------------------------------------- The Dwarf Holds 0.500 to 0.550 Update ------------------------------------- ------------ Patch Notes: ------------ ================ Balance Changes: ================ General: -------- -Changes to all archers: have reduced accuracy for aesthetics. Damage increased so that average damage output is unchanged. Fire Arrow upgrade now globally reduces Pierce damage to 50%, adds additional Fire damage, and reduces Accuracy by 35%. Fire Arrows also do 100-200% bonus damage to single-target monstrous creatures. -Slight increases in Pierce, Fire and Slash damage resistances for siege artillery due to changes indicated below -Adjusted tooltips to reflect balance changes to siege artillery -Slight increases to structure damage resistance against Fire. Dwarves: -------- -Increased Guardhouse cost to 900 from 500 -Dwarf Archer accuracy reduced to 85% from 100% -Dwarf Archer damage increased to 26 from 22 -Dwarf Archer scatter radius increased to 16 from 0 -Dwarf Archer Mithril-Tipped Arrows damage increased to 14 from 12 -Dwarf Archer Mithril-Tipped Arrows extra pierce damage increased to 29 from 25 -Iron Hills Mangonels are now capped at 6 -Iron Hills Managonel build time increased to 50s from 25s -Made changes to the Iron Hills Mangonel Large Rock/Scatter Shot functionality: Boulders are now even less accurate, Scatter Shot now has a larger splash radius -Decreased accuracy of Mangonel to 40% from 60% -Increased damage of Mangonel to 650 from 600 -Increased scatter of Mangonel to 60 from 50 -Decreased splash radius of Mangonel to 5 from 10 -Increased splash radius of Scatter Shot to 45 from 30 -Decreased damage of Scatter Shot to 65 from 120 -Increased Khazad Guard cost to 800 from 700 -Increased Khazad Guard Throw Axe reload time to 1 minute from 30 seconds -Decreased Khazad Guard Throw Axe damage from 100/190 to 60/120 Gondor: ------- -Gondor Archer accuracy reduced to 85% from 100% -Gondor Archer damage increased to 14 from 12 -Gondor Archer scatter radius increased to 16 from 0 -Gondor Archer Fire Arrow Pierce damage decreased to 6 from 12 -Gondor Archer Fire Arrow Fire damage increased to 29 from 22 -Gondor Archer Fire Arrow accuracy decreased to 50% from 100% -Gondor Archer Fire Arrow scatter radius increased to 20 from 0 -Gondor Archer Fire Arrows do 200% damage to Fell Beasts, Trolls and Mountain Trolls -Gondor Ranger accuracy reduced to 90% from 100% -Gondor Ranger damage increased to 17 from 15 -Gondor Ranger scatter radius increased to 16 from 0 -Gondor Ranger Fire Arrow Pierce damage decreased to 8 from 15 -Gondor Ranger Fire Arrow Fire damage increased to 20 from 8 -Gondor Ranger Fire Arrow accuracy decreased to 65% from 100% -Gondor Ranger Fire Arrow scatter radius increased to 16 from 0 -Gondor Archer Fire Arrows do 200% damage to Fell Beasts, Trolls and Mountain Trolls -Gondor Trebuchets are now capped at 8 -Gondor Trebuchet build time increased to 50s from 40 -Made changes to Gondor Trebuchet and Fire Stones upgrade functionality: Trebuchet is now inaccurate vs. infantry, highly effective vs. buildings. Fire Stones reduces building damage, but greatly increases fire damage and splash damage. -Decreased Trebuchet rock accuracy to 25% from 100% -Added scatter to Trebuchet rocks of 80 -Increased damage of Trebuchet rocks to 500 from 300 -Decreased splash radius of Trebuchet rocks to 5 from 25 -Decreased cost of Fire Stones upgrade from 500 to 400 -Decreased cost of Fire Stones technology from 800 to 600 -Decreased Trebuchet Fire Stone accuracy to 20% from 100% -Added scatter to Trebuchet Fire Stones of 100 -Decreased structural damage of Fire Stones to 100 from 300 -Modified Trebuchet Fire Stones upgrade to add 100 Fire damage with a splash radius of 30 to the projectile Rohan: ------ -Theoden's build cost increased to 1500 -Yeoman Archer accuracy reduced to 80% from 100% -Yeoman Archer damage increased to 20 from 16 -Yeoman Archer scatter radius increased to 16 from 0 -Yeoman Archer Fire Arrow Pierce damage decreased to 8 from 32 -Yeoman Archer Fire Arrow Fire damage increased to 40 from 37 -Yeoman Archer Fire Arrow accuracy decreased to 55% from 100% -Yeoman Archer Fire Arrow scatter radius increased to 20 from 0 -Yeoman Archer Fire Arrows do 200% damage to Fell Beasts, Trolls and Mountain Trolls -Mounted Archer accuracy reduced to 80% from 100% -Mounted Archer damage increased to 25 from 20 -Mounted Archer scatter radius increased to 16 from 0 -Mounted Archer Fire Arrow Pierce damage decreased to 10 from 20 -Mounted Archer Fire Arrow Fire damage increased to 30 from 25 -Mounted Archer Fire Arrow accuracy decreased to 55% from 100% -Mounted Archer Fire Arrow scatter radius increased to 20 from 0 -Galadhrim now require a Level 3 Archery Range -Galadhrim accuracy reduced to 95% from 100% -Galadhrim damage increased to 31 from 30 -Galadhrim scatter radius increased to 10 from 0 -Galadhrim Fire Arrow Pierce damage decreased to 17 from 35 -Galadhrim Fire Arrow Fire damage increased to 25 from 15 -Galadhrim Fire Arrow accuracy decreased to 60% from 100% -Galadhrim Fire Arrow scatter radius increased to 15 from 0 -Galadhrim Fire Arrows do 200% damage to Fell Beasts, Trolls and Mountain Trolls -Ents are now capped at 5 -Increased scatter radius for Ent thrown rocks to 100 from 4 Mordor: ------- -Orc Archer accuracy reduced to 70% from 100% -Orc Archer damage increased to 12 from 8 -Orc Archer scatter radius increased to 25 from 0 -Orc Archer Fire Arrow Pierce damage decreased to 6 from 10 -Orc Archer Fire Arrow Fire damage increased to 24 from 20 -Orc Archer Fire Arrow accuracy decreased to 45% from 100% -Orc Archer Fire Arrow scatter radius increased to 25 from 0 -Removed the Orc Archer's damage bonus against buildings -Harad Skirmisher accuracy reduced to 80% from 100% -Harad Skirmisher damage reduced to 55 from 60 -Harad Skirmisher scatter radius increased to 18 from 0 -Changed Haradrim Skirmishers' death weapon to Slash damage type -Reduced Haradrim Skirmishers' death weapon damage to 70 from 100 -Mordor Catapult build time increased to 70s from 40s -Mordor Catapults are now capped at 8 -Mordor Catapult CP cost increased to 15 from 5 -Made changes to Mordor Catapult functionality: now inaccurate vs. infantry, effective vs. large groups of units and buildings -Decreased Catapult rock accuracy to 15% from 100% -Added scatter to Catapult rocks of 100 -Increased damage of Catapult rocks to 300/250 (crush/fire) from 200/200 to maintain overall DPS -Decreased splash radius of Catapult rocks to 15 from 30 -Decreased Catapult heads accuracy to 50% from 100% -Added scatter to Catapult heads of 80 -Mordor Siege Tower now costs no CP, but is limited to 5 -Mordor Siege Tower build cost decreased to 800 from 1000 -Mordor Battering Ram health increased to 650 from 480 -Mordor Battering Ram damage decreased to 200 from 600 Isengard: --------- -Removed Fire Arrows upgrade from Uruk Crossbowmen -Slightly increased the range of Uruk Crossbowmen -Uruk Crossbowmen damage increased to 35 from 10 -Uruk Crossbowmen fire rate decreased to 0.33/s from 1/s -Uruk Crossbowmen accuracy reduced to 80% from 100% -Uruk Crossbowmen scatter radius increased to 20 from 0 -Capped Isengard Ballista at 8 -Isengard Ballista build time increased to 60s from 40 -Isengard Ballista CP cost increased to 15 from 5 -Made changes to the Isengard Siege Ballista: Ballista is now more damaging to units and retains its accuracy, but has little to no splash damage and reduced damage to buildings -Modified the damage type of the Isengard Ballista: now does 75 Siege damage and 400 Pierce damage -Decreased the accuracy of the Isengard Ballista to 80%, however increased its ability to hit the actual target if the miss check is passed. -Increased the range of the Isengard Ballista to 460 from 420 -Decreased the splash damage of the Isengard Ballista to 2 from 20 -Increased the projectile speed of the Isengard Ballista to 501 from 401 -Isengard Siege Ladder now costs no CP, but is limited to 5 -Isengard Siege Ladder build time increased by 5s, cost decreased to 50 from 150. Health decreased to 450 from 600 -Isengard Battering Ram health increased to 650 from 480 -Isengard Battering Ram damage decreased to 200 from 600 ============ New content: ============ -New audio for Erebor Announcer -Improved audio for Khazad Guard -New audio for Durin the Deathless -New D3 (collapse) states for Dwarf Castle Gatehouses, Stairs, Bridge, Camp Gatehouses -Added Rally to Me (L3) and To the King! (L1) abilities to Theoden -Rally to Me replenishes up to 3 units in all nearby battalions -To the King! summons 2 Royal Guards of Meduseld to defend Theoden when his health drops to 450 (~40% at level 1) -Royal Guards of Meduseld are powerful single units that fade out after after 120 seconds -Royal Guards of Meduseld can use Mount, Throw Spear (while mounted) and Shield the King (while on foot) -Shield the King passively increases damage to the Guards and decreases damage to Theoden (when the Guards are near) -Throw Spear launches a powerful anti-monster attack -Added Guthewine's Fury (L8) ability to Eomer -Guthewine's Fury increases damage and attack speed, decreases power recharge and trample deceleration, and gives a small area of effect to his melee attacks -Added Door-Wardens of Edoras to Rank 3 Archery Range (Limit 2) -Door Wardens are strong defensive infantry that gain bonuses near Farms -Door Wardens can get the Banners upgrade -Added Royal Guardsmen to Rank 3 Stables (Limit 2) -Royal Guardsmen are elite infantry with a powerful formation that gain extra bonuses from Rohan Leadership -Royal Guardsmen can get the Banners upgrade -Added Uruk Scouts to Level 3 Uruk Pit -Uruk Scouts are fast, flexible infantry with decent armor and damage -Uruk Scouts can toggle between swords/shields and bows -Uruk Scouts can be upgraded with Banners, Forged Blades and Fire Arrows -Uruk Crossbowmen can now purchase the Steel Drawstrings upgrade after research at the Armory -Steel Drawstrings adds +10 damage and enables the Overdraw ability -Steel Drawstrings does not affect accuracy -Overdraw allows crossbow bolts to knock back infantry for 25 seconds (90 seconds recharge time) -New portrait for Harad Skimishers -Harad Skirmishers can now purchase the Poisoned Arrows upgrade after research at a Rank 2 Haradrim Palace -Poisoned Arrows do not affect accuracy -Poisoned Arrows cause units hit to take an additional 5 Slash-type damage/second over 5 seconds -Poisoned Arrows damage over time does not affect buildings -Poisoned Arrows slow the target by 1% per hit for 5 seconds -Poisoned Arrows slow effect does not affect heroes ========= Bugfixes: ========= General -------- -Possible fix for units with pink arrows (reasonably sure this will work) Dwarves: -------- -Fixed the typo in one of Dwarf Metallurgy's tooltips -Fixed the typo in Banner Carriers that says that a Level 2 Forge is required -Fixed research sound for Ered Luin Prospectors -Roac's selection box resized -Roac now ignores Select All command -Mighty Blow pinning FX fixed -Dwarf infantry should now gain health when leveling -Added Shortcut key to Azagh-Baruk -Added Shortcut key to Zirak-Burkun -Fixed Dwarf Captain's Heal button not showing when it should -Dwarf Ravens now ignore Select All command -Dwarf Castle Gatehouses, Stairs, Bridge, Camp Gatehouses now completely destroyable (fixing a number of bugs) -The collapsed states of various Dwarf structures will now clip less with infantry. Rohan: ------ -Removed Theoden's voices from Elfhelm -Headless Rohirrim Archer fixed -Adjusted weapon timing for one of the spear Peasant attack animations Gondor: ------- -Fixed an issue with the Ranger/Soldier combo horde commandset -Rangers of Ithilien model fixed up (strange objects showing up) -Fixed Riders of Rohan summon permanency Mordor: ------- -Fixed Orc Pit tooltip not mentioning Black Uruks -Fixed Superior Training upgrade tooltip indicating Black Uruks gain 70 health, should say 100 -Fixed Mordor Orcs not gaining health with experience -Fixed Black Uruks not gaining health with experience -Black Uruk banner carrier now faster Isengard: --------- -Fixed incorrect FX for Warchant -Fixed incorrect tooltip for Saruman's Leadership ===== Maps: ===== New Maps: --------- -Blue Mountains -Dol Guldur -Dunland -East Bight -East Osgiliath -Forlindon -Fornost -Havens of Umbar -Minas Tirith -Rivendell Fixes: ------ -Tactical markers added to all maps (Will improve AI performance) -Improvements to passability and taintability on all maps -Replaced minifaction plots with proper economy plots on all maps (the code in 500 had them as a child object of economy plots, but now they are properly replaced and renamed so the AI will recognise them) -Added some trees to some maps that needed them -Made some texture changes to Tower Hills -Dwarven AI enabled for all new maps (initial release included it on some new maps plus Fords of Isen) -Various map description strings fixed -Lumbermills, Mumakil and Siege Stuff disabled on appropriate maps ============= Known Issues: ============= -Some rigging issues remain with some Gondor units -Issue with Uruk Warriors' attention animation -Overdraw timer sometimes resets when combining Uruk Crossbowmen with other units -Model issues with some map objects on the Dunland map -7th Level of Minas Tirith is not yet walkable -Dwarrowdelf plots aren't visible -Crazy camera issues on Khazad-dum and Caradhras