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Heroes Community > Other Games Exist Too > Thread: Disciples 3 Reincarnation
Thread: Disciples 3 Reincarnation This thread is 2 pages long: 1 2 · NEXT»
krs
krs


Famous Hero
posted May 07, 2013 10:58 PM

Disciples 3 Reincarnation

As a D2 fan I have tried the D3 Renaissance upon release and found it unbearable.

Recently someone on the SoD thread, mentioned something about a new version: D3 reincarnation?

My question is: what is improved/changed since initial release? (I understood that battles are a little different). Is the battlefield smaller? Rodplanters are back? Are Dungeons/ruins like in D2?

An a couple of questions from a guy not following the series anymore:
- is there a central site where fans go for info and stuff?
- why are there X versions of D3? With basically the same name?
- are the developers bankrupt?

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted May 14, 2013 01:58 AM

Well I'm haunting for the game myself, but unfortunately there are problems with it's distribution in my country (read: the publisher is trying to buy a license for it, but there's no info on the progress whatsoever).

The games are called as follows:
Disciples III Renaissance - vanilla
Disciples III Resurrection - Undead Hordes expansion
Disciples III Rebirth/Reincarnation - (don't remember why it has two names probably something with the countries in which it was published) the improved version of the game, which has all the previous content (V+Exp)

All in all, people are saying that this is the Disciples III that should have been from the beginning (kinda like H5 TotE or H6 even ), though it's not the perfect game as the developer has gone bankrupt, and they don't support the game anymore. It was a miracle that they even released Reincarnation, as from what I've heard they were already flying on fumes, but they've put all their power to make as worthy of a game as possible. It's sad actually, as the future of franchise is unknown. An expansion with fan-favorite Mountain Clans was in the making for quite some time, but the studios bankruptcy has made it all go to waste...

If you want to know about new futures search the internet. From what I know they reintroduced some old game mechanics like Thieves and Ships, made smaller battlefields with additional eye-candy like grass, added some 13 new neutral units (classic ones like various Goblins and Merfolk) and fixed many other things like bugs etc

As for the sites. Disciples series never had any big sites like Heroes series have. Mostly they have forum based sites in which players exchange their opinions. There is quite an active forum on the producer site Kalypso Media dedicated to the game. Also there is this Czech (if I'm correct) portal called Druids Grove which is also dedicated to the Disciples franchise. The site is partially in English, and although from what I see it wasn't updated for quite some time, it has all the newest info about the game.

Hope that answers some of your questions

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LarkinVB
LarkinVB


Known Hero
posted May 17, 2013 08:10 PM
Edited by LarkinVB at 20:12, 17 May 2013.

Quote:
Well I'm haunting for the game myself, but unfortunately there are problems with it's distribution in my country (read: the publisher is trying to buy a license for it, but there's no info on the progress whatsoever).




Why don't you buy at gamersgate

There are few maps and mods here

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yogi
yogi


Promising
Famous Hero
of picnics
posted May 29, 2013 02:08 AM

I'm also curious if anybody's tried this one out yet?
____________
yogi - class: monk | status: healthy
"Lol we are HC'ers.. The same tribe.. Guy!" ~Ghost

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted May 29, 2013 09:08 AM

Yes, we have.

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yogi
yogi


Promising
Famous Hero
of picnics
posted May 29, 2013 04:43 PM
Edited by yogi at 16:44, 29 May 2013.

Downloaded through the night, installing now.

I hope you don't mind me copy/pasting your review of Reincarnation into this thread for others who are looking for an updated opinion:

Quote:
So, played the thing for a few days and now I'm completely qualified to review it and criticize it all I want. Words of wisdom to follow.

First of all, now the game indeed looks like a decent sequel and if this was Disciples III v. 1, I don't think it would've lost so many players and destroyed so many hopes (the drama). I wonder if the damage is repairable but this remains to be seen - The Mountain Clans are still out there. Anyway, here's what I'm talking about.

1. The game is finally bug-free. If there are any major glitches left, I have not seen them. The only insect so far is a "transformation" of certain creatures when they get paralysed by a Ghost into... different things but this happens rarely and does not affect the combat (when the paralyse is broken, they restore their original forms). There aren't any out-of-sync animations left, there don't seem to be any bugged quests which were abundant before, all in all the game plays smoothly.

2. Some of the core mechanics are revised - and for the better in my opinion, although I don't exactly like everything. One of the major changes is the reduction of the squad size to the classical up to 5 creatures + the leader and of course there are now creatures which take 2 Leadership points (this is since Resurrection though).
BUT! Apart from the "active" squad, every leader can bring with him up to 4 creatures as a "reserve". The reserves don't fight in battle and don't gain experience as long as they stay as reserve but can be swapped with any of the creatures in the "active" squad at any time, including right before a battle, and fight normally, gain experience, etc. This adds quite a lot of strategical flavour actually - you're not limited with a squad which has a fixed strengths and weaknesses but - if you can afford the said reserve of course - allows you to be much more flexible. Of course this also means that you can keep a full squad all time even if some of the "active" creatures gets killed as long as there is a... non-dead (doesn't apply for the Hordes ) replacement available in the reserve. Sadly, the practical application of this otherwise very nice addition is somewhat limited because the low level creatures are - as always - no match for the higher tiers and training both the "actives" and the reserve is too slow and ultimately vulnerable against an opponent who focuses only on his "active" squad and thus levels up faster.
Another addition is the new leveling system for all non-leader creatures. Basically the astronomical XP requirements introduced in Resurrection to transform one creature into another, more powerful version of the same line, are kept, which makes the said transformation incredibly slow. However, now instead of transforming directly into the next level thing, a creature gains something like "sub-levels", after the achievement of which it gains extra health/damage/chance for evasion/chance to hit, etc. After it gains 3 such "sub-levels", it mutates into what follows in the respective line, provided that you've built the respective building and you haven't locked the transformation in a manner similar to the old games. This is actually a good move for multi-player games because situations where one player has just upgraded his creatures and attacks another player who is a few XP points away from his upgrades and is thus in major disadvantage are now more unlikely and somewhat more balanced. The huge XP requirements are still a problem though.
The creatures themselves now have more abilities - active and passive (and the leader him/herself also has access to a greater variety of activated skills, not only buffs to his/her attributes). The lower tiers are expectedly unimpressive in this regard but the higher ones tend to have 5-6 passive and active abilities, some of which are pretty nasty. The old arsenal is revised and now the creatures behave very differently from what they used to do before - for better or worse (more about this below) - and their usage has to be reconsidered.
The initiative system remains largely as it was in Resurrection - creatures with higher Initiative act more often than creatures with lower. On the other hand, all creature stats - health, damage, resistances, etc. - are now revised and tend to be lower than the numbers from Renaissance and Resurrection. The overall survivability of the creates however is pretty much the same.
As already mentioned, the battlefield is now smaller. This is not a major difference though as the creatures are also slower than before. The Undead Hordes in particular are painfully slow. Due to this, the battles take just as much to complete as before. On the other hand, the battlefield now look better, with more objects and animations and the closer look on the creatures creates a feeling somewhat similar to the old Disciples - I guess this was the only intended effect which was supposed to be visible.

3. The sound-screening of the creatures is considerably improved - to the point that now their sounds and voices actually help for the immersion. Of course there are still a few cases where the job could've been done better (the Inquisitor's "warrior of god" line is not even translated into English for example) but the difference can certainly be felt.

4. Travelling on water is back. This is mostly a cosmetic addition as the movement via ships does not seem to be reduced compared to the land movement as it was in the previous Disciples and you can't board a ship from anywhere you want on the shore, just on specific places - it's still nice though.

5. Finally, the balance. It has been redone completely, along with the afore mentioned stat changes, new abilities and whatnot. The problem is that it's still nowhere near decent. I'll have to play a bit more but some things are just screamingly obvious.
The Undead Hordes are traditionally overpowered of course but now this is taken to the extreme. Currently they have the toughest Fighter-line in the game, rivalled (but only to an extent) only by The Empire, their Mages are simply unmatched and the Ghost-line makes sure that the opponent won't have many actions. The faction retains its classical ridiculous advantages like weapon immunities on three different creatures (all of which have just as ridiculous stats - the Werewolf for instance can wipe out a low-to-mid tier army alone), damage reduction (the high level Skeletons are nigh immune to non-elemental damage) and at least two sources if paralyse (Ghost-line, Phantom Warrior). Their creatures exceed as individual fighters and work perfectly as a team - shortly put, the Hordes are more imb than ever before.
The Empire is somewhat strengthened and now can really put up a fight - except against the undead of course. Their Fighters are a good combo of mobility, endurance and damage-dealing so even if they aren't exceptional in any of these fields, the summary is pretty effective. The Elementalist now summons much more deadly Air Elementals while the "standard" Mage also performs quite well. The healing power for the healers is boosted. The Archer-line - like all Archer-lines actually - now has huge Initiative when fully developed and the Imperial Assassin is a real pain in the ass with his frequent actions and poisons. And finally - the Titan. Now it requires 2 Leadership points but it's incredibly tough and deals tons of damage - an excellent offensive tank in other words.
The Legions of the Damned however seem to have drawn the short straw. They were arguably the most powerful faction in Renaissance  but now there's nothing left of this power. Their Fighter-line is completely destroyed - previously the trade-off there was high damage and initiative for low health and armour and now they both deal the lowest damage of all Fighters overall and have the lowest health. I've no idea what is supposed to be their redeeming quality because apart from moving, they can't do anything decently. The Infernal Knight seems somewhat capable but getting to it seems to much of a frustration to be worth the effort - heck, even evolving a Possessed into a Berserker is nightmare. From the Mage-line, only the Witches (and maybe the Incubus) seem worthy of further development as the damage-dealing mages just don't deal enough damage to compensate for the huge XP requirements. The Support-line follows the same painful road as the Fighter-line - the lower tiers have a lot of health but are so low on Agility that just about everything which hits them inflicts criticals, effectively making the high hit point values not-so-impressive. If you ever get to Overlord, Abyssal Devil or Tiamath, you may see your investments returned but frankly I don't see this ever happening in a MP game. And the Gargoyles - the Gargoyles are just worthless, full stop.
The Alliance I don't play with. From what I've seen though, their top-tier archers tend to act 2-3 times before some of your creatures can even have the chance to move.

Bottom line is that the game remains flawed but much less than before. Certainly worth picking if you are a Disciples fan and even if you just like TBS.

-Zenofex

Ps. Thank you.
____________
yogi - class: monk | status: healthy
"Lol we are HC'ers.. The same tribe.. Guy!" ~Ghost

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yogi
yogi


Promising
Famous Hero
of picnics
posted May 30, 2013 06:53 PM

This game is really good.  Better than HeroesVI.  The atmosphere is thick, and game-play is tight.  A lot of love has been put into every little detail.
Just gotta increase a few speeds in the settings, turn off the cinematic camera in battles, and set its initial position to the side.


Money well spent.
Thanks devs, I hope everything works out.

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LarkinVB
LarkinVB


Known Hero
posted June 01, 2013 10:16 AM

Checkout my mods here.

The balance mod was made over 15 hotseat battles with my friend.

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yogi
yogi


Promising
Famous Hero
of picnics
posted June 01, 2013 06:16 PM
Edited by yogi at 18:35, 01 Jun 2013.

I'm using your bugfix mod; what do the balance and battlemap mods change?

Quote:
Checkout my mods here.

The balance mod was made over 15 hotseat battles with my friend.



Additionally: any good (english) resources for the game (links)?

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LarkinVB
LarkinVB


Known Hero
posted November 03, 2013 11:58 AM

Its now only 15€ here : http://www.gamersgate.com/DD-D3REIN/disciples-reincarnation

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted November 03, 2013 12:01 PM

It's 1 DAY ONLY, so move ahead, if you want to give it ago.

It will run via Steam, by the way.

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Carlos77
Carlos77

Tavern Dweller
posted November 03, 2013 01:53 PM
Edited by Carlos77 at 13:54, 03 Nov 2013.

I bought it yesterday on Gamersgate (it was only 7,5 euro) and it's a huge improvement over previous versions.

I have the same problem as in Rennaisance though. I gave up on that game for many reasons but one was by far the dominant one - the fact that I missed all the time and the mobs kept hitting me with criticals all the time. It was first annoying, then infuriating, then unbearable.

But although it seems to be subdued in Reincarnation, it's still frustrating. Is it really the way it's supposed to be? Or is it just because my Agility and Dexterity is very low in the beginning? Is it going to improve later on or am I gonna keep missing half my swings until the end?
____________

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted November 03, 2013 03:02 PM
Edited by blob2 at 15:03, 03 Nov 2013.

Yeah it's a somewhat "cheap" mechanic to make the game harder I suppose. But after you grind a couple of levels with your Hero, next campaign maps will be a bit easier from the start (higher accuracy/speed etc are crucial, because there are some annoying units, mostly ranged, that move 3 times more then your units, kinda like with the ATB bar in Heroes V which I detest).

Well, the game is not that bad I guess, but it's certainly not Disciples II. There are many changes I dislike about it (mainly the hex grid battle maps, the old battle mechanic was sth which made the series unique), but they've made some nice new things, so it's not that big of a step-back in the series. Though I would still like to see a worthy Disciples II sequel someday...

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted November 03, 2013 04:12 PM

Creatures low on Agility should be expected to take criticals almost all the time, even by creatures which don't have very spectacular Dextirity. Stay clear of any Support-line demons or undead dragons if you don't like getting extra damage all the time.

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RMZ1989
RMZ1989


Supreme Hero
posted November 03, 2013 07:03 PM
Edited by RMZ1989 at 19:05, 03 Nov 2013.

blob2 said:

Well, the game is not that bad I guess, but it's certainly not Disciples II. There are many changes I dislike about it (mainly the hex grid battle maps, the old battle mechanic was sth which made the series unique), but they've made some nice new things, so it's not that big of a step-back in the series. Though I would still like to see a worthy Disciples II sequel someday...

Completely agree with this statement. Just a Disciples II with maybe a bit better graphics, new faction, a lot of new abilities, upgrades, units etc. would be amazing. Hence, even better graphic is sufficient.

Disciples III was disappointing to me, especially because they have changed Legion to look like that it was seriously disheartening to see... Disciples II probably has the best looking Demons out of all games I've been playing, all of them are big, strong with wings, tentacles, tails, multiple heads and arms, I was amazed when I saw them for the first time, and then I got.... this???
Ok, what the f*ck is this!?

Don't answer me, I already know the answer, but seriously...
____________
Give a man a mask, and he'll
become his true self.

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Stevie
Stevie


Responsible
Undefeatable Hero
posted November 03, 2013 09:13 PM

I liked D2 alot, prolly even more than H3. The atmosphere of the series was really heavy and dense. Such that when an event happened at any point in game it would've scared the living snow out of me.

D3 started as a fiasco, prolly like H6 did. The bug galore was unbearable. Also the system of rods being static points that you had to flag was not really a great idea, it made the game easier and I don't like easy games at all.

Resurrection was an improvement, but still not enough. I had high hopes for it when I started the undead campain, cuz it was so hard and challenging. It all went so easy after that, so I got a bit disappointed with that. The bugs were not so many but still I couldn't finish the campain because of one so.. disappointed again.

Reincarnation as far as I know is the last from the series, and it saw daylight under dubious conditions, since the producer ran out of money. It's really sad that the Mountain Clans couldn't make their appearance.

Anyway, I must admit that I like this series more than Heroes. The leveling system of creatures is just exceptional. I like that so much, a heroes-disciples hybrid would be the ultimate TBS game ever.

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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted November 03, 2013 09:26 PM
Edited by OmegaDestroyer at 20:32, 04 Nov 2013.

It was an utterly stupid decision to omit the Undead Hordes and Mountain Clans from vanilla D3 and it cost them.

I will say, Resurrection (or whatever the Mortis expansion was called) really improved upon a lot of my issues with the game.  Unfortunately, it was a little too late to save the series.
____________
The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down

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LarkinVB
LarkinVB


Known Hero
posted November 04, 2013 09:32 AM

I find D3 Reincarnation a very good game and somewhat better than D2 but lacking in some areas. Fixed nodes to transform is a step back.

D3 is also very moddable and comes with a decent map editor. Sadly it did not sell well, so maps are few.

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted November 04, 2013 07:59 PM
Edited by blob2 at 20:02, 04 Nov 2013.

"Living" Rods was one of the better ideas of D III, because AI continuously spamming those rod planters was one of the most annoying aspects of D II (though in D III they spam a lot of hero parties ). Unfortunately mapmakers didn't place them accordingly so getting some Mana sources was next to impossible, not until very late game at least...

Also I like the usefulness of Thieves in D III. Next to the main hero, I always brought my Thief along. A high level Thief is better in taking out those pesky low-level creeps (or even quite strong ones because of high evasiveness) or weakening strong enemy parties. Even better then the strongest spells (btw they've made a step-back with the Spellbook, a lot more useless spells then in D II and Runes are a miss). And they've actually made the Guildmage specialization consider-worthy...

Graphics are a matter of taste, they did a nice job on some of the units, but overall I liked D II design more, units seemed to be more unique and memorable (don't forget their sounds or incantations which were a lot better in D II). Though I must admit the level of detail like those "hand drawn" menus is incredible.... And they've managed to keep this "depressing" climate of the series, which is a good thing

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LarkinVB
LarkinVB


Known Hero
posted November 05, 2013 09:12 AM

You should try my balance mod. Thieves can try to steal from shops multiple times and are punished if they fail.

Link

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