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

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

Posted by on

LA 041 logo

New update is out now! Download mod here:

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

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!

Let's say things got a little messy with work on the next update to Last Alliance. The Under Siege update was planned to introduce new siege maps, but some technical issues have heavily complicated this. As I'm not good at dealing with technical stuff then if something doesn't work it quickly becomes annoying and burns me out (rly, it was horrible when I spent hours sitting and repeatedly exporting test walls with different settings trying to find a solution at a time when I would have been drawing or making models).

Due to this, in view of not delaying the overall development of the mod and not overwhelming myself, the work on solving the technical problems with the walls dropped to the background. I'll still continue them, but it won't be in the style of "two weeks dedicated just to testing the walls". Instead, I will occasionally sit for a while and test it so that I don't overwork myself and it doesn't affect my other activities. Progress will be updated in the FAQ.

Okay, that would be enough of an explanation of the situation, let's move on to the positive news, and so what you will find in the new update!

Due to the suspension of the Under Siege update, I decided to use this moment to add additional content for the still rather neglected orcs. Therefore, the Remnants of Dor Daedeloth update focuses on adding new units belonging to the local orc tribes. In addition to the new units, a number of fixes and additions have been added to both the campaign and the unit balance.

As always, thanks to Luiza Aris and Jawor for their help with planning units, technology and other elements of the new update ❤️ 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 ❤️

Moving to orc units. For the orcs came 5 new units derived from 4 different orc tribes. Additionally, new armour was added for the Red Heads of High Pass which helped to make them a more distinctive unit. To be honest, I'm not a fan of orcs and designing and modelling armour for them gives me some difficulty, but I made an effort and I think the end result came out quite well ^^'

Three of the new units come from the northern orc tribes. The Orcs of Mount Gram have received a heavy Warg ride, which can be great at breaking the line of elven archers. The Orcs of Ered Mithrin can now count on the support of javelinmen, who can also face the horsemen. And the Orcs of Gundabad have robbed the dwarven treasury and used dwarven armour in their own equipment to form a heavy formation with hammers. All these units are available as regional forces for the other orc factions while in MP they are available for the Orcs of the North. Some of the orc factions also got new faction symbols.

Two additional units have been given to Mordor in the form of orcs who guard the Black Gate. These are pikemen and a supporting formation of archers, which gives Mordor access to a heavier archer formation (still, of course, no comparison with Númenoreans or Elves). Both units can be recruited in the valley of Udûn.

I think all of these units should add some nice variety to Orc and Mordor gameplay in both campaign and multiplayer battles.

In addition to new units for orcs, the update includes a new military technology tree for the Kingdom of Lindon. This is as part of the planned changes to the technology trees, where we want to make them more complex. The civil tree has remained unchanged because we feel it is fine for now.

A few improvements have been made to the campaign map. Mainly in the land of Harad. Oud Ilaz has been moved slightly and the province boundaries between this city and Chelkar have been changed. I thought it looked slightly nonsensical before. In addition, the location of a few towns has been corrected (mainly to avoid bugs related to moving armies near them) and a few roads have been added.

Other tweaks and changes to the campaign mainly concern the balancing of orc wars with other factions. The aggressiveness of the AI of Khazad-dûm, Lothlórien and Eryn Galen has been significantly reduced, at least until more evil factions arrive. The missile potential of mounted archers and general guards on autoresolve has also been reduced as it was causing significant problems in AI vs AI battles. Additionally, the Haradrim got a bonus to the relationship with Mordor and the Númenorean Elendili and a big debuff to the relationship with the Númenorean King's Men. So now it should be more common for the Haradrim to ally with Mordor or Pelargir to fight against Umbar and less common for the Haradrim to fight against Mordor.

There have also been additional fixes to the AI focus of construction of buildings and slight changes to the building effects - now the first level of a mining doesn't give a penalty (which was quite annoying for the player and caused revolts in AI-controlled settlements) and slightly increased repression from castles.

Corrections have also been added to the unit stats, mainly concerning the cavalry of factions other than the Northmen - we noticed that the cavalry of other factions had trouble engaging in any kind of fight with the Northmen.

Besides the above, some various minor improvements have been implemented.

And that would be it for now ^^' As always, you will find the detailed list of changes in the Changelog. I hope the new units will add variety to your campaigns ^^ Thanks also for your votes in the Mod of the Year voting on MODDB! (Even though the voting isn't over yet.... But Last Alliance is in the TOP 100 which is already nice!)
Meanwhile, the next update will focus on adding another playable culture. Those will be the ancestors of Dunlendings, who are allied with Sauron. So you can expect the first previews of the Heir of Geta Update soon!

DARKH0BBIT - - 15 comments

oh man now I may have to start my campaign again this is awesome 😁 your progress is amazing I'm blown away at how fast you've been pumping out content.

Reply Good karma Bad karma+2 votes
Dark1Isaac - - 900 comments

totally blown away, this made me want to play again shogun 2 with this mod, thank you!!

Reply Good karma Bad karma+2 votes
Guest - - 699,528 comments

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

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.