Disciples 3 Maps Download
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1.Added 13 new maps(copied from Disciples III Renaissance & Resurrection Steam version).2.Added thumbnails for \"Archipelago of the Three\" and \"Temple of the First Kings\".3.Fixed the thumbnail of \"The Island of the Flaming Tower\".4.Fixed the loading interface of \"The Eternal Battle\".
Given the... less than stellar reaction from Russian gamers when Disciples III was first released, I was understandably hesitant about buying the game. In the end, my love for Disciples II pushed me to purchase the game through Impulse.I'm going to share my reaction to the game for people who, like me, may be on the fence, or who haven't been able to find much info (in English, at least) on the game. This review is primarily aimed at people who are familiar with the series, but I've included some basic info in the hope that newcomers will also find it useful.Let's begin simply: I like it. The rest follows in no concrete order.Preface: There are some diversions from the Disciples II mechanics, as you no have heard. These, mainly, are the switch from the old \"front-line/back-line\" combat to the hex based tactical combat style used by the Heroes of Might and Magic and King's Bounty series, and the removal of plantable rods. I'll talk about these changes more below.Despite these changes, I honestly have to say that Disciples III is amazingly true to the series' formula. The units, unit progression, town management, spell research and list, overall theme and artistic direction have all been, by and large, carried over intact. Disciples III feels like the true sequel to Disciples II. It feels strange to have to say that, but the tidbits I had heard from across the iron-curtain gave me the impression that Disciples III was not true to the series, and I have to respectfully disagree.Game-Mechanicy-Stuff:Buildings/Capital: The mechanics are identical to DII. You can build one building a turn, whether they be unit progression buildings, ore one of the three utility buildings, the Magic Tower (allows spell research/casting), the Temple (allows healing/reviving units for a fee, or the Guild (allows thieves). Your capital is still guarded by a very powerful unit.A nice addition, though, is that your town contains a shop with some basic items and a few accessories. This saves you from searching out shops when you want to sell things, and allows you to load out parties before they leave.Units: At this point, I've only played with the Imperial faction. The units are the same as I recall from Disciples II, with a squire, an archer, an apprentice, an acolyte and a \"large\" unit, the titan. (I seem to recall an angel fulfilling this role in DII, but perhaps my memory is failing me.) These units perform just like they did in the previous game.Units also progress in the exact same way, where you have to choose a career path for each class by constructing the corresponding building in your capital. A squire, like before, can become a knight or a witch-hunter, depending on which upgrade building you chose. While these career paths will fulfill largely the same role, they have enough tactical flavor that you will develop personal favorites.For instance, each of the squire's possible paths deal with doing damage to single enemies, and protecting your weaker characters from taking damage. They do this through better armour, hit points, and attack damage. Your first choice, along this path, is whether to upgrade to knights or witch-hunters. Knights are essentially just a tougher squires with a new ability, but they lead to stronger units later. The witch-hunter, on the other hand, isn't as tough, but deals more damage with two attacks. And he looks cooler. A later unit, the Angel, retains all the hp and armour of the class, but has a ranged lightning attack and can teleport. They all have the same overall role, but achieve it in different ways.Another example is the acolyte. Fans of the game will know that you largely choose between two paths with the acolyte. One can heal a single party member for a large amount, the other heals all party members at once, but for a lesser amount.A quick note on neutral units: All the old ones I remember are there, and have the same feel. Peasants, thugs, those advanced-thugs, goblins, orcs, trolls, wolves, men-at-arms, zombies, etc, along with some that I don't recall, like Earth and Air elementals, shambling treant-like beings, unicorns, spearmen, giant spiders and more. Also included are some units from the races that were not included in the game (but I am betting will be in upcoming expansions...)Leaders: The leader's lineup sees some changes, but overall remains the same. You still have the Ranger, Archmage, and Fighter, and Thief leaders (the fighter is now a \"Warrior Nun\"), but with the removal of rods you do lose the Rob Planter leader. Leaders have all the usual fantasy attributes (Strength, Dexterity etc.), and statistics covering leadership, strategic and combat speed, as well as 6 resistances tied to magic system. All of these can be increased in one way or another as the game progresses.Leveling up and customizing your leaders has changed, but in my opinion it is better system. When you reach a new level you have two sets of points to spend. First, you receive points to spend on your leader's attributes to make them stronger, tougher, less likely to be hit, etc. Second, you receive points to use unlocking new bonuses and special skills. Disciples III uses a new grid-based system, which I find to be very similar to the system used, I believe, by Final Fantasy 11 (Or whichever one had Vaan and the jungle-dwelling, barely-dress bunny women). It works like this: Each leader has a grid, the contents of which are based on their class. The grid isn't entirely square, and has a few holes in it, just to make it more interesting. Each square or tile in the grid has some sort of bonus on it, from the mundane (+2 strength, +2 combat moves, +10% fire resistance) to more useful abilities and unique skills (+1 leadership, multi-attack, revive dead), Working from roughly the center of the grid, you spend a point to unlock an adjacent tile, which, in turn, gives you access to its neighbors. The better skills are located around the edges of the grid.I'm a fan of this system. I like that I can see all my options, and this helps me plan towards specific goals. If I'm feeling underpowered, I can head work towards unlocking a leadership boost so I can include another unit in my party. For my archmages, I like trying to grab all the intelligence bonuses to increase my damage. It's a very easy system to get into.You still choose the profession of your main character from the classic three: Warlord, whose parties regain some HP each round, Archmage, who can cast two strategic spells per turn and has access to better spells, and Guild Master, who collects more resources, and whose Thief leaders are more powerful. There isn't a lot more to say about that, as it is also unchanged.Magic: As far as I have seen, the mechanics behind spell research and casting, as well as the spell lists, are the same. You still need to build a Magic Tower to allow spell casting, you still can research one spell a day, and you can still cast one spell (two for Archmages) a day. The spell lists depend on faction. The Imperials get the usual line-up. Level one, for instance, includes a heal spell, an armor spell, a weak damage spell, a weak summon spell (living armour) and... one that I don't recall (sorry!). It's the same list as DII. I haven't looked into the other races, but I expect the same to be true.A new addition, though, is that you can now create magic runes based on the spells you have researched. Despite the name, these are essentially scrolls from any other game. They are single-use versions of your spells which can be used in combat. There is a little more to it than that, but it gives you an idea.Strategic Map: The Strategic Maps, or World Maps, work just like they did in DII. Your party travels around the world expending movement points, looking for enemies, treasure, random goodies, and magical sites which can grant temporary or permanent bonuses, heal your party, or refill some of your movement points, allowing you to explore further. Neutral enemies usually guard treasure, special sites and main paths. For an old Disciples player, this is all familiar.Oh- and the neutral enemies are all familiar.There are a few additions to the map, the first is in the form of dungeons. Dungeons are like other combat encounters except that they are refreshed every 10 turns, so you could return and fight its inhabitants again. The second addition are Nodes, which have replaced the Rod mechanic of DII. I'm not a huge fan of this system, but I can see some of the benefits of using it.Rods/Territory: This is the first real difference between DII and DIII. Instead of a leader who can plant and remove rods, which allow you to lay claim to territory, the game now uses Nodes. Nodes, by-and-large, act like rods, but have a fixed location. If a player captures a nod, it begins spreading their territory outward from it. When mines and other such resource generating locations pay out to whichever player controls the territory in which they reside.. Each race's territory has a different visual style. In Imperial territory the trees are a lush green and the ground is covered in grass. In Elven territory, the land is in a constant state of autumn. The trees are all orange red and brown and the ground is covered in fallen leaves.Once a node has been captured, it becomes host to a guardian spirit. This spirit becomes more powerful and gains new abilities over time, and must be defeated if another player wishes to capture the node for themselves.Combat: This is the main departure from the series. Combat now takes place on a tactical hex-based maps, very much like in Heroes of Might and Magic and King's Bounty. Your party members can now move around during combat, to try a