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DISCIPLES II. REVIVAL OF A LEGENDARY STRATEGY

Greetings. There is no doubt that everyone who has loved strategies since childhood remembers glorious days when they played the classics of their genre Disciples II with enthusiasm for hours experienced a lot of emotions when passing campaigns, scenarios, and playing against each other. So far, of all the series, this game remains one of the top among turn-based strategies, competing with the third heroes.

There are two news one good and the other bad. I'll start with the bad one - old masterpieces sooner or later begin to be forgotten and gradually remain only pleasant memories. And now the good news is that there are people who pull such wonderful games out of oblivion thanks to their achievements. Remember again the third heroes who got a new life thanks to the modification of HotA with blackjack and nymphs. And in 2013, the hour of the Disciples II became. Challenge was taken up by the developer Norvezskaya Semga, who began creating a modification of the same name.

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What is the difference between the original game and other modifications?! Let's look at this question detailed. First thing worth to note is the correction of balance and the addition of new branches units’ development. Plus each race has a hidden development branch for a new unit.

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I also want to note that the hero-units have also been redesigned — now they attack twice (of course they cut the damage, otherwise it would be too much), added a lot of new skills and when the hero reaches level 15 they can learn a unique skill of his faction.

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The Empire has branches with spontaneous shooters and melee fighters, as well as a branch of magicians with perks for summoning.

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The Undead are weakened and there is no immunity to weapons from werewolves and magicians, but there is a support unit from the alternative branch of ghosts, which imposes protection from weapons, similar to how dwarf druids inflict damage. Compensating for the loss of immunity from weapons, werewolves added a branch and thereby diversified tactics.

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Doppelganger of the legions of the damned with a level and a built structure can become the master of masks, summoning two doppelgangers. In the branch of warriors, units appeared that mentally deal damage, and ranged combat. Gargoyles also have a place to roam.

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Regarding the dwarves - Yeti branch appeared but pity that it's short, and also, which is very good, they continued the branch of giants with "earth source" damage. The Mountain clans simply changed the old units; various "nice-bonus" were added to them.

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The Elven Alliance has transformed no less than the others, especially the arrow branch. The marauder now shoots AT EVERYONE in a ROW, and if you pass the building of the guardhouse, you will be able to retrain from shooters to serious melee masters. Oh, yes, I completely forgot... The centaur archers also joined the elves.

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In general almost all units have been transformed, even neutral ones... even goblins have become steeper than boiled eggs, because some of them can poison, and others can set fire to, isn't it healthy?

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And this is just a tiny part of the modification I've told you. To cover everything, you will need neither one, nor two, nor even three articles. And about new spells and about new artifacts, and about AI, about difficulty levels ... oh ... there will be a lot of text, a lot of illustrations, and even videos! Oh, I remembered, it's also impossible not to mention the "secret" branches of each faction, and it will be a surprise for you, is that Latin?

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Perhaps we need to sum up. The modification is wonderful and I was playing with pleasure. Also I am happy with the new worked-out Disciples II. Of course, in some places it would be nice to “tighten” the balance, to make some units nervous because of their too high characteristics. MNS is a great mod for online battles, and it will do quite well for tournaments, because there are now a great many variations of army recruitment, development branches, spells, items, and new tactical maneuvers.