Adds a fourth mythology, the Atlanteans, to the existing Greek, Egyptian and Norse mythologies in Age of Mythology. A new single-player campaign will add yet another chapter to the expansive panoply of ancient folklore along with the addition of new scenarios. Atlantean players will be able to call upon the might of the Titan gods (such as Atlas and Cronus) multiple times throughout the game, and may also upgrade human units to heroes. The expansion pack will introduce 12 new god powers, 15 new human units and 12 formidable myth units to the game.
Deep within the vile places of the world, chanting sounds, and bloodlust begins to fester. Emboldened by their dark leaders, the time of the Orc has arrived, and who will stand against their baleful might? Introducing...
Inbetween my heavy development cycle for ODYSSEY OF DREMID'IR (Which you can AND SHOULD WISHLIST ON STEAM!!!!), I've been putting a lot of passion into this new, big update, with an obviously Orcish influence.
Version 1.3 primarily consists of an overhaul for Orcs, including:
Orcs have seen a massive level of rebalancing, first and foremost is the brand new unit: The Sorcerer.
Sorcerers play a pivotal role to Orcs as their Favour gatherer. Simply let your Sorcerers pray at Shrines, and they'll do the rest, much like vanilla Greek villagers. Sorcerers are extremely frail, but offer a decent bonus damage against myth units, and give each other an attack boost when in groups. They also have their own upgrade line as the game progresses. Ungoliant, an age 2 minor god gives upgrades centered around your Sorcerers, as well. You can train Sorcerers at the Orc Range, where they take the slot of Marauders, who didn't feel as they had much of an impactful role in the game.
For a long, long time, "Warg Axe Riders" were a glitchy, and incomplete unit that was allowed to remain in the game for some reason. This has finally been addressed by changing the unit into a brand new unit: The Warg Router. The Router is an exceptionally good counter-ranged unit, able to use a special jump attack to go right over enemy lines, and straight to archers in the back. Their HP and damage is pretty low, so using them effectively is paramount to your strategy. Wargs now also have their own unique upgrade line, instead of the usual "Medium/Champion Cavalry".
Uruk-Hai has seen a mild reworking as well. Available in Age 3 (like usual), Uruks can only be trained after researching a new tech that enables them. To compensate, Uruks are now slightly cheaper -- a HUGE upgrade. In age 4 Uruks also have one bonus tech to beef them up further. Crossbowman have also finally received their own model, as well as everyone's favourite Uruk-Hai sniper hero: Lurtz. Orcs have truly never look better than ever.
There's a couple more things included in the update, mostly just boring stuff like animation updates, filesize optimizations, and also atmospheric fog effects.
Nothing CRAZY or anything, just real-time atmospheric fog effects in LOME.
Technically unveiled in the last update a month or so ago, LOME's fog effects still feel fresh, and I'm pleased to show them off. The fog makes any scene instantly moodier, and brings a graphical shading never quite seen in the game's engine before, so I'm happy to show it off here!
I could go on all day about the specific changes of the new update, but that's what the patch log is for! In the mean time, I'm excited to here all about your impressions of our new Orcish adversaries.
Furthermore, my indie game, Odyssey of Dremid'ir, has launched its official STEAM DEMO, just in time for Steam Next Fest June! For everyone checking out the page, or who play LOME, I heavily urge you to check out my game! I've been working NONSTOP on it for nearly two years, and we're finally ready to let you get a taste of what we've been making! CHECK OUT THE DEMO HERE, AND REMEMBER TO WISHLIST!!!!