July 12th Update: Gondor Spellbook
#1
Posted 12 July 2011 - 07:40 PM
First, Elven Wood has been replaced with a new power called Remnants of Numenor. This power similarly creates an area of overgrown ruins for your troops to fight in. However, instead of giving a large bonus to armor, it gives a large bonus to experience gain rate and a small one to armor. This lets you level your troops quickly in the early game, reducing the money you might spend on Banners.
Rohan Allies has been replaced by Fealty of Dol Amroth. This new power is similar, summoning cavalry, but instead calls on Prince Imrahil and two units of powerful Knights of Dol Amroth. Besides giving generally potent units, Prince Imrahil can use Righteous Fury - a single target damage power to prey on monsters or heroes. He also comes with two passive abilities - Prince of Dol Amroth for leadership and Imrahil the Unscathed, which passively reduces the damage of all enemies attacking him in melee by 40%. Use these units wisely though, as they're only around for two minutes.
Elven Allies is gone as well, replaced by a passive spell called Light the Beacons. To explain this I'll need to tell you about the new building Gondor has acquired: the Beacon. The Beacon is built on economy plots like the Farm, and passively provides a bonus to armor and fear resistance. When you purchase Light the Beacons, they become lit and now you're in business. Each beacon can purchase Call for Aid for 500 resources, summoning a random unit from Rohan or the Southern Fiefdoms to your aid. These units are permanent and can all use formations and be upgraded with Banners. You might get Knights of Dol Amroth, a unit of Rohirrim Archers, some Spearmen from Pelargir - or one of many more possibilities.
The last major change is to the Army of the Dead. No longer does the green tide eat armies for breakfast - it functions in a slightly more interesting fashion. They don't do any damage, but instead apply a massive reduction in armor, fear resistance and damage whenever they attack an enemy. In addition, they also broadcast uncontrollable terror. Alongside the reduction in fear resistance, this means that often even high-ranked units will run away! During this time, your enemy's army is completely vulnerable to a charge by Gondor's finest.
This about concludes the changes to Gondor. I'll get on to Isengard changes in a week or so.
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#2
Posted 12 July 2011 - 09:37 PM
my website: http://future4.weebly.com/ (out of date)
#3
Posted 12 July 2011 - 10:57 PM
#4
Posted 13 July 2011 - 04:29 PM
#5
Posted 13 July 2011 - 05:32 PM
Spot on. Beautiful implementation.The last major change is to the Army of the Dead. No longer does the green tide eat armies for breakfast - it functions in a slightly more interesting fashion. They don't do any damage, but instead apply a massive reduction in armor, fear resistance and damage whenever they attack an enemy. In addition, they also broadcast uncontrollable terror. Alongside the reduction in fear resistance, this means that often even high-ranked units will run away! During this time, your enemy's army is completely vulnerable to a charge by Gondor's finest.
Will the terror emanating from AotD also affect some of the Gondorian troops and their allies?
... a star shines on the hour of our meeting ...
#6
Posted 13 July 2011 - 06:16 PM
I don't think that's even possible, and would be rather bad for gameplay if it was.Will the terror emanating from AotD also affect some of the Gondorian troops and their allies
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#7
Posted 13 July 2011 - 06:41 PM
However, I concur on the the gameplay aspect.
... a star shines on the hour of our meeting ...
#8
Posted 13 July 2011 - 06:44 PM
Edited by Spartan184, 13 July 2011 - 06:45 PM.
#9
Posted 13 July 2011 - 07:30 PM
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#10
Posted 13 July 2011 - 09:04 PM
my website: http://future4.weebly.com/ (out of date)
#11
Posted 13 July 2011 - 09:24 PM
however, I heartly agree about the Total War look of Dol Amroth knights. I think is the closed helm with neck protection and the hand guard of the lance. Having them fighting side by side with the Dark Ages-looking Rohirrim would be quite strange.
Have you considered a helm closer to Games Workshop's version (less pointy and with smaller wings)?
#13 Guest_ACDC_*
Posted 13 July 2011 - 10:14 PM
#14
Posted 13 July 2011 - 11:06 PM
But I really think that the swan knights should be designed to look like the Games Workshop Swan Knights. They would fit better in the overall look of the Gondor army because of the similar design concepts of their helms and armor.
Your knights look good but they also look like they would fit better in medieval Europe than in the world of middle earth as depicted in the New Line movies.
I know you guys will continue to do really great stuff
Great Job and keep up the good work.
#15 Guest_Der Eremit_*
Posted 14 July 2011 - 03:50 PM
#16
Posted 14 July 2011 - 04:04 PM
Because I see nothing wrong with them on the screenshots. Yes, they're very medieval'ish on the renders, but they are too awesome any way
Edited by Lauri, 14 July 2011 - 04:07 PM.
The 4th Age version 0.8 has been released: Link
#17
Posted 14 July 2011 - 07:57 PM
#18
Posted 14 July 2011 - 10:26 PM
#20
Posted 14 July 2011 - 10:33 PM
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