WotJLAFoAWIQoEWotRNS

 

 

General

 

New Features

 

Eras

  • The War of the Jewels
  • The Last Alliance
  • The Fall of Arnor
  • The Wainriders Invasion
  • The Quest of Erebor
  • The War of the Ring
  • The New Shadow

 

Maps

 

Community

 

Affiliates

GEM

 

 

 

 

 

 

 

Welcome to Valarian Studios, home of the Wars of Arda, a mod for Lord of the Rings: The Battle for Middle Earth II - the Rise of the Witchking

 

New FeatureIn addition to Isengards new additions and removals im making some other changes to teh WotR era factions.

Today ill fill you in on Erebor and Gondor

Erebor: You can now move Seige weapons through the Tunnel Network. combine this with undermine (to get around teh build area restrictions) and some dale cavalry or battlewagons for diversion and youve got the ultimate ambush.

Gondor: The southern fiefdoms sees the return of a feature from BFME1. Combo Hordes! You produce all southern fiefdoms units in hordes of 5 and then can combine them as you like (max horde size for SF is now 20 in two rows of 10) and you can combine up to 4 hordes of a single unit type (if you just wanna big clansman horde) or a large number of variations of multi-unit hordes. Im currently coding this now. the code is easy, making the combo hordes is easy. Working out which horde should be able to combo with what INTO what is the part thats making my brain seize up. I really ought to use it more often, I get the feeling its like a bike thats been in the garage for a couple of years. Ill probably implement some form of bonuses or a few combinations that create special formations. But ill do that after some feedback on whether people actually use the feature enough for it to be worth it.

Ill tell you Harads changes when SF is done. But I will say theyre getting quite a lot of new stuff. Plus ive got skins to show off for Rhun and Khand (Khand YAY finally they wont be rohirrim any more).

Your Benevolent Dreadlord,
Danny
Comments(36) - Posted on Sat, 04 Oct 2008 by Mordred  (PM) - Read More

New FeatureI mentioned in a post about the next beta that we were looking at several features to perk up the 7 RoS/WotR factions.

Well ive just tested out the first and it works quite well.

Isengards biggest asset is its industry. And we were looking at a way to make this a more unique aspect to the faction.

Well, Isengard now has free upgrades.

Instead of purchasing the upgrades the armoury now has a special power which when aimed at a group of units fully upgrades it. It will work for all Isengard units and will instantly fully upgrade them.

Ugrading the armoury will reduce the reload time instead of enabling new upgrades.

To avoid this growing out of control ill be setting a limit on how many armouries you can have AND/OR increasing their cost or adding a CP cost.

This will free up an Isengards players economy for defences and troop churning, and will give those few early uruk hordes a big added kick. their slow production speed should hel offset this though. Ill be refining and finishing this off tomorrow, then looking at the remaining Isengard enhancements. Some of the redundant units will be being dropped, but it will push a bit more focus onto teh dominant Uruks while better emphasising the minifactions specialties.
Comments(61) - Posted on Mon, 29 Sep 2008 by Mordred  (PM) - Read More

Beta - Further AnnouncementsIve selected the following new beta testers from the replies to the latest beta thread.

rjorrin28
ring of fate
killboy the elf
telemnar
beradrin

I may recruit some more in the near future. All depends on stuff really.

Onto the beta itself. Ive decided to set it back by a few days, as Im about to receive a nice big pike of skins and vie also gotten a few neat ideas to perk up the WotR era factions (making Isengard and Harad a tad more distinct and adding some neat features to the Southern fiefdoms). With any luck it should bring the 7 factions pretty close to overall completion. This means you can expect some neat renders and updates over the next few days, depending on which features im able to make work.

Comments(37) - Posted on Mon, 29 Sep 2008 by Mordred  (PM) - Read More

Nightshade Concept ArtThe community is really starting to come alive again. There's not necessarily a lot of people here yet, but I've seen a handful of posts from the veterans and there's plenty of activity from the new modders. Be sure to tell your friends about all the cool stuff (unless they are trolls, them we can do without) that goes on here. We should probably look into getting a PR guy once we're on the verge of releasing the complete Return of Shadow.

So we've seen a few character bios, but what can we truly expect from Fall of Arnor? Well, quite frankly, we all know what's been going on in that period, Arnor was beaten pretty bad. The story follows the war, but more importantly it is based heavily around the characters. We get to see how it affects the morale of the army after they've been driven out of their country, the story takes a more personal point of view and this actually carries through to the missions that have so far been drafted. Most of them place more emphasis on your heroes than anything else. Its not just going to be a cut-and-run commando mission like we saw in some of the BFME1-2 missions, each scenario will have its own chief objective or concept that sets it apart. There's about thirty missions drafted, only six of which may be taken from the Rise of the Witch King campaign. Hopefully they will have a ton of unique challenges. (provided the mapping gurus can make it work) upsidedown.gif

There's some pretty neat villains you may never have seen yet. Such as the monster steer that rampages with the fury of a mad demon... the uruk Hashnârk who will play one of the largest roles among the other villains who I hope to highlight in the near future... Also, apparently the Witch-king and Morgomir are not the only ringwraiths in the area... though the other wraith keeps a very low profile, its function as a dark ranger will probably be a great answer to Arnor's own rangers.

I've seen a lot of interest in the character of Nightshade, and I think that it bears a lot of merit. You know nothing about this mysterious ranger, but that actually contributes to the overall character and is not merely a source for hype. Indeed a shady character, but regardless of the events in the story, Nightshade will be fighting for Arnor in skirmish and as a hero, gameplay-wise, there's a lot of potential. This is definitely good news considering that the skirmish betas are finalized centuries before the campaign. shiftee.gif

=============== Ferret.gif Ferret.gif Ferret.gif ===============

IPB Image

I tried to go for a unique look, this couldn't be just another ranger, it had to look cool and it had to show some of the character. The weapons were carefully designed to hint at the character's background. Possibly one of the greatest masters of stealth, the layers of dark robes help keep this ranger unseen and the weapons can easily deal critical damage to some of the lesser units.

Also if you haven't be sure to check out the latest From the Red Book! Elf or man, which would you choose? Immortality does have a certain allure to it, but this feature considers whether it is really a gift or a curse as well as ponders the apparently unconfirmed final destination for man.
Comments(10) - Posted on Wed, 24 Sep 2008 by JEV3  (PM) - Read More

New Site Experimenthttp://www.warsofarda.co.uk/blog/

Name is not set yet, and its still only an experiment, but ill be using it as a place to put some of my random rants, musings, photos and reviews over the next few ... whatevers.
Comments(11) - Posted on Mon, 22 Sep 2008 by Mordred  (PM) - Read More

Fall of Arnor Character DetailsThe first draft of the campaign storyline has been completed and I've already started revising some of the more simple aspects of it. With its completion I've decided to reveal a little bit about the characters. As for what to expect from the story, it follows the main character mentioned below through the grim days of Arnor's fall. The other characters featured here play prominent roles as well and the story will always be told from the viewpoint of one of these seven. Hopefully you can expect to see something concerning some of the supporting heroes and the villains.

I also want to congratulate Elendil the High and Middle Earth Master whose Be-a-Heroes were selected for use in the campaign. Both Logrodoth and Hashnârk feature in the campaign along with an elderly Forendacil. Hopefully, I’ll be able to release a post with more to say about them in the near future. If you haven’t already, take the opportunity to submit a character of your own creation in the Be-a-Hero Topic.

Finally, most of you probably keep up with things going on with the forums (lets admit it, the forum’s so quiet each post is hard to miss), but if you did miss is, be sure to check out the new feature: From the Red Book. Here I will use this as an excuse to brush up on my Tolkien literature while explaining to the rest of you some of the intricacies of the Tolkien lore as well as sharing my own viewpoints and analysis on some subjects. The first entry is all about Sauron's movements against Arnor and Gondor after his fall, most notably including the Wainriders and the Witch-king's invasion. So if you aren't up to speed with what went on in that time period be sure to check it out.

Character Bios 1: The Chief Characters

Captain Andormir:

Andormir was a man of Cardolan who was among the few men that was able to continue living in the half-deserted villages of Cardolan. Many of these towns and villages became merely meeting places for all the men from nearby farms when there were orcs in the area, which was quite often. Andormir was not quite a confident warrior though, while the skirmishes had been becoming more frequent and more dangerous he knew that it would become much worse at some point and wasn’t sure what he was capable of when it came to it.
The time had come when he would find out; and before long he found himself in the midst of the band of Arnor, being recognized by Brendil as having the potential to be a great leader. He himself was still less than confident that he would be able to fight.
As far as gameplay, players can expect to use Andormir’s abilities strategically to best augment his troops’ abilities and further his own strategy. Andormir can hold his own in combat, but he is not necessarily the most powerful hero on the field. He can be recruited from the Cardolan minifaction and can be very useful early-mid game.


Fírimastámo:

The elf seemed weary of all the ages he had seen, but with all this that he had viewed had given him a good deal of wisdom. He often provided council for young Andormir, and later to the king’s heir Aranarth trying to show that above all else they must try to fight the feeling of despair. A warrior of Lindon who had been a part of the siege on Carn Dûm, he had volunteered to aid Commander Brendil’s division where he could. He is himself a decent fighter, being a great example of elvish prowess, but he is most helpful in providing experience to the others.


Commander Brendil:

The tough battle-hardened commander of one of Arnor’s leading divisions, Brendil both headstrong and understanding. Though he may not always let the others know it, he is very willing to accept the help when he needs it from those he knows have the power to aid him. He was responsible for Andormir’s recruitment because he could see a lot of promise. However, as the battles come and go; his spirit starts to crumble beneath the burden of despair. Nonetheless, he is a strong warrior, particularly excelling in defensive capabilities and providing good leadership to fellow soldiers.


Aranarth:

The heir to King Arvedui, Aranarth was forced to lead the retreat from Fornost. Himself capable of some decent maneuvers, he relies on Fírimastámo’s counsel heavily in his actions. During the time the Dúnedain spend in exile, he struggles with the troubles of war though he tries to pay heed to the elf’s advice concerning hope. He is a relatively light fighter, but he is also a capable ranger with plenty of stealth to compliment his strength.


Amdir:

The bold son of Andormir, Amdir comes late into the tale and is soon joined by his father for strategic maneuvers at a time when the military of Arnor was in exile. He is a strong young man and very caring. He is a lightweight fighter, but he has a few powers that help him to avoid devastating attacks rather than defend against them.


Thalion:

The descendant of that which once was the leading family in Rhudaur, Thalion possesses quite a bit of savvy concerning negotiation but anger at the betrayal of Hwaldar still burns inside of him. Although, like many of the other heroes, he can provide some leadership, he is capable of calling forth several volunteers when he is in need. However, he can still hold his own with his own spear in the lighter encounters.


Nightshade:

During the Fall of Arnor, a few of the leaders in retreat encountered a mysterious ranger in the midst of battle who excelled in stealth and healing. Nightshade’s true origins are unknown and the ranger refuses to reveal any details, and as such, many find it hard to trust this stranger. However this ranger has proven to be a zealous warrior and is one whose talent in stealth is unparalleled.

Comments(20) - Posted on Sun, 21 Sep 2008 by JEV3  (PM) - Read More

Internal BetaBeta 21....thats a lot of betas. still they go back to before the release of 1.05 bfme2....hehe, every time ive made progress something nasties gone and happened. 1.05...complete rework....rotwk...complete rework....about 8 server moves....massive HASSLE. Eurgh and real life....thats a REAL hassle.

Still all thats out of teh way now.

And i wanna get back to betas.

We currently have 7 beta testers (anyone who wants to know who can look in the member list, use the group filter). id like a few more (10 to 12 including current) for a new beta release.

The next beta WILL include the 96-ish percent complete Return of Shadow release (missing only sound files for size reasons) and the full campaign (although theres a few bugs i havent got round to violently crushing, on teh grounds of which i cant promise youll be able to play smoothly from beginning to end...but ill be happy to advise on how you can reorder campaign missions).

Also this will be the first chance to play with the functioning AI and the new balance for all factions (expect ridiculous OP ness) so theres plenty in here to wanna get hands on. Theres plenty of advances in here from the christmas demo (although sadly you wont notice some of the biggest changes as theres been a good 2-3 months worth of dull under the hood work) and everything should generally work better.

Id like to release next weekend, all going well, so please contact me or post before then if youre interested.


Danny
Comments(40) - Posted on Thu, 18 Sep 2008 by Mordred  (PM) - Read More

A little updateJust a little something today. Its a WIP render of one of Mordors new buildings, the temple of death (currently using angmars temple model).

This new version is based on concept art by JEV.


Comments(17) - Posted on Mon, 01 Sep 2008 by Mordred  (PM) - Read More

WERE BACK!!Well, all is good and working again. Or I think it is anyway (please address any errors on the site to danny.hewson@googlemail.com with the subject line "Danny you imbecile what did you do that for?").

And on a mod related aside I've finally got the Harad and Rohan AI working. however I've hit across the only serious game play limitation that the mods projected faction list will cause.

Each map has a limit in the number of players it can have (and each faction has to have an AI player assigned to it for it to work). Which means no map will be able to support all factions having AI (it'll likely end up coming down to all maps supporting the WOTR factions with extra AI players for the most appropriate other era, for example fornost would support the WOTR and RotWK factions, while black gate would be WOTR and Last Alliance etc).

This however stymies my plan for WOTR Mode. However I reckon I can come up with something better given time. MwuhahahHaHaHaHaHAHAHAH!! ermmm...sorry about that. Force of habit.

PS, could all the remaining beta testers who are still interested check in. I wanna get a beta out shortly and I need to know if I need to recruit testers.

Comments(26) - Posted on Tue, 05 Aug 2008 by Mordred  (PM) - Read More

Progress UpdateFirst up id like to apologize for the lengthy dry spell on the forums. I've been working on a lot of stuff in the mod which while being essential to completing the mod were very dull and rather time consuming. Now that its done a lot of things have been significantly refined and should play a lot better, with the differences in factions really starting to show through some more (although the new balance is rather untested this will soon be changing). I can finally get to work on some more interesting things. Over the next few days Ill be working on adding some features that have been waiting to go in for a while. Firstly Hobbit co riders with mounted heroes and Ents (also the Gimli co riding with Legolas code), also substantial updates to some of the Siege combat mechanics, fixes to trample attacks (specifically to vary the feel of different cavalry types and trampling units). Also some new units are going to be appearing soon, as well as a number of new skins and also some changes here and there to mini factions (specifically Rohan will be losing its Lorien mini faction to reduce duplication. Don't worry Haldir will still be available through a summon).

Also expect to see some updates on the long awaited campaign shortly.
Comments(19) - Posted on Thu, 13 Mar 2008 by Mordred  (PM) - Read More