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Autor Thema: Edain Mod 4.4 Demo released!  (Gelesen 10047 mal)

Ealendril der Dunkle

  • Gast
Edain Mod 4.4 Demo released!
« am: 31. Jul 2016, 19:20 »
Greetings, companions of Edain!

Today, we have released Patch 4.4 for the demo of Edain 4.0. You can now download it directly through the Update function of the Edain Launcher.


If you don't have a previous Edain version installed, you can instead download a complete setup by clicking on the banner below. You will have to run the launcher and update the game until the launcher tells you that you have the latest version. This may take more than one update.


If you encounter any problems, head over to our Support Forums!

The Last Homely House

Edain 4.4 brings the new Rivendell faction into the game. The Elves of Rivendell are unrivalled loremasters, artisans and warriors. They aspire to perfection in all things and their units are the most powerful in the game, but also the least numerous. Among other things, they can learn two abilities instead of one and receive blades and arrows crafted in the style of old Eregion on top of their regular upgrades. However, it does require some time for Rivendell to unlock its full potential through research in the library. You will have to master all the Elven arts to form Rivendell into a formidable shield against the forces of darkness. You will be aided in this by the Rangers of the North, who can be recruited as a supporting faction through the Outpost, and the Elves of Lindon through settlements.


One Ring to rule them all

We have overhauled the Ring mechanic for Edain 4.4. Previously, Ring heroes could not pick the One Ring up themselves and you'd have to pick it up with another unit and bring it to them. Now, it works in the reverse: Ring heroes are the only ones who can pick up the Ring and will use it directly. This not only fixes bugs with the Ring delivery, it also allows the AI to use the Ring by picking it up with their hero. Furthermore, 4.4 introduces several new Ring heroes with very unique abilities: Elrond of Rivendell doesn't use the Ring himself, but summons the entire Fellowship of the Ring as one extremely powerful hero bataillon to carry it. For the Dwarves, the king of each of the three realms is now a unique Ring hero with different effects for each Dwarven faction.

Other New Features

- Several heroes have been reworked with new mechanics and abilities, including Denethor, Malbeth, Thorin and Balin. Denethor is now a very unique hero who summons his personal guard to the field instead of fighting by himself. His abilities allow a more aggressive playstyle, but sometimes carry long-term risks.

- All maps now have expanded descriptions that tell you whether it's a camp or fortress map, how many settlements and outposts it has and which wild creatures can be found there.

- Cavalry has been reworked across the board. They have slightly less health to be more vulnerable to things like pikes and other cavalry, but their armor against swordsmen has been increased drastically so they are more effective against them. They also deal 20% more trample damage and many cavalry units have received new or updated abilities to give them a more clearly defined role that sets them apart from other cavalry and lets them do their job better. For example, Rohirrim now slow down less while in wedge formation so they can trample more enemies, while Warg Riders gain more damage by howling - but only for their melee attacks, which makes them particularly good against other cavalry where trample damage doesn't matter. Heroic units especially have received more powerful and unique abilities. Lastly, upgrades grant 25% less bonus value to cavalry and Elite cavalry now only has 50% more health and damage than regular cavalry (down from 75%). We felt the gap between regular cavalry, which was often weak, and upgraded elite like Gondor knights and ram riders was, which were often nigh-invincible, was too wide, and have therefore adjusted it. We may apply these changes to other unit types in the future as well, but felt that cavalry were the most urgent.

- The special map "Defend the Shire" has been expanded with two more playable factions.

- As always, there are many bugfixes, smaller adjustments and visual improvements across all factions for you to discover that would take too long to list here. Have fun exploring!


Balance Changes

- Siege rams now require 40 command points and catapults 60, making them less easy to spam in large numbers. This is only the first part of a larger planned update to siege engines and defenses, which will grant siege engines more clearly defined roles and in turn also reduce the power of defensive towers to a more manageable level. However, we were not able to finish this in time for 4.4 after the cavalry rework.

- Price of all heroes that cost exactly 1000 resources increased slightly so they can no longer be recruited at the very start of the game.

- Hero abilities now gain increased damage per level the same way basic attacks do. This especially benefits wizard heroes like Gandalf.

- Units and heroes now all grant roughly 20% of their cost as money when they're killed while under the effects of an enemy bounty leadership. Note that hero bounties still scale up with the hero's level, which we may also remove in the future.

- Regular monsters like trolls now cost 500, while elite monsters like Ents and Werewolves cost 1000 and have slightly reduced health.

- Health of single units like Beornings and Barrow-wights slightly reduced as well.

- Beregond's Invulnerability spell now has a greatly reduced area of effect (the same as normal leadership effects)

- Rohan Exile Camp: Cost increased to 800, buff only lasts for 45 seconds now and no longer grants bonus experience.

- Peasant recruitment time and Draft cooldown decreased by 15%

- The Rohan Royal Horse spell now correctly grants +30% health instead of a fixed 300 health for every unit and reduces trampling slowdown by 50% instead of 30%

- Rohan's Haldir spell now summons one more group of archers and Haldir has improved abilities.

- Rohan's woodmen spell now also summons one more group of archers and Ghân-buri-ghân has improved abilities.

- Morgul Fortress and Dol Guldur Fortress: Cost decreased to 2500.

- Battle Wagon: Melee damage decreased, damage of ranged upgrades increased, upgrade costs adjusted to their intended values.

- Zaphragor's spells now always cost a fixed percentage of his maximum health and thus can no longer kill him.

- The Barrow-wight Crypt is now levelled up through tribute carts and has only three levels, like Angmar's other structures. This also means that Barrow-wights are weaker overall because they no longer gain bonuses up to level 5 from the Crypt.

- Rabies effect decreased to +60% damage, -40% armor

- Spiked Collars now cost 600 to research, 300 to equip and take 20% longer to research

- Wolf Den cost increased to 150

- Dire Wolf movement speed decreased by 10%


Have fun playing!
« Letzte Änderung: 24. Aug 2016, 10:31 von Ealendril »