This is the non installer final version of the original Lone Wolf.
Lone Wolf Return of Shadow includes 16 factions that cover the various cultures and locations of Middle-Earth.
A large number of custom maps are also being made for Lone Wolf recreating new areas of Middle-Earth.
From the cold wasteland of Forochel to the Hot Steppes of Rhun Middle-Earth is now your battlefield.
Each faction is unique with many different strategic options to choose from.
The new factions like the original ones have specialities.
Also being added to the game is the new Expanding CPL feature when players build more bases the Command point limit increases the more you expand the larger the army.
Environmental modifiers mean the terrain can have a real effect on the battle high ground provides more vision and range while low ground is less, fords and marshes are slower to traverse and woods favour certain units.
Rebalanced structures have increased health and armour making them more realistic and less vulnerable to rush attacks.
The expanded spell store means there's more new options leading to more strategy.
The spell costs have also been rebalanced with a new universal cost system 1-3-6-12-24 so it takes longer to buy out the entire spell store.
Watchtowers are a new plot being added to the game.
Watchtowers provide vision at critical places and also provide a resource buff to surrounding economy buildings.
Outposts have been improved they now have 3 sentry towers, count for expanding CPL and cost a bit more.
They are generally the only place you can build Siege Workshops and Mumakil from making them even more important.
New unit types have been introduced adding more flexibility to game play.
New unit types include Support, Axemen, Shieldbearers, Spearmen, Light cavalry and heavy cavalry and Peltasts each with a specific focus and weakness.
The new Elite system means that factions have secondary units that are often stronger or make up for a faction's weakness and help flesh out some factions more.
Most Elite buildings and units are unlocked via new Unlock spells.
Some Elite units have exclusive upgrades and are generally stronger than regular units.
For instance Lorien's elite units are the Amroth Vanguard, Caras Galadhon Watchmen and Guardians which make up for Lorien being a primarily ranged faction by adding an infantry, axeman and spearmen unit.
Dunhere will no longer be buildable via the Eastfold spell unlock instead he's getting moved but more on that later.Theodred is also being killed once more and will no longer be a regular hero he'll stay in the code maybe for maps.
This removes one hero each from the Westfold and Eastfold spells.
I also updated some of the hero roles and purposes.
Helm - Early hero summon/creep hunterEowyn - Early hero,creep/monster hunterHama - Early game melee heroGamling - Early game, ranged heroGrimbold - Tank/supportElfhelm - UndecidedEomer - Mid game supportErkenbrand - SupportTheoden - Late game support.
Hama, Gamling, Elfhelm and Grimbold no longer start with mount instead gaining it at level 4.Eomer, Theoden, Erkenbrand, Hama, Gamling, Elfhelm and Grimbold will all get new skills.
HamaLevel 1 - Weapon Toggle - toggles between Sword and Sword and Shield - He is slightly slower and more armoured when shielded.Level 3 - True Sight - grants a vision boost to nearby troopsLevel 6 - True Strike - Melee attack.Level 4 - Mount
GamlingLevel 1 - Weapon Toggle - toggles between Sword and BowLevel 3 - True Range - Grants a range boost to nearby ArchersLevel 6 - True Shot - Fires a powerful ranged attack.Level 4 - Mount
EomerLevel 1 - Horse Lord - Provides 10% speed, Crush decel improvement, 90% Knockback resistance, +50% armour and resource from kills for nearby Cavalry.Level 3 - Spear ThrowLevel 5 - Fearless Charge - Eomer gains crush decel buff, armour and speed buff.Level 8 - Ride for Ruin - Stuns nearby enemies (kind of like a cross between horn and elendil)Mount
GrimboldLevel 1 - Reactive Defence - When attacked Grimbold has a chance to gain a short burst of defence.
Level 5 - Captain of the Westfold - Provides an armour bonus to nearby Westfold Shieldbearers
Level 7 - Shield Wall - Nearby Westolf Shieldbearers become immobile but gain a large armour boost
Level 4 - Mount
ElfhelmLevel 1 - Reactive Defence - When attacked Elfhelm has a chance to gain a short burst of defence.Level 5 - Marshal of the Eastmark - Provides a damage buff to nearby Footmen and Door WardensLevel 7 - Valiant Defenders - Elfhelm and nearby Footmen,Westfold Shields and Bowmen gain fear immunity and armour at the cost of speed.Level 4 - Mount
ErkenbrandLevel 1 - Red Shield Smash - A strong melee attack that stuns the target.Level 3 - Lord of the Westfold - leadership - Provides 60% armour,+150% attack,fear resist and kb resistanceLevel 5 - Red Shield Defence - Erkenbrand gains a short defence boost (renamed Red Shield)Level 7 - Westfold Guard - Summons a horde of Westfold Shieldbearers
TheodenLevel 1 - King of the Riddermark - Provides an experience,attack,fear resist and armour boost.Level 4 - Glorious ChargeLevel 6 - King's Favour - grants targeted units experience.Valour of the Rohirrim - Channeling skill that summons heroes over time and makes Theoden immune to damage during it's duration.
Valour of the Rohirrim Notes:Summons 4 heroes over time that each are different.
Another change is some of the heroes will be changing animations and in some cases getting some touch ups on their skins.
All these changes will be Public Beta 0.1
Lowest Rated (4 agree) 5/10
I understand that a lot of work went into making this mod, and I really like it original ideas. However, this mod did not feel complete, fully thought through, has several glitches and the graphic skins were poorly done.
Oct 22 2012, 6:08pm by johnbeckjr
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