The Battle for Middle-earth has just begun! The Edain Mod returns to the classic gameplay of the first Battle for Middle-earth, reimagined with countless new heroes, units and abilities. Journey deeper into Tolkien's world than ever before, relive the movies through meticulously crafted visuals and forge your path to victory in epic strategic battles. Follow your destiny... Middle-earth awaits.

Report RSS Edain 4.7 Released!

Edain 4.7 is here! New models, new campaign, new concepts, new maps, new voices and more!

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Greetings, companions of Edain!


Today, we have released patch 4.7 of the Edain Mod.

You can download the complete package by clicking on the banner below. Unzip the files, then follow the setup to install 4.7.

Edain 4.7

If you encounter any problems with the mod, stop by in our Support forum!


New campaign: The Rise of the Witch King


In 4.7, a new campaign awaits you that you should already know in a similar form from the vanilla game: The rise and fall of Angmar. This scenario follows the machinations of the Witch-King of Angmar in his long campaign that ultimately brought about the end of the Northern Kingdom. All units and heroes have received their Edain abilities and designs compared to the base game, and you can also look forward to many other adjustments: from new missions to changed bonus objectives to Eastereggs, there's a lot to look forward to - all in the fixed Edain building system, of course. As usual, you can start the campaign by beginning the corresponding scenario as Angmar in the Ring War mode.

New Dwarven Outposts


A whole new type of outpost awaits you in the form of Dale and Lake-town in 4.7. These support factions of the dwarves, unlike all other outposts, have now been given a leveling mechanic to represent their rise from small settlements to mighty cities. From level one to level ten, each new level allows them to research a new upgrade that can be used to expand the settlement. Lake-town, with its winding alleys and crooked buildings, is now even more reminiscent of the Hobbit films and the secretive and sneaky men of Lake-town. Dale, on the other hand, with its Wind Lance and prosperous markets, captures all the glory of the proud human city. The order of expansion is fully up to you: A focus on military support is just as possible as building a strong economy or anything in between. Dale in particular has something new to offer, because from there trade routes and eventually roads to settlements can be built. If managed carefully, you might be covering entire maps with a network of roads. But be wary - if the enemy destroys your outpost, you will have to start again at level one!

The Favor of the Witch-king


In the new campaign, but also in Skirmishes, you will also have access to an impactful new mechanic in Angmar: The Favor of the Witch-King is the central component of Angmar's overhaul, including its central spell. It allows the Witch-king to grant his favour to one of Angmar's four main factions - Sorcerers and Wights, monsters, thralls, Carn Dûm - giving him access to new and altered abilities adapted to that faction until the end of the battle. The central spell then further enhances these effects based on the Witch-king's choice by also giving strong advantages to the respective faction itself. Angmar is thus able to play out its full diversity and react to every strategy of the enemy. Of course, the ring form of the Witch-king has also been given these new abilities, on top of even more powerful witchcraft.


Architecture of Numenor


Since the last remaining faction was transferred to the buildplot system in 4.6 with the Misty Mountains, we have now finally found time to renew many somewhat outdated models and give them beautiful new designs. The largest part is taken up by the new models for the buildings of the descendants of Numenor. Almost all of their buildings have been given a completely new design - towers, townhouses, barracks, farms, etc. - without giving up the character and atmosphere from the films. The fortresses of the people of Westernis shine in new splendour, and the same goes for the soldiers you will recruit in your battles.

Wandering Companies


Imladris starts with a newly designed unit that is otherwise only accessible through the spellbook: The Wandering Company, also called Companions of Gildor. These wandering elves, whom Frodo met on his way to Bree, take on a supporting role for the High Elves of the Noldor and can later assist the much better equipped soldiers with a healing ability. Because you start the game with two units of the Companions instead of only one unit of Blademasters, Imladris is less vulnerable to the superior numbers of the enemy and better able to keep pace in the first few minutes. However, to compensate for this, they are only available through the Traveling Camp in the spellbook and cannot be compared to the mighty infantry from Rivendell's barracks in direct combat.

Additional changes


In addition, there is a multitude of smaller innovations that can hardly all be mentioned here. Even away from Gondor and Arnor you can marvel at new models: Glorfindel and his wind riders, the Royal Guard of Rohan, the Bastion of Ered Mithrin, specific textures for each of the three dwarven realms, the Lindon Tower, the Hoards of the Misty Mountains, new floors for all standard outposts and many more. New custom maps and skirmish maps have been added to Edain. More heroes have received new voices. Faramir has received a revamped concept that now allows him to better support both cavalry and his rangers, and his ability slots are used more efficiently. The Guards of the Fountain Court have become Gondor's heroic unit and received a new concept in turn - epitomising the superiority of Gondor's disciplined soldiers, they can now switch between three different formations, each benefiting from the central spell. And of course, as always, there are also a whole host of bug fixes and balance changes - you can find a detailed changelog over at the Modding Union. We hope you have fun discovering all the new changes!

Enjoy 4.7!

Post comment Comments
Watcheroutofthewater
Watcheroutofthewater - - 56 comments

Oh, I can't wait to try it! :D

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ApornasPlanet
ApornasPlanet - - 4,117 comments

Congratulations! I really like the idea of Dale and Lake Town as "sub factions" to the Dwarfs.

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7m_sh4
7m_sh4 - - 66 comments

finally....tnx edain team.

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GandalftheGrey99
GandalftheGrey99 - - 86 comments

Thank you so much Edain Team!

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deathbirdw
deathbirdw - - 101 comments

Love this! arnor and then angmar are my favourite factions!

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Edouard57
Edouard57 - - 2 comments

Sorry but I can't update the last file from MU1 and can't select another server. What I must do ? Thanks

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Edouard57
Edouard57 - - 2 comments

I just saw the nice support forum! Thx

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ndcasmera
ndcasmera - - 34 comments

Not recommended. After ~3/5 min in game, the game automaticly decides to decontruct ur own capital. with being defeated as a concequence. no matter which civ u play. had it with rohan, gondor and the dwarves. after that. just deleted it and went back to age of the ring. way less bugs.

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ElendilsCousin Author
ElendilsCousin - - 698 comments

As I posted elsewhere already, this is not due to a bug in Edain, but because you're using some form of crack which triggers the base game's copyright protection. There's an installation guide on the Edain wiki, I suggest taking a look at that.

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ndcasmera
ndcasmera - - 34 comments

I deleted the other comment, btw it always just worked up untill 4.6 only this version made it crash. i will check the guide to see if anything has changed since last time i checked.

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Moby91
Moby91 - - 90 comments

Now I finally had the chance to play 4.7 a few times. And what can I say except the same I am repeating since so many years?

You guys are the best! This mod is so awesome that - every now and then - I have to shake my head because I still cannot believe how incredible the Edain Mod has become. The quality work you are offering to us is simply mind blowing!

Thanks for your efforts, patience and your love to detail!

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ElendilsCousin Author
ElendilsCousin - - 698 comments

Thank you for the kind words, glad you enjoy the mod!

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SmackHead2
SmackHead2 - - 113 comments

Looks very badass. Is this better than Age of the Ring? Be honest now; don't hold back with your opinions. I gotta make a choice.

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Azogfan03
Azogfan03 - - 70 comments

I don't dislike age of the ring certainly not they deserve all the praise they get too. But I choose Edain because how easy to install it is, and its remakes of the past BFME campaigns including the Angmar campaign as well as promising a Hobbit campaign.

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Upsidedownsmile18
Upsidedownsmile18 - - 4 comments

Is there a guide on how to switch from the Age of the Ring Mod to the Edain. I've been hearing a lot of great things about this Mod, and would love to try it. Any help would be greatly appreciated.

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ElendilsCousin Author
ElendilsCousin - - 698 comments

There are plenty of really good guides on YouTube. There is also a guide on the wiki on how to have multiple mods installed, you can find it here:
Edain.fandom.com

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faithinthelighty
faithinthelighty - - 6 comments

I think my game is bugged. When I destroy enemy walls, they keep exploding over and over again.. What should I do? Any and all information would be greatly appreciated! Thanks!

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Velrog
Velrog - - 51 comments

Edit: my last comment was wrong, turns out the issue was caused by a Submod i was using - Edain Unchained (adds Harad as a separate faction)

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