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Lone Wolf Return of Shadow: Gameplay discussion


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#1 Radspakr Wolfbane

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Posted 02 June 2011 - 06:20 AM

This will the place to discuss gameplay features for LWR.
I'll be posting up various changes and features here so feel welcome to give feedback.

The first major gameplay change for LWR is probably going to be controversial.
I'm doubling damage done to Infantry,Cavalry and Monsters almost universally (certain special weapons and crush revenges will remain as normal)
With the double sized hordes this sort of balances out things and adds a bit more excitement and realism to combat.
The damage to Structures,Heroes and Machines remains as it was at the last private beta.
Namely standard damage from non upgraded units,+50% damage to structures from Forged Blades and Fire Arrows.
Most crush revenges remain unchanged except Pike and Super Infantry.
Some Crushes have the boost such as the Hero,Cavlary,Warg and Troll crush.
High damage spells have been unchanged since they already kill in 1 hit such as Word of Power,Balrog's Breath.
Artillery damage from Trebuchet, Catapults and Ballistas remain as normal (already fatal)

I'm also going to be adding improved battle sounds to add effect and realism to combat as well some possible random "battle FX".

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#2 Radspakr Wolfbane

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Posted 21 August 2011 - 06:12 PM

As I mentioned in the Lone Wolf Return of Dawn topic I'll be releasing version exclusive content for LWR and LWD.
LWR has Theodred, LWD has Dunhere.
LWD has the Dunharrow Watchmen, LWR will have the new Eastmarch Marchmen, they will be lightly armoured Pole Axemen strong versus monsters and shieldbearers.

I'll be announcing more version exclusive updates here.

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#3 Ganon

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Posted 21 August 2011 - 08:40 PM

I don't understand why you would want to add more to your workload.

Is it perhaps the sheer numbers associated with your mod?
Like some factions have so many different units that they become redundant, but you still want them ingame in some way maybe?

Artillery damage from Trebuchet., Catapults and Ballistas remain as normal (already fatal)


They may still be lethal, but what about their effectiveness?
Artillery pieces seem to play a large roll in Mordor's and Isengard's (And I'm sure others) attack strategies. Larger hordes would likely be detrimental to their effectiveness. :ermm:

Edited by _Bender_, 21 August 2011 - 08:54 PM.


#4 Radspakr Wolfbane

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Posted 22 August 2011 - 03:32 AM

Like some factions have so many different units that they become redundant, but you still want them ingame in some way maybe?

Which factions?
In LWR the unit count went down.

Catapults and Trebs still do splash damage so nothing's changed there.
They are now less likely to wipe out a horde in one shot though.

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#5 Ganon

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Posted 22 August 2011 - 12:55 PM

Well, I didn't mean it as a statement.
It was a generalization, I guess. (not entirely sure that's the word I'm looking for) :unsure:

And it was more directed towards your statement that some units will be available in one version. While others would only be in the sibling version.


Catapults and Trebs still do splash damage so nothing's changed there.
They are now less likely to wipe out a horde in one shot though.


That was my point exactly. If the destruction of one horde requires > two shots, then they're less effective than before.
I'm sure you have that covered. I was just asking to see what your thoughts were on the matter.

Edited by _Bender_, 22 August 2011 - 01:00 PM.


#6 Radspakr Wolfbane

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Posted 22 August 2011 - 02:46 PM

The Siege weapons have greater range so more time to hit.

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#7 Fishbone

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Posted 22 August 2011 - 10:00 PM

The siege weapons primary purpose is buildings, so it's only fair if it's designed for that - meaning that if it so happens to be less efficient against infantry doesn't make it necessarily bad as strategy games is all about combining and controlling a wide range or units to take down your opponent.
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#8 Dûnedaincapitain

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Posted 07 September 2011 - 11:12 AM

I admit,in the original LW mod even on hard difficulty, the AI is too easy to beat, so in those areas they need improvement, to actually make them fight and make it challenging. TEA:CE and KotW mods had a big time increase in AI. So if you could give the AI a makeover it would increase the gameplay experience greatly.

My suggestion for now :thumbsupsmiley:

Edited by Dûnedaincapitain, 07 September 2011 - 11:13 AM.


#9 Bashkuga

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Posted 07 September 2011 - 03:31 PM

I admit,in the original LW mod even on hard difficulty, the AI is too easy to beat, so in those areas they need improvement, to actually make them fight and make it challenging. TEA:CE and KotW mods had a big time increase in AI. So if you could give the AI a makeover it would increase the gameplay experience greatly.

My suggestion for now :thumbsupsmiley:



Hmm depends which faction you mean. In the original LW mod, the factions: Mordor, Isengard, Dol Guldur and Morgul were so strong at spamming, I couldn't defeat them without allies. Imagine then how The Deep, the king of spam, would fight :blink: . At least, thats how I experienced it :wink_new: .




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