This full version contains all files you need to play the latest version of the Edain Mod. Please read the Readme before playing! The Readme contains...
The Edain Mod aims to take you deeper into Middle-Earth than ever before and turn the Battle for Middle-Earth II into a game worthy of Tolkien's books and Peter Jackson's movies. In our quest for lore accuracy, visual quality and deeper gameplay, we overhauled every aspect of the original game to craft a new and immersive Lord of the Rings experience.
While the One Ring has no lord but Sauron, there have always been those who sought to use its power for their own ends. In Edain, you no longer bring the Ring to your fortress to unlock just Sauron or Galadriel. Instead, you can give it directly to select heroes who will attempt to draw upon its powers, with varying consequences. Each faction has different Ring Heroes, allowing you to discover what could have been if Saruman the White had attained the One Ring, or if Denethor and Boromir had foolishly decided to use it as a weapon against the Enemy...
The fate of Middle-Earth has always been shaped by great heroes and villains, many of which never appeared in a Battle for Middle-Earth game before. Edain gives you the opportunity to stand in battle with new heroes like Thorin Oakenshield and his companions, Beregond and Imrahil or the sons of Elrond. Those with evil in their hearts may instead choose to share in the power of villains like Smaug or the Necromancer of Dol Guldur...
Furthermore, every existing hero has received new abilities and mechanics to more accurately represent his role in the books and movies. Aragorn, for instance, will start out as the ranger Strider and go from the defender of Helm's Deep to King Elessar of Gondor over the course of the game, gaining new abilities each time he takes a new step towards his destiny. Similiarly, Theoden will now accurately transform from a defeated pawn under Saruman's control to the heroic king who fought on the Pelennor fields.
Rohan and Lothlorien have been split from the Gondor and Rivendell factions to form new factions in their own right. The Rohirrim are a people of riders, evidenced by their powerful cavalry units, including the Royal Guard. Their infantry and archery are poor, but they can receive signifant aid from the inn by recruiting Elven archers and Druadan warriors. The Woodland Realm, on the other hand, lacks cavalry altogether. To compensate, they rely on unorthodox tactics such as stealth, speed and elven magic coupled with their formidable archers. They cannot easily expand their base, but all buildings are manned by archers to keep invaders at bay. Units like the animal empaths, who slow down enemy cavalry, and elven chanters, who support your army through their songs, provide veterans with exciting new strategies to master. Both factions also come with a completely unique set of spells, including powerful finishers like the Rohan spell, Last March of the Ents, which summons Treebeard and a host of Ents to your side.
All factions have been expanded with a large array of new units. Among them are the Gondor Citadel Guard, Lurtz's Uruk Scouts, Haldir's Galadhrim from the Battle for Helm's Deep and Orcs of Minas Morgul. All in all, Edain allows you to assemble your forces from a pool of twice as many units as before.
Furthermore, almost all existing units and heroes have received visual overhauls to eliminate issues like golden armor on Orcs and bring the visual style closer to the movies. For example, Aragorn will now wield the actual Anduril blade upon purchasing the respective spell instead of getting an exaggerated blue glow around his sword. Head to our gallery for more examples of the improvements we have made.
Follow your destiny... Middle-Earth awaits.
Greetings, companions of Edain!
The work on the Demo is going forward and we are getting closer to our goal. At the moment, we are in a phase of testing and adjusting different elements in detail, concering our faction balance. We are actively working on the new version, even if we aren't presenting that much updates and anouncements. Moreover, we are examining and correcting bugs, as well as implementing smaller concepts, which improve the gameplay. As before, we won't show you every change and concept, because there shall be things left to find out and get surprised yourself ingame, when playing the new version for the first time.
Nonetheless, we want to present you another update today, which might not have as much content as earlier updates, but still shows some innovations.
After intense feedback of our Beta-testers, we decided to add a third settlement building, besides the Ent-Thing and the Mallorn-Tree, for Lorien: The Beorninger-Hut.
This building shall add alternatives to Lorien's gameplay and offers the possibility of a better expansion. Throughout there has always been the same style and tactic for playing Lorien, the hut grants acess to new units, expanding Lorien's gameplay. When creating the hut, we paid attention that it is worth building this building for the player, due to the fact he has to decide against additional resources or siege weapons. Therefore, we developed a concept that we will explain further in the following text.
First of all, here you can get an impression of the design of the Beorninger-Hut, which was inspired by the design seen in the Hobbit movies. We really liked it and it fits perfectly to the environment:
Beorninger-Hut Level 1:
Beorninger-Hut Level 2:
Beorninger-Hut Level 3:
The Beorninger at the entrance is animated and is based on the scene in the EE of the Desolation of Smaug. At level 2, the second building complex will be shown and at level 3 the hedge, which we could see in the movie as well as some trees.
The Beorninger-Hut will have both the function of a resource building as well as the function of a troop building, but never at the same time. The building has two different functions, the first is for training units. So, the player can train Beorn (the current Grimbeorn with another name) and the Beorninger.
The second function is the production of resources through Harvest honey: For 2 Minutes the honey from the beehives is harvested, through which the Beorninger hut generates resources. For this timespan no Beorningers may be trained. Honey can't be harvested while Beorningers are in the training-phase.
This will be visible through a horde of bees flying around the hut. As lang as the hut produces resources, it is impossible to train Beorninger. When the time is finished, units are trainable again. But the other way round, it is the same: If there are units in the training-phase, then it is impossible to harvest honey. We are aware that this system needs much micro-management of the player, to use this building in the best way, but this is exactly our intention. Therefore it is neither a real resource building nor a real unit building.
Beorn will be available permanently in the Beorninger hut, improving Lorien with a strong melee hero. Neither his ability or his design got any changes, because we think that the abilities are quite fitting and we don't like the design of the Hobbit movies.
Due to the removement of the Beorninger in the spellbook to the settlement, there is space for a new ability. This spell will be just a quite simple spell, but still having really much feeling:
Guards of Mirkwood: Summon and temporarily command 2 troops of Border Guards of Mirkwood
This spell summons those units from Tauriel's guards, which we have already shown in an previous Update. These units are of course not the elkriders, but the archers.
The Guars of Mirkwood have a passibe ability, allowing them to become stealthed near trees.
We really like this implementation of the Beorninger and Mirkwood Guards, and we are looking forward to your feedback! Of course, Lorien won't be in the Demo 4.0, which does not mean that completly forget this faction.
Highest Rated (64 agree) 10/10
You could think im exxagerating the value of this mod,but i can only tell you : try with your hands. Edain mod is without any doubt the best RTS based on the LotR series,and,but this is just my opinion,the best RTS overall. While being much more true to tolkien than any other EA's work,it combines great complexity with good-balance in an excellent way. But what,above all things,makes this mod stand out are the models of the units,heroes and buildings,just take a look to the gallery on the site…
Oct 19 2010, 2:42pm by TheMost
Lowest Rated (15 agree) 5/10
Mordor and other evil factions are overpowered including their heroes and ringheroes. Especially Lorien and Imladris are too weak and their ringheros are not powerful enough to be ringheroes (and Galadriel is far too weak to be Galadriel. Make it to be like in the Lone Wolf mod: two palantir and stronger powers, etc.)... All ringheroes should be as powerful as Sauron, because now it's not fair. Almost all good factions are underpowered. Ents should be better than trolls (except armoured ones), because…
Oct 17 2012, 7:38am by TheLapari