Last Alliance: TW is overhaul mod to Shogun 2. This mod base on stories from Tolkien's books, concretely on wars Dúnedain and Elves against Sauron at the end of the Second Age. This still WIP, but is avaiable alpha with playable Akallabêth campaign ^^


Discord Patreon


Forums: TWCenter, totalrtsmods

Installation Guide, Frequently Asked Questions, Mod Credits


There are no release dates for future updates. Please don't ask about this and don't predict release date.


Alpha version include:
- Akallabêth campaign with new campaign map
- New animations
- A lot of new units and models
- Heroes with own bodyguards
- New buildings, technologies, skills trees and more.


All releases changelog, Known bugs, Roadmap

Campaign will be expanded (new lands and factions) in next patches. Link to roadmap is above.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
RSS Articles

LA 045 logo

New update is out now! Download mod here:

Last Alliance: TW Alpha v0.4.5 - Little of Everything

Not save compatible

If the download is slow, open the mirror server list and select a server from your region.

Recommended difficulty level: Hard

Suggested unit size: Ultra


This is full version, you don't need previous version to play, but you don't have to remove previous version (e.g. if you want finish your started campaign). Don't run files from different version together!

If you have problems with mod, check firstly Installation Guide, Known bugs list and FAQ, links below.

Mod should be stable, but sometimes isn't. So I suggest to saving game often (and don't replace saves of course).



Mae govannen!

Firstly, I want to say that I'm glad that, despite the mess with the Mod Manager (caused by the May game patch), lots of people downloaded the latest update and that you liked Krakafolk ❤️

Also, if anyone missed this information - in the meantime CA has released a new Mod Manager for Shogun 2 (the same like in Rome II and next titles), that means you can now use it to run mods (to avoid bugs you have to delete user.script.txt that may be in Shogun 2 files in AppData) ^^

Concerning the new update. We decided it would be nice to clean up some stuff in the mod before starting work on the next faction. So it began just with campaign balance tweaks, and ended with reworking the minor Middlemen and adding a fleet... huh... quite a lot of things was done in the end. I posted a test build on Discord while working on it, so thanks to everyone who gave feedback from it ^^

As always, thanks to Luiza Aris and Jawor for their help with the joyful mess which is this mod ❤️ And to Ellan for his help with the descriptions ❤️ If you like the update and want to support the project check out Patreon and my Ko-fi profile ^^ - Any donation, even a small one, is appreciated ❤️


Let's start from mentioned campaign balance. Again, the problem appeared that the Orcs of the North were too often a marginal threat. After looking at the starting situations of the Orcs, we decided that they need ways to expand quickly to strengthen themselves before confronting Elves or Dwarves. So the Orcs got bigger armies at the start and we expanded their territories. They also now have instantly wars with smaller neighbouring factions, so they can grow in strength quickly. When I saw that the Orcs were able to loot the whole of Khazad-dûm in 24th turn, I thought the goal had been achieved.

Other factions have also received changes in their starting situation. Krakaland's armies start the campaign further north than before, and Éotfolc has a war at the start with Éotdrengas (at least for now).

However, we wanted to keep the randomness of the campaign, so it could still happen that the Orcs are suppressed at the start, but even in that case there could still be a threat from Mordor or Krakaland.


Luiza continues her work on improving the tech trees of existing factions (she is determined that all factions should have similarly developed tech trees as the Northmen or Orcs). This time, the Khazad-dûm tree and the military part of the Lothlorien tree got a rework, so there's a lot more to do now. And speaking of which, the Northmen techs got descriptions - Ellan helped us with this one.


The roster of Northmen has also been slightly expanded. We felt that their access to infantry was too limited (even at being a cavalry faction) and added two new units. Northmen Spear Guard are tasked with holding the enemy in the field giving the cavalry time to act. Meanwhile, Northmen Marksmen are solidly armoured archers who can be a great support when defending cities, for which reason they are available for recruitment in Garrison building. We've also improved the Northmen's technology slightly by giving them faster access to infantry units.

While we are on the topic of cavalry factions, a bug causing animation bugs in sword cavalry combat has been fixed.


It may be surprising why I actually did a rework of minor Middlemen. Well, the main reason was that I was annoyed by how bad they looked compared to the other factions in the campaign. Even if they're not available to play directly it's quite a lot battles against them anyway. So in a few days I prepared a set of new models for them, making them look much better than before. The Middlemen also got an extra unit - Druzhina Riders - and slight tweaks to the stats.

I've also tested the use of colormask on the models (the game will change the colour of a unit's uniform depending on the faction) and I think the effect is quite nice - the different factions of Middlemen now have different colour schemes, but I've also managed to maintain colour variety along soldiers in unit. I'm now thinking about implementing a similar solution for the Northmen and Krakafolk.

The new models are also used by the crews of mercenary ships and by bandits during the rebellion.


Ah right, the ships. This time Jawor is the one guilty, who during our co-op playing Lindon was disgusted by the lack of a proper fleet. So we decided to pick the vanilla ship models that best fit the mod for us and make custom crews for them. The Númenoreans and Falathrim, known for their shipbuilding skills, were given their own fleets, while the other factions, not being too involved in naval warfare, can use mercenaries for this.


There are also some changes to the building chains. First of all, we have added ten special castles for certain locations. Now a castle in locations such as Armenelos, Barad-dûr or Imladris provides additional effects compared to normal castles. I have also prepared special building icons for these castles.


We also felt that the existing division of fields into standard, mountain and desert fields does not work well and is additionally not readable. So we left only the standard fields, while for the mountain and desert areas we added special pasture buildings and oases.

Another change is the horse breeding. Previously, this was a building available in the field slot, so building it was at the cost of food production. This unnecessarily muddled the gameplay for factions such as the Northmen, who are particularly keen on bonuses for cavalry. That's why that building was removed, and two new ones were added instead. Warhorses Training is an army improvement building which, like Blacksmith or Bowmaker, is available to built in the city. And Horse Breeding is a resource building that you find in certain provinces.


There have also been a few other changes to the buildings and quite a number of new icons added, including refreshed icons for the Middlemen (also used by Bree).


Additionally, we have reduced the potential of the ranged units in autoresolve (they still felt too strong), made some adjustments to the AI behaviour (including setting army compositions for each faction) and quite a few other miscellaneous changes. As always, you can find the detailed list of changes in the Changelog.

I hope you enjoy the new update! ^^ Have fun, meanwhile we are preparing to work on the next one in which we are facing the invasion of the horsemen from the east. So you can expect the first previews of the Khamûl's Legacy Update soon!

Last Alliance: TW - Heir of Geta Update Released!

Last Alliance: TW - Heir of Geta Update Released!

News 9 comments

The time of a new Golden-Red Era for the People of the Crows is coming. The time of the Heir of Geta has arrived!

Last Alliance: TW - Remnants of Dor Daedeloth Update Released!

Last Alliance: TW - Remnants of Dor Daedeloth Update Released!

News 3 comments

A bit of a new scrap for the orcs, so Middle-earth trembles in terror!

Last Alliance: TW - Riders of the North Update Released!

Last Alliance: TW - Riders of the North Update Released!

News 4 comments

Arise, Riders of the North! Let our spears fill the enemy with fear! Forward! Don't fear the darkness!

Last Alliance: TW - Eryn Galen Update Released!

Last Alliance: TW - Eryn Galen Update Released!

News

The Elvenking will defend his new kingdom and will not allow the Shadow to nestle between the trees!

RSS Files
Last Alliance: TW Alpha v0.4.5 - Little of Everything

Last Alliance: TW Alpha v0.4.5 - Little of Everything

Full Version 6 comments

There's a lot to do and even the small things can be very significant.

[OUTDATED] Last Alliance: TW Alpha v0.4.3 - Heir of Geta

[OUTDATED] Last Alliance: TW Alpha v0.4.3 - Heir of Geta

Full Version 37 comments

The time of a new Golden-Red Era for the People of the Crows is coming. The time of the Heir of Geta has arrived!

[OUTDATED] Last Alliance: TW Alpha v0.4.1 - Remnants of Dor Daedeloth

[OUTDATED] Last Alliance: TW Alpha v0.4.1 - Remnants of Dor Daedeloth

Full Version 3 comments

A bit of a new scrap for the orcs, so Middle-earth trembles in terror!

[OUTDATED] Last Alliance: TW Alpha v0.4.0 - Riders of the North

[OUTDATED] Last Alliance: TW Alpha v0.4.0 - Riders of the North

Full Version 10 comments

Arise, Riders of the North! Let our spears fill the enemy with fear! Forward! Don't fear the darkness!

[OUTDATED] Last Alliance: TW Alpha v0.3.7 - Eryn Galen

[OUTDATED] Last Alliance: TW Alpha v0.3.7 - Eryn Galen

Full Version 5 comments

The Elvenking will defend his new kingdom and will not allow the Shadow to nestle between the trees!

[OUTDATED] Last Alliance: TW Alpha v0.3.5 - Galadhrim

[OUTDATED] Last Alliance: TW Alpha v0.3.5 - Galadhrim

Full Version 5 comments

The forests of Lothlórien are a mysterious, sometimes dangerous (for orcs certainly), but also a beautiful place.

Post comment Comments  (0 - 10 of 850)
statedsnake1
statedsnake1

How far along in development is the next version of the mod and is there a rough estimate on how long until the next version of the mod is released?

Reply Good karma Bad karma+1 vote
Guest
Guest

So when will you guys be able to do custom maps for the siege battles in this mod?

Reply Good karma Bad karma0 votes
Sara_Temer Creator
Sara_Temer

Over a month ago in a test build.

Reply Good karma+1 vote
Guest
Guest

hi are there known issues with multiplayer campaigns? when my friend got into a battle i got no popup to spectate and he wasnt able to start because it said i was "undecided". we both love it.

Reply Good karma Bad karma0 votes
Sara_Temer Creator
Sara_Temer

Little bugs with co-op itself can happen and it isn't mod issue but base game issue. Usually in such situations like you described just wait a moment or reload game.

Reply Good karma+1 vote
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Pepsiiman
Pepsiiman

Hello, Sara. Thanks for the mod. Is it possible to find out the name of the track/music that is playing in the main menu?

Reply Good karma Bad karma+1 vote
Sara_Temer Creator
Sara_Temer

In case of v0.4.3 and v0.4.5 it's Invisible Strike from Gwent

Reply Good karma+1 vote
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Pepsiiman
Pepsiiman

Thank you very much

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

X