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[Submod] The Rise of Angmar: Remastered
The_Necromancer0:
8. Fornost
Next stop, Graceland!
Several years have passed since the great plague has begun, much of Arnor is now desolate and the remain of this once mighty kingdom of Men have fallen back into their final stronghold, Fornost. With Carn Dum rebuilt and at the height of his power, Witch King now lays siege to the fortress, throwing everything at it and emptying all the lands of Angmar. The fall of Fornost would mean the end for the Kingdom of Arnor...
Why the heroes? Well I mean, it's the last level, why wouldn't we add every hero?
If all goes well, the next mission should be quite an unexpected one (no, I don't mean we're adding the Hobbit Campaign)
Lord Thirisdir:
Amazing im hyped to see more ;)
Keep up the work and if i would have my pc i would say make me a Beta tester so i can help you out but well i do t :(
The_Necromancer0:
A chill wind blows across the lands of the West...
The_Necromancer0:
The Rise of Angmar: Remastered
After a couple months of work we've finally managed to convert the entire campaign to Edain 4.0 and test it too. The campaign now uses all of Angmar's heroes (and more... ;) ) and the fixed build plot system. The final count of missions is 11 including the epilogue campaign. I won't go over the missions because A) it's already been done in the previous posts and B) I want to keep the ones we haven't covered a secret.
To add some challenge to the campaign we implemented a sort of "butterfly effect" system, this means that sidequest that are optional and don't bring you any benefits in one mission might come back later to bite you in the back on another mission. As an example, given that a missions tasks you with the destruction of a wildmen camp of Arnor-sympathisers but you refuse, in a future missions you might come to regret that decision as you see hordes of wildmen running down the hill to aid the Arnor outpost you are currently sieging. On the contrary, if you destroy the camp when asked to do so, the wildmen hordes will scatter and no reinforcements will come to Arnor's aid. This system should bring a extra level of challenge and keep you always wondering whether an optional quest is truly worth ignoring.
The entire campaign has been balanced as best as possible, at least for both the easy and hard difficulty. The medium difficulty was not modified beyond the enemy stats already defined by the game. Any player should be able to enjoy themselves on easy, issuing general commands and micro-ing heroes should be enough to beat the campaign, although it is still slightly harder than the vanilla one. The hard campaign provides a true challenge which has been fine tuned. Full use of control groups, shortcuts and powers will be required alongside a strong micro and sometimes a good macro.
Because I am a complete beginner to map.ini modding and have a short patience for stuff that doesn't tell me what's wrong you will find that installing the submod does modify the angmar faction in skirmish. For this reason it is probably best to only have the submod installed when you desire to play the campaign as the submod's Angmar no longer has access to certain spellbook powers and the stats of units have been modified to better suit the campaign's balance.
How to install
In terms of installation the submod is really simple, once you've clicked on the download link (here) you'll get a .zip file. To install the submod, open the .zip file and in there you will see a file called _____campaign_remastered .big, this file you must drag and drop into your game directory. Which by default is "C:\Program Files\Electronic Arts\The Lord of the Rings, The Rise of the Witch-king". Make sure you don't have any other submods installed as compatibility has not been tested which could either cause your game to crash or either of the submods to not work. This submod is meant to work with Edain 4.4.1.
Important notice: The Angmar campaign will be called "The War of the Dwarves" and the Epilogue will be called "The Hobbit". A decision was made not to change that since it would have required the addition of a second file to the installation process.
Concerning the German version
There is no german version planned for the simple reason that neither Elf nor I speak german. However, if someone wishes to translate the campaign I have included all the map strings below. If somebody does translate it, I'd be more than happy to include it alongside the english version download link in the main post. Click here to download the aforementioned string files.
Riddles in the dark
In the defense of your dark keep
Some allies will comes
But others you must seek
To call them
Listen to my words
Laying among beasts
I, the stunted, roll in the mud
Shatter the barrier to the west
And with thine cold cursed steel
Snuff out my life, oh Master of Winter,
To call the Stone Heart
The table is set
The water is boiling
The meat is cooking
All await the stewart
Face the acolyte if you dare
To call a great sorcerer...
But that is not all,
When you turn your coat
And march on the fortress of your old master
Hear what this skilled scout has to say:
Seek me out
Oh, true and brave knight
To make my power yours
Seek me out
From where the hillmen sprout
As you battle the wielder of blood and iron
Bring forth the masters of water and silver
Once you have found me
Bring me to the harbinger of winter
And let my arrows slay him
If you wish for the battle to end
Be warned, once you have discovered me
No other weapon but my bow
May slay the Lord of the Nine
1.Foundations of Angmar
Please don't walk on the fortresses
The Witch King and Durmarth have arrived in Angmar and must now convince the the Black Numenoreans present in the area to fight for them, along the way they will meet unlikely allies to aid them.
Why the heroes? Well, it is mentioned in Durmarth's RP that he once went into the North to tame Trolls so there he is. Also, sorry for all the Trolls lovers but the Troll units and heroes will only be present in this level and as part of the starting army sometimes but you will not be able to train them.
2.Fall of Rhudaur
Where's Hwaldar?
Mandated by the Witch-King, Zaphragor and Helegwen, a numenorian of rhudaur and a hillwoman, that rose into power, have come to convince Hwaldar and the Hillmen to serve the Iron Crown, they must first free Hwaldar he has been captured by the troops of Arnor. Mornamarth is following them close behind with troops and supplies to create a base which will arrive once the east side of the is clear of all enemies.
Why the heroes? Zaphragor and Helegwen, a numenorean of Rhudaur and a hillwoman in the RP, they have joined up with the Iron Crown in hopes of a better future and desire to convince the rest of their people to do so. We have also established Mornamarth as commander, not one leading and inspiring the troops but rather sitting at the back, ordering troops around.
3.Invasion of Amon Sul
But the fourth one stayed up
Now that Angmar has risen in the North and Rhudaur has fallen in the east, it is time for the West to suffer the same fate, it will begin at the watchtower of Amon Sul. Zaphragor and Mornamarth have rejoined with the Witch King and now lay siege to the Arnor fortress.
Why the heroes? Zaphragor is Witch-King's first blade, while Mornmarth commands the troops from the back, Zaphragor is first on the battlefield, carving a bloody path through the enemy lines. Mornamarth, of course, is the army commander and the Witch-King needs no explanation :D
4. The Dark Lord's Eye
Please stop trying to shoot the Nuclear Palantir.
King Arveleg has managed to flee Amon Sul with the palantir, the enforcer Durmarth has been sent on his trace, with the zealot Zaphragor tailing him. The King seeks refuge in an Arnorien Outpost, but the wolves of Angmar give in no respite, will he make it in time?
Why the heroes? As an enforcer, we portray Durmath as a hunter, carrying out the Witch-King's dirty work. So it seemed obvious to have him, the second pick was to have Drauglin, however, we wanted the player to be able to make use of Durmath's Guardsman Palantir, so a more expensive, tankier hero was required. Zaphragor seemed like a reasonable choice.
5. Barrow Downs
Downs??
With the King dead it is the Prince's turn to join his forefathers. The men of Arnor are not fools, and they hide behind their great walls in hope that Angmar's armies will smash against it like water on rock. But they are prideful people, if we desecrate the tombs of their ancestors they will march out to wash their honour. Gulzar must stand atop the barrow, the Sorcerer's reputation will anger the Arnoriens further.
Why the heroes? Gulzar was a bit of an obvious pick, since this is the first time the player has access to sorcerers. Hwaldar leads the hillmen that protect Gulzar and his sorcerers. However, those are not the only heroes, a few more will join your ranks as reinforcements arrive, so make sure to clear the map of Barrow Guards.
6. Carn Dum
Remember kids, Dum spelled backwards is Mud
In an attempt to give Arnor the time to recover, the Elves lead an attack upon Carn Dum. Glorfindel leads the charge alongside Cirdan seeking to push back the evil. If they succeed, all the Witch-King's effort will have been and vain and Sauron will be much displeased. However, victory for Carn Dum will ride this war of the Elves' presence. The Witch-King, Mornamarth and Helegwen must now fend off the Elves while Zaphragor and Durmarth rally their forces in order to muster a war force strong enough to shatter the elves' offensive.
Why the heroes? Witch-King was a must, what ruler wouldn't be present to defend his strong hold. Mornamarth is the stewart of Carn Dum so of course he would be present. Helegwen is more of a gameplay choice, a ranged hero can be very useful in siege and her crowd control abilities will play a key role in sealing off the chokepoints.
7.Barrow Wights
I See Dead People!
While both Angmar and Arnor recover, the Witch-King sends a small party back to the royal barrows. The Supreme sorcerer, Gulzar, has for mission to cast a giant plague on the entire country, however such a ritual requires a great amount of power to cast, and power must be drawn from the souls of the fallen. But they must hurry, if the sun rises, the light will disrupt the ritual. Once again, this ancient burial ground shall be desecrated by magic.
Why the heroes? While everybody is busy rebuilding the two that weren't present at the battle are off to their nefarious schemes again. Gulzar was a must be, as the mission is once again very heavily sorcerer focused. And Hwaldar provided a nice synergy in the last mission so we decided to give him an another opportunity to gain some levels to reach that sweet sweet lvl 10 ability.
8. Fornost
Next stop, Graceland!
Several years have passed since the great plague has begun, much of Arnor is now desolate and the remain of this once mighty kingdom of Men have fallen back into their final stronghold, Fornost. With Carn Dum rebuilt and at the height of his power, Witch King now lays siege to the fortress, throwing everything at it and emptying all the lands of Angmar. The fall of Fornost would mean the end for the Kingdom of Arnor...
Why the heroes? Well I mean, it's the last level, why wouldn't we add every hero?
Final note: This is the end of the development, many things could be added to the campaign (new missions, new heroes, more balance) but we decided that it was not within the scope of this project and beyond my skill. There is the possibility of a hotfix in the future if a bug is found but apart from that this is the last you'll hear from this project.
SilverElf: Concepts, Strings
Necro: Mapping, Scripting
Thanks to our testers Julio229 and Haman
Martin:
Hey I really enjoyed playing the campaign after all these years. Thanks for that.
Some bugs I encountered:
* Carn Dum: I could not get any aid. When I lit the signal fire nothing happened, I checked the map.str file and saw that there could be notifications if Zaphragor is not ready. But they did not work. Same thing with the hidden allies, even thought the dialog worked.
I played it with the German version and it worked well, even thought it changed the game to English, so only German sounds.
Greetings
Martin
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