weak recipes were removed from the starting list.
24. All races have the same starting recipes because all races use the same technology tree.
25. At the same time all “Knowledges” (that grant the same starting recipes) are free to choose. Thus you have all 3 points to customize your kingdom with racial traits.
26. Some weak Level-up-traits were made inaccessible to prevent AI heroes to take them while gaining new levels.
27. Highly valuable traits got more priority value. Hopefully AI will have stronger builds of his heroes.
28. Some weak racial traits received some useful bonuses.
29. Attributes like Adventurer, Bandit Lord, Diplomat, Beastlord received some useful bonuses. For example, being a Bandit Lord, at the start of the game you also get a smart Krax female Bard to your army.




