Finally patch 0.145 is out. This patch focuses on balancing and bug fixes for the current 5 factions and setting the stage for the next patch 0.15.
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.
A new feature is being added with Beta 0.1 game modes which act as submods/modular mods for LWR changing various things without having to create a whole new mod.
These changes will vary from minor changes like balancing and easter eggs to major changes like Age of Numenor (coming later).
Game modes are accessed via the mod launcher by entering in codes.
There are even some secret game modes and various functions for the launcher built in.
Adding on to the Game modes system is the Custom Game Modes or CGM for short.
Custom game modes are player made game modes that can be launched via the custom1, custom2 or custom3 codes in the launcher.
This opens up LWR to everyone to play with.
I'll even be subhosting some CGMs here on moddb and over on the forums and the best CGMs may be made official and built into future versions of the launcher.
Head over to the forums for more information.
Nearing the end of the year I feel like looking back at 2013 before looking forward to next year.
2013 has probably been the biggest year for Lone Wolf since it's start many years ago.
Back in May 2011 I decided to reboot Lone Wolf from scratch and begin work again from the ground up after development had reached a point with the old version where fixing the bugs would have taken more work than starting again.
So I took the restart option and made a lot of progress on my mod with new energy and a bigger focus on quality and consistency.
Over the following 2 years work felt unending and I didn't feel like I was making progress until nearing July things started clicking.
On my birthday I decided to release Beta 0.1 a big milestone for LWR.
Despite quite a few teething problems that took up pretty much the whole next 2 days (the last time I release something this big on my birthday).
But with subsequent releases I managed to work out a lot of the kinks and the newer releases have gone off a lot smoother.
While working on Patch 0.14 I also worked quite a lot on Dunland and decided it should be released earlier than I had planned jumping ahead of the cue with Rivendell and The Deep and get released with Patch 0.15.
Work on Dunland is nearing completion and the final touches are being made on the current 5 factions.
So that with Patch 0.15 the first 5 factions will finally be complete leaving me to focus more on the next 3 factions.
While I'm working on Patch 0.15 I'm also having a final look at the current 5 factions and seeing what changes I can make to improve them before moving on.
So now we're up to date.
After New Years I'll be preparing for 0.16 and the next few factions.
Some of the other factions already have a considerable amount of work done on them others have the bare minimum so I pretty much know how long each faction should take and their order of release.
I've changed my plans for the future factions a bit recently deciding to release factions individually instead of 2 or 3 at a time with big releases, instead doing it like Dunland with 0.15.
On top of that there are the side projects for LWR such as the chocolate game mode which will return the game back to it's 1.03 form except with LWR's art assets and various visual improvements.
Currently Chocolate is looking to be released with 0.16.
Coming up next year I also hope to release more game modes like Onslaught a game mode that will change the mod down to 2 factions Good and Evil made of the various units from the factions into a smaller more condensed play style.
I also hope to have the new launcher up in the first quarter of next year, this new launcher will be easier to use than the current batch based one (although the batch version will also continue to be released as an alternative).
In the meantime you can check out some newly uploaded concept sketches for the upcoming factions.
You can also check out a few teaser screens for the Harad faction.
A short teaser for the Dunland Warhounds.
So I just want to thank everyone who has supported LWR this last year and longer, and an extra big thanks to the guys on the team who have been essential in making it this far especially long term supporters DIGI and Fredius.
Highest Rated (2 agree) 10/10
sure the best of all but must be complete
Jan 22 2013, 8:32am by ntis
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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