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ROTWK - Patch 1.01


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#1 ched

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Posted 26 February 2007 - 10:44 PM

Read about the patch here

Balance

General
- All Mini-hero hordes now respawn one lost unit member every 40 seconds when not in combat starting at Level 3.
- All Lumbermills now cost 350 and spawn 5 workers instead of 4.
- Structure and Technology armor more resistant to Pierce (2% from 20%)
- Factory Armor more resistant to Pierce (2% from 10%).
- Resource Armor more resistant to Pierce (5% from 10%).
- HeroMini Foot more resistant to Slash (45% from 60%); more resistant to Pierce (45% from 60%); more vulnerable to structural (80% from 50%).
- HeroMiniMounted more resistant to Slash (25% from 60%); more resistant to Pierce (35% from 60%); more vulnerable to Structural (80% from 50%); move vulnerable to Specialist (130% from 100%).
- Hero Armor more vulnerable to Slash (40% from 25%); more resistant to Pierce (20% from 25%); more vulnerable to Specialist (30% from 25%); more vulnerable to Crush (50% from 10%); more resistant to magic (35% from 75%); more resistant to Poison (50% from 75%).
- Tough Hero Armor more vulnerable to Specialist (30% from 15%); more vulnerable to Crush (35% from 10%); more resistant to Flame and Frost (20% from 25%); more resistant to Magic (25% from 50%); more vulnerable to Hero (65% from 50%); more resistant to Structural (40% from 50%).
- HeroLight Armor more vulnerable to Crush (50% from 15%); more resistant to Flame (25% from 35%); more resistant to Frost (35% from 45%).
- HeroArmorMounted more resistant to Slash (25% from 50%); more resistant to Pierce (15% from 50%); more vulnerable to Flame and Frost (40% from 25%); more resistant to Magic (50% from 100%); more resistant to Poison (50% from 75%); more vulnerable to Structural (80% from 50%).

Creeps & Powers
- The “Heal” power radius has been reduced to 150 (originally 200) and no longer works on machines or monsters; it restores up to 60% health.
- The Structure Rebuild power timer has been reduced to 4m (originally 6m); further its area of effect has been reduced to 150 (originally 300)
- Both Darkness and Freezing Rain’s recharge time have been reduced to 6m (originally 9m)
- Freezing Rain’s duration now last for 2m30sec.
- Cloud Break’s recharge time has been reduced to 7m30s (originally 8m20s).
- The following powers have been rearranged:
Dwarven – Dwarven riches switched with Summon Hobbit Allies;
Undermine switched with Cloudbreak.
Mordor – Awaken Wyrm switched with Barrage; Barricade switched
with Industry.
Isengard – Summon Wildmen Allies switched with Devastation;
Watcher switched by Fuel the fires.
Goblins – Summon Spiderling Allies switched with Summon
Wildment Allies
- The Barricade archer’s range has been increased to 320 (originally 275)
- Barrage damage has been increased to 400 (originally 150) along with increasing Shockwave’s power to 75 (originally 50).

Angmar
- Thrall masters now cost 200 (originally 100); Summoned Orc and Slingers are now free (originally 50); Summoned Wolfriders have been reduced to 350 (originally 400).
- Angmar’s Resource building hitpoints have been reduced to 2100.
- Summon Wights ability (15pp) now summons 5 wights instead of 4.
- Sorceress Well of Soul heal radius has been reduced to 60 (originally 75).
- Sorceress Rain of Corpses recharge has been reduced to 3m20sec (originally 4m).
- Rhudar Axethrower damage has been reduced to 45 (originally 75)
- Rogash’s Leap ability recharge has been increased to 1m30sec (originally 1m); Battle Rage’s duration has been reduced to 1m (originally 1m30sec).
- Sorcerer’s speed has been increased to 40 (originally 35).
- The Dark Ranger’s Longshot ability now requires the unit to be Level 2; more vulnerable to Crush damage (200% from 100%)
- Rhudaur Spearmen more resistant to Pierce (75% from 100%).
- Karsh’s cost has been increased to 2000.
- Snow Trolls more vulnerable to specialist (175% damage from 125%).

MotW
- Borormir’s horn area of effect has been reduced to 70 (originally 100); horn’s recharge timer has been increased to 1m30sec (originally 1m).
- The Knights of Dol Amroth now have their damage to fortresses reduced by 50%.
- Increased the movement of Gondor Soldiers, Archers and Rohan spearmen to 50 (originally 45); member speed has been increased to 55 (originally 50).
- Tower guard more resistant to Pierce (75%/40% from 90%/50%).
- Rohan Spearmen more resistant to Pierce (75% from 100%).
- Gondor Soldier more resistant to Pierce (75%/35% from 85% /40%)
- Knights more resistant to Pierce (45% from 55%)
- Rohirrim more resistant to Pierce (50% from 60%); more vulnerable to Pierce with shield (40% from 35%).
- The Ranger’s Longshot ability now requires the unit to be Level 2; more resistant to Pierce (75% from 90%).
- The Level 3 Archery upgrade cost has been decreased to 500 (originally 1000).
- The Fire arrow upgrade now requires a Level 3 Barracks.

Dwarven

- Dwarven Axethrower damage has been reduced to 45 (originally 75); more resistant to Pierce (70%/35% from 90%/45%).
- Dwarven Guardian more resistant to Pierce (50%/25% from 60%/30%).
- Dwarven Pikemen more resistant to Pierce (45% from 70%).
- Battle wagon more resistant to Slash (30%/15% from 50%/25%); more resistant to Pierce (20%/10% from 30%/15%); Battle Wagon’s Oil decay now 2 with a reload of 1m20sec (originally 1m).

Elven
- Haldir now cost 1200.
- Mirkwood archers now require a Level 2 Barracks.
- The Level 2 Barrack upgrade cost has been increased to 1000.
- The Gaint Eagle’s health has been increased to 3000 (originally 2000); cost has been reduced to 1500 (originally 2000); more vulnerable to slash (25% from 0%); more resistant to Flame (30% from 50%); more resistant to Magic (30% from 50%); suffers a 70% damage penalty vs. heroes; speed increased (120 from 88).
- Lorien warrior more resistant to Pierce (75%/40% from 100% /50%).
- Rivendell Archer more vulnerable to Crush (100% /100% from 1%/1%)
- Rivendell Lancer more resistant to Pierce (45%/25% from 60%/30%).

Goblins
- Increased the movement rate of the Half Troll Swordsmen to 55 (originally 50); member speed has been increased to 60 (originally 55); more resistant to Pierce (80%/40% from 100%/50%).
- Half-Troll Pikemen more resistant to Pierce (80%/40% from 100%/60%).
- Hill Troll more resistant to Pierce (80% from 100%).
- Drogoth’s more resistant to Pierce (40% from 55%).
- Increased the movement of Goblin Fighter to 65 (originally 63); member speed increased to 70 (originally 67%); more resistant to Pierce (90%/45% from 110%/65%).
- Increased Azog’s Fury recharge to 2m (originally 1m).
- All siege armor more resistant to Pierce (5% from 20%).
- Spiderling more resistant to Pierce (65% from 75%)
- Spider Riders more resistant to Pierce (40%/20% from 45%/25%)

Isengard
- Increased the movement rate for Uruk-Hai swordsmen to 55 (originally 55); member speed increased to 60 (originally 55); more resistant to Pierce (60%/30% from 70%/35%).
- Increased the movment rate for Crossbowmen to 55 (originally 50); member speed increased to 60 (originally 55);
- Increased the movment rate for Pikemen to 55 (originally 50); member speed increased to 60 (originally 55); more resistant to Pierce (100%/60% from 125%/90%).
- Increased the movment rate for Deathbringers to 55 (originally 50); member speed increased to 60 (originally 55).
- Increased Sharku’s health to 2500 (originally 2400).
- Lurtz’s Carnage duration has been reduced to 20s (originally 30s); recharge timer has been increased to 2m (1m); movement rate increased to 55.
- Reduced the Axe Thrower damage to 45 (originally 75).
- Grima Wormtongue movement increased to 55 (originally 50); increased damage to 130 (originally 100).

Mordor
- The catapult’s minimum range has been increased to 150 from 100.
- Gothmog’s Fury (Lvl 4 ability) recharge time has been increased to 2 minutes from 1 minute.
- Both Khamul and Morgomir now suffer a 30% damage penalty to structures.
- Increased the movement rate for Corsairs to 55 (originally 55); member speed increased to 60 (originally 55); more resistant to Pierce (75% from 90%).
- Orc Fighter more resistant to Pierce (85%/40% from 100%/50%).
- Black Orc more resistant to Pierce (60% /30% from 80%/40%).
- Mordor Archers more vulnerable to Crush (200% from 100%).
- Easterling more resistant to Pierce (110%/55% from 115%/75%).
- Haradrim Riders more resistant to Pierce (75%/35% from (110%/40%)


Bug fixes

Angmar
- Blight can no longer be cast on enemy lumber mills.
- Fell Strength can no longer target buildings.
- The Dark Iron Forge now shoots arrows at Level 3.
- Ice Arrows now does damage to all fortress expansions.
- Gundabad Orcs now take poison damage from enemies.
- The Balrog and Shade of the Wolf no longer take poison damage when near anything that has an AOE poison effect.
- Improved the ability to see the Dark Blade upgrade for Hill Troll units.
- Karsh no longer stands in place and take damage after autocasting Whisper of Death.
- The exploit of manual attacking with the Troll Sling has been removed. Manual attacking is equivalent to the auto attack speed.
- The Troll Sling upgraded with Ice shot has an equal splash damage radius as the other siege units.
- The 2nd damage state for the Wall Troll Sling is now different then the 1st damage state.
- The Wall Troll Sling now casts a shadow on “medium” level of detail.
- The 2nd damage state for the Fortress Troll Sling is now different then the 1st damage state.
- The Angmar Mill’s 2nd damage stage is now visibly different from the 1st stage.
- The Wall and Wall Tower now show a visual difference between the 1st and 2nd stages.
- Casting “Snowbind” no longer removes the snow textures from structures when it finishes.
- Reduced the damage that the “Call of the Pack” does to structures.
- Reduced the amount of damage and reload times of the Rhudaur slingers.
- Sorcerer’s Well of Souls no longer works on Tainted land, Frozen land and Elven wood. Further it can no longer be cast on the Olog CAH’s oil spill ability, the Ring and the Dwarven Catapult’ s oil barrels.
- Rogash, Karsh, Witch-King, Morgomir and Hwaldar now will use their special abilities in normal gameplay.
- Level 4 Dark Rangers no longer debuff enemy units
- The Hall of King’s Men no longer has a floating shadow associated with its 2nd damage state.
- The pickbox now displays properly for these situations:
o 2nd damage stage for all levels of following structures - Den, Hall of King’s Men and Mill.
o 2nd damage stage for all Dark Iron Forge.
o 1st damage stage for Level 2 & 3 Dark Iron Forge.
o Level 2 & 3 of the Mill.
o 2nd damage stage for Fortress, Troll Sling tower, Wall tower and Fortress tower.
- Temple of Twilight now have lights on night maps for High and Medium Level of Detail settings
- Karsh no longer continues to capture a flag after he’s teleported to a new location.

Elves
- Demolishing the Ent Moot now gives 50% of the original cost.
- Demolishing the Heroic Statue now gives +150 instead +75.
- Farsight’s duration has been reduced. It no longer last longer than its recharge time.
- Reduced Silverthorn arrow magic damage by 10 to 50 and removed their RoF penalty; rate of fire equal to non- silverthorn.

Dwarves
- Dwarven catapults no longer gain experience levels.
- The Men of Dale banner carrier keeps pace with the unit.
- The Captain of Dale will now use his special abilities.
- The Dwarven Axethrowers rate of fire and damage has been reduced. Their RoF has been increased to 2 seconds and damage has been reduced to 45 (base) and 70 (upgrade).

Isengard
- Berserkers can now change their battle stance.
- Wormtongue can no longer target flying heroes with his corrode allegiance spell.
- Saruman can no longer gain permanent control of an enemy’s Thrall master.
- Lurtz can no longer cripple fellbeasts and other flying creatures.

MoTW
- The AI will now build the Knights of Dol Amroth.
- Rohirrim horses no longer change color after switching weapons.
- Lone Tower summon structure no longer keeps the player in the game.
- The hobbit toggle weapon shortcuts now work when sticks are currently selected.
- Summoned Duendain Allies (spell) no longer takes command points from the user’s pool.

Goblins
- Gorkil will no longer use Poisoned Stinger on structures when set to autocast.
- The totem generated by Gorkil’s skull totem ability is no longer treated as a structure thereby removing it from keeping player in the game.
- Azog now casts a shadow on Medium and Low level of detail settings.
- Azog and the Fire Drake will now use his special abilities.
- The Fire Drake no longer breathes fire at the player after Untamed allegiance is cast.
- Summoned Spiderling’s change stance is now available; no longer grayed out.
- Goblin’s AI will now use their poison move effectively.

Mordor
- Haradrim Lancers now gain bonus damage from the Forged blades upgrade.
- Removed the shortcut key from Gothmog’s Iron Hand helptext since it’s a passive ability.
- Special melee attack abilities can no longer be used on the Fellbeasts.
- Gothmog no longer runs in place after moving if the user gives him a move order in the opposite direction.

War of the Ring
- Modified the AI’s retreat algorithm; reduced its retreat chances prior to actually fighting the battle.
- Shelob now occupies the Dead Marshes.
- The AI will no longer spawn next to the player in Lostriand when playing a 1 human versus 5 AI opponents.
- Goblins no longer control the Dead Marshes at the start of a Solo Historical WOTR.

Create-A- Hero
- New Elf Archer body texture is now available.
- Increase the Elf’s autoacquire range to be comparable to the other heroes.
- Olog Hai Great Troll now has body armor and upgrades available.
- Olog Hai has Dominate Troll ability at level 1 with its own unique d. ecal
- Olog Hai’s Meta-impact splash damage now has a FX.
- Olog Hai chest option is now available.
- A servant of sauron CAH poison ability now affects mountain giants and half trolls.
- Ability to convert BFME CaH to be useable in the RotWK expansion. (Please refer to CaH Converter Tool)

General
- GameSpy’s copyright notice has been corrected.
- The additional “to” has been removed from the Settings button in the Palantir in a MP game.
- The Signal fire located with the fortress territory is now claimed by the player in the fortress position.
- The textures on very low detail on the Gundabad tournament map have been fixed.
- When joining a multiplayer WOTR game the map image is no longer blank.
- CAH reinforcements can no longer be garrisoned onto transport ships.
- The flag capturing process now stops when the user teleports the capturing units to another location.
- Darkness powers can no longer buff mini-hero hordes.
- A CAH now earns the “War Veteran” award after fighting 20 online battles for winning or losing.
- The man CAH coerce ability no longer affects mini-hero hordes or large summoned non-hero units (Watcher, Dragonstrike, etc.).


CaH Converter Tool
We’ve included a conversion tool that will allow players to use their previously created heroes. When the tool is run it does the following:

- Scans the user’s base game directory for user-made create a heroes
- Displays a list to the user and ask if they want to convert the heroes
- Cycle through each hero, convert them, and copy the hero and stats over to the expansion’s user data folder
*NOTE - It will prompt for overwrite if that hero happens to be in the expansion already (in case they accidentally re-ran the tool)

All converted heroes will retain their existing stats/awards, looks, and name but will lose all of their powers. These powers can be re-selected in game after conversion process.

The Servant of Sauron Attack Trolls will be moved to the Olog-Hai class. The other Servant of Sauron heroes will have their indices changed to account for the Troll leaving the SaS class.

The base game’s heroes will not be touched - the converted heroes will be copies of the original base game heroes. As a result, “Hero A” will be playable in both the base game and the expansion, but any awards won in the base game will not transfer to the expansion (and vice versa).
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#2 PAULO

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Posted 27 February 2007 - 06:02 AM

well im happy axethrowers are not OP anymore xDDD but now there will be other units OP :rolleyes:

#3 Lauri

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Posted 27 February 2007 - 02:01 PM

I don't see the point in the CaH converter tool if it doesn't transfer powers....
it's not that hard to remeber all the looks on them :rolleyes:

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#4 JEV3

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Posted 27 February 2007 - 06:59 PM

:) It's going to be quite a bit of work converting mods from RotWK to the patch! Does anyone know what the easiest way to convert a mod to a patch is? Also has this patch already been released?
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#5 ched

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Posted 27 February 2007 - 07:04 PM

as I remember from my experience in "patching" mods, the best and most efficient solution is to simply copy and paste your stuff in. Usually you'll have a version less edited than EAs.
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#6 Lauri

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Posted 27 February 2007 - 07:37 PM

very true ;)

one smart thing to do when modding, as I and many others do, is to place all your code at the very end of the ini :lol: except of course your editing an object ;) that way, and along with having only edited ini's in your mod folder, it's pretty easy to port mods ;)

the worst porting though, is defiantly BFME 1.02 to 1.03 ;) they changed the worst file!! the civilianbuildings.ini!!! :)

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#7 Bart

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Posted 27 February 2007 - 08:01 PM

if you make sure you have all ini files in your mod, you don't have to port your mod at all. however, then of course you wouldn't have any of the changes from the patch either (except bugfixes, etc)
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#8 zimoo

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Posted 27 February 2007 - 08:23 PM

Stick all your new code in .inc files, then you can just use EA's edited files and add a single line at the end:

#include "../commandbuttonnew.inc"

or whatever.
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#9 Firkraag

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Posted 28 February 2007 - 04:57 PM

So if you have only edited a limited number of files, and stuck them in a mod.big, won't it work?

I don't care if the patch changes are not included, most of them I've done myself... I just fear potential errors.

#10 zimoo

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Posted 01 March 2007 - 09:59 AM

You're bound to get errors, unless you copy and paste your edited code into EA's new files. It's nothing to hard to fix though, normally just macros/upgrades
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#11 Sûlherokhh

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Posted 06 April 2007 - 12:39 PM

Stick all your new code in .inc files, then you can just use EA's edited files and add a single line at the end:

#include "../commandbuttonnew.inc"

or whatever.


In addition to that, there is also one very elegant way to have it very easy to port over to a newly patched game. But it requires works right from the beginning of the mod.
Since modding BfME means mostly changing objects or object values in the ini files, make a whole new object, even if the only thing you changed was one ability. And again, if you change the objects values, make a new constant (for health for example) instead of changing the EA constant, which is subject to change by the patch. If changing the spellbook in the system.ini, make a new spellbook (which would mostly be copy-paste anyway). etc., etc..

Put all of these new objects and constants in the above mentioned .inc files and, when the patch comes out, just put the #include... line into every new EA-ini file where you had it before. Tada! :xd:

Even if conflicts arrive, it is very easy to find them now. :p

P.S. Isn't that the way, the -mod command way of using mods works with the gamedata.ini? :p

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#12 ched

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Posted 24 April 2007 - 11:16 PM

released :lol:
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#13 checkmate

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Posted 03 October 2007 - 02:49 PM

I can't find the patch at the ea forums and ched's link seems to be broken. Does this mean it is too late for me to get the patch?

#14 Juissi

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Posted 03 October 2007 - 02:50 PM

Just try to go to Online play, it will patch it automatically if you dont have it :rolleyes:

#15 checkmate

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Posted 04 October 2007 - 12:19 AM

Thanks for the information, Juissi. I'm assuming that the Cah Converter tool has not been released with the patch (I can't find it, I got a patch with no tool.) Does this sound correct?

#16 Guest_Larry_*

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Posted 10 March 2009 - 11:24 PM

I don't see the point in the CaH converter tool if it doesn't transfer powers....
it's not that hard to remeber all the looks on them ;)



ok, i read about the cah converter tool, but where is it and how do i use it?




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