Greetings, Companions of the Edain!
Today we released
patch 4.8.1 for the Edain Mod.
You can now easily download this patch via the update function of the Edain Launcher.
If you have not yet installed an Edain version, you must first download the basic version as a complete package by clicking on the banner. Then, you must use the update function of the Edain launcher after downloading to patch the Edain mod to the latest version. Click on Update until no more versions are available - this may take some time.
The 4.8.1 update is also available through the All-in-One launcher.If you have problems with the installation, please have a look at our support forum!FreeBuild
Overall, we are very satisfied with the FreeBuild gamemode. Nonetheless, we are taking steps to address some of the rougher edges that have been brought to our attention.
Firstly, we have redone the technical implementation of the switch between free and fixed building. This will not be immediately visible to you, but it has many advantages and removes some rough edges: the flags should no longer leave "ghost flags" behind in FreeBuild, they will no longer block the construction of buildings, and no longer influence the behavior of the AI. All of these objects are now removed more cleanly, which should also lead to fewer crashes.
Secondly, we noticed that Command Points Caps did not have a lot of impact in the game due to the relatively high starting cap. With 500 Command Points at the start and the gain from building farms you reached the max cap of 1500 without ever feeling limited, combined with the large amount of Command Points provided by level 3 farms you could keep max command points in the late game with a relatively small amount of map control. We have therefore reduced the starting Command Point Cap to 300, however, we have also increased the Command Point that level 1 farm provide from 30 to 40. Finally, we've reduced the total Command Points that level 3 farms provide from 210 to 200. A level 3 farm is essentially now equivalent to an upgrade of Expanded Storehouse in fixed build. This should reward map control and expansion on the map in all phases of the game, which both promotes harassment (to deny the opponent CP) and also rewards successful defense of your own farms more (because with the reduced starting CP, higher levels of farms become even more important). We've also lowered the costs of economy buildings so that the early game flows better, you might even be able to afford a scout hero now.
Thirdly, we've also adjusted the AI to make it more dangeroues. The AI build farms more aggressively, forcing the player to fight for control of the map. They have also been granted a bonus to money production on Hard and Brutal to help their unit production. Finally, we've been tweaking the scripts behind the scenes so that they attack more frequently, this should reduce instances in which the AI will sit in their base with a large army.
The fourth large change we made is related to Misty Mountains. When we set out to converting them to FreeBuild we tried to make the least possible amount of changes. This meant that we kept their Tunnel and Pioneer system largely the same, you would start with the ability to build Wild Lairs and be able to build Tunnels and Moria structures with pioneers. In theory that sounded like a decent compromise, however in practive it was quite awkward in a few different ways. You could build any number of Moria buildings but were limited to one Tunnel per pioneer. The costs of tunnel increased the more you built them despite every other faction also being able to free build. In the late game your Wild builders would mostly sit in a corner with nothing to do as you prioritised Lootmines and Tunnels. Finally, Pioneers were awkward to use due to their technical implementation. You wouldn't know whether one is free or busy as they always appeared in the hero bar.
To address all these problems we decided to do away entirely with the concept of Pioneers in FreeBuid. Misty Mountains will now only have a single set of builders which will be able to build Wild Lairs, Moria Building and Tunnels. However, at the beginning of the game they will be restricted to Wild Lairs. The ability to build Moria and Tunnels will be gate behind an upgrade available at the citadel called "Pioneers of the Orc Realms". Tunnels will no longer increase in cost and will not consume the builder that constructs them.
Finally, on the side, we continue to play around with Walls. We've made some bugfixes already to the most urgent problems, but we will continue to look into ways of making them more reliable to use.
Belfalas
Belfalas seems to be a great success, everyone is enjoying this cavalry focused variant of Gondor. Nonetheless, we've taken this opportunity to give Imrahil a visual rework now that we are less busy. He has been given a complete overhaul with a new model, new buttons and new ability FXs.
For Dol Amroth and Gondor!Additionally, we've added some ship related upgrades to the Belfalas Archery Range. The building was hard to justify getting since it could only recruit one unit and research one technology. With this change we hope to encourage any player looking for dominance of the seas to arm their sailors with superior weapons.
Freebuild Tower Defense
With this version we've also included a version of the Tower Defense map that uses freebuild. Instead of being fixed to certain plots you can build towers anywhere, these tower provide you with an income and level up over time. Once sufficiently levelled up they can be upgraded.
Where will the free build curse spread next?Miscellaneous
Patch 4.8.1 also comes loaded with many more changes, QoL improvements and bugfixes. Mordor outposts now gain a level from Influence of Sauron. Lesser Wraiths can be transformed as soon as a Morgul Fortress is present on the battlefield. The AI will not build Giants until a certain point in the game, even if they capture an outpost. AI starting units will less often head straight to the player base. Rogash can be targeted by the Might of the Witch-king. Aranarth has a new voice in the English version of the mod, and Boromir has received some buffs. You can see the complete changelog in addition to a complete list of all the bugs we have fixed in this version below.
Complete Changelog
ChangesGeneral- Standard outpost citadel can now be sold to destroy the outpost
- Hero interactions will now play a lot less often
- A fool with a ring has found his way into the game, he likes to hang out with his high friend
- Castle and Camps now also have North, East, South and West orientations giving more options to mapmakers
- New lairs have been added to the game to be used by mapmakers
- FreeBuild: Starting command points reduced from 500 to 300
- FreeBuild: Citadel damage reduced from 120 to 85
- FreeBuild: CP bonus of economy buildings at level 1 from 30 to 40
- FreeBuild: CP bonus of economy buildings at level 3 from 120 to 100
- FreeBuild: Starting units now disappear more quickly
- FreeBuild: Wall Hub become ruins when destroyed that can be rebuilt for a short time before disappearing
- FreeBuild: Economy building cost reduced from 300 to 250
Misty Mountains- FreeBuild: Wild Lairs now provide CP
- Stone-troll HP increased from 3060 to 3240
- FreeBuild: Pioneers removed
- FreeBuild: Builders can now construct Moria, Gundabad and Goblin-town buildings after purchasing "Pioneers of the Orc Realm" from the citadel.
- FreeBuild: Goblin-town and Gundabad tunnels no longer consume their builders upon completion
- FreeBuild: Goblin-town and Gundabad tunnels no longer increase in cost
Gondor- Assistance in Time of Need made easier to cast
- Gandalf the Corrupted is immune to ground fire
- Boromir's now passively reduces nearby enemy damage with every attack
- Boromir's Horn now grants a speed buff to friendly units mapwide
Arnor- Gandalf the Corrupted is immune to ground fire
- New voiceset for Aranarth in English
Belfalas- Voice of certain characters adjusted based on feedback
- Assistance in Time of Need made easier to cast
- Lighthouses now gain a visual indicator when targeted by "Archers of the Shore"
- Complete visual overhaul of Imrahil: New FX, model and buttons
- New Rallying Call FX
- Gandalf the Corrupted is immune to ground fire
Rohan- New english voiceset for Theodred
Dwarves- FreeBuild: Dwarven Realm can now be selected from the builder
Lothlorien- FreeBuild: Seed of the Golden Wood buildings provide 40 CP at level 1
- FreeBuild: Seed of the Golden Wood plots no longer limited to 3
- Galadriel's Radiant Aid cursor changed to improve visibility (aim for the feet)
Imladris- White Lightbringers now appear in the Hero bar
Angmar- Angmar tribute carts play a voiceline when moving towards your base to notify the player of their existence
- Rogash can now be targeted by Might of the Witch-king. This will reset his summon timer, refresh his abilities, grant him additional levels and summon two Snow Trolls.
Mordor- Lesser Wraiths can now transform into Morgul Shadows as long as a Morgul Fortress is present
- Influence of Sauron on Dol Guldur and Minas Morgul now grants a level. Previous effect removed
- Morgul Shadows no longer make a noise when their passive triggers
- Cirith Ungol overseer buff reduced from +50% to +25% damage
Isengard- Orthanc Guards now come out one by one from the Wizard Tower
- Brutes of Dunland new portrait
- Perilous Vents is quieter
Maps- New Freebuild Tower Defence Map
- Signal Fires can now be captures on all Horde maps to spawn a ring but hiding the point counter
- FreeBuild: Farm templates have been updated to make the AI function better
AI- FreeBuild AI:
- builds farms more agressively
- makes more money on higher difficulties (+25% hard, +50% brutal)
- time between big attacks reduced (shouldn't fall asleep as easily anymore)
- Freebuild MM AI
- wild lairs replaced by mines in the base
- increased priority for additional lairs for builders
- AI can now make use of Banners of the Dead City and Banners of the
Tainted Fortress - AI will no longer recruit mountain giants in the early game
- Sharku's The Indomitable is not hostile to allies when summoned by the AI
- AI units will less often go directly to the player's base in the first minute of the game
- AI can make use of the Sanctum of the Iron Crown abilities
Bug FixesGeneral- Many fixes to strings based on reports
- Freebuild Postern Gates should no longer destroy adjacent gates
- Bombard Ships should no longer get stuck when being recruited
- Ships should no longer crash the game when trying to acquire a target out of range
- Technical implementation of Freebuild redone from scratch to fix game crashes, ghost flags and leftover geometries
Misty Mountains- Tunnels can no longer purchase CP upgrades in Freebuild
- Slaved Wargs no longer cost CP
Gondor- Denethor's Tax Abatment now works properly when targeting Freebuild buildings
- Town House cost reduction for Guardians of the White City
- Imrahil CP cost fixed
- Faramir sight range standardized
- Citadel commandset in Freebuild after Aragorn corrected
- Aragorn's Statue Passive fixed
Arnor- Arvedui revival cost fixed
- Aranarth revival cost fixed
- Arnor Knights properly classified as elites
Belfalas- The correct Imrahil now revives for Belfalas
- Composite Bows no longer invisible on Sailors
- Ithilien summon has Ithilien Rangers
- Town House cost reduction for dismounted Swan Knights
- Imrahil CP cost fixed
Dwarves- Murin's Defend the Halls no longer unlocks units in the Lorien Citadel
- Ravens in freebuild properly reset to the citadel when no valid target is present
- Boiling Oil Vents now take on the texture of their realm
- Dwarven Traders can now be properly sent to freebuild stoneworkers
- Dwarven freebuild postern gate fixed
Lothlorien- Lothlorien freebuild walls don't leave rubbles behind
- Defensive Ents model fixed
Imladris- Freebuild library upgrades no longer provides level up to economy buildings
- Dunedain outpost button orders standardized
- Gildor german voice adjusted based on feedback
Angmar- Mornamarth's Edict can now be cast on freebuild Angmar Barracks
- Old Man Theoden voiceline no longer plays when Shadow Guards use their abilities
Mordor- Banners of the Black Land, Reinforcements of Harad, Reinforcements of Rhun now properly affected by cooldown reduction
- Siegeworks in Freebuild now properly grant a level to Sauron
- Watchtowers grant their buff to all Watchtowers when put under the Influence of Sauron
- Freebuild Wall towers can now attack properly
Isengard- Man eater target no longer gets stuck and now dies properly
- Builders don't switch to freebuild commandset when Wizard Tower in WotR
- Ugluk revival cost fixed
- Orthanc Guards now properly cost CP
- Ring Saruman now properly interacts with Orthanc Guards
- Perilous Vent button and functionality added to FreeBuild Isengard Citadel
Maps- Arnor player can purchase CP upgrades on Mount Gram
- Freebuild castles unpack properly on Unakopha
- Pact of Hatred behavior standadized on maps with special creeps
- Tower Hills castles should now properly unpack with all their walls
- Michel Delving castles should now properly unpack with all their walls
- First Hall now has more wood logs and pillars, interfering with the outpost unpack removed
- Trollshaws reinforcement no longer go to the wrong waypoint
- Tolfalas outpost adjusted to fix disappearing plots
- Freebuild AI can now build farms on Imlacup maps
AI- Dwarven AI should no longer build at the bottom left of the map
- Mordor AI now unlocks black uruk archers
As always, we are looking forward to your feedback. If you want to talk about the return of the freebuild gamemode, we've got a thread for that
here; for everything else from the new Belfalas faction or the Isengard rework to new maps, there is a general feedback thread
here.
Have fun playing!
Your Edain team