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Autor Thema: Edain Mod 4.7 released!  (Gelesen 4543 mal)

Elendils Cousin 3. Grades

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Edain Mod 4.7 released!
« am: 28. Sep 2023, 21:12 »
Greetings, companions of Edain!

Today, we have released Patch 4.7 of the Edain Mod.

You can download the complete package by clicking on the banner. Unzip the files, then follow the setup to install 4.7.



If you encounter any problems with the mod, stop by in our Support forum!


New campaign: The Rise of the Witch King

In 4.7, a new campaign awaits you that you should already know in a similar form from the vanilla game: The rise and fall of Angmar. This scenario follows the machinations of the Witch-King of Angmar in his long campaign that ultimately brought about the end of the Northern Kingdom. All units and heroes have received their Edain abilities and designs compared to the base game, and you can also look forward to many other adjustments: from new missions to changed bonus objectives to Eastereggs, there's a lot to look forward to - all in the fixed Edain building system, of course. As usual, you can start the campaign by beginning the corresponding scenario as Angmar in the Ring War mode.


New Dwarven Outposts

A whole new type of outpost awaits you in the form of Dale and Lake-town in 4.7. These support factions of the dwarves, unlike all other outposts, have now been given a leveling mechanic to represent their rise from small settlements to mighty cities. From level one to level ten, each new level allows them to research a new upgrade that can be used to expand the settlement. Lake-town, with its winding alleys and crooked buildings, is now even more reminiscent of the Hobbit films and the secretive and sneaky men of Lake-town. Dale, on the other hand, with its Wind Lance and prosperous markets, captures all the glory of the proud human city. The order of expansion is fully up to you: A focus on military support is just as possible as building a strong economy or anything in between. Dale in particular has something new to offer, because from there trade routes and eventually roads to settlements can be built. If managed carefully, you might be covering entire maps with a network of roads. But be wary - if the enemy destroys your outpost, you will have to start again at level one!


The Favor of the Witch-king

In the new campaign, but also in Skirmishes, you will also have access to an impactful new mechanic in Angmar: The Favor of the Witch-King is the central component of Angmar's overhaul, including its central spell. It allows the Witch-king to grant his favour to one of Angmar's four main factions - Sorcerers and Wights, monsters, thralls, Carn Dûm - giving him access to new and altered abilities adapted to that faction until the end of the battle. The central spell then further enhances these effects based on the Witch-king's choice by also giving strong advantages to the respective faction itself. Angmar is thus able to play out its full diversity and react to every strategy of the enemy. Of course, the ring form of the Witch-king has also been given these new abilities, on top of even more powerful witchcraft.


Architecture of Numenor

Since the last remaining faction was transferred to the buildplot system in 4.6 with the Misty Mountains, we have now finally found time to renew many somewhat outdated models and give them beautiful new designs. The largest part is taken up by the new models for the buildings of the descendants of Numenor. Almost all of their buildings have been given a completely new design - towers, townhouses, barracks, farms, etc. - without giving up the character and atmosphere from the films. The fortresses of the people of Westernis shine in new splendour, and the same goes for the soldiers you will recruit in your battles.


Wandering Companies

Imladris starts with a newly designed unit that is otherwise only accessible through the spellbook: The Wandering Company, also called Companions of Gildor. These wandering elves, whom Frodo met on his way to Bree, take on a supporting role for the High Elves of the Noldor and can later assist the much better equipped soldiers with a healing ability. Because you start the game with two units of the Companions instead of only one unit of Blademasters, Imladris is less vulnerable to the superior numbers of the enemy and better able to keep pace in the first few minutes. However, to compensate for this, they are only available through the Traveling Camp in the spellbook and cannot be compared to the mighty infantry from Rivendell's barracks in direct combat.


Additional changes

In addition, there is a multitude of smaller innovations that can hardly all be mentioned here. Even away from Gondor and Arnor you can marvel at new models: Glorfindel and his wind riders, the Royal Guard of Rohan, the Bastion of Ered Mithrin, specific textures for each of the three dwarven realms, the Lindon Tower, the Hoards of the Misty Mountains, new floors for all standard outposts and many more. New custom maps and skirmish maps have been added to Edain. More heroes have received new voices. Faramir has received a revamped concept that now allows him to better support both cavalry and his rangers, and his ability slots are used more efficiently. The Guards of the Fountain Court have become Gondor's heroic unit and received a new concept in turn - epitomising the superiority of Gondor's disciplined soldiers, they can now switch between three different formations, each benefiting from the central spell. And of course, as always, there are also a whole host of bug fixes and balance changes. We hope you have fun discovering all the new changes!




Have fun playing!
« Letzte Änderung: 6. Mär 2024, 16:57 von Elendils Cousin 3. Grades »