A real time strategy game set withing the fantasy setting of Hyrule. Command one from over two dozen factions from the Zelda mythos.

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Today we'll look at the two last Minor Factions that will appear in the next release of Hyrule Conquest.

Gorons of Rolling Ridge

In the mountain ranges of Labrynna rest the Gorons of Rolling Ridge. Shy, reclusive, and a myth to many in Hyrule, this particular race of rockmen was quite distinct from their mineral-eating, lava-bathing brethren. Although it was quite easy to make friends with the passive fellows, finding them in the first place was a daunting task in itself.

Rolling Ridge provides players with a set of durable and high-armor value units, many which have Camouflage. Factions that lack in durable unit options, such as the Kokiri and Fairies of Tarm, are prime factions to seek out the aid of Rolling Ridge. Their unique building is the Talus Mine, which can endlessly harvest Material from the ground to use for building new structures.

Bracer - These smaller Goron warriors spend most of their time dancing and eating between the Talus Peaks and Mount Ebon. Despite their shy but friendly personalities, they are more than capable of defending their homes with fists of solid rock.

Pebblit - Like the larger Stone Talus, Pebblits spend a vast majority of time laying on the ground as harmless rocks. They can be stirred into aggression and provoked to chase hostiles, and indeed many on the Talus peaks do.

Bastion - A giant Goron of Rolling Ridge, the Bastions defend their homelands from would be miners and gem seekers. Using their two massive stone arms, a Bastion can pummel anything smaller than itself into rubble.

Buster - High on the mountaintops of Rolling Ridge these Gorons perch themselves, tossing giant boulders from above onto invaders down below. These skilled Gorons are sometimes known for causing "boulderstorms" when bored.

Stone Talus - These massive stone creatures seem to spend most of their time as dormant rocks and boulders on the mountainsides of the Talus Peaks. For reasons unknown, they will occasionally spring to life and violently attack anything that moves around their resting place. The Stone Talus on Rolling Ridge are particularly powerful, and the native Gorons have taken the effort to somewhat domesticate these giant lumbering monsters.

Smog - The Elder of Rolling Ridge and his tribe of Gorons, Smog advises his people with his centuries of experience from the top of Crown Ridge. He spends most of his day in communion with the Goron spirits, ingesting all manner of smokey incense to aid his connection. When threatened he's able to turn his mastery over the smoke against his attackers.

Wizzrobe

A truly ancient people that once ruled much of Hyrule, legends say that the Wizzrobe undermined and destroyed their own civilization with their powerful sorcery. Their cities sunk beneath the earth, and for centuries they have maintined a shadow cult-like culture in the darkness of Hyrule's mountainous catacombs. Occasionally these dark magicians make their way to the surface, using their wizardry to raise their ruined cities from beneath the earth.

The Wizzrobe provides players with a powerful selection of Mages. Factions that are lacking in any kind of magic damage and defense, such as Moblins and Gorons, would be foolish to not consider establishing an Embassy with the Wizzrobe. Their unique building is the Magic Circle which will not function in the next release, but once completed will be able to teleport your armies anywhere within your territory.



Fire Wizzrobe - Perhaps the most common spellcaster in the Wizzrobe ranks, control over fire seems to have been the easiest form of magic to master. These pyromancers use their magic to create and unleash steady streams of flames at their enemies, incinerating just about anything in seconds.

Ice Wizzrobe - Wizzrobes skilled in the arts of frost, these icy magicians could halt enemies in place with their cold magics.

Earth Wizzrobe - These magicians could will the mineral earth to their command, creating barriers and projectiles out of rocks. Some of these geomancers could hurl boulders large enough to rival catapults and other siege weaponry, crushing multiple enemies in an explosive blast of rubble and dirt.

Illusion Wizzrobe - The art of Illusion was one of the most difficult schools of magic for a Wizzrobe to master, and certainly one of the most dangerous. An Illusionist faced the danger of losing all touch with reality, becoming lost in their own creations and mirages, and developing crippling paranoia and mistrust of anything. Those that mastered the art could use it to terrifying effect on their enemies in battle.

Conjurer - Conjurers were select Wizzrobe that had devoted their study to the creation and summoning of arcane and magical creatures to do their bidding. A powerful Conjurer could materialize an entire army of loyal minions under his command. In the next release of Hyrule Conquest they will be able to summon Mad Scrubs, Armos Statues, and Twilight Zora.

Carock - Carock is among the most powerful of the known Wizzrobe, and there is little other information other than that. He has been tied to many assassinations and overthrowing of monarchs, making him one of the Sheikah's prime enemies.

Zuna and Tokay

Zuna and Tokay

News 1 comment

A look at two of the Minor Factions you can recruit.

Minor Factions

Minor Factions

News 4 comments

An overview of Minor Factions and how they will work in Hyrule Conquest.

Seasonal Changes

Seasonal Changes

News 6 comments

Some much needed changes are coming for the Fairies, lets take a look at them.

Arachnid Overhauls

Arachnid Overhauls

News 12 comments

A detailed look at the new Gohma roster, which is undergoing some pretty big changes.

RSS Files
Hyrule 0.13.1 Hotfix patch

Hyrule 0.13.1 Hotfix patch

Patch

A quick hotfix patch that corrects several nasty bugs in the 0.13 release.

Low Poly Patch for 0.13

Low Poly Patch for 0.13

Patch

Low Poly Patch for the 0.13 version of Hyrule Conquest.

Hyrule Conquest 0.13

Hyrule Conquest 0.13

Full Version 1 comment

Overhaul of Kokiri, Gohma, and the Fairy factions.

Hyrule 0.11.2 patch

Hyrule 0.11.2 patch

Patch

A new patch that fixes a few broken features in 0.11. Also includes the fixes from 0.11.1

Low Poly Patch for 0.11 (Updated)

Low Poly Patch for 0.11 (Updated)

Patch

Low Poly Patch for the 0.11 version of Hyrule Conquest for the new Stalfos faction.

Hyrule Conquest - Stalfos Update

Hyrule Conquest - Stalfos Update

Full Version 19 comments

Next version of Hyrule Conquest that adds the Stalfos to the game.

Comments  (0 - 10 of 642)
Guest
Guest

There's something off with the menu bar at the bottom of the screen. It looks like it bleeds off the screen. I can't see the whole map nor can I see the building information on the right.

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The_Undying_Nephalim Creator
The_Undying_Nephalim

In your Appdata/Roaming/0ad/config folder, open the user.cfg file. In there, either edit or add the following line: gui.scale = "0.8". When you save and restart 0ad afterwards, the UI will be 80% of its original size, meaning you can also set it to 0.9 or 0.85 for personal preference, hope that helps.

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shreksnow
shreksnow

Fairy comment 3

I really like how you put the Great Fairy from Twilight Princess into the game as a hero unit. This makes me super happy because Twilight Princess is one of my favorite Zeldas.

I know it’s like 5 years off, but I am very excited for the eventual campaign/world map. That will definitely be awesome! It will add in a lot more replayable. You mentioned having a timeline option like in Total War where depending on where you are in the worlds history this will impact the political climate where factions are at different levels of power, and have different alliances/enemies. Maybe you could have some non playable historical factions that are a mashup of different units from multiple factions. This would be a good way to add in some more variety into the game without having to start from scratch every time you want to add something new. For ancient times Lanayru and the Zora Dominion should have units from both factions to represent them still being united, and the mixed Zora presets shouldn’t be present because they were pretty much nonexistent at this point in time.

If it’s not too difficult/convoluted you guys should make some tutorials on how to edit maps and script missions. Or just point us towards the guides that already exist. User generated content will definitely allow for a lot more replayability, more people will flock to the game, and will result in more people donating to you. There was a video talking about why the next rts game will fail and it was saying that the people who are really into pvp are actually a small minority and most people like a good campaign, custom games, and the lack of user generated content will kill the games.

If this comes across as some weirdo making nonsensical demands I apologize for that. If this is annoying just say the words and will shut up about this.

Good luck with your projects, your real life, and whatever else you’re doing. I and many others are very happy and impressed that you’ve been working on this for so long.

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shreksnow
shreksnow

Fairy comment 2

I saw that you’re going to interview the lady who plays Krystal on Saturday. I am VERY excited for this. It will definitely be interesting to learn what she’s been up to for all these years, what she thinks of the fanbase, and things in general. It’s truly impressive how you got in contact with her and she’s going to do work for your mod. That is amazing!

In addition to possibly releasing the design documents/scripts for the Hyrule Total War continuity you, your music guy, and anyone else you know who was part of Project Kursed should just leak everything they had online. That way we can see what an entertaining dumpster fire it would have been. Although, you guys would have to remove any personal information so that you don’t end up doxing anyone who worked on it. Or if you aren’t willing to do that you should point us to someone who is will to leak everything. That would be so funny!

I’m glad that the streamlining will allow you guys to get working on minor factions a lot sooner. The minor faction I’m most excited for is the monkeys. It will be interesting to see how you mash the small amount of lore into a set of buildings and units. The major faction I’m most excited for is the Bellumites/River Zora. That will be super cool. Bellum is my favorite Zelda villain because he’s basically an animal/manifestation of a force where all he wants is to consume, and he isn’t just a Ganon rehash. It will be cool to see him and his followers in the game.

Something you really should do is have a backup plan for if Nintendo ever stomps your Zelda mod. You already have a bunch of lore that diverts wildly from official Zelda so all you’d need to do is file off the serial numbers and make new assets. Granted that would a pretty monumental task to recreate everything. I’m just saying it’s good to have a backup plan because Nintendo is Nintendo.

Were there ever any download links for Sigma and the Star Fox rts, or were the builds never released to the public.

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shreksnow
shreksnow

Fairy comment 1

This update is a mixed bag for me (I don’t blame you at all for most likely ignoring/not caring about the words of some random guy who showed up like two years ago and made a bunch of dumb suggestions back when I didn’t know anything about the different projects, and hasn’t set foot in the Discord server) at first I wasn’t a big fan of the new Gohma, but then they grew on me. I really like what you did with the Kokiri/Koroks. As for the fairies I’m not entirely a fan of the removal of seasons. I can definitely see why you did because people have said they’re too convoluted/hard to counter enemies with, and they’re incompatible with the new node system (faction specific walls at choke points on the map like in HW2. If this is getting annoying just say so and I’ll shut up about it). Sadly, it needed to happen for everything else to work. I’m also not a fan of the removal/replacement of various old units. While it’s nice to have the new stuff fit more in line with the official games, I and many others can’t help but feel the loss of what was. The surreal monstrosities that were some of the fairy units are gone and the new ones look generic/largely the same. The same can be said for the various ocs being replaced by canon characters who fit the same roles. It makes the mod lose it’s sense of character and removes what it it so unique and intriguing.

Do you think that you might at some point you might add dynamic physics based combat to the game like in Bungie’s old rts Myth the Fallen Lords? It would be all kinds of crazy cool stuff like arrows being affected by wind, bombs rolling downhill, units movement speed and line of sight/attack range changing based on elevation, and having corpses and buildings scatter all over the place when destroyed. If this were to happen it would definitely make guns a lot more useful since they’d be pretty much immune to these various problems. For balancing they’d only be able to hit their targets if there isn’t something in the way. The smoke certain enemies make that cloaks units could also be impacted by wind and elevation. Same goes with simple particle effects.

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GuiXer
GuiXer

Why was the system changed to a node system? Mostly curious and I have noticed a lot of text in the game no longer being representative of what things do.

I guess I am not sure how the game works anymore? But I like the look and design of all the factions! Great work on both adding new and doing what is done with it ^^

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The_Undying_Nephalim Creator
The_Undying_Nephalim

The node system is largely inspired by the Battle for Middle Earth, which is one of my favorite games. The lack of workers also improves the game's performance a lot.

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SonOfMorr
SonOfMorr

I know this is a 0AD issue, but are you ever going to do anything about unit mass, or to be more precise, unit collision. It is the reason I could never really enjoy the base game and diminishes my enjoyment of this mod significantly. Units should not be able to walk through each other nor should you be able to have twenty units in one space. The battles look like a mess and one has almost no oversight.

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The_Undying_Nephalim Creator
The_Undying_Nephalim

I know that exodarion wants the combat to feel more like BFME. It's a future plan but I'm not sure when he'll be ready to work on it.

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dbzrafael
dbzrafael

I think my game is bugged, I can only play on three maps, and the HUD is way bigger than it should, the map doesn't even fully appear.

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Exodarion
Exodarion

First of all, the mod presenting you with those 3 maps is intentional and not a bug.

The entire construction mechanic is now being regulated by the node system, meaning that every map that has been introduced since then, has to be redesigned and partially remade from scratch. Partially as in, 95% of the assets already exist, so that probably gives Nephalim a headstart.

Also, as a result of the node system's concrete nature, it should make this task more straightforward.

As for your UI scaling issue, this is a known problem with players that diverge from the 16:9 resolution factor e.g. 1920*1080.

I will simply copy what I have done for those that have run into this before.

the current UI has been scaled for 1080p AKA Full HD screens. If the UI doesnt properly fit on your screen, I would advice you, to go to your appdata folder. Simply type %appdata% in your windows search bar and hit enter.

In your Appdata/Roaming/0ad/config folder, open the user.cfg file. In there, either edit or add the following line: gui.scale = "0.8". When you save and restart 0ad afterwards, the UI will be 80% of its original size, meaning you can also set it to 0.9 or 0.85 for personal preference, hope that helps.

As a final note, if you have any questions or bugs to report, you can also do so on our public discord: Discord.gg

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shreksnow
shreksnow

Do you think that you guys might add dynamic physics based combat into the game like what was seen in Bungie’s rts Myth: The Fallen Lords? This would be stuff like bombs rolling downhill and accidentally exploding your own guys, arrows being impacted by wind currents, bodies exploding into bits that fly everywhere, boulders being thrown by large enemies/flung from catapults that roll on the ground doing crush damage before crumbling, and arrows/catapults would have the ability to fly over obstacles to hit guys. If you don’t know what the game is I don’t blame you because it was a Mac rts back in the 90s. It took place is an apocalyptic fantasy world where the forces of good are comprised of the ragtag remnants of kingdoms that were completely decimated by the hoards of undead and monsters. It’s told from the perspective of some random grunt who’s the narrator, and it had truly phenomenal sound design/music (not surprising because Martin O’Donnell, and Micheal Salvatore were working on it). There’s no resource management and you control a finite group of units against overwhelming odds so you have to choose your battles very carefully. When you critically analyze it the story is pretty generic and derivative, but the presentation is truly phenomenal. This is an hour twenty minute long retrospective that talks about the game, it’s development history, the strengths/weaknesses of the gameplay/story, and the historical/cultural context surrounding the game (https://youtu.be/eROT1PMkwY8). You don’t need to watch watch it. Just have it playing in the background while you’re doing something else and occasionally glance at the screen. I think that some scenarios like the ones in Myth could make for some really interesting missions in Hyrule Conquest. If you don’t watch the video, or completely ignore what I’m saying I don’t blame you at all. I’m just some random guy on the Internet you never met, and haven’t set foot in the Discord.

If that’s something completely nonsensical that you guys wouldn’t want in the game I have an idea that probably would work. Since you’re taking inspiration from games with node systems like Battle For Middle Earth, and Halo Wars it would be cool if you had the ability to place walls and garrisonable towers at certain choke points around the map. This would make it so that factions wouldn’t just have protection around their main base, siege units are more useful in other locations, and allow for more defenses. There could be faction specific walls like the Fairies laylines, Goron lava walls, Moblins/Lizalfos get flimsy spikes that block movement but hurt anything that touches them (they’d be able to make multiple lines of them to balance things out), Gohma have webs that slow units down, and numerous other possible things. It would make maps with a hoard mod similar to HW2 Firefight have a more defensive and tactical approach. Sounds cool in my head, but could be a dumb idea that doesn’t work with how the game is set up.

Do you think that either of you will make tutorials on how to create custom maps and/or missions? Or is that far too scripting intensive and there’s already videos/guides talking about that?

While it is disappointing that workers and free build is gone because it allowed for certain factions to have their own gimmicks that have them more character/identity; and workers made you think more tactically with how you’d set up your armies and supply lines. The new system has grown on me, I’m glad that updates will come out faster because the nodes streamlined ai/faction production, we’ll finally get to see more minor factions (I’m most excited for the monkeys), and it will definitely help my potato computer to run games a lot better. Good luck!

Good job with all the work you, Neph, and everyone else has done on this mod. It’s very impressive how you’ve all stuck with it for years. Thank you.

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