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The spellbook will get a new strucutre with more strategic depth and more important desicions.

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Edain Mod 4.5 The Spellbook

Greetings, companions of Edain,


Although there haven't been many updates lately, we haven't been inactive.
Today we want to show you the second big revision besides the new siege weapons in the upcoming Edain 4.5 patch:

THE SPELLBOOK

The spellbook is one of the things that differentiate The Battle for Middle Earth series from other strategy game franchises, and presents the opportunity to integrate things into the game that wouldn't fit otherwise.

However, we haven't been happy with how the spellbook has been implemented for a long time. Because of this, one of our goals since at least 4.0 was to get away from the spell battles, in which the armies only played a negligible role. Especially during longer games it rarely was the case that battles were decided without the support of the spellbook. Instead of using the spellbook powers with some afterthought and waiting for the right moment to tip the scales with them, they were often used at the first possible opportunity, because a new one was already ready to go for the next battle. Instead of supporting the playstyle of a player, the use of a single spell can often decide the match. With the release of 4.0 we already took some steps towards changing this; but with 4.5 we have taken our time changing the spellbook in bigger ways we deemed necessary.

The spellbook consists of many single spells that are divided into different levels where buying the spells in the upper row unlocks those in the lower rows. This begs for some questions, if you give it a second look. Why do spells unlock those under them instead of unlocking all the spells in the next row? A logical reason would be the spells building onto each other, so it'd make sense for the player to only be able to buy them in a certain row; however, this is not currently the case. In fact, the spells have always been arranged rather arbitrarily. At the same time the structure of the spellbook often influences the usefulness of certain spells. A spell at the edge of the second row was decidedly less attractive to buy than a spell in the middle, as it left the player with less options to choose from. Vice versa, a spell could also become attractive purely through granting access to one of the "must-have spells" of some factions. A meaningful concept looked different.

At the same time we wanted to take the chance to make the spellbooks more unique and adjust them to their corresponding faction. To be honest, the spellbooks never were really unique to begin with. The spells typically consisted of a small amount of generalized spells, sprinkled with a few ones that were unique to the faction. On top of that, each faction needed something to counter the weather spells and one spell for area control like 'Elven Wood' or 'Lone Tower', to also counter the enemy's area control spells.
This resulted in the first half of the spellbook already being filled. Add to that troop summons that, at most, differed in the design of the summoned troops, and apart from a temporary boost to your army didn't add any strategic value. Finally there were the final spells that were supposed to be the high point of the spellbook and make the player choose which spell they should get first. This choice; however, was robbed of its meaning as it was a simple choice between 2 extremely damaging army killing powers. In addition, many spellbooks lacked real referances to their faction. While every spell fit in the faction thematically or historically, they never really contributed to the character or the playing style of the faction.


THE TWO TREES

Because of that we are completely restructuring the spellbook in 4.5. Instead of multiple branches, that go to the left and the right and don't necessarily follow a certain theme, you will now have access to two more distinctly divided trees. The left side represents the more defensive, long-term oriented branch and the right side the more offensive, short-term oriented branch with stronger aggression on the current state of the game. The player now has to choose whether to directly engage the enemy, gaining a proportionally stronger but temporary bonus, or to slow their attacks in favor of long term spells, whose effects not only grant an advantage in the next battle but also beyond that. Which path the player chooses might depend on a range of criteria: The enemy's faction, the player's own strategy or preferences, etc. The decision for one or the other path at the start of the game should be a deliberate one.


As you can see, the two branches touch each other in the third row, allowing to change the branch. We don't want to limit the player too much to a single branch. This for example can help a pressured defensive player to get out of trouble if he needs some quick support. This switch allows the more players who have invested heavily in 1 side to follow the other path. Of course beginning both paths is another option but this comes at the cost of later access to the higher spells.
While the spells in the third row enable you to switch paths, the spells at the edges are stronger connected to their respective tree and also are proportionally stronger in their effect than those in the middle. So if you choose to not switch, you may instead choose one of the outer spells and enhance your designated strategy even further. Accordingly you also have to restart the tree from the top.

THE FACTION SPELL

Surely by now you have noticed the big spell in the middle? Some spells barely fit into one of the two trees, or are too important for the faction to miss if the player should choose the wrong tree. On the other hand, as we already stated above, one of our goals is to make the spellbooks more representative of the character and playstyle of the particular faction. Because of that each faction in 4.5 will have access to its own, unique Faction Spell. This might be a central element to the faction, an important character in the faction, or other unique theme.
The Faction Spell is self-containing, can be bought without prerequisite and will cost around 5 spellpoints for each faction. Towards the lower part of the spellbook the central Faction Spell also gives access to the two middle spells of the third row, giving the player another chance in addition to the already presented options of switching the trees.

More informationen to the new spellbooks of the factions will be presented in the next updates, and you also can look forward to seeing some new or reworked spells.

We hope the new spellbook sparked your interest and look forward to your feedback!

Your Edain Team

Comments
Glorfindel23
Glorfindel23

Very good new I agree with that!

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LordSauron70
LordSauron70

Yes this is the awesome!

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kingsjewel
kingsjewel

This is cool!!!

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Guest
Guest

Great! I can't wait to see the new changes! I am going to throw this out there, I am definitely a "left-side" player. So having a spell tree that actually puts weight on the choices for spells makes me very happy since I can focus on my preferred play style. I liked the original style for the Spellbook, but I am more than ok with this update since the spells hadn't really changed since BFME1.

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lordoflinks
lordoflinks

I am cautiously optimistic for this. I shall not judge fully until I see how each fraction's spellbook is laid out.

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Thrax999
Thrax999

Interesting! We shall see how this develops.

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NihilloRubra
NihilloRubra

We haven't even seen the spells yet and I already think this is much better. When I used to play Gondor, I basically had two choices: am I rushing for army of the dead (heal>lone tower>cloud break>army of the dead) or am I investing in extra reinforcements from the beacons, and then going with the grey company to reach army of the dead? In a way this change seems to streamline that process, while also forcing the player to think about their choices and playstyle.

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antonio.horvatovic0
antonio.horvatovic0

One does not simply deveolop new spellbook in Mordor...a more tactical approach than just rushing into Mordor :)

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KingdomofErebor
KingdomofErebor

You guys almost lost me there until I realised one side is attack, the other defence, actually is very clever. I really like the idea of having a unique faction spell, I'm looking forward to those!

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MrTodd
MrTodd

I fully support this change of the spellbook tree, it will be more fun to play. Nice idea as always Edain, There isn't so many bfme mods that completely modify this concept.

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Potysvk
Potysvk

Hmm, old spellbook has 12 powers, your new one only 11. I wonder to which powers I should say goodbye.

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hoho96
hoho96

Liking the idea. It reminds me of a similar system in Company of Heroes which I quite like :)

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Hiarch
Hiarch

Looks great, sounds great, may Eru continue to bless your efforts.

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Will0104
Will0104

Have you thought about (not sure if possible) but having the spell book incorporated with the ring? for instance when you get the ring you unlock a power that can only be unlocked by the ring and not by power points? just an idea

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hoho96
hoho96

As far as I remember the spellbook is kind of a static thing which can't realistically be modified during a game (that's why all 3 Dwarven factions have the same spellbook).

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Carmondai
Carmondai

That is nice and something new.

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Moby91
Moby91

Oh yeah! Great job!

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Tar_Murazor
Tar_Murazor

Great news I see.

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Bombur
Bombur

I really like this system but this organisation makes one less spell by faction (12 then vs 11 now) :/ .

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DieWalküre
DieWalküre

There were some spells which turned out to be quite redundant. In order to make the new system function properly, something had to be sacrificed in exchange; I nonetheless prefer the new spellbook structure much more, as it gives each spell more prominence. In brief words, every spell has now its proper role and defined characterisation.

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zaleot07
zaleot07

guys pls work on AI.They cant use spell perfectly

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Tyzula
Tyzula

So... is it possible to skip small spells and start with the faction spell? And then go to two other 5-points-spells.

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FG15 Author
FG15

Yes

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Natsoi
Natsoi

Guess it depended on the army, but for example, with Imladris I'd only use the spellbook in case of emergency, as the amry could support itself easely. Regardless, this does sounds interesting, so we'll see.

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Guest
Guest

how i can download 4.5 update please help me or 4.4

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FG15 Author
FG15

4.5 isn't released yet.

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ulubatli58
ulubatli58

when will it release ?

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officialNecro
officialNecro

When it's done.

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Starwarsfan8
Starwarsfan8

Wow, I am big fan of the Spellbook overhaul, I think it's a great step in the right direction for Edain. My concern though is the diversity of Spellbook spells among the factions, I know more details won't be released until future updates but as indicated in this update there is guaranteed to be one faction spell unique to each faction.

My concern is will future spellbooks have less abilities in common, or more abilities for the sake of keeping the spellbooks streamlined and balanced as less spell diversity means its less likely for a faction to have a spellbook power that allows them to dominate a match more easily.

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DieWalküre
DieWalküre

Uniqueness and differentiation were exactly at the centre of this crucial overhaul. Henceforth, yes, there will be less similar spells among all factions. As I explained above, certain spells ended up being too much generic or simply redundant; they were thus either superseded by new unique solutions or just removed.

Obviously, a higher degree of differentiation means that spells should now be used more carefully and wisely. Bear nonetheless in mind that spells in general are supposed to support your strategic choices, and not to replace completely battles or other features. In spite of the great level of diversity, they made sure to make everything fine-tuned and regulated within the boundaries of balance.

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Starwarsfan8
Starwarsfan8

Interesting, I know it hasn't been announced yet but from what i've read from the article. But I am assumping "boundaries of balance" also factors in the strength and weaknesses of the faction.

I know the new spellbook powers haven't been announced yet but will factions get new units or buffs to their already existing units to make up for the loss of powers that will be removed like AOE powers? So factions can't utterly be dominated by larger numbers like Imladris (who usually gets trumped by a rush strategy from Isengard/Mordor)?

Maybe this argument is irrelevant as the siege update hasn't been added yet but I can't help but be concerned when it comes to how these changes could empower "rush" oriented factions.

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