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Change List to v1.05.00


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#1 robnkarla

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Posted 28 June 2007 - 09:52 AM

Well, here is the list of items to be found in the next release. I'll be modifying this over the next few days as things are finalized and I remember everything that is included:

General
- Mod now uses the -mod command with a shortcut
- Mod is updated with the RotWK patch with bug fixes as other items
- All m.h.h. uses the regeneration rules of 2.01, though they respawn at level 2 instead of level 3.
- Shellmap from BFME1 included as well as the video intro for BFME1 if you have it installed
- Farm production radius' have all been reduced slightly (300->250)

Inn System
- New inn system in place for WotR era factions - see seperate topic for complete information - http://forums.revora...showtopic=51023

BFME1 style Maps
- New gameplay is near completion. See the topic for the guide on how it works - http://forums.revora...showtopic=48436
- 6 New BFME1 style maps are added - Dunharrow, Cair Andros, Anorien, Mouths of the Entwash, Belfalas, Brown Lands
- The AI and scripts may be "off" with the recent changes. Once factions are complete everything will be fixed. EvilMen do not have an AI yet.

Gondor (Renamed from Men of the West):
- All Rohan units/heroes are removed (Theoden, Eomer, Eowyn, Rohan Spearmen, Rohirrim)
- Imrahil added as a hero (Nertea model now instead of CaH)
- Damrod added as a hero
- Pippin added as a hero
- Tower Guards now have sames stats that Rohan Spearmen had - faster pikemen with lighter armor
- Citadel Guards are added as a unit (BFME1 Tower Guards) with a new HQ texture
- Gondor Knights, Soldiers, Archers, & Rangers all have a new HQ Texture
- Dunedain Rangers (From the Grey Company) added as a unit, switches between Sword and Bow. Unit not finished.
- Gandalf's shield bubble now is working properly.
- Horde sizes are as follows:
- Soldiers, Archers, & Tower Guards - 8 units and can combine with each other
- Citadel Guards & Rangers - 5 units and can combine with each other
- Dunedain Rangers - 5 units and can combine with themselves
- Gondor Knights - 5 units and can combine with themselves
- Knights of Dol Amroth - 5 units and cannot combine

Rohan:
- Now truly a seperate faction
- Yeoman Soldiers added as a unit
- Royal Guards are in the process of chaning - not yet completed
- Hama added as a hero
- Merry added as a hero
- New textures for Rohirrim - currently based on Nertea's skins. Upgraded units now still retain their random looks. (More than 1 upgrade texture)
- New HQ skin for Elven Warriors
- They have their own spellbook now (Still not finalized both in power as well as fx):
- Heal, Rallying Call, Elvenwood
- Hobbit Allies, Muster Rohirrim, Lone Tower, Arrow Volley
- Cloudbreak, Ent Allies, Elven Allies
- Stampede, Three Hunters
- AI no longer crashes in game
- Fingulfin's wall system is in the middle of implemenation - I'm redoing some of the modeling, geometry, etc. It may not be available in game.
- Zimoo's buildups may be included as well, but not as of yet.
- New armory skins on loan from Rob38
- Horde sizes are as follows:
- Peasants - 10 units and can combine with themselves
- Yeoman Soldiers, Yeoman Archers, Rohan Spearmen - 8 units and can combine with each other
- Elven Warriors - 5 units and can combine with themselves
- Rohirrim Archer & Rohirrim Spearmen - 5 units and can combine with themselves
- Royal Guard - 6 units and cannot combine


Dwarves
- Frodo added as a hero
- New textures for Guardians, Phalanx, & Axe Throwers
- Gloin's texture portraits adjusted slightly
- Guardians come in two varieties - Siege Hammer upgrade and Forge Blade variety
- Bard has been added - bow animation fixed
- Bard's Spy power fixed
- Thorin has been added
- Borin has been added
- Men of Dale soldiers have been added (The DeadPlayer's model)
- Horde sizes are as follows:
- Guardians - 5 units and can combine with themselves in either variety - up to three times
- Phalanx, Men of Dale Soldiers, Men of Dale Archers, Axe Throwers - 6 units and can combine with themselves
- Zerkers - 5 units and cannot combine

Elves:
- Sam has been added as a hero
- Elrohir has been added as a hero - bow animation fixed - still CaH
- Elladan has been added as a hero - bow animation fixed - still CaH
- Cirdan has been added as a hero - still CaH
- Lalaith has been added as a hero - still CaH
- Celeborn has been added as a hero
- Galadriel has been added as a hero - (campaign hero) this is temporary as the Ring Hero is still there for 2 Galadriels
- Galadriels button image fixed and res image added
- Cirdan's Teleport power fixed
- Glorfindel's texture and images changed
- Haldir now uses a HQ texture
- Arwen now uses a HQ texture when mounted
- Elven Archers now keep the same color scheme and hair-color when upgraded
- Horde sizes are as follows:
- Elven Warrios, Elven Archers, & Mithlond Sentries - 6 units and can combine with each other
- Mirkwood Archers - 5 units and can combine with themselves
- Rivendell Lancers and Archers - 5 units and can combine with each other
- Noldor Warriors - 5 units and cannot combine

Goblins:
- Duramlug has been added as a hero (Dragon)
- Ghundor has been added as a hero (Hill Troll)
- Lozenarja has been added as a hero (Snow Troll)
- Goblins now gain pp points when units die
- Goblin Pikemen have been added as a unit
- Goblin Fighter, Goblin Archers, & Goblin Pikemen have new HQ random textures
- Half-Troll Marauders and Pikemen have modified textures
- Goblin Fighters are now FREE
- Poison Blades and Arrows have been added as a technology
- Goblin Fighters can temporarily use poison blades once the technology is purchased
- Goblin Pikemen can buy poison blades permanently
- There are now two variations of goblin archers - fire arrows and poison arrows
- Poison arrows for goblin archers are now permanent
- Call of the horde has replaced summon wildmen and affects goblin units
- Units sizes are as follows:
- Goblin Fighters, Goblin Pikemen, and both variations of Goblin Archers - 12 units and can combine with each other.
- Half Troll Marauders and Swordsmen - 5 units and can combine with each other
- Spiderlings - 6 units and can combine with themselves
- Spider Riders - 4 units and can combine with themselves
- Baby Drakes - 4 units and cannot combine

Isengard:
- Wildman Chief hero added (not yet finished, still WIP)
- Ugluk added (not yet finished, still WIP)
- Uruk-Hai, Crossbows, & Pikemen now use HQ textures
- Warg Riders now use line formation and skirmish formations
- Units sizes are as follows:
- Uruk-Hai, Crossbows, & Pikemen - 10 units and can combine with each other
- Wildmen & Wildmen Axethrowers - 10 units and can combine with each other
- Warg Riders - 5 units and can combine with themselves
- Warg Pack - 5 unt and can combine with themselves
- Fanatics - 4 units and they cannot combine

Mordor:
- New nazgul system in place - see seperate topic for a full guide - http://forums.revora...showtopic=48602
- Khamul has been removed from Mordor (everyone gasps - only 7 Nazgul for Mordor)
- Uvatha added as a Nazgul hero
- Akhôrahil added as a Nazgul hero
- Dwar added as a Nazgul hero
- Hoarmûrath added as a Nazgul hero
- Ren added as a Nazgul hero
- Nazgul/fellbeast textures reworked and HQ
- Witchking's Hour of the Witchking redone - red lightning storm
- Gothmog now mounts a warg
- Burzolog added as a hero (Troll)
- Snaga (orc-slave) added as a cheap hero - new style. Gains armor pieces/armorsets, health, etc. as he gains levels. Starts very weak, but gains a lot of strength as he levels. CaH based
- All evil men units/buildings removed
- Barricade added as a buildable building as well as their build-up animations - working on the two defense towers to give their different feel/use
- Orc Pikemen added as a unit
- Heavy Armor for Black Orcs and Uruks use a red-metal look
- Warg/Hound Pit added as a new building for Mordor
- Dark Hounds available from Warg Pit
- Hound Riders added as a unit (Warg Riders right now)
- Black Uruks added as a unit (random LUA scripting for the CaH Uruks with new Mordor Textures) Still a WIP, but in game.
- Fellbeast technology added to the fortress
- Upgrade technologies available from the siege works
- Black Rider Horde removed from faction
- Unit horde size/combo hordes not yet done - Faction is still a WIP
- Mordor Orc Fighters are now FREE
- Mordor now gains pp when their units die

Evil Men:
- New faction added - not yet complete - still have work to do including most of the potraits/buttons
- Porter created with a switching commandset betwen Harad buildings and Easterling Buildings
- Generic Buildings:
- Tavern
- Harad Buildings:
- Palace
- Stables
- Mumakil Pen
- Farm
- Watch Tower
- Fortress
- Statue
- Easterling Buildings:
- Barracks
- Windmill
- Battle Tower
- Sorcerer building
- Stables
- Fortress
Units:
- General:
- Rhun Brigands
- Corsairs of Umbar
- Harad:
- Haradrim Lancers
- Haradrim Warriors
- Haradrim Guard
- Haradrim Archers
- Haradrim Riders
- Black Serpent Guard (temporary texture done, but may not be in game)
- Mumakil
- Oliphant Horde - not yet complete
- Rhun:
- Easterling Archers
- Easterling Pikemen
- Easterling Warriors
- Soldiers of Rhun from BFME1
- Sorcerers
- Rhun Riders
- Wainriders
Heroes:
- Khamul added - Comes with a Fellbeast only - free respawn
- Indur Nazgul added - comes with horse only - free respawn
- Easterling captain - WIP
- Black Serpent Chieftain - WIP - might not be in game
- Mumak Chief - WIP
- Romestamo - Blue Wizard - WIP
- Morinehtar - Blue Wizard - WIP
- One more - to be announced later
- There is a lot of WIP so I won't go into much more detail. When closer to completion I'll do a complete topic on faction. The fortresses come complete with upgrades/expansions, the only thing missing is a long-range siege defence.

Arnor & Angmar - Not too much work done yet, but there are some small new things.


I'm sure there is a bunch that is missing. Souther Fiefdom units from Nertea are added, and a whole bunch of small changes and lots of fixes. Two important items not done:
1) reworking of campaign with all of the changes - parts of the campaign might be broken
2) first pass at balance of units - a good deal of units stats are the same before combo hordes and will need adjusting.

So there you are. A huge list with the biggest changes that will be released this week-end. There is a lot of work done, and a lot of work to do still, but now is a good a time as any to let other play the changes. Don't forget to sign up if you want to get a chance to download.
http://forums.revora...showtopic=48974

The next release will be smaller and in a few weeks and the same there-after for beta-testers.

Robert J.

Edited by robnkarla, 28 June 2007 - 06:17 PM.


#2 Allathar

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Posted 28 June 2007 - 10:13 AM

1 question: I see you included Thorin, Borin, Bard, Damrod and Hama. Are they unique models now or texture-modified CaH?

Edited by robnkarla, 28 June 2007 - 10:16 AM.

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#3 robnkarla

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Posted 28 June 2007 - 10:17 AM

Oops, clicked the wrong button -

Thorin, Borin, Bard are CaH based for now. Bard will hopefully be replaced soon. I will be replacing some of the rest in the future. Damrod & Hama are not CaH based but based off the models supplied by EA.

It all comes down to when I can find suitable replacements. I really like the dwarf heroes, though they are CaHs.

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Posted 28 June 2007 - 11:38 AM

Wow! Looks great, I'm very impressed! ;)

"Evil Men" looks great, there's huge amount of different units! ;) I also like very much of the idea making poison arrows permanent for goblins.

Some questions...

Are there new (last level) abilities to old heroes? Like...
- Monster Slayer for Legolas! ;)
- Toughness or something like that for Gimli
- Last Stand for Boromir
- Soldier of Gondor for Pippin
- Esquire of Rohan for Merri
And something nice for Sam and Frodo?

Does Haradrim archers have permanent Barbed Arrows upgrade?

By Mumak Chief, do you mean Shane Rangi (http://www.tuckborough.net/harad.html)?

#5 ched

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Posted 28 June 2007 - 03:49 PM

impressive !

You're really doing well for a one-man team Rob ;)
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#6 robnkarla

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Posted 28 June 2007 - 04:19 PM

"Evil Men" looks great, there's huge amount of different units! ;) I also like very much of the idea making poison arrows permanent for goblins.


As a whole they have the largest number of units, but as desribed they are really two factions in one. You will be able to build both, but only one at the beginning with be at normal cost and the other will be expensive depending on you choice. This option is not yet complete and will be in the next release.

Are there new (last level) abilities to old heroes? Like...
- Monster Slayer for Legolas! ;)
- Toughness or something like that for Gimli
- Last Stand for Boromir
- Soldier of Gondor for Pippin
- Esquire of Rohan for Merri
And something nice for Sam and Frodo?


The Gondor Heroes - (Pippin, Aragorn, Gandalf, Boromir, Faramir) - will be upgraded through a pp power. This will give them better armor, gandalf the white, Anduril, etc. This will be in the next release unless I can get the Science finish. The upgrades and heroes are ready just for the science.

I've given some powers - mini earthquake to Azog. Summon Orcs to Gothmog. I will be reviewing and adding more elsewhere. In the Three Hunters power for Rohan Aragorn can mount.

Does Haradrim archers have permanent Barbed Arrows upgrade?


They will, though slightly different. The technologies are not all in place in for EvilMen. Basically, Easterlings will have barbed arrows that can be permenant and Haradrim will have poison arrows/blades that are similar to Goblins. They will also have 2 different banner carriers, but 1 heavy armor.

By Mumak Chief, do you mean Shane Rangi (http://www.tuckborough.net/harad.html)?


For the EvilMen heroes, they are not all named yet, but that is similar to the idea of the chief. I can never remember the right name in the middle of the night to describe him. He will have different powers that when he mounts a mumakil can grant benefits to surrounding mumakil/oliphants. I'm still working on him, but he will be fun. The last unnamed hero will hopefully work out. He will be in there mostly as an offset to the hobbits, but will be completely unique and just fun to play. He is the most complex coded unit of anything in the mod.

impressive !

You're really doing well for a one-man team Rob ;)


Why thank you. I do what I can. Thankfully, there have been many that have allowed me to use some of their creatioins in the mod as well as those like Nertea and TheDeadPlayer who've offered some models up to the community. I like to think of this as a one-man mod with contirbutors ;)

Robert J.

#7 Eonwe

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Posted 28 June 2007 - 06:04 PM

Very nice, I am glad the goblins get PP when they die too.

#8 robnkarla

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Posted 28 June 2007 - 06:20 PM

Forgot a couple of items that I've added:

- Gandalf's shield bubble is back
- Armory for Rohan on loan from Rob38
- Mordor gains pp from lost troops as well
- Mordor Orc Warriors are FREE

#9 Zyzzyva

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Posted 28 June 2007 - 08:00 PM

Hi all! I have been watching these posts for a while but never really found a need to post. One Question: I think this has been discussed earlier on, but one thing that doesnt work (for me at least) is the campaign. Playing as evil (I havent tried good yet) after the objectives for Amon Hen are completed, I just sit around and it doesnt register that I have won. Like I said earlier, I think this came up in an earlier discussion about bugs. Will this be fixed in the next official update? I would really like to try the campaign - It sounds really good. Anyways, thats really all I have to say - except that your doing a fantastic job on this mod!

P.S. - I get the general idea of it, but what does WIP stand for?
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Despair is only for those who see the end beyond all doubt. We do not. It is wisdom to recognize necessity, when all other courses have been weighed, though as folly it may appear to those who cling to false hope. Well, let folly be our cloak, a veil before the eyes of the Enemy! For he is very wise, and weighs all things to a nicety in the scales of his malice. But the only measure that he knows is desire, desire for power; and so he judges all hearts. Into his heart the thought will not enter that any will refuse it, that having the Ring we may seek to destroy it. If we seek this, we shall put him out of reckoning.
-Gandalf

#10 Devon

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Posted 28 June 2007 - 08:01 PM

V V I P - very very important person

no lol j/k :p

means work in progress

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#11 robnkarla

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Posted 28 June 2007 - 08:05 PM

I think you are talking about the BFME1 campaign in BFME1 as I have not yet started the Evil campaign. There have been some of these types of issues, but I am hoping that in the next official release that all of these will be fixed. I won't yet say how many more maps will be included with the next official release, but I'd like to include some. Over the course of the updates, I'll be including campaign adjustments and new maps.

WIP - sorry from my accounting backround - Work in Process/Progress. It is not finished for an official release and there is a lot to do, but it is at least ready for test playing. I really wanted to get the beta started.

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Posted 29 June 2007 - 07:26 PM

I'm especially looking forward to the new combo system. :p

#13 Gherrick

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Posted 30 June 2007 - 11:31 AM

Is there somewhere a full tech tree of all factions?
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#14 pasiecaaL

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Posted 30 June 2007 - 12:19 PM

okay the beta i,ve downloaded it 5 min ago :p .. so

#15 robnkarla

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Posted 30 June 2007 - 03:29 PM

Is there somewhere a full tech tree of all factions?

I will be adding a full tech tree and much more for each faction in the beta forums in the next couple weeks as long as all of my to dos.




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