Middle-earth Extended Edition is a project with the goal of expanding the game with new units, heroes, spells and factions as well as adding unused features existing in the game and bringing more realism to its combat system.

Report RSS Middle-earth Extended Edition 0.95

This version of the mod brings you a completely rewamped Harad faction, now known as Evil Men. It also includes new content for other factions, as well as balance changes and bug fixes. It will be released on 10th of August 2019. at 12:00 UTC+1.

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This version of the mod brings you a completely rewamped Harad faction, now known as Evil Men. It also includes new content for other factions, as well as balance changes and bug fixes. It will be released on 10th of August 2019. at 12:00 UTC+1.


Haradrim Raiders Corsairs of Umbar


Rhûn Windmill Rhûn War Quarters



General Changes


  • Fear immunity is now gained at rank 5, up from rank 2. This should make fear immunity giving spells and abilities much more important.
  • All Hobbit heroes now cost 100 resources, down from 200.
  • Farms, Windmills and Gundabad mines now cost 200 resources when built at Settlements.
  • All Spearmen and Pikemen deal specialist damage instead of piercing. This is to allow separate balancing of archer and spearmen/pikemen damage in armor settings.
  • All +60% and +50% Attack bonuses in leaderships have been reduced to +35%.
  • Horsemen Shields' armor bonus deceased from 80% to 70%.
  • Elite units can no longer form combo hordes.

Evil Men


Heroes


  • Warlord of Harad - a foot only hero adept at offense. Recruited at rank 3 at the cost of 1200 resources. Has the following abilities:
    • Rank 1:
      • Leadership - nearby friendly units gain +25% Attack and +50% Experience.
    • Rank 2:
      • Champion of the South - temporarily gains +75% Attack.
    • Rank 4:
      • Horn of Harad - nearby enemy units are temporarily stunned in fear.
    • Rank 5:
      • Rally the Tribes - permanently summons a battalion of Haradrim Tribesmen.
    • Rank 6:
      • Mumakil Charge - nearby Mumakil gain +50% Attack, +50% Armor and +25% Speed for 35 seconds.
  • Warlord of Rhun - a hero adept at leading vast armies into battle. Recruited at rank 3 at the cost of 1750 resources. Has the following abilities:
    • Rank 1:
      • Leadership - nearby friendly units gain +25% Armor and +50% Experience.
      • Mount - mounts a horse, giving him more mobility.
    • Rank 2:
      • Champion of Rhun - temporarily gains +75% Attack.
    • Rank 5:
      • Distribute Rations - restores up to 600 health of nearby friendly units and heroes.
    • Rank 6:
      • Warlord's Favor - grants experience to friendly units in a small area.
    • Rank 7:
      • War Speech - Rhun Warlord and nearby friendly units temporarily gain +100% Attack.
  • Khamûl - the Emperor of Rhun and the second of the Nine. Recruited at rank 10 at the cost of 3500 resources. Has the following abilities:
    • Rank 10:
      • Leadership - nearby friendly units gain +50% Experience and Fear Immunity.
      • Screech - nearby enemy units flee in terror.
      • Ringwraith - returns 10% of received damage back to the attacker. Reveals nearby invisible units.
      • Relentlessness - temporarily gains +50% Armor and +25% Speed.
      • Mount Fellbeast - mounts a Fellbeast. Cannot be used if health is below 50%. Requires the Shadow of the East spell from the Spellbook.
      • Mount - mounts a horse, giving him more mobility.

Units
  • Haradrim Tribesmen - basic early game unit. They are trained at the cost of 200 resources in battalions of 8.
  • Haradrim Archers - basic early game archer unit. They are trained at the cost of 350 resources in battalions of 8. Can use the Barbed Arrows ability.
  • Haradrim Raiders - early-mid game melee cavalry unit, adept at raiding enemy Settlements. They are trained at the cost of 600 resources in battalions of 5 and have the following abilities:
    • Rank 2:
      • Ruthless Raiders - attacks deal 50% more damage to structures.
    • Rank 3:
      • Horse Bows - can toggle between horse bows and spears.
  • Variags of Khand - axe wielding units, adept at fighting archers and spearmen. They are trained at the cost of 500 resources in battalions of 5.
  • Corsairs of Umbar - experts at destroying structures and groups of tightly packed enemies. They are trained at the cost of 600 resources in battalions of 8.
  • Black Numenorians - elite melee infantry, limmited to 2 battalions at any time. They are trained at the cost of 1000 resources in battalions of 5 and have the following abilties:
    • Rank 2:
      • Bloodlines of Numenor - heal when not in combat.
    • Rank 3:
      • Numenorian Swordmastery - attack deal splash damage in a small radius.
  • Rhun Spearmen - heavy infantry units adept at fighting cavalry. They are trained at the cost of 400 resources in battalions of 5.
  • Rhun Archers - heavily armored archer units. They are trained at the cost of 400 resources in battalions of 5. Can use the Barbed Arrows ability.
  • Rhun Cataphracts - heavily armored cavalry units, adept at breaking enemy formations and are limmited to 2 battalions at any time. They are trained at the cost of 1200 resources and have the following ability:
    • Rank 2:
      • For Rhun - Cataphracts gain +15% Speed, +75% Armor and their trample deceleration is reduced by 50%. Lasts for 20 seconds.
  • Mumakil - lumbering war beasts, excellent against tightly packed enemies and structures. Trained at the cost of 2000 resources.

Structures


  • Windmill - basic resource production building. Built at the cost of 350 resources.
  • Bazaar - provides resources as well as unit and economic upgrades. Built at the cost of 500 resources.
  • Haradrim Palace - trains Haradrim Tribesmen, Haradrim Archers and Haradrim Raiders. Built at the cost of 300 resources.
  • War Quarters - trains Rhun Spearmen, Rhun Archers and Rhun Cataphracts. Built at the cost of 500 resources.
  • Mercenary Tent - trains Variags of Khand, Corsairs of Umbar and Black Numenorians. Built at the cost of 350 resources.
  • Haradrim Well - heals nearby friendly units. Built at the cost of 200 resources.
  • Mumakil Pen - trains Mumakil. Built at the cost of 2000 resources.
  • Sentry Tower - shoots arrows at enemies. Built at the cost of 150 resources.

Upgrades


  • Banner Carriers - levels a battalion to rank 2. Costs 600 resources.
  • Fire Arrows - 15 bonus damage vs. Structures, Cavalry and Monsters. Costs 600 resources.
  • Improved Mechanization - Windmills produce 30% more resources. Costs 1500 resources.
  • Barbed Arrows - allows Haradrim Archers and Rhun Archers to use the Barbed Arrows ability. Costs 2000 resources:
    • Barbed Arrows - attacks reduce enemy armor by 25% for 10 seconds. Lasts for 20 seconds.

Spellbook


  • Tier 1:
    • Desert Devil - summons a whirlwind which knockbacks enemies in an area. Lasts for 5 seconds.
    • War Chant - friendly units in a small area gain +25% Attack, +25% Armor and +15% Speed.
  • Tier 2:
    • Sands of the Desert - a target enemy structure produces 90% less resources. Lasts for 2 minutes.
    • Scavenger - kills earn extra resources.
    • Trade Routes - a target friendly Bazaar produces 250% resources for 2 minutes.
  • Tier 3:
    • Hosts of Mordor - temporarily summons several hordes of Morgul Orcs.
    • Shadow of the East - Khamul gains 500 health and allows him to mount Fellbeasts. Decreases the cooldown of hero spells by 15%.
    • Dark Lord's Call - units are trained 50% faster. Lasts for 90 seconds.
  • Tier 4:
    • Sandstorm - summons a large sandstorm in a large area, damaging and decreasing the speed, vision and attack range of enemy units caught within it.
    • Burning Sun - cancels other weather effects, temporarily stuns enemy units and reduces their attack and armor by 33%.
    • Rain of Fire - fireballs fall from the sky, damaging enemy units in a small radius.
  • Tier 5:
    • Were-Worms of the East - temporarily summons a mighty Wyrm.

Other Changes

  • Rohan AI can no longer build Elven Barrackses.
  • Veterans of Osgiliath spell now affects only Gondor Soldiers, Gondor Archers and Gondor Spearmen.
  • Fountain Guards' cost increased from 600 to 800, command points cost increased from 15 to 20.
  • Fountain Guards are now trained at rank 3 Barracks.
  • Gondor Captains are now trained at rank 2 Barracks.
  • Gondor Captains now deal hero damage and their attack has been increased from 35 to 60.
  • Gondor Captains require slightly less experience to rank up.
  • Gondor Trebuchet fire stone projectile is now the same as that of Mordor Catapults.
  • Boromir's Last Stand ability has been reworked:
    • Last Stand - Boromir gains +75% Attack and Armor when health drops below 30%.
  • Uruk Scouts attack slightly faster.
  • Ugluk's leadership range has been increased from 160 to the standard 200.
  • Ugluk's leadership now gives 15% Attack and Armor to nearby friendly units and an additional +50% Experience and 10% Vision range to nearby friendly Uruk Scouts.
  • Grima Wormtongues health has been increased from 750 to 900.
  • Mordor's AI can no longer build Haradrim Palaces.
  • Gothmog and Mouth of Sauron's leaderships now monsters aswell.
  • Gothmog now uses hero crush instead of warg crush (weapon used when trampling units).
  • Gothmog's leadership range increased from 160 to 200.
  • Witch-king's leadership gives 25% bonus attack, down from 50%.
  • Mountain Trolls command point cost decreased from 15 to 10.
  • Allies of the South spell now summons 5 Haradrim Raider battalions and no longer summons a Mumakil.
  • Black Uruks' health increased from 135 to 150.
  • Gundabad Orc Cave cost decreased from 375 to 350 and build time decreased to 25 seconds.
  • Dol-Guldur Orcs use a different model now. They are now easy to click on.
  • The Legion spell cost decreased from 3 to 2. Gundabad Citadels' texture changes when the spell is purchased.
  • The Legion spell effect changed to +25 heath, +5% Speed and +25% Experience.
  • Azog's Commander of Legions ability gives +100% Knockback resistance instead of +50%. Duration increased from 20 to 25 seconds.
  • Summoned Gundabad Orcs no longer cost command points. These are the orcs automatically spawned from the summoned Tunnel structure.
  • Gundabad Mines' build time is now the same as that of Furnaces and Slaughterhouses.
  • Yazneg's Chase the Prey ability now gives +35% Attack, +15% Speed and -90% trample deceleration.
  • Gundabad Deepforges now reduce the cost of Siege Machines too.
  • Wolf-Armor armor bonus increased from +25% to +35%.
  • Dol-Guldur Wargs health increased from 115 to 125.
  • Dol-Guldur Warg Banners' health increased from 135 to 150.
  • Gundabad Outposts no longer have Defensive Foundations and rocks.
  • Gundabad Outpost Citadels can now be garrisoned with archers.
  • Elven Outposts no longer have floors. Defensive Foundation count reduced from 7 to 3.
  • Glorfindel's will no longer give no experience when killed.
  • Sam's Lembas Bread ability now increases the target unit's auto heal amount by 50 and armor by 30%. Duration increased from 30 to 45 seconds.
  • Rivendell Swordmasters' cost reduced from 200 to 150.
  • Mirkwood Guards' build cost increased from 575 to 600. Build time reduced from 45 to 35 seconds.
  • Eregion Craftsmanship upgrades cost reduction increased from 15% to 25%.

Important notes


Campagins are not working.

New factions do not have AIs.

Existing factions' AI's have not been updated.



Credits


Nerthea.

Radspakr.

Lauri.

GothmogTheOrc.

Haldir.

Fudge.

M@tt.

Turin Turumbar.

MorguLord.

RiderofRohan.

Dickenson.

Deezire.

ddc_3188.

BFME+ mod team.

LGDA5 mod team.

QFME mod team.

WKK3 mod team.

MathijsRevora and the former Shadow and Flame mod team.

The Third Age Net (and all the authors of the models and textures used in this mod).

HDR HQ.


And others whose names I may have forgotten...

Names are listed in no particular order.



Support me on Patreon:

Patreon.com


Feel free to post your suggestions and report any bugs you encounter via comments or private messages on this site.

Enjoy,

Rohirim91

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