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Autor Thema: Edain Patch 4.02 released  (Gelesen 7776 mal)

Ealendril der Dunkle

  • Gast
Edain Patch 4.02 released
« am: 17. Mai 2015, 12:43 »
Greetings, companions of Edain!

Patch 4.02 for the Edain 4.0 Demo is now available. You can download it by updating the mod via the launcher.

With this update, we not only squashed numerous bugs, we also expanded and refined the core gameplay introduced with version 4.0. There is no new faction yet, but Dwarf fans can look forward to a new custom hero, the Wanderer:


Additionally, the patch brings the following changes:

- Most maps now offer a larger number of settlements and in some cases outposts. This allows new paths for attack, grants players more money and enables more strategy that rely heavily on outpost structures. For example, Fords of Isen now features 14 settlements instead of the previous 8.

- Every faction now improves its recruitment structures in a different and unique way. We wanted to add more diversity and give players more control over their strategy by allowing them to tech towards specific upgrades and units more specifically.

* Mordor is the only faction that still upgrades its structures the old way: They gain experience by recruiting units.

* Gondor is going back to the original 3.8.1 scheme. Each recruitment structure can be upgrades to rank 2 and 3 individually by purchasing upgrades. That way, they can unlock things like Tower Guards or Fire Arrows more quickly, but have to spend money on that in return.

* Rohan improves its structures using a different version of that scheme. Each recruitment structure has two distinct upgrades: The weapon chamber unlocks advanced units and technologies such as mounted archers and flaming arrows, while the recruits' chamber increases recruitment speed by 50%. These upgrades can be researched in any order, giving Rohan more flexibility in terms of strategy.

* Isengard upgrades all its structures at once using global upgrades that bring the Uruk Pit, Warg Pit and Siegeworks to rank 2 and then 3. However, these are more expensive than Gondor's individual upgrades, so Isengard can't tech towards a single unit or technology quite as fast.

- Unit upgrades like forged blades are now researched twice as fast and grant additional bonus effects on top of their previous bonuses. These are meant to be effective against specific strategies and open up new ones in return:

* Heavy Armor grants 35% increased armor against arrows.

* Forged Blades grant increased damage against specific enemy types depending on the equipped unit:
** Swordsmen gain increased damage against other infantry.
** Pikemen gain increased damage against cavalry and monsters.
** Cavalry becomes more effective against structures, without Forged Blades they only deal very little damage against them.

* All units at rank 2 (including all units with banner carriers) become fearless and therefore immune to abilities like Boromir's Horn and the Nazgûls' Screech.

* Cavalry Shields now grant +25% armor against pikes and +50% armor against swordsmen.

- In turn, upgrades are now only half as effective against heroes and structures.

- Note that heroic units like the Citadel Guard are equipped with every upgrade from the start, so all these changes apply to them by default.

- There are no longer any unusable camps and castle plots on War of the Ring maps. Instead, they are all replaced with fully usable outposts. This was our intention from the start, but the replacement was bugged and simply rendered the plots unusable instead. The idea is that you can only build smaller bases in War of the Ring, making individual battles shorter and the army you bring more important. Of course, you can still fight for huge fortresses when you attack maps like Helm's Deep, but the normal War of the Ring battle will have less base building than a Skirmish - though still more than in the previous version where most plots where entirely unusable. We feel this is a good compromise. Additionally, you can now garrison your territories with armies that can take up twice as many command points.

- A new game mode replaces exploration: In "Massacre", you can only have up to 600 command points, heroes have 25% less armor and units have half the armor. This makes for smaller, but also much faster battles. In addition, we have fixed the command point bug with the Legendary Heroes mode so that it should now be playable normally.


Balance-Changes:

- Defence and Production-Upgrade for ressource-buildings reduced: Level 1 - 150, Level 2 - 300

- Flying units makes 25% more damage against Machine and Monster

- Power of the past Ages and Army of the Death: 10 Spellpoints

- All elite-units cost 100 less. We generally reduced the prices of many more expensive game elements to make them more attractive and to allow more diversity.

- All cavalry units cost 100 less, but have lower defence and are more vulnerable to Spearman

- Upgrades as Blades are researched twice as fast

- Now each Unit-Upgrade has additional effects to make them particularly effective against certain policies and thus turn can open up new strategies:

* Heavy armor increases hit points significantly \n Additionally reduced damage by arrows

* Forged Blades increases damage dealt significantly
** Swordsmen receive additional bonus damage against other infantry
** Pikemen receive additional bonus damage against cavalry and monsters
** Cavalry receive additional bonus damage against structures

* Banner Carrier (Basic Training) promotes the bataillon to become fearless and replace fallen troop members while they're not in combat

* Horse shields increases armor against pikemen by 25% and against swordsmen by 50%

- Every Infantry moves 12.5% faster

- Elite-Bowman and Ranger have less health and defence

- Heavy armor has a stronger effect on archers than before

- The ability "Surprising Salve" caused only the double damage of a normal attack (previously three times)

- Draft cost 1 Spellpoint (before 2 points)

- Increased the health points of farmers from 200 up to 250

- New ability for Gamling instead of Weapons: "To arms: Gamling calls a troop Peasents at Level 2 on the battlefield. Other Peasents within the area are encouraged and gains +20% armor and damage for 30 seconds"

- New ability for Theoden instead of Favor: "Hour of Glory: Units in the target area gather briefly three times faster experience"

- Noble Warhorses are now a passive spell with the following effect: "Cavalry at Level 5 is replaced by horses from the royal breeding, which provide 30% more hit points and losing 30% less speed when crushing units"

- Doubled damage and hitpoints of Rohan Captains

- Shelob's Brut: Damage reduced significantly

- Spearmen in porcupine-formation slows rider stronger

- Reduced costs of all Battering-rams by 100

-  Attacking with battering-rams cause 20% more damage and get less damage from arrows, but 35% more by melee

- Catapults and ballistae cost only 700, but they have 40% less health

- Barracks and research buildings have 20% more armor against siege weapons and monsters, walls have 40% more

- Siege Towers have 50% more hit points

- Tower expansions costs only 500, Catapult-Expansions costs 700

- Isengard mine caused about 20% more damage in a 20% greater radius, the mine from "Fire Isengards" directed even more damage in an even larger radius at. All units and heroes who are right next to the mine get instantly killed.

- Cost of Isengards Warg-Pit 600

- New Upgrade for Wargriders in the Warg-Pit "Blood Warg: equips the troop with Blood wargs, which regenerate hit points by melee attacking"

- Reduced Uruk-scout cost

- Wormtongue generally causes less damage, but he lowers with his backstab-ability the armor of the selected hero briefly by 25%. Also backstab makes increased damage if it is running from behind. This defines Wormtongues position as an assassin.

- Persuasion no longer brings the selected hero on your side, but heroes in the selected area dont make any damage and gain any experience last for 30 seconds.

- Increased cost of the three regular Uruk units by 100, but also increases damage and hit points by 25%

- Dunlendings loot money from neutral caves

- Reduced 15% health-points by the melee-dunlendings

- Reduced the damage of Dunland Axe Thrower by 10%, 33% more against buildings and heroes

- Doubled life points of Shield-Uruks

- Cost of Troll-Cage 800

- Reduced costs of Trolls on 600, Drummer-Trolls on 900

- Cost of Orc-Barracks 500

- Morgulfortress and Guldurfortress generates only 10 resources, like normal outpost Citadels

- Damage of the Orcs of Dol Guldur was due to a bug too high

- Summoned Easterlings and Haradrim now receive by Sauron's influence properly the bonuses by their appreciations

- Black Riders now cost 120 command points like other heroic cavalry

- Khamûl now conjures up significantly more powerful Black Easterling, which are particularly effective against buildings with their hammers:



Have fun with playing!
« Letzte Änderung: 17. Mai 2015, 12:47 von Ealendril »