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Autor Thema: Edain Mod 4.8.1 released!  (Gelesen 4186 mal)

Elendils Cousin 3. Grades

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Edain Mod 4.8.1 released!
« am: 22. Mär 2025, 22:21 »
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

Changes

Bug Fixes


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
« Letzte Änderung: 26. Mär 2025, 01:08 von Elendils Cousin 3. Grades »