RJ-RotWK 1.05.00 Alpha Release (sign-up to play) -1 reply

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robnkarla

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8th May 2007

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#1 12 years ago

I thought I'd mention this here as well for those who are interested.

"This week-end I'll be releasing an "Alpha" version of the mod - v1.05.00. I'll be compiling a list of the items that have been changed as well as those that still need to be worked on in the coming days. The mod will be in a "working state", available as is at this moment. I'll be sending out a pm to everyone signed up with the download location. For those who signed up feel free to play the release as much or little as you can. I would appreciate all the feedback over the release that can be provided and opinions on where you would like units/factions to end up. Many of the factions are very close to functional completion and all that is left for those factions are balance adjustments.

After this release, I'll be releasing new versions every 1-3 weeks with more content bug fixes, balance changes. Your feedback will help guide the directions that I take with the mod. I really want the beta program to kick into gear.

So sign up if you have not and want to get an early release and get involved in the beta! I hope that everyone enjoys and I did not mess too many things up. biggrin.gif

To sign up, add a reply to the following topic and I'll add you to the list and send you the PM: http://forums.revora.net/index.php?showtopic=48974

Just remember, the mod is in "Alpha" stage. It is a work in progress and not ready yet for an official release. That said, combo hordes are ready for Dwarves, Men, Elves, Rohan, Isengard, & Goblins. Evil Men is getting closer and closer to completion. Most of the structures are in place in the first draft (including 2 fortresses, upgrades, and expansion slots.) There are many bug fixes and so much more - don't forget the new nazgul system with individual nazgul level 10 powers, etc.)

But it is still has lots of areas that need work. Button images/portraits need to be finished. Incorrect/incomplete tooltips. First draft of balance not yet complete. The campaign will be aligned in a future update."




robnkarla

I'm too cool to Post

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8th May 2007

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#2 12 years ago

I can't figure out how to edit so here goes: Well, here is the list of items to be found in the next release. I'll be modifying this over the next few days as things are finalized and I remember everything that is included:

General - Mod now uses the -mod command with a shortcut - Mod is updated with the RotWK patch with bug fixes as other items - All m.h.h. uses the regeneration rules of 2.01, though they respawn at level 2 instead of level 3. - Shellmap from BFME1 included as well as the video intro for BFME1 if you have it installed - Farm production radius' have all been reduced slightly (300->250)

Inn System - New inn system in place for WotR era factions - see seperate topic for complete information - http://forums.revora.net/index.php?showtopic=51023

BFME1 style Maps - New gameplay is near completion. See the topic for the guide on how it works - http://forums.revora.net/index.php?showtopic=48436 - 6 New BFME1 style maps are added - Dunharrow, Cair Andros, Anorien, Mouths of the Entwash, Belfalas, Brown Lands - The AI and scripts may be "off" with the recent changes. Once factions are complete everything will be fixed. EvilMen do not have an AI yet.

Gondor (Renamed from Men of the West): - All Rohan units/heroes are removed (Theoden, Eomer, Eowyn, Rohan Spearmen, Rohirrim) - Imrahil added as a hero (Nertea model now instead of CaH) - Damrod added as a hero - Pippin added as a hero - Tower Guards now have sames stats that Rohan Spearmen had - faster pikemen with lighter armor - Citadel Guards are added as a unit (BFME1 Tower Guards) with a new HQ texture - Gondor Knights, Soldiers, Archers, & Rangers all have a new HQ Texture - Dunedain Rangers (From the Grey Company) added as a unit, switches between Sword and Bow. Unit not finished. - Horde sizes are as follows: - Soldiers, Archers, & Tower Guards - 8 units and can combine with each other - Citadel Guards & Rangers - 5 units and can combine with each other - Dunedain Rangers - 5 units and can combine with themselves - Gondor Knights - 5 units and can combine with themselves - Knights of Dol Amroth - 5 units and cannot combine

Rohan: - Now truly a seperate faction - Yeoman Soldiers added as a unit - Royal Guards are in the process of chaning - not yet completed - Hama added as a hero - Merry added as a hero - New textures for Rohirrim - currently based on Nertea's skins. Upgraded units now still retain their random looks. (More than 1 upgrade texture) - New HQ skin for Elven Warriors - They have their own spellbook now (Still not finalized both in power as well as fx): - Heal, Rallying Call, Elvenwood - Hobbit Allies, Muster Rohirrim, Lone Tower, Arrow Volley - Cloudbreak, Ent Allies, Elven Allies - Stampede, Three Hunters - AI no longer crashes in game - Fingulfin's wall system is in the middle of implemenation - I'm redoing some of the modeling, geometry, etc. It may not be available in game. - Zimoo's buildups may be included as well, but not as of yet. - Horde sizes are as follows: - Peasants - 10 units and can combine with themselves - Yeoman Soldiers, Yeoman Archers, Rohan Spearmen - 8 units and can combine with each other - Elven Warriors - 5 units and can combine with themselves - Rohirrim Archer & Rohirrim Spearmen - 5 units and can combine with themselves - Royal Guard - 6 units and cannot combine

Dwarves - Frodo added as a hero - New textures for Guardians, Phalanx, & Axe Throwers - Gloin's texture portraits adjusted slightly - Guardians come in two varieties - Siege Hammer upgrade and Forge Blade variety - Bard has been added - bow animation fixed - Bard's Spy power fixed - Thorin has been added - Borin has been added - Men of Dale soldiers have been added (The DeadPlayer's model) - Horde sizes are as follows: - Guardians - 5 units and can combine with themselves in either variety - up to three times - Phalanx, Men of Dale Soldiers, Men of Dale Archers, Axe Throwers - 6 units and can combine with themselves - Zerkers - 5 units and cannot combine

Elves: - Sam has been added as a hero - Elrohir has been added as a hero - bow animation fixed - still CaH - Elladan has been added as a hero - bow animation fixed - still CaH - Cirdan has been added as a hero - still CaH - Lalaith has been added as a hero - still CaH - Celeborn has been added as a hero - Galadriel has been added as a hero - (campaign hero) this is temporary as the Ring Hero is still there for 2 Galadriels - Galadriels button image fixed and res image added - Cirdan's Teleport power fixed - Glorfindel's texture and images changed - Haldir now uses a HQ texture - Arwen now uses a HQ texture when mounted - Elven Archers now keep the same color scheme and hair-color when upgraded - Horde sizes are as follows: - Elven Warrios, Elven Archers, & Mithlond Sentries - 6 units and can combine with each other - Mirkwood Archers - 5 units and can combine with themselves - Rivendell Lancers and Archers - 5 units and can combine with each other - Noldor Warriors - 5 units and cannot combine

Goblins: - Duramlug has been added as a hero (Dragon) - Ghundor has been added as a hero (Hill Troll) - Lozenarja has been added as a hero (Snow Troll) - Goblins now gain pp points when units die - Goblin Pikemen have been added as a unit - Goblin Fighter, Goblin Archers, & Goblin Pikemen have new HQ random textures - Half-Troll Marauders and Pikemen have modified textures - Goblin Fighters are now FREE - Poison Blades and Arrows have been added as a technology - Goblin Fighters can temporarily use poison blades once the technology is purchased - Goblin Pikemen can buy poison blades permanently - There are now two variations of goblin archers - fire arrows and poison arrows - Poison arrows for goblin archers are now permanent - Call of the horde has replaced summon wildmen and affects goblin units - Units sizes are as follows: - Goblin Fighters, Goblin Pikemen, and both variations of Goblin Archers - 12 units and can combine with each other. - Half Troll Marauders and Swordsmen - 5 units and can combine with each other - Spiderlings - 6 units and can combine with themselves - Spider Riders - 4 units and can combine with themselves - Baby Drakes - 4 units and cannot combine

Isengard: - Wildman Chief hero added (not yet finished, still WIP) - Ugluk added (not yet finished, still WIP) - Uruk-Hai, Crossbows, & Pikemen now use HQ textures - Warg Riders now use line formation and skirmish formations - Units sizes are as follows: - Uruk-Hai, Crossbows, & Pikemen - 10 units and can combine with each other - Wildmen & Wildmen Axethrowers - 10 units and can combine with each other - Warg Riders - 5 units and can combine with themselves - Warg Pack - 5 unt and can combine with themselves - Fanatics - 4 units and they cannot combine

Mordor: - New nazgul system in place - see seperate topic for a full guide - http://forums.revora.net/index.php?showtopic=48602 - Khamul has been removed from Mordor (everyone gasps - only 7 Nazgul for Mordor) - Uvatha added as a Nazgul hero - Akhôrahil added as a Nazgul hero - Dwar added as a Nazgul hero - Hoarmûrath added as a Nazgul hero - Ren added as a Nazgul hero - Nazgul/fellbeast textures reworked and HQ - Witchking's Hour of the Witchking redone - red lightning storm - Gothmog now mounts a warg - Burzolog added as a hero (Troll) - Snaga (orc-slave) added as a cheap hero - new style. Gains armor pieces/armorsets, health, etc. as he gains levels. Starts very weak, but gains a lot of strength as he levels. CaH based - All evil men units/buildings removed - Barricade added as a buildable building as well as their build-up animations - working on the two defense towers to give their different feel/use - Orc Pikemen added as a unit - Heavy Armor for Black Orcs and Uruks use a red-metal look - Warg/Hound Pit added as a new building for Mordor - Dark Hounds available from Warg Pit - Hound Riders added as a unit (Warg Riders right now) - Black Uruks added as a unit (random LUA scripting for the CaH Uruks with new Mordor Textures) Still a WIP, but in game. - Fellbeast technology added to the fortress - Upgrade technologies available from the siege works - Black Rider Horde removed from faction - Unit horde size/combo hordes not yet done - Faction is still a WIP

Evil Men: - New faction added - not yet complete - still have work to do including most of the potraits/buttons - Porter created with a switching commandset betwen Harad buildings and Easterling Buildings - Generic Buildings: - Tavern - Harad Buildings: - Palace - Stables - Mumakil Pen - Farm - Watch Tower - Fortress - Statue - Easterling Buildings: - Barracks - Windmill - Battle Tower - Sorcerer building - Stables - Fortress Units: - General: - Rhun Brigands - Corsairs of Umbar - Harad: - Haradrim Lancers - Haradrim Warriors - Haradrim Guard - Haradrim Archers - Haradrim Riders - Black Serpent Guard (temporary texture done, but may not be in game) - Mumakil - Oliphant Horde - not yet complete - Rhun: - Easterling Archers - Easterling Pikemen - Easterling Warriors - Soldiers of Rhun from BFME1 - Sorcerers - Rhun Riders - Wainriders Heroes: - Khamul added - Comes with a Fellbeast only - free respawn - Indur Nazgul added - comes with horse only - free respawn - Easterling captain - WIP - Black Serpent Chieftain - WIP - might not be in game - Mumak Chief - WIP - Romestamo - Blue Wizard - WIP - Morinehtar - Blue Wizard - WIP - One more - to be announced later - There is a lot of WIP so I won't go into much more detail. When closer to completion I'll do a complete topic on faction. The fortresses come complete with upgrades/expansions, the only thing missing is a long-range siege defence.

Arnor & Angmar - Not too much work done yet, but there are some small new things.

I'm sure there is a bunch that is missing. Souther Fiefdom units from Nertea are added, and a whole bunch of small changes and lots of fixes. Two important items not done: 1) reworking of campaign with all of the changes - parts of the campaign might be broken 2) first pass at balance of units - a good deal of units stats are the same before combo hordes and will need adjusting.

So there you are. A huge list with the biggest changes that will be released this week-end. There is a lot of work done, and a lot of work to do still, but now is a good a time as any to let other play the changes. Don't forget to sign up if you want to get a chance to download. http://forums.revora.net/index.php?showtopic=48974

The next release will be smaller and in a few weeks and the same there-after for beta-testers.

Robert J.




robnkarla

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8th May 2007

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#3 12 years ago

Well, I thought I'd throw in some screenshots of the 1.05.02 beta release. Among the things changed, I've added a camera system similar to the one used by Morgoth in his Minas Tirith maps as well skylines to some of the maps to try to "enhance" the BFME experience. So here you go - without the sky: Faramir, Boromir, Pippin (skins by Nazgul), Gondor Soldiers with HQ skin, & gondor spearmen by Argolis 2.jpg Citaldel Guards from BFME+ by Cahik_ (Replaces the Dunedain Rangers) 10.jpg Rohan Elven Warriors 28.jpg Upgraded Rohan Elven Warriors 29.jpg With the skyline: Rohirrim charging - skins by Nazgul and Nertea. sky2.jpg Let's just say that I don't think the elves are going to make it sky8.jpg More information can be found: 1.05.02 changelist: 1.05.02 Change list - Revora Forums 1.05.01 partial changelist: 1.05.01 Change list - Revora Forums More screenshots can be found: Screenshots of 1.05.02 - Revora Forums




Digz Game Admin

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2nd May 2016

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#4 12 years ago

Brilliant, my nets running slow so I can't download it just yet, I'm getting it off of my mate that's downloading it for me if thats alright, of course he don't play game but the changes look good, keep it up!