The Mordor Submod has not been released yet but a series of news can be found here in English and in German on the official thread.
Update 1: Morgul Shadows Edit
Morgul Shadows generally:
It is known that there is in Edain little or no units that even remotely comes close to the complexity required to purchase Morgul Shadow: You need a Nazgul to kill an enemy affected with the Morgul blade and then the Lesser Wraith can be converted into a Morgul Shadow but only if the Morgul Fortress (which costs 3000) has been put under Sauron's Influence. Currently the Morgul Shadows are good fighters that regenerate passively near Nazgûl if they suffer damage. This makes them an interesting unit, but a unit that requires such a lot of effort required to at all be able to join the game and should be considered more in my eyes. The old soul skills here were quite a mixture, but they were far too complicated and not usable in some matchups to boot. Likewise liked the idea simply very good that the Morgul Shadows draws its strength from the deepest fears of his enemies. The result was the following system:
Morgul Shadows & Fear:
Once converted the Morgul Shadow will receive the random soul of an Elf, a Man or a Dwarf and two passive abilities to go with it:
Soul of a Men:
- "Elegance of Fear": The Morgul Shadow knows the innermost fears of his enemies. Whenever he strikes, close enemies briefly lose 10% damage. Abilities that cause damage lose 50% damage.
- "Corrupted Ambition": The Morgul Shadow grants enemies an illusion of power and success. Nearby enemies collect experience 50% faster but suffer permanent damage reduction.
Soul of a Dwarf:
- "Stolen Vitality": The attacks of Morgul Shadows rob the vitality of it's enemies. It causes slight surface damage and deprives life.
- "Endless Greed": The Morgul Shadow is filled with an immense craving for riches. When he attacks he gains some resources.
Soul of an Elf:
- "Extinct Breath of Life": The Morgul Shadow snatch the life of even the purest souls. Attacks of the Morgul Shadows temporarily disable enemy buildings and rob enemies of the ability to heal themselves for 90 seconds.
- "Fading Magic": The Morgul Shadow knows the secrets of elven magic and escapes its power, the Shadow and nearby allies are immune to magic damage.
All these effects affect heroes apart from "Corrupted Ambition". Morgul Shadows have also lost their abilities to hear while nearby Nazguls and two small changes have been made to them:
1. Morgul Shadow cost 45 CP now, as much as Isengard Berserker and are no longer with their 10 CP a quasi CP complements other army.
2. It is no longer possible for Morgul Shadows to exceed the CP limit: if the player does not have 45CP available then the Morgul Shadow will diseapear upon conversion.
Update 2: Castellans Edit
Good afternoon everyone and welcome to the second welcome update of Mordor Submod. Today our focus shifts slightly to the north and look at what Dol Guldur has to offer. Today I will talk about the castellans, however Dol Guldur offers much more new than just these fellows (as well as Minas Morgul can boast more additional features as revised Morgul Shadows, only on the edge). ;)
While Morgul Shadows have received "only" completely new capabilities, installation and martial values but remained unchanged, I have changed castellans considerably: you will of course still formed in the Dol Guldur fortress, but they now need Sauron influence which will no longer reduce the cost of Mirkwood Spiders. (How exactly Minas Morgul and Dol Guldur will look at all, learn it later, the point so please let stand so once.)
Furthermore castellans are now again individual units, limited to 4 and have no level. The first change simply is related that I have never liked Castellan squads, on one hand because it's just been too many of these units and on the other hand, because it no longer fits their role: castellans are instrumental in Mordor Submod counterattack against heroes; basically even mini-heroes that are intended for this purpose, this function adjusts not good at a party.
The inability to level up sounds very funny but castellans are the unit that presumably have the best scaling in the game. ;) In fact, they can not level up, in order to highlight the importance of their skills to the fore: Of course, increasing attack power and resistance would be a doubling the systems of their abilities:
"Will Dol Guldur":
The Castellan was created for Dol Guldur to implement supremacism over Mirkwood. For 20 seconds, he is invulnerable and deals double damage. Enable with a left click.
Since it is now is in the castellans again about details, I have significantly increased the effect of the skill again. The FX is mMn quite striking, also it heard when it is activated, but I can really recommend it, with heroes (just EC-heroes) to take cover when the effect runs.
The second ability (or technically the first, taking into account the order of the Palantir xD) continues its "Creeping Corruption". This capability was always very fit Dol Guldur, which was responsible for the devastation and contamination of Mirkwood, but I never saw the real bite in this ability. The opportunity to be active only through this ability "Will Dol Guldur" was nice, but this ability is too central to the anti-hero feature of Castellans. The toxic effect fit MMN also not very, because I wanted a long-term corruption of the card and no short-term damage Spell. So I placed a component of the old "will Dol Guldur" in this capacity where they fit noticeably better:
The Castellan cut the ground below of any life energy. The life gained Essence of Nature uses the Castellan, to increase the maximum health of all castellans permanently around. The Castellan may withdraw tainted soil no more life energy. Enemy units are in this area 25% slower. Enable left click.
Perhaps some still remember the castellans before Edain 4.0, where they had a similar ability. Here they created only a contaminated soil, allowed through the use of "will Dol Guldur" its hit points permanently increase. It was central, however, that this bonus only concerned the Castellan himself and thus was lost when the steward died.
The base of the ability is now that the bonuses concern ALL allied castellans , including those that have not yet been formed. I mean, if you turned the map diligently up in a dry wasteland, castellans will eventually tanky outrageous. ;) Or, if you are willing to: This unit has a new method to LG to scale, because it is becoming more powerful over time. Besides the contaminated soil also does not disappear by the way, that is, it can also interfere with the opponents in moderation to be to slow down.
I can tell you the way calm: I have this ability tested a long time in the SP, to find out if you can do castellans quasi immortal through it -soweit going now but again not: Even in matches with extra length, where I has a permanently 4 castellans I, I did not come for about 9000 HP, which is due to the rather weak armor really squelch. Of course, it does not alter that castellans by the Bank in LG 80% to 100% more HP than on their first appearance. ;)
The function of "Wille Dol Guldur" of "Creeping Corruption" it was removed from me, that Both skills are directly executable, it castellans have no more than the passive ability "Spell Necromancer".
Final following information about castellans: They cost in the future as well as Morgul Shadows 45 CP and are limited as mentioned to 4 units. Returns default you will get them for them is 800 commodities, should not be held even by high cost of it after the construction of Dol Guldur fortress and the benefits of Sauron's influence, -es use castellans as I said is for their system quite important that they get enough time for them to tank.
And there we are now at the end of the 2nd update. The next will probably come out until next weekend, because I did not immediately want to use up my whole powder, but these two updates I wanted to present so only once to even imagine the Mordor Submod something.
Today we will leave the material world and deal quite so, what surprises Mordor Spellbook will have in Mordor Submod to offer, which are hereby no direct surprises. To bring even a little color in the presentation: Here we see the Spell Book, as it is currently to be found in Mordor Submod.
Some of the spells you know certainly already, others may be less, so I'm simply sequentially through:
"Tainted Land" and "Sauron's Eye" have remained completely unchanged, both are very suitable to Mordor spells that must be contained easily. Enough said.
The third magic is the formerly located at the Mouth of Sauron "Dark Veil" Now, however, with an entirely different function. While has mechanically changed nothing because it still wraps a building in the shade and then a dark mist obscures the environment, the functionality has changed: "Dark Veil" now camouflages all allied units, heroes and buildings around the building and additionally overrides enemy spells -this relates eg Isengard "Palantir-Vision", Galadriel's "power of the seer", etc.
This is also an allusion to the glamours, by The Necromancer used in The Hobbit, what I consider one of the few smart ideas of part 2 look. Along a rather situational spell, however, quite have considerable strength.
In the 2nd row is now every single spell (almost) completely new, or at least in this position again (from left to right):
- "Endless hordes" is now a passive ability that on the field restores a unit to all troops every 40 seconds.
- "Call the Horde" is again a charm the 2nd row. This depends, inter alia, to the fact that Mordor troop summons flew completely out of the Spell Book so that it now requires a bit earlier to Spell "gap stopper".
- "Monument of the Dark Lord" is a completely new spell. He conjures up a statue of Sauron in the target area that can be precisely like a silent guard nearby enemies flee. Furthermore, all the enemies that attack the statue, a fixed amount of damage -the makes regular units especially without upgrades very difficult destructible, but this protection lasts heroes and siege weapons in any way to suffer. The capability provides Mordor the opportunity to make passages of the battlefield for enemies without fear resistance very difficult to pass and thus abzuzirkeln a combat zone.
- "Lord of the Earth" is also back in the game included. Just as in 3.8.1 provides this spell is a passive strengthening of Sauron, the reduced Sauron cooldowns by 20% each on the steps 1, 5 and 10. FIG. It is important that this is multiplicative increases, Sauron invites at level 10 his skill or about twice as fast as on to level 1.
In the 3rd row "darkness" has remained the same, the two new spells are "Flames of Orodruin" and "power of domains". The former is a very simple spell, for which there is not much to explain; Mordor required after removal of the arrow hail a new damage spell: A fiery rock goes down in the target area, damaging enemies and then leaves embers. What it's all about, you will learn later, because behind it hides a lot. xD
Only in the 4th row now, nothing has changed from the spells ago. I am currently still considering whether "Power of a Bygone Era" really his 15 points is worth, to which I have put it in my revision Gorthaur again; This can these points quite get in again, but only if it (is cruel as he) has gathered all his forces. And if it should come not a normal game, although it is still a very steady threat for the opponent. ;) (And no, I do not speak here of Sauron level xD)!
Behind the title of the new update is the first update to the hides changes to Sauron in the Mordor Submod; today it is intended to go to the system, after which it activates and improves his skills.
Historically was to the Dark rulers or generally the interesting evil in Middle-earth, that they are not just evil but cruel. I myself must of course all the fault of mine have all adversities that befell Túrin sprang solely from the recalcitrance of his father, but Sauron I can't sugarcoat anything, he's just a nasty guy!
The fear and the terror that emanates from Sauron as a person, my date came in the Edain Mod still a little too short (currently almost all include the fear effects yes to the Nazgul), besides that, to me this new system allowed the chance Gorthaur to change in my sense. Today we deal therefore with the new Cruelty system and the basic form Gorthaur's, transformations come later.
Sauron is basically already the only hero of the Mod, whose level has nothing in common with the ordinary heroes: It is less an expression of his own strength, but rather a state-based indicator of Mordor's. Hereby I want to continue to drive a bit to the extreme, this concept now, but the same time absorb an issue that came up against Mordor: The loss of heroes against Mordor weighed generally much weaker than against other nations because of Mordor heroes gathered any experience. At the same time there were various skills especially Gorthaur's who were too late to prevent the opponents eventually, even if he played very well.
These difficulties should Sauron new passive ability "cruelty" counteract something. When he is the Necromancer this replaces the passive-explanatory button, as this is already sufficiently described in the fortress, Gorthaur (including all of its forms.) Also have access to this capability, but without to have to sacrifice an explanatory Slot.
The malice and the thirst for revenge of the Dark Lord on his Dark Throne knows no boundaries. Sauron desires nothing more ardently then to overthrow a Middle-earth to destroy the works of his enemies and kill all who defy him. Selects every 20 seconds a random nearby enemy hero. If the Mordor hordes manage to kill it within that time, the cost of Nazgul fall permanently by 5% (max. 50%). All 5 successful killings Gorthaur's skills will enhanced or new abilities will be enabled and Gorthaur's attack damage in all forms will be increased by 5%.
This is the cornerstone of the new concept of Sauron Mordor Submod and even if I sometimes do not understand why the ability actually works, I'm pretty proud of it! A successful killing under the effect of "cruelty" can be identified by a black swirl around the dead heroes, it involves the old FX of Gorthaur's power vortex of fate blade. As long as Sauron still crawls as Necromancer around and flies, the only effect of this passive ability that Nazgûl be cheapened. Gorthaur is there an entirely different matter ...
It should be said at this point that I am fully aware that in a real game 20 enemy heroes will not die in succession close to Gorthaurs . But the system is also not thought -in MP you will probably 5 to max. 10 stacks come what unlocks all important skills. Stack beyond are either a continuous threat in MP for the opponent that having to end game sometime (or simply lose no more heroes xD) when Gorthaur is on the field. Alternatively, I wish SP players fun to test Gorthaur in some later passages of the game ...
Gorthaur capabilities in its basic form and all transformations except Annatar where a quality control system called "cruelty" MMN does not fit, are now heavily dependent on the stacks from this passive ability. So all Gorthaur's abilities are now unlocked directly, start, however, very weak and are pile on "cruelty" stronger. In vampire and werewolf form his first 3 slots are unlocked directly, Skill 4 and 5 require the occasional massacre of hostile heroes.
The current palantir was revised considerably from me here, so he has next to "Sauron influence" and the transformations that remain, of course, about the three skills "fate blade", "Home Search" and "Devouring Darkness".
Gorthaur draws his terrible Doom Blade. For 30 seconds he has + 50% armor and inflicts additional Fire damage. At 5 stacks "cruelty" he adds, in addition, a slight surface damage. At 10 stacks "cruelty" he knocks back enemies to the ground. From 15 stacks "cruelty"part of the damage caused heals him. With sufficient stacking Gorthaur turn into a deadly fighter. ability shall however noticeably again ride on the bonuses for 10 stacks that could still accumulate in larger MP battles.
Gorthaur torments the mind of the chosen heroes with pictures of their dead. Gets near the chosen hero a ghostly image that followed 10 seconds, slows and nearby enemy heroes inflicts massive damage. For every 5 stack "cruelty" the image 10 remains seconds longer (max. 50 seconds). These both conceptually-new as well as very atmospheric ability is devastating to players who do not keep their heroes on the move or separate them! The mind is so conspicuous and slow that it is quite diverse are counterattacking.Ajar is the treachery of Barahir stock by Gorlim which is driven by Sauron by a mirage of his dead wife.
Gorthaur creates a magical vortex with his dark magic that sucks enemies and devours them. The vortex deals the most damage in the center, loss and strength increase for every 5 stack "cruelty".The effects of this ability to start really weak: Without a stack of "cruelty" adds the ability for example, only in the center of the vortex at all damage, Rohan yeomen loose throughout the duration of just about 50% of their HP. Even without massive damage, the ability, however, be used in order to keep enemies at one point wonders should this ability developed later -as expected I had once accumulated 25 stack using a poor AI Merry, this spell contributed namely slightly more.
Update 4.2: Gorthaur's transformations Edit
Today I present to you the second part of Sauron updates, which deals with Gorthaur's transformations and this changed partially. The "partial" comes states so that I am so pleased with Annatar as it is and have not changed him (except the description of its final capacity).
Prince of Vampire:
With this form, I was tremendously unhappy. First of all it seemed hopelessly too weak to compete with the warrior form and then the skills threw several problems: damage caused by Gorthaur passively was so insignificant, that is he had to stay long in battles to cause anything. His flight ability "On Black Wings" brought only a very small bonus to movement speed (air units are so happy shelled still extremely long, if other units were already out of reach) and to me came to be 10" Eternal Thirst "completely inappropriate ago because he inflicted immediate damage and thus there was no synergy with his other abilities.
In the Mordor Submod, Sauron moves more towards its historical role, where he lived as a vampire in Taur-nu-Fuin and it spoiled the forest permanently. Sauron keeps his fighting style, inflicting passive damage to nearby enemies, but exchanges its strong capabilities (i.e., activated by "cruelty") against abilities to paralyze the building and contaminate areas such that a walkover for weak forces is hardly possible:
Gorthaur now has the capabilities "On Black Wings", "Bloodsucker", "Corruption" and "Forest under the nightshade". "On Black Wings" is now for 20 seconds and adds + 50% speed," Bloodsucker " is a passive ability, on one hand the system that inflict passive damage to nearby enemies and on the other it significantly increases regeneration out of combat -It did not seem fit, to simply increase Gorthaur's life enormously, instead he is ready for battle again within a short time.
Prerequisite: The player has 5 "cruelty" Stacks accumulated.
Sauron curses the earth at the target area, so thereon buildings will be disabled and many poisonous spiders are summoned. The ability can be combined with "Big Witchcraft" of Mouth of Sauron and has global reach. Links Click on the icon and select the desired area
This is the old Dol Guldur fortress capacity (though without the poisoning), I liked this Spell; it also fits Sauron vampire figure -Ergo he is now back in the game included. ;)
Regarding combination with "Big Witchcraft": Do you remember that "flames of Orodruin" leaves ash ? Or the fact that I wrote about an interaction of "Dark Veil" and the Mouth of Sauron? Now, these are all potential targets for new final capacity of the Mouth of Sauron.
"Forest under the nightshade"
Prerequisite: The player has 10 "cruelty" Stacks accumulated
A terrible depravity is lodged in the selected area. The Cursed area starts small and weak, but grows over time to become a massive obstacle to enemy advance. Well-suited to lock passages the map. There can only be one "Forest under the Nightshade in play simultaneously. Left Click on the icon and select the desired area
This is one of my favorite skills throughout the Submod and it took me a long time before it both functioned and looked good. Basically the capacity is relatively simple: It evokes a central object in the target area, the "Source of Corruption".
The effect of Forest under the Nightshade is random:
- A dead tree (incl. Rotten floor), of nearby enemies slowed by 50%.
- A spider web, which is defended by numerous small spiders.
- A dark mist, in the fight against enemies with each other.
Well after the 1st stage is reached, the source can still destroy, but you should rather with siege weapons, advance and so on. Own troops may well pass the area but still. Still...
So, by that one would want to go through much less, right? xD Short Tip: Yes, will no longer really be! While the majority in the picture optical nature is, like the many dead trees without cursed soil or the cursed ground without tree, have been added more effects ...
- The Orkleiche causes nearby enemies who die near return, as confederate Barrow-wight.
- The little green poisonous cloud does exactly what one should expect.
If the size of the forest you look now, you will probably come to new applications on Fords of Isen or other cards, where you can block an access route.
(Of course, it involves two different applications of the ability.)
In the last stage even be added the old Illusionsorks that sometimes appear in the forest when approaching enemies and then another guard who Nachtmahr -dabei is the black Gewaber to release will look better.
Two information I want to get rid of yet:
1. The forest grows randomly! Where appear exactly which objects is never entirely safe as long as the terrain is impassable.
2. If the source is destroyed, the nightmare is over within a short time! This makes it for the enemy particularly important to respond quickly to this spell before it accumulates critical level.
Update 5: Cirith Ungol Edit
Shelob is no longer available in the Spellbook. The giant spider of course remains available although in her natural habitat, Cirith Ungol. Likewise, 2 things remain to cover:
- Since Shelob is one of the fastest hero available and also a necessary Heroes Killer for Mordor, she must be available reasonably quickly when the player needs her.
- As a regular hero role was completely inappropriate, because there never was any real alliance between Sauron and Shelob. This would have angered the community and gone against the lore.
I'm curious, what do you say the connection looks like this: Does one "Sauron influence" on the Cirith Ungol barracks, a portrait with the name "Shelob's Lair" appears on the hero bar. This includes the entire system Shelob in Submod:
Only once was there an explanatory text, so that the entire system looks like:
Shelob's Lair -. Shelob is the horrific inhabitant of the pass of Cirith Ungol, her presence is known to Sauron , but he tolerates her as guardian, killing his enemies, Shelob's Lair sends up "Terror of Cirith Ungol Reinforcements" :
Level 2 - Get additional spiders from Shelob brood while Shelob has grown in their greed and + get 10% attack and life.
Level 3 - Gets numerous spider, Shelob is growing once more, and receive a total of + 25% attack and life. Fully grown, the giant spider addition can dig tunnels.
Shelob retain xp, the more successful they were in their hunt. Passive ability.
"Shelob's Lair" will start at level 1 and thus rises in level when Shelob kills enemy . Shelob's old Spider Summon is now integrated into the summoning Shelob (ergo no longer present in her!). Also the old growth mechanism is included again. Otherwise, this Level System ensures primarily that Shelob can be somewhat better adapted to the gameplay -so they can be in the LG useful shape without being too strong on the ground.
Otherwise, there are of course the ability to summon Shelob itself:
"Terror of Cirith Ungol - calls for some time, the giant spiders and Shelob on the battlefield. If the invocation is performed when Shelob is already max level , they can also dig tunnels. Links Click on the icon and select an area "
Shelob skills palantir is amended accordingly; she now always has the old sting, I find it massively better than the spider web, it is Summoned while "Shelob's Lair" is at level 3, it also has "tunnel".
Important of course is still that Shelob always gains the respective bonuses the "Shelob's Lair" granted at higher levels after the next summoning .
Now we come to a point which is certainly not well received by everyone: The shift of Shagrat & Gorbag in the Cirith Ungol barracks and the general removal of their scout role.
There are several reasons for this change, even if it undoubtedly represents an asymmetry to all other factions:
1. Shagrat & Gorbag are currently have no scouts. ;) They do not have a special level system, have about half a hero(only available in the Gorbag ) and are basically very simple hero. So far there is this asymmetry that Mordor has no scout hero, is actually even now.
2. Mordor has already diverse scout options -should my suppositions contradictory really problems in collecting information own, I can still make the Ork Sniffer available in the Orc Barrack. Strictly speaking, this does not even include Cirith Ungol.
3. There are actually still a purely subjective point: I wanted to put an eternally old concept of my hand, and still make an attempt Shagrat & Gorbag to make full hero. Edains approach to make about heroes, they are of course a clear role within the people, but it just restricts the potential strength of their abilities tremendously.
So you can see the two just once ... xD
Free recruitable only Shagrat, which is available for 1300 resources. Shagrat intended to represent a more defensive heroes Shagrat can temporarily call Gorbag for help:
Commander of the Great watchtower:
"Shagrats task is to ensure the pass of Cirith Ungol that no enemies to advance to Mordor. Areas, by moving Shagrat disappear after 30 seconds in the fog of war. Passive ability "
Although Shagrat certainly is not a Scout, its historical function and its Edain-role created this ability, so Mordor although still has a scout, but this comes very late.
Control Team (Stage 2):
"Shagrat's sloppiness while guarding Mordor limits has gotten him in trouble so the Dead City sends a patrol under the command of Gorbag to the pass. Gorbag summons Shagrat's at his current level. Left click on the desired target area "
This is probably the most important skill of Shagrat, that completes the friendly Orc Duo again. ;) Gorbag remains 90 seconds and can be re-created every 4 minutes; to his abilities as we'll see.
Barricade (Level 6):
"Shagrat can build a barricade in the target area to discourage intruders to progress. At level 10 the barricade is garisonned with black Uruks instead of orcs. Left click on the target area"
Has no more space was found for the ability in the Spellbook Shagrat should become a defensive hero me this ability appeared well accommodated with him. Furthermore, I was able to integrate the old Uruk barricade again what fits chronologically well 10 to Shagrat's ability.
Greed (Level 8):
"Shagrats greed drives him into battle. He and near black Uruks capture raw materials for killed enemies. Shagrat steals attacked buildings in addition money. Passive ability "
A perhaps somewhat lame / uncreative ability but reasonably fit. Furthermore, it is only truly effective when using CU troops because of Plünderbonus not affect normal Mordoreinheiten.
The reason for all the passive skills, or at least passively usable skills is the way because you recruited Shagrat effectively 2 heroes, therefore Shagrat should not have so many active effects; many of his active skills are thus passively available on Gorbag
Fight for the shirt (Level 10):
"His insatiable greed drives Shagrat forward and he tried to acquire Frodo's mithril. The commanding loyal Gorbag tried to stop him, so he is forced on new measures and new skills obtained that are more focused on the fight. Enable left click "
The subject of the dispute between Shagrat & Gorbag felt currently in Edain bit short: Of course, they hit each other, but in their abilities this issue was not as strong built. Therefore, this conflict is now the starting point of Shagrats new 10er ability.
Gorbag (control squad):
Gorbag has in its normal form as the leader of the patrol from Minas Morgul very on Peeking oriented skills -also here fits it simply: Historically, he should find out what was happening at the pass, in Edain he Mordor scouts and in Submod he is in this form more of an addition Shagrats and is intended itself to do not much. Therefore Gorbag has two capabilities:
"Gorbag was sent from the city of the dead, to find intruders to Mordor territory. It has a high visibility and covers camouflaged enemies. Passive ability "
Spähposten (Level 5):
"Gorbag commanded from some Orcs his squad to push at the specified point guard and these defend against intruders. At this post accumulate until its destruction some Orcs and grab near enemies. If the wax fire destroyed inflamed the immediate environment. Links Click on the icon and select passable area "
Gorbag (fight for the shirt):
If the ability to "fight for the shirt" is activated while a Gorbag on the field, its presence duration is reset to 90 seconds, it loses its normal capabilities and receives instead new 3:
"Gorbag is now in real trouble, as in Cirith Ungol total chaos erupted. He therefore presents to his fighting style and easy thrashes wildly at anything that moves, so that it inflicts splash damage. Passive ability "
A relatively simple passive bonus, which is based on the point in the movie where Gorbag wild thrashes about and thus the Uruks keeps at bay. This bonus makes Gorbag but a very dangerous fighter, regarded simply as an outsourced on Gorbag swordmaster Shagrats. xD
"The orcs from Gorbags troop band together to survive the uproar in Cirith Ungol. In the target area to position some immobile Hellebardiere the orcs, slowing nearby enemies easily and briefly hold the fort. Links Click on the icon and select passable area "
This ability is mainly strong against enemy cavalry, but can generally be defined as an obstacle to the movement of enemy forces.
"Gorbag attacked the chosen enemy, inflicting a serious injury. The selected destination will suffer major damage and still loses for some time after life. Left click on the desired destination "
That would be with the evil duo that is so dear to us all his heart! : D
During this almost only reinforces the Orc Spam should, these two rather different problems compensate Mordor, although I admit that the skills: My intention behind these two heroes, they incorporate as EC / MG-hero, a sort of complement to Gothmog was follow the two not entirely clear line. An idea that I did seek to implement is that the two together form only a real hero or they can mitigate their weaknesses mutually.
Units of Cirith Ungols:
Here are two important changes have occurred:
- Since "Sauron influence" now unlocks Shelob, the Uruk archers are readily available.
- The Cirith Ungol barracks now no longer forms of Orc Halberdiers, these are available elsewhere in Mordor, where they depend on Cirith Ungol still. At the Uruks way, I have absolutely nothing changes, this unit like it as it is in Edain, dazzling.
In summary Cirith Ungol now grants so direct access to Black Uruk and Uruk-hook archers, indirect access to Orc Halberdiers and allows the recruitment of Shagrat, which in turn can call Gorbag the battlefield. About "Sauron influence" the player then even the giant spider Shelob.
Update 7: The Messenger of Mordor Edit
Today, as promised, I will introduce the new concept for the Mouth of Sauron, which has been significantly changed in the Mordor submod.
Problems with the Mouth of Sauron:
The Mouth of Sauron has a series of very appropriate abilities, so I wanted to make it clear that I have not thrown everything overboard. I personally, however, was not so satisfied with two things:
1. The sheer number of skills made the hero unpleasant to play for me. On one hand, he needed a certain number of them to make a complete hero, but to divide his debuffs into four separate abilities made him too complicated to play.
2. The magic of Mouth of Sauron was too direct to me, especially since it was so fundamentally different from his words, which made a clear role in the game difficult. With the flashes I could, for example, Never begin anything, next to it is "Dark veil" now known in the Spellbook.
Whether I have managed to solve these problems and give the Mouth of Sauron a clearer profile, you can now judge for yourself. ;)
First of all, I have shortened Mouth of Sauron to a palantir, a change that is more elegant. He will, of course, continue to keep his riding animal, the old abilities have now been more compressed and look like this:
Words of Blinding (Level 3):
"The messenger of Mordor brings an offer to his enemies, which can not be denied. Without knowing it, they are involved in Sauron's plans and are now on the web of Mordor's lies. ALL enemies in the target area lose 75% of their visibility.
When Sauron is Level 6: Mouth of Sauron uses the widespread lies to incite his enemies against each other. For 10 seconds, enemies fight each other close to each other. Left-click on the desired destination "
Words of Doubt (Level 7):
"The threats of Mordor in the words of the mouth make enemies' hearts heavy and rob them of the force. Enemies in the target area are only half as fast.
When Sauron is Level 9: The nagging doubts of his enemies are used by Mouth of Sauron to point out the hopelessness of their situation. For 10 seconds, enemy heroes lose 50% of their armor. Left-click on the desired destination "
These skills occupy the slots 2 and 4. As you can see, I've managed to get all the words from Mouth of Sauron (including his comments, which give the skills a nie touch), but shorten them to two abilities. Furthermore, the new system creates a certain counter-attack for the opponent: since only the first effect of the ability can be directly applied to a target area and the enormously strong secondary effect is centered around Mouth of Sauron and only takes a delayed attack, before that both his army mutilated or his heroes would lose their defensive.
Otherwise, I left the words for the most part; However, he can no longer lower enemy range, but the primary component of "Words of Doubt" now affects all troops without exception (except, of course, heroes xD).
The third slot is now "Evil Eye", its old level 9 ability, which is now available at level 5. By being available earlier, Mordor may help a little against heroes, and it is the only form of magic that Mouth of Sauron is capable of without help. Nothing has changed in the functioning of the ability, somehow I have always considered this ability to be much more subtle than the flashes.
The study of the Great Witchcraft:
Let's go to the final of this update, the new level 10 ability of the Mouth of Sauron. The study of the Great Witchcraft is only mentioned in the book, but there is considerable opportunity to spin off a little.
The question is essentially: What can a human warlock and Sauron's pupil do with his magic? Now, it would have been too easy to make it just a strong magic attack - this would be highly inappropriate. A central characteristic feature of the messenger's is that he is completely dependent on his master: he does not remember his own name, his whole title is basically an expansion Saurons -Edain is already taking account of the fact that he does not have his own level. This circumstance, the dependency of Mouth of Sauron on Mordor, should therefore be reflected in this ability and led to the idea that Mouth of Sauron can only be conjured with the help of already existing objects of Mordor - without the Black Land, this hero is simply nothing!
Great Witchcraft (Level 10):
"Sauron's disciple has long been studying the Great Witchcraft and is using his craft to enhance an existing object of Mordor's power. Left-click on one of the named objects "
Ingame is here a list of all available objects, I will now but only the two already announced introduce and the rest in a spoiler pack, since I would not take the surprise away:
- "Dark Veil": Creates two Morgul constructions on the selected building
If you put "Great Witchcraft" on a building that is under the influence of "Dark Veil" (we remember: Spellbook, 1st row, far right), two empty armor are raised on the chosen building. The unit uses the old model of Alatar's protective spirits and creates a small hint to the castellans, which are also an armor of armor. Morgul constructions are good fighters, comparable to Berserker, but they move very slowly.
- "Glow": Re-ignites the glow and calls a flame column
Who still remembers the "Flames of the Orodruin" leaves embers in the target area, also available through Sauron's "eruption". If you put "Great Witchcraft" on it, you're going to get rid of a lot of inferno, because what you can marvel at is the old Gorthaur flame, again at the level of 3.8.1. You can not move him any longer, and he no longer appears in the hero's list.
- "Morgul Construct": Improves the construct to a Masterful Construct
As one of my highly esteemed characters once said: "Almost is not good enough!" According to this motto, Morgul Construct can be a bit further. The masterly constructs are a bit bigger, have more life points, and a skill I will not reveal. Only so much is said: Alatar's protective spirits had a very interesting property, which can make the masterful constructs rather stubborn. While the Morgul constructs use the orc model, their big siblings use the Elben model. Important: The ability destroys all Morgul constructions in the target area, so you should place them exactly!
- "Corruption": Creates a terrible plague in the target area, which can jump over to other enemies
Another target for "Great Witchcraft" is the contamination that Sauron can unleash as a vampire bat. Mouth of Sauron creates a disease that, like a beautiful epidemic, spreads as if the enemy does not lead his troops properly.
Spirits of the Shadow World
- "Spirit of the Shadow World": Let the spirits disappear in the target area and receive a stack of "cruelty"
This is actually the only goal of "Great Witchcraft", where the number of objects to which it is deployed plays a role. With all other targets, it does not matter if four Saurons have cursed an area or only one that has the disease Is always equally strong. This has mainly balancing reasons, especially since 4 stacked flame beds next to each other would also look quite derpy.
While I liked the "cruel" system, I wanted to leave the player the opportunity to let the master benefit from his student; Apart from this, there is another opportunity for me to portray the concept of "the evil in the middle of the earth." What is more beautiful than living beings, after their premature death, are to be banished in dark robes or in front of the lidless eye, and thus the power of the Dark Ruler? This goal is, of course, addressed to the speech of the Witch-King to Eowyn, into which the word "cruel" can be inserted confidently.
Well, that would be it for the Mouth of Sauron. All in all, this was a rather short update, after all it was only a hero, but also for such a thing must be time! Personally, I think that the messenger of Mordor now plays much more pleasantly and his Arsenal was purged considerably, without depriving him of its core identities. In addition, he receives "Great Witchcraft" I think an interesting new 10 skill.
Update 8: Offshoot of the Black Land Edit
Today, we will turn to our attention to an innovation that has the potential to change Mordor's gameplay and not just the details. Not that the reworking of smaller points would not be fun for me or that I would regard them as unimportant, but I am aware, of course, that changing Castellans do not make Mordor as such. ;) Today's update will probably be quite a flood of information, as it did not make sense for me to split it into even smaller slices than I will.
What is Melkor talking about now?
What I always noticed about Mordor and Sauron is that it is expansive. Mordor's corruption is not just a desolation, but also extends into the middle. A perfect example of this is certainly the grotesque or the entire former Great Green Forest, but also the book description of the Black Gate provides information on how meaninglessly destructive Mordor's servant actually are. It was therefore a need to portray Mordor's expansion even more clearly, which at the same time enabled the integration of various concepts, all of which would be the system presented today.
The offshoots of the Black Land:
The funny thing about the pictures uploaded here is that I have almost every time taken care that they contain a spoiler for the next update. In this case, it is the builders that you see in the heroic track and can actually build buildings again.
Now, of course, it would be extremely unfair if Mordor could simply build additional buildings freely. There had been enormous restrictions on how many buildings Mordor could build up like fast, and I wanted to do this with Mordor's corruption.
Effectively there is a new ability "offshoot of the Black Land" in the fortress. Passively, this provides Mordor with a builder - and always only one at the same time, which is mainly for technical reasons!
You can actively spoil a land so that Mordor's builder can build on it. Here, only the restriction comes into effect, as new offshoots can only be swarmed far apart from other offshoots, offshoring buildings and fortresses / outposts / camps. Thus, the number of additional buildings has already been considerably restricted, and one is dependent on the reload of this spell.
During the construction of the building, the tainted soil disappears again, so that several buildings can not be erected on an offshoot. At this point, I would like to point out a small technical problem, which I unfortunately could only solve a little: because Sauron is known to be a ring hero, it is also possible to erect offshoot buildings nearby. (This is exactly the same bug as that in 3.8.1, it was possible to erect a building next to Saruman, which actually required rotten ground.) This problem has been taken into account by quickly collapsing buildings that are not erected next to shelters.
Otherwise, here is the list of buildings that can be erected on branches:
- Orc tent
- Troll cage
- Siege works
- Cirith Ungol Watchtower
- Minas Morgul Fortress
- Dol Guldur fortress
The three former buildings are kept in the down-stream style of the outpost, which I will explain in more detail. I will introduce the Orc Tent and the two domain buildings in the next update. On all three buildings a lot has changed in many respects.
The Cirith Ungol Watchtower deliberately does not have automatic arrow defense, but can be occupied. In addition, it is quite expensive and is built very slowly - all this is to disqualify him for the offensive bunkers. I also want to avoid a situation where the towers are built somewhere on the flanks of Mordor's economy and there the game is braked until the end of the game Always attacking enemy enemies. If you want to hit the tower, you have to sacrifice parts of your army.
Why this system?
Probably a lot of criticism can be found relatively quickly, so I take over the part just for you. XD Firstly, such an additional free building, even if it is restricted, dances considerably out of line. Secondly, Mordor offers various advantages, as it can have more buildings. And third, which is presumably the biggest point, it contradicts a basic idea from Edain 4.0 that you just no longer have everything, but the lack of building sites automatically requires decisions.
The first point I see is not so dramatic: fixed building should never be conceived as a conceptual restriction, neither do one such a favor, or help one further. ;) A meaningful concept, which disrupts this circumstance, should not have to answer dogmatic arguments, but rather to be restricted to its content. Whether this particular concept of course justifies such a break, you have to decide, I personally would answer it of course with "YES".
I have attempted to compensate for the second advantage as far as possible in detail by the fact that depot buildings have considerable disadvantages compared to fortified buildings, whereby the additional building parts are compensated for. All the offshoot buildings are not level, i. The production speed can not be increased directly. Furthermore, tea units, which are frequently released by "Sauron's influence", are often not available on the shelves. No troll catapults, if one wants to Mordor's elite, one must well or badly continue to sacrifice building sites.
The third point is harder to relativize, because you can possibly not suffer subjectively at all - then my arguments will probably not do this better. Just listen to me, maybe I'll convince someone Mordor's overall concept treats his resurgence - from the grotesque EC people with an incapable Sauron as the most powerful party of the War of the Ring with operational bases in the whole middle. I would like to make Mordor's variety at this point aware of the usual compulsion to make decisions - the whole potential of the offshoots is not simply available, it costs money and time to build all buildings, i. In full strength it emerges only in late MG to LG. So I see such a system, which is slowly getting stronger, as conceptually well compatible with Mordor's basic concept.
The outpost of Mordor:
In the first place, the fortresses Minas Morgul and Dol Guldur are now no longer available, I am still working on a concept for a postpost alternative, completely linear and without decision, I finally do not want to have Mordor.
There is now a certain unification between the offshoots and the downturned style of the outpost: this is now basically a kind of "mega-offshoot" on the additional raw material building can be erected. The change in the building selection has not changed at all, but the orc tent, the troll cage and siege structures now behave like the respective branch building, so there is thus a loose connection over the other building style.
That would be with today's update. The next two will be back in waiting and deal with Mordor's domains where, as I said, most of the features have been reworked. I hope that update has been found despite or perhaps just because of its controversial ideas! I would appreciate feedback!