Edain Unchained is a Submod for Edain Mod. The submod adds Harad as a new playable faction. There are also many new maps, models and mechanics. You can now also choose between Arnor and Gondor.

Post news Report RSS Edain Unchained 3.0 – Feature Highlight #4

This series of articles will introduce the top features of the upcoming Version: Edain Unchained 3.0.

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Hello again fellow Edain Unchained Fans!


This article contains specific changes for individual factions as well as changes across factions. It will be the last article in this series.

Men of the West Spellbook:

Right from the start, we made Arnor playable in Edain Unchained and renamed the faction to “Men of the West”. But there was one problem: The Spellbook. Since you cannot update the spellbook images when selecting a sub-faction (Arnor or Gondor), we have decided to split up the spellbook images. Many people didn't like this change and felt that we (visually) destroyed the spellbook.

For this reason we have decided to use normal images again. The images still combine both spells of both factions, but are not directly separated by a line. After you have selected a spell as a specific faction, the image appears as a non-combined version.

Systematization:

One of the biggest changes in Unchained 3.0 is the systematization: probably barely noticeable in the gameplay, but extremely important in the background. Since Edain 4.0, many things have not been systematized. We addressed this problem and changed almost every building, every unit, every hero:

  • Three kinds of Towers:
    • Towers of Economy, Military and Technology Buildings: 60 damage and 250 range
    • Watchtowers: 60 damage and 300 range, 1000 HP, 400 Vision range, 200 cost, 15s build time
    • Battle towers: 90 damage, 400 range, 3000 HP, 600 vision range, 600 cost, 30s build time, can be entered; can research the upgrade “strengthen garrison” (300/30), which doubles the damage
  • Every faction now has an upgrade, which upgrades towers and soldiers on buildings with stronger arrows/axts. This Upgrade doubles the damage and gives a special damage type:
    • Gondor: Fire arrows in the stone works (additional flame damage)
    • Rohan: Fire arrows in the armory on level 3 (additional flame damage)
    • Lothlorien: Silverthron in the sanctuary (additional magic damage)
    • Imladris: integrated in the Advanced Blacksmithing Studies (additional magic damage)
    • Dwarves: forged blades in the stone works level 2 (ignore heavy armour)
    • Isengard: Steel Bolts in the armory level 3 (ignore heavy armour)
    • Mordor: Fire arrows with Saurons influence on Watch- or Battletowers (additional flame damage)
    • Misty Mountains: Fire arrows in the Gundabad Tower (additional flame damage)
    • Angmar: Ice arrows in the Stronghold of the Iron Crown (additional frost damage)
    • Harad: Fire arrows in the lumber mill on level 3 (additional flame damage)
  • Buildings systemized
    • Military Buildings: Now all gain +1500 HP and 25% production speed on level 2 and 3; all have 3500 HP; cost 300-600 ressources and take 25s to build; need 1500/2500 experience to level up
    • Technology Buildings: cost 800 and take 35s to build, get +1500 HP and 25% production speed on level 2 and 3, have 3500 HP
    • Building xp: now all give the same amount of XP:
      • Military Buildings, Technology Buildings and Battle Towers 40/50/60
      • Economy Buildings 30/40/50
      • Citadels and Outposts 120/140/160
      • Other Buildings (Wells, Statue, summoned Buildings) 20
  • Unit damage, HP and upgrades newly systemized:
    • Starting from standard units, units of a higher tier have X% more HP and damage, blades and armour give the same bonus, so, a standard unit with armour has as much HP as an elite unit of that type, an elite unit with blades does as much damage as a heroic unit of that type and so on
    • For Swords, Pikes and Single Units the difference between each Tier/Upgrade is 75%
    • For Archers, Cavalry and Monster the difference is 50% (Upgrades and Unit-Boni for these are weaker, as they are generally stronger units, which pay of more when you micro them well)
    • (Example: Heroic archers do 100% more damage than standard archers, 50% more than standard archers with fire arrows/elite archers and the same as elite archers with fire arrows; elite pikes do 75% more damage than standard pikes, the same as standard pikes with blades and 75% less than heroic pikes).
    • (The percentages are always based on standard units, i.e. elite units of a type have e.g. 75% more life than standard units of this type, but heroic units of this type do not have 75% more life than this elite unit, but 150% more life than the standard unit of this type).
    • Heavy Armour and Forged Blades are weakened by 25% (also affects heroic units)
    • Heavy Armour: additionally to more HP, they give +50% armour against arrows for Swords, Pikes, Single Units and Monster, +50% armour against pikes for cavalry and +50% armour against Cavalry for Archers
    • Heroes no longer deal 50% bonus damage against units with heavy armour
    • HP boni of heavy armour fixed for many units (when they weren’t correct before)
    • Forged blades give additionally to more damage instead of +35% → +50% bonus damage against infantry for swords,against cavalry and Monster for Pikes and against Archers for Cavalry
    • Fire arrows/ Silverthorn/ Ice arrows/ Gold Tip arrows do not give any bonus damage against certain units but therefore have special damage types (fire, magic, frost)
    • Horse shields give +100% armour against arrows
    • Fire Shots (for catapults) and Ice Shots give +100% damage and a better damage type (fire/frost)

More information can be found in the upcoming Patch Notes.

Reworked Abilities:

As in every new Edain Unchained version, a large number of abilities have been reworked.
Here are three examples:

Gothmog - Level 7: Return the Prisoners
That catapults can now shoot human heads is now a passive ability. As an active ability, the selected target area is bombarded with enemy corpses.



Imladris - Spellbook: Miruvor
The spell Miruvor from the Spellbook slowly heals the units in a selected area over a certain period of time. Visually, the ability has received new FX to better see the area.



Théodred - Level 1: Attack Post
Theodred's main ability is summoning the Attack Post. Additional abilities strengthen the summoned building. In addition, the building can now visually leveling too.



Quality of Life Changes:

The more often and longer you play BFME/Edain, the more you notice missing quality of life changes. We have made some changes again for the upcoming version. For example, untrained Meduselt captains were often lost, loremasters were difficult to find, and the timer for the Rohan/Gondor reinforcements took a long time to check. That's why we added a lot of things to the hero bar.



Additionally, many skills have been made more enjoyable. For example, the spell "Stronghold of the Iron Crown" is now passive. Normally, a player only has one castle/camp and therefore one citadel. This saves the step of having to cast the ability on the citadel yourself.

And as always we have fixed countless bugs and fixed many geometries.

Radiuscursor:

All unchained radius cursors have been recreated. The design should appear more symbolic and make the images more clearly recognizable.


This brings us to the end of the Edain Unchained 3.0 feature highlight series. We hope you enjoyed this insight for the upcoming version. As always, we hope you like the new features and are looking forward to your feedback!

See you soon in the gameranger rooms,

Your Edain Unchained Team

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