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Old_Nosey

Member Since 11 Sep 2020
Offline Last Active Sep 17 2021 02:42 AM

Topics I've Started

Rivendell Bugs as of 7.1

27 July 2021 - 04:21 AM

-Aragorn (Strider): Aragorn's spell description of "A Fire Shall Be Woken" has a typo "nearby heros gain" and the description also doesn't mention the knockback damage that the spell deals now.

 

-Veterans of the Last Alliance: When selecting multiple VotLA and using their spells, only one battalion gets effects from their spells but both battalions go into spell cooldown, which is especially noticeable with "Siege of Eregion".

 

-Grey Company: the spell "Skilled Hunters" causes a single model to permanently walk into another model in the battalion.

 

-Gandalf the Grey (The Grey Pilgrim): the spell "Let's Risk A Little More Light" plays Orophin's "Warden of the Celebrant" motif and uses the same FX.


All Bugs I've Run Across As Of 7.0

09 July 2021 - 09:06 AM

Rohan:

 

-Theodred: When the spell "Determination" is move-cancelled before being fully casted the speed bonus and FX applies without using the ability up.

 

*-Elfhelm: When the spell "Quick Rescue" is used and friendly units are near, the elven musical motif plays that comes with Orophin's "Warden of the Celebrant" (I wasn't sure if this was intentional or not, so forgive me if it is.)

 

Isengard:

 

-Uruk Shieldbearers: Can buy banner carriers even if they're level 2+

 

Erebor:

 

-King Dain: Dain's "Mighty Veteran" doesn't refresh Gimli's "Stubborn Pride"

 

-Wyrm-slayers: Wyrm-slayers are immune to dragon fire/wyrm fire, but not to natural ground fire caused by things like Rohan Onager's "Launch Hay Bales", Saruman's "Fireball", or their own flash flame.

 

 


Dwarven Bugs of Erebor

20 December 2020 - 11:23 AM

Here is a compilation of all the bugs I've run across on the Erebor faction.

 

Ered Luin Rangers & Traders:

-Upon usage of the spells "Dwarven Wile" and "Toymakers" a single model on the battalion moves inside of the middle-rear row, this can continue happening until all of the unit is blobbed inside a single model.

 

Wyrm Slayers:

(Fixed as of 7.0)-If the ability "Flash Flame" is cancelled during the throw animation by knockback damage or a movement cancellation, the Wyrm Slayers will be unable to attack and if given an attack order will just run around their targets until either Immolation or Flash Flame is used again.

 

Vault Wardens:

-When a model is killed, a shieldbearer will always replace a spearbearer to fill out the front rank, so after 5 casualties taken the unit will become combat-ineffective since they no longer have damage dealing units.

 

(Fixed as of 7.0)-They also deal friendly fire damage to themselves if an enemy unit is close to them due to splash.

 

Dwarven Mangonel:

-When "Toggle Ammunition" is used, it allows you to skip the cooldown of the reload, when used in combination with the W hotkey and an attack order each time you fire you can double your rate of fire and it has the potential of being pretty broken.

 

Gimli:

-Axethrow, if used at the furthest possible range sometimes miscasts.

 

(Fixed as of 7.0)-Balin's axe deals friendly fire splash damage.

 

 

Thanks again to the AotR team for work on this mod and I hope this will be of help!


Ironfoot-Era Dwarven Hero Ideas

21 November 2020 - 03:59 AM

Suggestions for specifically the last two heroes of the Ironfoot-era, these changes may be conjecturally based as I haven't yet done all the testing to cement these ideas perfectly, but they look cool to me, and may prove useful for passing around potentially sweet ideas. I should also mention that the Oakenshield-era heroes are my metric here for Dwarven balancing so if that changes I'd be happy to alter it.

 

King Dain

 

Changes to "Last Stand"

-Last Stand, Level 1: King Dain gains splash damage and 50% armor, loses 15% speed.
-Last Stand, Level 5:  see "Remembered Might", 75% armor and 50% damage, loses 30% speed.
-Last Stand, Level 10: see "Remembered Might", King Dain gains 100% armor, 50% damage and knockback damage, loses 45% speed.

 

King Dain's last stand was a key story and development point of the character, I feel as if he would fight to the bitter end no matter what and the early inclusion of the spell makes it feel more thematic and fun.

 

New passive spell idea

-Remembered Might, Level 1: -20% attack speed and 20% slower.
-Remembered Might, Level 5:  King Dain permanently gains splash damage (previous debuffs are removed).
-Remembered Might, Level 10: King Dain permanently gains +15% attack speed, +15% damage, +15% armor and gains splash damage.

 

The goal of this passive would be to slow King Dain's level progression and make defending him a priority until he is sufficiently leveled to more properly defend himself against tougher foes. even higher xp requirements to level up could be good.

 

-King Under the Mountain: Reduce armor bonus from 100% to 50%

Consider giving the Immunity to Fear and Terror from "The Red Axe" to be as a passive to his leadership.

 

Although Dain is one of the most expensive heroes in game, this is largely a balancing decision to make room for his progression from pure support to a greater support-tank, with the following changes tailored so if his army retreats or is killed out from under him, he has atleast a fighting chance against whomever did so.

 

Thorin III Stonehelm

 

-Stonehelm/Keeper of the Stonehelm, Level 8: Thorin III dons the Stonehelm, terrible to behold. Thorin gains 50% armor permanently and the spell can be used to make enemies flee.

 

I have ideas similar like these for Brand and Gimli; but, they're less important and I first need feedback on if these are desirable.

Thank you so much for your work on this mod, I can't remember the last time I thought about a game so much, it really is a spectacular thing.


Dwarven Friendly Fire Bug

11 September 2020 - 07:33 PM

Dwarven Infantry hit each other when enemy units walk around or through their battalion's center, and is exacerbated when clumps of units engage eachother and is especially noticeable when enemy battalions walk through your own. Vault Wardens however seem to do friendly fire damage regardless of positioning, and although it's not included in the video, Dain Ironfoot's splash damage axe also does friendly fire damage.

 

I've tested Dale/Laketown and the Iron Hills units and they don't seem to share this bug.

 

 

Details of video are in desc, such as the method to prevent the Orc Warriors from attacking, or which units are bugged.

 

Map played: Fords of Isen II

Factions played: Mordor and Erebor