DIVIDE AND CONQUER VERSION 1 CHANGELOG - Yet to be released!
Graphic Design:
- Edited the town hall UI for Evil Men.
- Rohan, Gondor, Dol Amroth, Enedwaith and Khandish banner carriers now display Umbar flags for Umbar
- New look for Umbar's captain.
- Slight changes to appearance of Umbar's heavy units; no longer green now more of a dark grey instead.
- Minor change to appearance of Anduin's captain. Less Aztec-y.
- Different (and much less generic) shield for Lorien basic troops.
- New, more appropriately armoured, look for Dunland's Isenmach Raiders; Mounted Warband use their original appearance.
Bug Fixes:
- Expand/diminish bug fix
- Beasts now available in all of Gorgoroth and Nurn (bug fix)
- Fixed double spawn of "king of the dead".
- Iron Crossbow recruitment fix.
- Quick EDB bug fix re spies for rhun and Umbar.
- Bug fix in EDB for Hearth Watchmen
New Units:
- Added two new units for Harad: Serpent Archers and Hasharii Archers
- New unit for Dunland: Mounted Warband
- New unit for Dunland: Dunlending Warriors, based on the merc unit
- New Ered Luin unit added (Spear Warrior)
Stat Adjustments:
- Tharbad Pikemen no longer use a halberd animation
- Umbar BG no longer have a secondary attack.
- Bug fix to the Umbar system and raised Umbar's unit prices (mercs and all that...)
- Lindon's Falas Lords now use the 'phalanx' formation. Reduced their unit size a bit to balance it out
- Small stats tweaks: Dunedain BG are now AP in melee, Household Axe are now AP and lowered their attack, significantly lowered Lindon Sindar Guards attack
- "Dual wielding" units now use the 'sword and shield' animation instead, due to the very poor effectiveness of M2TW's '2 sword' animation set.
- Tiny recruit priority tweaks for Dorwinion; the AI should train cavalry more often now
- Khand and Harad units will now speak with the 'Arabic'
- Small tweaks to Dol Guldur's upkeep and recruitment costs
- More recruit priority tweaks for Dunland. Should see the AI train more of their elites in the later game; hopefully making the faction less of a pushover!
- DG's Mirkwood Stalkers can now 'hide anywhere'; so there is a point to recruiting them over Orc Raiders.
- Increased unit size and slightly increased defense of Skin-changers.
- Fountain Guard and Thorn Guard both use pike animations.
- Fixed the Dwarven Mortar shot and it is now devastating. Props to a user on TWC (pialpha) who discovered that it was bugged.
Text Changes:
- Harad's Dismounted Serpent Guard renamed to 'Serpent Bladesmen'
- Renamed Mirkwood's Woodland Rangers to 'Woodland Scouts'
- Updated Umbar's strengths/weaknesses text
- Added AoR info note to Shadow Rangers' and Castimir's Rangers' description.
- Miscellaneous text fixes: Dragon's Wrath Guildsmen, Rhun BG duplicate, Ered Luin Belegost/Azaghal weapon descriptions.
Gameplay Changes:
- Umbar can now build the Khand Suppression Camp and train the related units
- Umbar can noo build the slave camp in Gondor, Harad, Dol Amroth, Enedwaith and Rohan - This allows them to train a spattering of low/middle tier units (almost solely cavalry except for Gondor)
- Umbar no longer get a stables or camels.
- Haradrim Archers and Spearmen can be trained in Umbar's town hall.
- Lindon and Imladris now have the same training time pattern as Lorien and Mirkwood
- Enedwaith can now build Level 2 Ports
- All Camel units now only available in Desert regions
- Camel Riders now available pre-BE from level 1 Stables
- Muhad Beastmasters now require the level 2 Stables and slightly buffed them; both their javelins and melee (they use maces) are now AP giving Harad a specialized anti-armour unit which they lacked before.
- Dale now recruits Dwarven Halberdmen instead of Dwarven Axemen at the level 4 Town Hall through the script
- Removed Umbar's pre-built ports from Caldun and Aldumir
- Reduced Imladris' King's Purse a bit
- Angmar now get both troll types as initially intended.
- Edit to the Khand Elites; Foot and Cav are now both available but still only one of each. (Bow/Lance and Axe/Sword in each town). They still need the relevant guild.
- Tidied up the ND Dunedain recruitment and edited the regions that they are available to be lore accurate. Rhudaur units now come through the Dunedain encampment not the militia.
- Additional pre-built buildings in Dor Lhingvar to try to jump-start AI Dol Guldur in the early game a bit (they're way too easy to destroy through a rush).
- Increased AI Dunland and Enedwaith's King's Purse income a bit (they were both still getting steamrolled by Bree...).
- Outlaws are now for Enedwaith only. Clan Spearmen and Clan Axemen now take their place as 'militia' units for Dunland.
- Hunters' Guildsmen now recruited from the Farms, not Barracks
- Clan Spearmen and Clan Axemen now recruited from the Farms, not Barracks
- Added Mounted Warband (post-BE) and Dunlending Warriors (pre-BE) to EDB
- Khamul is now immobilized with the 'Locked' trait when DG is the AI
- Poison arrows added and edited.
- Isengard and Angmar no longer get Snaga archers.
- Angmar's Goblin Trackers swapped for Misty's Goblin Archers (duplicate unit)
----- Invasions ------
- Attempt to diversify the primary invasion target, I have dropped Edoras and Minas Tirith much lower down. I still think it is totally dependant on who is a big threat to mordor and not who is at the top of the list.
- The following are no longer invasion targets:
West Osgiliath, East Osgiliath, Cair Andros, Caras Falathrim.
- The following are now invasion targets:
Gobel Mirlond, Ardûmir, Caldûn, Oibamari, Morannen, Minas Morgul, Barad-dûr, Lest, Elgaer, Sant Annui, Caras Sant, Esgaroth, Kirikhgathol, Thranduil's Halls, Taur Philinn, Dáin's Halls, Gundabad, Zagh Kala, Framsburg, Helm's Deep, Aldburg in the Fold, Alcfud, Lond Daer, Dun Larach, Southern Tharbad, Ost-in-Edhil, Shedûn, Fornost Erain, Annúminas, Hobbiton, Amon Sûl, Lond Artharan. Once an enemy of Sauron claims one of these targets they become an option (as Dol Amroth I defended Umbar from countless invasions) so this should shake up the invasion targets as the human player expands around the world. ----------------------