16 Factions are being made for Return of Shadow as of the current version 10 have been released. Each faction is unique and designed to make best use of the faction's culture while offering unique game play mechanics and ideas.
Over 100 new maps are in Return of Shadow covering just about every corner of Middle-Earth. From the arid lands of Rhun to the snow capped peaks of Caradhras of the Misty Mountains.
Battles will be bigger than ever before with expanded Battalion sizes, higher starting Command Point Limit and the new Expanding CPL system.
New heroes join the fray for every faction bringing new strategic options to table with all kinds of unique abilities.
Outposts have been improved upon with Outposts now with 3 Defence plots and counting toward the Expanding CPL system and for most factions these are the sole source of Siege Weapons making controlling Outposts vital in a siege battle. The new Watchtower plots allow you to build a Watchtower that will provide vision over an area and defend key points as well as providing a Territory bonus to External economy buildings in the area.
You'll have access to more spells than ever with the Spell Store expanding from 8 to 12 spells and with rebalanced spell costs and new types of spells.
Because of the huge amount of changes in the mod the game is completely rebalanced. With damage, costs and command points adjusted all over.
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With the Southron Edition out and the Black Edition in the works I'm working on a sort of mid Edition patch that'll serve to bridge the 2 major patches. This patch will focus on 2 factions in particular Dunland and Harad. Harad as released in the Southron Edition is mostly the same as it was when I retired and still basically in beta. I've had some time to look over things and better plan things out.
First up Dunland. Dunland was originally planned to be a light infantry, raiding faction but I think over time their design got watered down and they lost that core. While I was updating some of their visuals I decided on a full overhaul. Dunland are now more aggressive in design, they lose Heavy Armour, castle and camp walls and Hobelars to focus more on their infantry. Their spell store has been overhauled to better fit this new style.
I had a good look at Harad and trying to figure out how best to make them fun. Harad are getting an overhaul following Dunland's lead they'll be more aggressive. They'll also be losing their Heavy Armour upgrade. Harad will have the cheapest cavalry in the game and a cheaper stables so they can get their cavalry out faster. Harad will be more focused on being fast and hitting hard but lacking in defences, and controlling the map till they can get the Mumakil out.
The Official Discord has been a place of activity in recent weeks with new test versions getting released pretty regularly as I work towards the next release. You can try out the latest changes by joining the discord. You can even try out factions that haven't been released before.
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