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[en] Edain Mod => [Edain] News => Thema gestartet von: The_Necromancer0 am 14. Dez 2025, 20:37

Titel: The Road to Edain 4.8.4: The Dorwinian Tidingshall
Beitrag von: The_Necromancer0 am 14. Dez 2025, 20:37
Greetings, companions of Edain!

Today we want to introduce you to a somewhat larger project that we have been working on in recent weeks and months and which will be part of Patch 4.8.4: A new outpost for the dwarves, more precisely the Iron Hills.

The Dorwinian Tidingshall
When we reworked Dale and Laketown in 4.7, the Ered Mithrin Bastion was left mostly untouched. To this day we like the idea of Ered Mithrin as more of a simple defensive option, however it does leave Iron Hills sort of disadvantaged when it comes to outposts. The Bastion offers powerful half-elite units, but the building itself cannot match the economic power of Dale or Laketown. Additionally, the Bastion does not offer a hero, which means Iron Hills is quite a bit lighter in that area considering that they also do not have a scout hero.

As such, we decided to add a new outpost to Iron Hills in the similar style as Dale and Laketown in the form of the Dorwinian Tidingshall.

The Dorwinian Tidingshall grants the Iron Hills access to the Dorwinion subfaction. This includes a hero, Aldron the Grave, two elite units and two standard units. The outpost also has a unique mechanic, like Dale and Laketown, in the form of the Dorwinion Emissary.

The Tidingshall can research the following upgrades, one per level:

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Humble beginnings

Unlike Dale and Laketown, the economical advantage provided by the Tidingshall is not centered on the outpost itself but on the Vineyards. Vineyards are economy buildings that can be constructed in the place of Lumbermills and gain increased production for every Tidingshall with the Festival Square upgrade. Once the Tidingshall reaches level 10 it gains:

The Emissary is a unit that spawns once the Tidingshall has been constructed. It cannot attack, be targeted or move but from its Palantir you can cast powerful map-wide abilities. However, casting any ability will place them all on cooldown, a cooldown which varies depending on the ability cast. The Emissary has access to the following abilities:

Each of the Emissary's ability is quite powerful within a vacuum, however because casting any of them puts them all on cooldown you have to carefully decide how you will use this advantage. Establish Vineyard is your the economy tool for Dorwinion, it allows you to transform a lumbermill into a vineyard which produces more resource than other economy buildings, and can be further boosted by Festival Squares. Loyal Defenders is your primary method of recruiting more troops as it is the only way to obtain standard troops. This summon respect the command point limit so make sure you have enough room. To compensate for this downside, there are many places this summon can use on map-wide. Decree of Chivalric Privilege is a powerful tool for Aldron as it transforms him into a mobile statue, providing a powerful buff to Dorwinion troops. Wine for Steel is primarily intended to support your Dorwinion troops, however the percentage-based heal also functions quite well with the higher health units of the Iron Hills. Finally, Quiet Accords is the capping stone. This ability creates a killing box that your enemies will be desperate to leave, however they may not always be able to...

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

The Emissary provides multiple interesting gameplay possibilities to support your faction. You can decide to focus on the economic aspect, boosting your vineyards with Vinedresser's Union, Chamber of Commerce and Festival Square first. Or you can create an army Dorwinian troops by going for the Barracks, Palace and Chamber of Commerce. You can also decide to support your Dwarven allies by going for Wine Cellar, Palace and Chamber of Commerce. 

Aldron the Grave
Aldron the Grave is a melee hero you can recruit from the outpost once the Palace has been built. He is more expensive than Bard and Brand but packs some extra punch in exchange. Whereas the Emissary represents the political power of Dorwinion, Aldron is its military arm. He has the following abilities:

General of Dorwinion is a representation of Aldron's mandate. It allows him to make summoned Dorwinion troops permanents. This requires you to pay the cost of that units but it fully replenishes their health and numbers. Permanent units can also purchase upgrades. Riposte is a simple buff primarly intended to synergise with his other abilities. The huge armor bonus allows him to keep his leadership up longer and avoids the arena disbanding. Blessing of the Vine is an unusual supportive ability which permantly makes target units harder to kill and synergises well with the percent based heal from the Emissary. Fist of Dorwinion is a summon which grants Dorwinion access to elite swordsmen that can be made permanent. Unlike Loyal Defenders, these units bypass the command point limit. Chivalric Challenge a play-making ability. It functions like a sort of miniature Huorn summon, preventing units and heroes from escaping. When combined with the Emissary's Quiet Accords it create an unescapable killing box.

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Drink reponsibly folks!

Units of Dorwinion
Dorwinion has access to the following units.

Similarly to the Dale outpost, the outpost offers 2 standard and an elite unit, but an elite pikemen this time. Each of the units have an ability that provides some utility without putting them in a direct competition with the heavy hitting dwarven units.

That's all we have to show for Dorwinion! We hope you've enjoyed this showcase and look forward to your feedback

Your Edain team