Post news Report RSS The Road to Edain 4.0: Mordor, Part 2

This update presents the spellbook of Mordor and the concept of Sauron's increasing strength.

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The Road to Edain 4.0: Mordor, Part 2



Greetings, companions of Edain!

One of the most frequently asked questions after our first Mordor-Update was the whereabouts of the people of Rhun and Harad within the faction. Until now they were located at the inn. The latter is removed as of version 4.0. We decided not to grant the evil men their own buildings within the faction but rather have them march in as external reinforcements. This was best implemented via the spellbook. At the same time we didn’t want to design a classical summon with a few temporary troops spawning every few minutes. Therefore the new spells “Reinforcements of Rhun” and “Reinforcements of Harad” function a bit different than normal summons. Both spells don’t spawn their troops directly at the designated position but rather have the evil men march in from outside the map. These troops stay on the field permanently. Rhun dispatches heavy infantry and Harad brings cavalry and a Mumak mounted by archers to the field. These spells aren’t suited to suddenly turn the tide in an ongoing engagement. Rather they provide the player with a continuous stream of free reinforcements. In our opinion this mechanic fits Mordor as it’s already defined as a faction with an ever-growing army of free orcs.
A second addition to the spellbook is the spider Shelob. Up to now she was assigned to the Misty Mountains without having a canonical connection. Geographically her lair belongs to Mordor. But this faction already fields the most heroes and doesn’t need an additional character as recruitment option. In contrast to Shelob the Balrog fits the Misty Mountain faction much better since it awakens within Moria. Sure, it used to be a servant of Morgoth, but it wasn’t affiliated with Sauron during the war of the ring. We aspire to give every faction two distinct ultimate spells, but decided to make an exception for the Balrog since we didn’t deem the Misty Mountains cool enough to be the only ones to summon him. Of course this attitude prevented them from becoming a cool faction in their own right and for version 4.0 we put quite an amount of effort into elevating the Misty Mountains to the same level as the other factions. They now have exclusive access to the Balrog. Mordor gets Gorthaur as a worthy replacement, who doesn’t have to hide behind any other ultimate spell in terms of power and impression – it’s the dark lord in his prime. The position as ultimate spell emphasizes the power of ages past which should be rare and difficult to gain. As a whole the spellbook for Mordor now looks like this:


You may notice a change in costs which have been adjusted to the values of BFME 1 which start with 1 point as the smallest unit instead of 5. More powerful spells now cost significantly more in relation. When before the cost of an ultimate spell was 5 times that of a healing spell now the costs have been ramped up to be the 10- or 20-fold of a starting spell. This emphasizes their high value and makes decisions more severe. Will you save for the big one or invest into additional small ones.

Sauron


Enough with the spellbook, let’s get to the core of the faction. We were inherently satisfied with the idea that Sauron as dark lord would take on a central role within Mordor and empower the faction according to his growing strengh. However our first implementation of this idea was flawed – since he only gained experience through other heroes vanquishing Mordor’s enemies the player was forced to always adapt a strategy focusing on heroes. It can’t be the goal of a fundamental mechanic to impose such limitations when every faction should offer a variety of viable strategies. Therefore Sauron no longer gains experience through his heroes but levels up by the player increasing Mordor’s power. This is accomplished by fulfilling several objectives during play:

  • Conquer 5 settlements
  • Conquer 1 outpost
  • Destroy 10 enemy buildings
  • Bring 10 overseers to the field
  • Field 5 trolls
  • Command an orc horde which has reached the highest level
  • Command a horde out of Cirith Ungol
  • Recruit a horde of Castellans or Morgul Knights
  • Command an army of 20 orc hordes
  • Advance your siege works to level 3
  • Recruit a Ringwraith
  • Recruit the Mouth of Sauron
  • Send out all nine Ringwraiths
  • Eliminate an opposing player
  • Unlock “Might of Ages Past” or “Hammer of the Underworld”

You see that there are more objectives than are necessary to get Sauron to level 10 since each completed objective grants 1 level. It’s up to you whether you level up by commanding subfactions, recruiting heroes or a giant orc army. At the same time you’re not forced to fulfil an objective which doesn’t provide an advantage – all tasks are designed to reward organically building up your faction. Plus we have taken care that Sauron levels step by step rather than bypassing several levels at once. While recruiting a Ringwraith may be achieved early on some objectives can only be completed in the late game.
As per usual the level of the Ringwraiths matches that of Sauron. While we saw this as a fitting connection to their master you’re no longer forced to recruit all of them to level Sauron – the dark lord will grant powers even if you only command a handful of heroes.
Likewise we wanted Sauron to increase the strength of the entire facton. Until now this was implemented via unlocking the subfactions, but these are now tied to outposts and don’t need to be unlocked as well. We chose another mechanic instead. At level 3 the dark lord gains the ability “Sauron’s Influence” which may be used on any building to imbue it with his powers and unlock a bonus for your faction. Each building has its own effect:

  • Barracks: All orcs and uruks now bear the banner of the Red Eye. Banner bearers no longer have to be purchased, which has never been really viable when comparing the benefits with the Dwarves or Rivendell.
  • Trollcage: Trolls can now bear heavy armor and weapons. In contrast to the banners these upgrades would be too powerful if granted free, so they still need to be purchased. Still, this unlocks one of you most powerful units.
  • Tribute Camp: Doubles the reinforcements out of Rhun and Harad. Whoever prefers commanding evil men is enabled to field an even bigger army of them.
  • Arsenal: Enables the unveiling of RIngwraiths. This is one of the most powerful effects, although the heroes as well as their unveiling still cost a considerable amount while other effects are free.
  • Siegeworks: Enables construction of Troll Catapults
  • Battletowers: All Towers now fire Flaming Arrows.
  • Slave Camp: Orc hordes with overseers deal 20% more damage
  • Slaughterhouse: All living trolls reach level 2, all newly recruited trolls spawn on level 2. This is a significant advantage as they can recover health from level 2 on
  • Fortress of Minas Morgul: Ghosts of the Shadow Realm may now be converted into Morgul Wraiths. This ability is no longer tied to Sauron since a a free slot was needed for Saurons Influence. We found it to be a fitting bonus for the fortress. Of course it also would have been a good location for unveiling the Nazgul, but we didn’t want to force the players to conquer an outpost and build the fortress to get access to their best heroes.
  • Fortress of Dol Guldur: Spiders can now be recruited for free.
  • Ungol Barracks: Enables recruitment of Uruk-Hai Archers. Like the Uruk-Infantry and Orc-Halberdiers they are constricted to 3 hordes but cost no command points

Saurons Influence has a moderate cooldown so you have to consider your options with every use. Similar to the objectives these upgrades are meant to let the player choose different strategies and display Mordors increasing strength. Sauron himself is an important hero so we outfitted him with a safety measure: If he gets killed in any way he doesn’t have to be revived. Instead he lingers as a shadow on the battlefield, unable to attack or use abilities, but after some time he automatically returns to his former self. This reflects Sauron’s Immortality out of the book and movie as well as ensuring that Mordor can’t permanently lose both its most important hero and its upgrade-mechanic. At the same time Sauron can be taken out of the game for some time without Mordor being able to immediately revive him no matter its current wealth.
Lastly Sauron’s design has been revised. After the Hobbit movie provided us with an official design for the Necromancer naturally we used this opportunity. As Necromancer Sauron glides across the battlefield as a veiled shadow, attacking enemies with waves of dark magic. At level 10 he can wrap himself in a blazing inferno to show his power and burn all enemies within range. Since Gorthaur is only accessible during the late game and under considerable effort a lot more time will be spent with the Necromancer – it only seemed fitting to give him a distinct, powerful level-10-abilty. You can get a glimpse of the new Sauron and his Realm here:

We hope you enjoyed our journey into the Black Land and we’re looking forward to your feedback!
Your Edain-Team

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hoho96
hoho96 - - 3,797 comments

Horaaaa show the love to Edain ;)

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Kark-Jocke
Kark-Jocke - - 14,681 comments

You are killing me now, I really want to play the mod right now. This mod looks so great, keep up the good work! I'm going to download it as soon as you release it!

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Fanzanzza
Fanzanzza - - 101 comments

Will this next update include an English pack?

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FG15 Author
FG15 - - 3,557 comments

Yes, 4.0 will have English texts and hardly all voices in English

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Guest
Guest - - 689,231 comments

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Sanguinius
Sanguinius - - 5,719 comments

Good update, can't for for 4.0 and English "Patch"...

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Drogoth-fan
Drogoth-fan - - 343 comments

jeej love the edain mod <3

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krabaat
krabaat - - 47 comments

I can not wait for new updates :) Thank you for taking time in this mod, you are the best!

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guldan
guldan - - 153 comments

Mordor will be have the three update ? Because not words about witch-king and new orcs. In next update you (edain team) we will see new gothmog skin or model , morgul orcs ?

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Guest
Guest - - 689,231 comments

I guess some things are meant to stay hidden so you have to find it out yourself :)

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FG15 Author
FG15 - - 3,557 comments

There will always be some things we don'T present, so you have to play the mod to explore them.
Why should Gothmog get a new skin/model?

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guldan
guldan - - 153 comments

Because
Media.moddb.com
Forum.modding-union.com
See the Reply #1030

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UomoSurreale
UomoSurreale - - 36 comments

just a word, wonderful

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okaywhatspoppin
okaywhatspoppin - - 48 comments

You guys really made Mordor an outstanding faction, I like that Sauron plays such a major role. Wow. I can't wait to finally play this mod. Looking forward to see Lorien.

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saruman_the_wise
saruman_the_wise - - 1,883 comments

isn't the gorbag system the same as the trolls tom,bill and bert doesn't that destroy the uniqueness of there system

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SkaarjX
SkaarjX - - 202 comments

Isn't that system also shared by some of the dwarf heroes?

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FG15 Author
FG15 - - 3,557 comments

I don't remember a dwarf hero using any of these two systems.

The 3 trolls using an other system than Shagrat and Gorbag. The chosen troll changes with the Stance and so the 3 trolls each are either normal, offensive (more damage) or defensiv (more armor).

Shagrat and Gorbag are like a weaponswitch. Toggling between them changes the kind of attack and their abilities.

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Oversun
Oversun - - 34 comments

This is great!

The question arose: if a Necromancer give a ring, is there any sense of the ability to "Gorthaur"? Or let it act on the revived Sauron, too, making it even stronger.

And suggestion: make the possibility of hiring a third level Grondin siege workshop after learning ability "Grondin" (which will now be passive). Of course, in the singular. In version 3.8.1 there was a bug: Grondin was called only to the siege workshop which was called for the first time. If it is destroyed, Grondin already it was impossible to call. The method which I suggested, would eliminate this bug will be technically easier and more convenient for the player.

Thank you!

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Kloefklaffer
Kloefklaffer - - 246 comments

I agree that in 3.8.1 Grond is barely summonable : the first time it works but after that it doesn't appear but the spell has been "used" (very rarely it does spawn again).

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FG15 Author
FG15 - - 3,557 comments

Grond is only summonable once at every siege workshop. So, if you have summoned Grond already at a workshop, for the next time you need another workshop.

The spell Gorthaur makes Sauron even stronger, so Sauron is allowed to be the strongest hero in the Mod.

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Kloefklaffer
Kloefklaffer - - 246 comments

Thanks for explaining, i never knew that.

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Dark_Ansem
Dark_Ansem - - 433 comments

superb.
What about sauron's ability list?

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The_Wailing_Waters
The_Wailing_Waters - - 341 comments

Can't wait to see the changes implemented

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hoho96
hoho96 - - 3,797 comments

what it the 2p spell next to the Barricade from the right??

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FG15 Author
FG15 - - 3,557 comments

That should be Mordors special arrow volley.

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hoho96
hoho96 - - 3,797 comments

Now I see :)
is it "special" like different from the old one?

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FG15 Author
FG15 - - 3,557 comments

Yes, it is a multiple shot arrow volley, in contrast of the ones of the good factions, which are only one shot.

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phildor12
phildor12 - - 13 comments

Will the black gate be opperational for the mordor faction? BTW like what you have done will 4.0 be released soon?

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admiral_trenchx
admiral_trenchx - - 34 comments

Not, enough, like buttons!

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Caras_Galadhon
Caras_Galadhon - - 187 comments

I would have even thought about there can be such an ingenious way to integrate the Sauron . Just Marvelous !! I hope we do get to try it soon enough , hopefully this year. But even if I never get the opportunity to play it because of time issues or other hurdles, you guys still have my full support!

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Prince_Molag_Bal
Prince_Molag_Bal - - 73 comments

Well done guys, this mod is looking great so far!
Umbrella Corporation is pleased with your work!

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Galecgo
Galecgo - - 150 comments

I'm watching and loving this peace of art! keep working!

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Guest
Guest - - 689,231 comments

May I still play "ringkrieg" in this patch ? I mean, some races are unbalanced for this gamemode.

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FG15 Author
FG15 - - 3,557 comments

We are trying our best.

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JjForcebreaker
JjForcebreaker - - 904 comments

Great, guys!

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DavidPinto
DavidPinto - - 79 comments

I didn't understand one thing. So the only way of level up Sauron is fulfill some objectives, right? It it will the only way lo level up Sauron? How many levels he will have?
Can you explain this tree objectives: Conquer 5 settlements,Bring 10 overseers to the field,and Field 5 trolls? How many levels he will have? And what do you mean with "send out all the 9 Ringwraiths"
It will be possible to use the power Might of Ages Past in Sauron? AN he will become "material" right?

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DavidPinto
DavidPinto - - 79 comments

And another thin. it will be possible to now that list in the game or you need it to know it and memorize it?

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DrHouse93
DrHouse93 - - 259 comments

Sauron will level up just through fulfilled objectives as long as he's in the form of the Necromancer. If he becomes Gorthaur or the Lord of the Rings I think he should be able to level up like any standard hero (though I don't know if they're gonna keep their objective-mechanic when he becomes Gorthaur/LotR). Moreover, they said there are more objectives than required to get him to level 10 since they don't want to force players to focus on just one strategy (for example, you could level him up by simply recruiting units or constructing buildings and ignoring recruitment of heroes, and vice versa)

"Conquer 5 settlements" it's pretty easy: you have to conquer 5 settlements and build on it
"Bring 10 overseers to the field": recruit 10 overseers
"Field 5 trolls": Recruit 5 trolls
"Send out all the 9 Ringwraiths": Recruit all the 9 Ringwraiths

And answering to both of your last questions: yes. You can use "Might of Ages Past" on Sauron even in the current version, 3.8.1: it unlocks more skills for him, and the team is gonna keep this mechaninc in the upcoming 4.0 version
And yes, if you look in the video, there is a passive spell in the spellbook bar which tells you which objectives you should fulfill to make the Necromancer level up :)

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DavidPinto
DavidPinto - - 79 comments

First of all, thank you for your kindness answer all my question.
One last questio. It will be possible to build in every place in the map or only in the dark zone arround the fortress (like with Isengard)?

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DrHouse93
DrHouse93 - - 259 comments

Hopefully no. In the 4.0, the team is restoring the old game-mechanic of BFME 1, where you had starting castles (or, in smaller maps, camps) with default building plots plus some other scattered throughout the map (settlements grant you space for just one building, while in the outposts you can build a small camp with just the citadel and three buildplots or a faction specific building)

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ElfLord531
ElfLord531 - - 359 comments

Could you replace a power for the necromancer (Sauron) and he turns into his flame armour and have a new skill set maybe.x|

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Guest
Guest - - 689,231 comments

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