11 unique factions full of new heroes, spells, and abilities. Hundreds of new maps. A brand-new campaign. A thoroughly reworked and expanded War of the Ring mode - and much more!
This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
AotR 3.1 fixes several bugs, most notably the multiplayer out-of-sync (OOS) that frequently occured in 3.0. It also contains several balance changes.
PLEASE NOTE: THIS RELEASE ONLY WORKS ON 2.02 V7. IF YOU ARE ON 2.02 V8, SWITCH TO V7 BEFORE PLAYING.
To install, simply run the installer and click the new Age of the Ring shortcut to play. If you do have any previous version before 3.0 installed, you will need to uninstall it in order to install 3.1. You can install this version over 3.0.
Be sure to check out TheDestroyer001's installation video out if you're having some trouble understanding.
NOTE: AGE OF THE RING REQUIRES THE FULL VERSION THE 2.02 COMMUNITY PATCH.
If you don't have it, you can get it from HERE.
- Fixed Cracks of Doom doing damage to buildings
- Fixed Misty Mountains getting correct command point limit
- Fixed Uruk scouts and wildmen bugging out under AI control
- Fixed Dwarven fortress changing models on low settings
- Fixed Forges and Armories leaving behind an object that doesn't allow farms to be get resource percentages
- Fixed Build Plots reverting to Gondor on fortress maps
- Fixed Beregond not being in Gondor AI
- Iron Hill Crossbow's Knotted Strings now autocastable
- Scout trample armor reduced, from 125% to 160%
- Uruk sappers immune to trample
- Castellans immune to trample
- Erebor Wall Banner range bonus is fixed, reduced the range of the bonus to 200 from 300
- Dwarven Mangonel damage buffed (comparably to other faction siege engines)
- Easterling Swordsmen buffed (Increased health to 325 from 300, regular and upgraded, weapon damage increased by an extra 75 damage)
- Gandalf the Grey You Shall Not Pass voice line re-implemented
- Fixed Priorities for Misty Mountains AI
- Fixed Gandalf's recruit speed power not speeding up recruitment
- Allowed Creeps to be bought from UA lairs
- Various String Fixes
For an exhaustive changelog of additions, please visit:
LINK TO FULL CHANGELOG
If you find bugs, please report them in the AotR Bug Reports forum.
Our wonderful patrons
Ancalgon
Behrzerker
Callous Allan of XC
Everaldo de Carvalho Neto
FrappeMetrios
Legs
Lukasz Wos
Luuk Splithof
Max Neal
Mike Dillon
Narthil
Nikolay Chernyshev
Rafael Borges
Saul van der Zwaard
Stephen Curley
Mod team
RiderOfRohan - Lead coder, visual artist
DúnedainRanger76 - Lead mapper, coder, sound artist, visual artist
Mathijs – Lead visual artist, writer, sound artist
MattTheLegoman - Mapper, visual artist
Fudge – Mapper, scripter
njm1983 – Mapper
tomasz_exe – Mapper
Fredius - Scripter
vengefulnoob – Coder
ahdover – Coder
Cammyfries – Coder
MaxHardy – Coder
FelipeNN - Concept Artist
Testers
Saruman
Hoar
Samwisejenkins
Andy-San
WCP
SilverElf
Mr. Piggy
Voice actors
Iku Haiku - Idrial
Connor Moakes – Clansmen of Lamedon
Jonathan Bullock – Fili, Prince Imrahil, Golfimbul, Rumil, Orophin and Celeborn
Josh Williams – Lothlórien Announcer
Joakim Wiklund – Wulfgar, Dunlendings
Callum Lindsay – Khamûl the Easterling
Ki McKenzie (https://www.kimckenzie.com/) – Erebor Archers, Sentinels of Cerin Amroth, Riders of Pinnath Gelin
Phil Dragash – Knights of Amroth
Zack Young – Beregond, Kili, Vault Wardens, Wyrm Slayers, Laketowners, Bardings, Ered Luin Traders
Sam Jenkins – Bard the Bowman
Sean ‘Mad Dog' McGregor – Dáin Ironfoot, Iron Hills Dwarves
Ryan Antoine - Knights of Dol Amroth
Patrick Seymour - Axemen of Lossarnach
Joel Nisbet - Variags of Khand
Robert Benjamin – Rohan Kingsguard
Various Goats – Erebor Rams
Special thanks
ICT
Valheru
Maximan
MorguLord
FG15
Pasidon
Robnkarla for his camera scripts
Gnanw for his main menu APTs
Play online
AotR is designed to play online using T3A:Online. To play AotR online, please refer to the T3A:Online website and follow the instructions.
Join our community
Want to make suggestions or talk to other AotR fans? Join our community forums here. We're also on Discord.
What is next?
Rivendell AND Rohan!
When is next?
We don't provide release dates!
Extra special thanks to Nertea for allowing us to use his The Dwarf Holds assets and Ruudy for letting us use his Tactics assets. Thanks to the 2.02 team for their excellent community patch, as well as to The3rdAge.net, our BFME modding home under the Revora Creative Network.
All assets contained within this mod are property of the AotR team or their respective authors, and cannot be used without permission. If you want to use any of our work, contact us and ask for permission. Using our work without permission but with credit is not allowed. We cannot give permission for the use of assets from The Dwarf Holds and Tactics as these do not belong to us.
Thanks and have fun,
The Age of the Ring Team
Damn that was fast... awesome, almost thought it was time for Imladris man
Is it possible to fix the WoTR mode? I really like it and it's a shame it's buggy.
I've been playing mordor quite a lot in this mod and I love it.
Some things need to be balanced tho. Here is my opinion:
Regarding spellbook:
1) Cracks of Doom should slightly slow units caught
2) Call the Horde is wayyy too overpowered
3) Dungeons of Dol Guldur: Castellans should deal more damage to heroes/single units OR more splash damage to weaker units, right now he does none successfuly. Spawns of Ungoliant should heavy trample.
Now mordor units, buildings and researches:
1) All Mollok spells should drop 1 level requirement, he takes wayy too long to reach his abilities.
2) Terror of Cirith upgrade should cost more than 500 (maybe 750? 800?)
3) Drummer Trolls should be more expensive (more 50 gold? 75?)
4) Easterling encampment is an extremelly squishy building (1800 hp, compared to orc barracks which is 3000 hp). A buff on It's hp would be welcome.
5) Easterling Kataphranks seem weak all around. A slight buff on offense stats (not HP), with an additional increase on their cost, would be nice.
some bugs I've found:
1) Uniting Orc Archers with Black Uruk makes the banner carrier become independant and buggy
2) Can't unite Morgul Orcs with other Units
3) Gothmog's Master of Siege spell active sometimes bugs out, and instead of hitting the target location it hits gothmog himself
4) Shelobs' poisoned stinger doesn't work on some units effectively.
Thank you for this amazing mod!!
If you have a discord you can put this on their server, but if you dont want to create a profile ill paste it there for you
Yessssss...now is OK!!!
AWESOME, You guys fixed the issue that we had with MP, no more crash no more out of sync.... I tested it with 5 ai and 3 human players over lan, brutal ai so the game can lag a bit, awesome we were able to do a whole 2 matches without any crash man!! Julle is bliksems goed (you are damned good)
Goddamn, afrikaans is cute.
heheh its the best mix of all languages in our country forming one big mess of "what the hell you just said fool"
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Amazing mod...but sadly the bug "wheels blocked" of Dwarven Mangonel is again not fixed :(
Is this really so important that you have to complain about it 3 times? We are aware.
Sorry, you right, but i like very much this mod (the best of all) and it's very bad watching that bug...sorry again and thanks for future fix :)
Story of my life
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Hello there, I love this mod because it fixes a water texture in my game using the mod, but when I use the normal game, the water still looks green, could you help me with this? this is noticeable specially in the Fords of Isen 2 map, those maps with blue and clear water. Here I posted it on Revora with pictures so you can see better.
Forums.revora.net
Is there any file in the mod that I can copy to my original game installation that fixes these water textures?. Thank you so much in advice!. My graphics card is AMD Radeon R7240
Hi there AOTR team..
Im having problems with the mod at the moment...I've installed the latest version of the patch with the mod, but after 3m:30-3m:45s into the game, my base gets destroyed with my defeat. Is there something I'm missing in the files? Please let me know
Thanks in advance.
Love the game by the way, wish to play it further especially with the future updates
Google for BFME2 Autodefeat Fixer, should be something there.
Nothing that really makes sense. Is there possibly a link you could send me please
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My game crash at start
Expected floating point value, math op, or predefined macro, but found 'MEN_FORTRESS_NUMENORIAN_STONEWORK_BUILDTIME'
Error parsing field 'Build Time' in block 'Upgrade' in file
'Data\INI\includes\upgrade.inc', line 79.
Error parsing INI block ' BuildTime' in file
'Data\INI\Upgrade.ini'.
7 addresses:
(unknown) (0): game.dat+239838 Debug::PostStaticInit+3390
(unknown) (0): game.dat+2346667
etc...
Make sure BFME2 is on 1.06. Or read the Installation Guide.
I have the same issue as nick.2 but when i launch it still gives the same error, And iv used the patch switcher and even went into the game to options and checked the game ver it says 1.06.
I got the same error, You need the unofficial 2.02 patch for this mod to work
Having the same issue as above. BFME2 is 1.06 and RotWK is the unoffical 2.02 but the problem still persists
In erebor fraction when mithril tipped arrows purchased voice tells flaming arrows are ready :) which is funny but not big issue...
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Sorry for my English because I translated via Google translator how to make sure that your resources from the mod appeared in the editor
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Can you repair AI on skimrish castles maps
Unlikely, we dont have anyone on the team who's able to do AI well. Sorry
I am working on this in my spare time though. But its not clear yet whether its going to work haha.
so i downloaded it, did all the steps, and got this...
Gyazo.com
(the error message i recieved will pop up if u click link)
update: i freshly removed all files and reinstalled it all, following the crash/trouble download steps, same error message pops up.... you have said this mod can coexist with edain, do i need to remove or add files? thanks again for helping
and yes i attempt to run it while edain is in fact disabled
Disable Edain, put BFME2 on 1.06, and put RotWK on 2.02, then run AotR.
got it thanks a bunch <3
when is the other version?
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my Game Crashed by starting game
MEN_FORTRESS_NUMENORIAN_STONEWORK_BUILDTIME
Error parsing field "Buildtime" in block "Upgrade" in file Data/INI/Inlcudes/upgrade.inc, line 79
What have i to do?
Disable the Edain mod, looks like. Make sure ROTWK is on version 2.02 v8
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Could you get a patch translated into Spanish?
It would be a problem without there being a translation for those who only speak Spanish and not English. please get a translated patch.
Here you can find a spanish patch, only for some audios, it doesn't translate any text
Gamereplays.org
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This is an amazing mod for sure.
Some of my opinions/expectations, isn't a criticism, is in a constructive way, guys:
1. I really whish that someone makes the full spanish patch or i would try to do if i knew how to find/open the texts to translate them.
2. I already tested all the factions & i found the buildings what works as towers for each factions are extremely weak, i mean the HP building, the attack power & attack speed are fine, but it should be considered some buff for the HP or to allow 2 units again, instead of one, it would solve the issue. You actually can't consider the towers a deffensive building, cause they aren't able to protect anything. In Age of Empires you can put in the towers 15 archers; in BFME 2, one unit are 10 soldiers, so, 15, would be practically 2 units.
3. I think that the units what supposedly sould to have a high vision rank & long range attack, like the ents, catapults, mangonels, giants, etc, need a proper buff about that to feel that they're a siege machines, also, the Wyrms/Dragons of the Misty Mountains have zero vision rank, cause they don't see the enemies until they're in their faces.
4. I don't know if gollum is bugged, was removed or has a renewed AI, cause i didn't find him in any map, i only listened in-game one time, after have played a lot of times & when i was to look for him, there wasn't anything, so, i though that the game was mocking me xD. Must I assume that now is really difficult to find him? If i must, good job it suits perfect for the lore.
PS: Seriously, keep working, this a masterpiece. Anxiously waiting for Mirkwood.
They should add back to legolas, I do not see it anywhere, I thought it was the original game, but I think it's the mod who took it.
add some new units to it; as different Ents and the way they move (I mean to walk slow X3), to the Sylvan elves if you can, and other units more. I only think I do not know if it's really going to be like that.
Read the FAQ.
For dwarven mangonel bug is all ok, i delete the strings in the file in aotr\data\ini\ \ \dwarvenmangonel.ini and now the catapult not appair in costruction...better so that with the bug :)
I have this problem where all textures are pink squares. I followed the instructions to the dot, bfme2 is patched to 1.06 and Rotwk is patched first to 2.01, then to 2.02. Tried doing clean reuninstall of base games, then did the same to the mod itself. Nothing works. Edain is not currently installed.
Edit: Nvm I got it working after reinstalling everything for a second time.
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