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Edain Mod 4.7 released!

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Elendils Cousin 3. Grades:
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!



General:
* Single units experience reward reduced at higher levels
* Heroic Swordsmen: HP increased from 1480 to 1750
* Heroic Swordsmen: Healing increased from 30 to 60
Misty Mountains:
* Smaug Fireball Cooldown increased from 60s to 90s
* Defiler: Warg Ambush now summons all wargs only at higher levels, at level 3 only wild wargs are summoned
* Moria Orc Warriors damage reduced from 30 to 24, poison damage reduced from 4 to 3 per tick
* Watcher in the Water no longer knocks down heroes
* Wild Goblins: Horde bonus added, they now get +25% damage once 50 warriors are close together
* Goblin lairs, warg lairs and troll lairs now discount their respective units if you have built multiple lairs
* The Wyrm now leaves behind an entrance to the tunnel system when tunneling
* The Great Goblin now levels slower in combat, but quicker when using abilities
* Eternal Strife now offers other benefits:
* Additional +50% recruitment speed for Moria units (Moria)
* Additional +25% armour for buildings (Gundabad)
* Increased income for slave holes reduced from +30% to +15% (Goblin-town)
* Spider lairs can now additionally recruit spider battalions
Rohan:
* Corrupted Theoden (Ring form): cooldowns drastically reduced
* Corrupted Theoden (Ring form): Summoned Traitors now remain on the battlefield permanently
Dwarves:
* Miners: HP of tunnels reduced from 1500 to 1000
* Guardian upgrades moved from Forge to barracks
* Runes can be cast on Dale and Lake-town
* Ered Luin:
* Bard's Thrush now increases the range of nearby Lake-town archers by 25%.

* Bard's Black Arrow damage increased from 500 to 1000, bonus damage against monsters increased
* Lake-town spearmen now have access to porcupine formation
* Erebor:
* Dale spearmen now have access to the marching formation
* Dale archers are now considered elite units
Lothlorien:
* Beornings can now heal near Beorning Huts who have activated Beekeeping
* Caras Galadhon Guards now have access to Ambush
Imladris:
* The Twins now recharge their abilities 25% faster when following the Grey Company
* Wind Riders no longer require Horse Shields, Forged Blades and Heavy Armour, but Glorfindel and Level 3 Stables
* Wind Riders: Armour against monsters improved from 135% to 100%
* Wind Riders: Armour against heroes improved from 150% to 100%
* Wind Riders: Like the Wind now only reduces trample damage, not melee damage
* Wind Riders: Legend Slayers damage bonus increased from 40%/60% to 50%/75%
* Veterans of the Last Alliance no longer require Forged Blades and Heavy Armour, but instead require Erestor in a Level 3 Barracks
* Veterans of the Last Alliance buildcost increased to 1400, buildtime increased
* Veterans of the Last Alliance: Last Line of Defense armor bonus available from level 1, damage bonus reduced to 50% and increased to 100% again from level 10
Angmar:
* Wolves: buildcost reduced from 200 to 150, experience reward reduced
* Mills no longer reduce the cost of wolves, instead of Heavy Spiked Collars
* Witch-king: No Man can kill me! can be cast significantly faster
* Gulzar: Damage of plague bearers against archers reduced by 50%
* Gulzar range reduced to 260 from 340
* Black Guard no longer requires Heavy Armour and Forged Blades, only level 3 Hall of the King's Men
* Hall of the King's Men: Level 3 now requires 5 tribute carts instead of 3
* Sorcerers: Corpse Rain damage now falls off significantly towards the edges
Isengard:
* Steelworks buildcost reduced from 3000 to 2000
* Steelworks income reduced from 180 to 120, now benefits from economy upgrades
* Steelworks hp reduced from  6000 to 4500, armor reduced
Arnor:
* Aranarth buildcost increased to 1700 from 1400
* Araphant damage reduced to 260 from 400
* Malbeth damage reduced to 260 from 350
* Carthaen damage reduced to 120/90 (melee/ranged) from 200/120
* Arvedui: Keep Standing heal reduced to 33% from 100%, armor bonus reduced to 50% from 100%
* Hobbit summon spellpoint cost increased from 4 to 6, Ballistas added
* Carthaen's Companions armor bonus reduced to 15% from 33%
* Faithful of Aranarth vision bonus increased to 15% from 5%, range bonus increased to 10% from 5%
* Army of Gondor now works similarly to the Muster of Rohan and includes stronger units and catapults

Have fun playing!

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