27. Mär 2026, 23:02 Hallo Gast.
Willkommen Gast. Bitte einloggen oder registrieren. Haben Sie Ihre Aktivierungs E-Mail übersehen?

Einloggen mit Benutzername, Passwort und Sitzungslänge. Hierbei werden gemäß Datenschutzerklärung Benutzername und Passwort verschlüsselt für die gewählte Dauer in einem Cookie abgelegt.


Select Boards:
 
Language:
 


Autor Thema: Edain Mod 4.8.4 released!  (Gelesen 131 mal)

Elendils Cousin 3. Grades

  • Administrator
  • Reisender nach Valinor
  • *****
  • Beiträge: 6.324
  • German, Motherfucker! Do you speak it?
Edain Mod 4.8.4 released!
« am: Heute um 21:28 »
Greetings, Companions of the Edain!

Today we released patch 4.8.4 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 4.8.4 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!

Dorwinian Tidingshall

The Dorwinian Tidingshall is a new outpost for the Iron Hills. It lends the political and military might of Dorwinion to the dwarves of the Iron Hills. Cast powerful abilities across the map, replace your exhausted lumber mills with flourishing Vineyard, command Aldron the Grave in battle and accomplish the will of the Wine Regent.
Ered Mithrin, previously exclusively available to the Iron Hills, is now a powerful defensive bastion available to all dwarven realm, with further tweaks to its units to make sure it remains a viable option.


A gathering place for all those seeking an audience with the council of Dorwinion


Rohan's infantry

Rohan is getting some mid-sized changes to shake up its gameplay loop. Following feedback from the community, we focussed on the draft of peasants on one hand and the role of Theodred, Second Marshal of the Riddermark, on the other hand.
Firstly, peasants will no longer be drafted through the Attack Command spell, raising the importance of drafted farms. Undrafted peasants are now cheaper and recruit faster but are weaker, and drafting peasants is harder but in exchange they are now a little bit stronger. Keeping your drafted peasants alive and upgrading them is now more viable, whereas spamming undrafted peasants only serves as the emergency tool it was supposed to be.
Secondly, Theodred's abilities were reworked to give him another layer as an important military commander who can unlock the recruitment of Captains of Rohan even without having access to an outpost. This should open up more play styles for Rohan in the early- and midgame before the full might of your Rohirrim sweep through the ranks of your enemies. For more details, check out the full patch log.


More new Maps

As part of this patch we have added another few maps shared with us by the Patch 1.09 devs. This will help flesh out the Belfalas and Half-castle map pools. We also added the maps created for the half-castle mapping contest.


The Greenwood it was once called, before the shadow of Sauron fell upon it.


Forgotten among the sands of the desert lies this temple, erected
by the forebears of the Haradrim.


The lands east of Dale are sparsely populated.


Dunedain of the North

In 4.8.4, the Dunedain outpost has been reworked into a new type of outpost we'll be calling citadel outposts. Previously, each faction could only construct one type of outpost with build plots around it; a limitation we are now able to circumvent. Citadel outposts work like the fortresses of vanilla RotWk, there is a citadel and multiple build plots around it, meaning they are indeed very similar to "normal" outposts. One difference is that if the citadel is destroyed, the entire outpost falls. Nonetheless, due to their positioning, the buildings constructed on the build plots offer a natural protection against melee damage. We hope to give the Dunedain Camp more flexibility and defensibility as you will no longer be limited to one of each building, and we already have ideas to use this outpost type for other factions as well.

In addition to this change, Dunedain units will be upgraded to status of semi-elites, similarly to Saruman's Uruk-hai. We believe this fits better with their lore as skilled fighters and impressive warriors of numenorean descents. As unarmoured soldiers, they may not be able to stand up to fully upgraded elite armies, but they should best most other starting units in the game and not feel like such disposable fodder. With the addition of Bounders of the Shire and Companions of Gildor we feel that Dunedain are no longer as essential as an early game strategy that is rushed right at the start of the game, instead scaling better into the mid-game as an alternative to the elves of Rivendell.


Come together rangers!


AI Overhaul

As part of our ongoing process of improving the AI, we have made further tweaks to slow down its spell usage in the early stages of the game while giving it more help later on.
  • Spellbook - The AI now makes use of a lot more of their spellbook, you will now see spells like Bombadil, the Grey Company, Lone Tower, Dwarven Citadel, Druedain Ambush, Rohan Vanguard, Blessed Galadriel, Twilight Queen and dozens of others. Additionally, the AI targeting has been recalibrated slightly, spells that would have previously targeted the player base such as Avalanche or Last March of the Ents will be now used to kill armies. This is because the AI is not capable of mounting a siege and would often instead waste the spell, however using it during a battle allows them to win more battles and persistently pose a threat.
  • Recruitment - As we add new units and change the recruitment location of certain units, the AI sometimes becomes unable to make use of such units. We've now gone over all the AIs again and have added many of the missing units such as the Hobbit Bounders, Veterans of the Last Alliance, Baby Drakes, Rohan Captains
  • Build Order - Imladris, Isengard and Dwarves will now build a second barracks within their base. This will help them to benefit from better economic situation. Previously with only one barracks the AI could find itself bottlenecked regardless of the amount of money it was making, with a second barracks an AI that holds great map control will become an even greater threat.

These are sizeable buffs for the AI which makes it a much larger threat on every difficulty. We hope that this will give PvE players a new challenge. We are, however, also listening to your feedback. If you find the lower difficulties overtuned, let us know.


Unit Plates

An official submod coming with this patch, units plates can be used to better distinguish which units belong to whom. We hope this gives some clarity during large battles while preserving the graphical fidelity.


The submod is available for download here.


Multiplayer Arena

Last but not least, we have been in contact with the developers of the All in One-launcher and made Edain available in their arena system. Its matchmaking system lets you fight against random opponents and test your skills, download replays to analyse or just watch other players duke it out. Rise on the ladder, improve your skills and go for the top spot!
You can find the arena in the All in One-Launcher under the multiplayer tab.


The full list of changes in this patch can be found here:





As always, we welcome your feedback. Have fun playing!

Your Edain team
« Letzte Änderung: Heute um 22:15 von Elendils Cousin 3. Grades »