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The Lord of the Rings: Battle for Middle-Earth II v1.05 English Patch

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Game: The Lord of the Rings, The Battle for Middle-earth II
Platform: PC
File type: Patch
Date added: Sep 25, 2006
Downloads: 814

This v1.05 patch for The Lord of the Rings: Battle for Middle-Earth II includes tons of unit tweaks, bug and map fixes, and interface changes.

Patch details:

Version 1.05

Values notation, when using slashes, means damage done or taken without/with
upgrade

Example: "Unit X more resistant to pierce damage (50%/30% from 100%/50%)" means
Unit X when unarmored now takes 50% damage from pierce attacks (from 100%), and
with heavy armor takes 30% damage from that damage type (from 50%).

General - Unit

- Soldier units in general more resistant to pierce (125/30% taken from
150/75%) and crush (125/65% from 50/100%); with heavy armor more vulnerable to
cavalry (120% from 75%) and cavalry-ranged (80% from 40%), more resistant to
fire (30% from 50%) and magic (20% from 50%); Flanked penalty -66/-50%, except
for the lorien and orc warriors; Forged blades now have a +100% damage bonus vs
other infantry units and +50% vs heroes (except for the Lorien Warrior)

- Archers more vulnerable to slash (150/75% from 100/50%) and siege (150/70%
from 100/50%) damages; with heavy armor more vulnerable to crush (150% from
100%)
- Cavalry more vulnerable to cavalry-ranged (150/90% from 50/25%), crush
(60/40% from 1/1%) and structural (200/50% from 100/50%), more resistant to
Slash (40/25% from 80/40%); Forged blades now have a +100% damage bonus vs
non-defensive structures; vision range normalized to 275 (from 175/300/370)
- Pikemen units now more vulnerable to arrows (150% from 125%), except for the
Tower Guard, poison (100/50% from 50/25%); flanked penalty -50/-25%; more
resistant to cavalry-ranged (20/10% from 100/50%), Hero (120/80% from 200/100%)
and Hero-ranged (150/75 from 200/100%); Forged blades now have a +100% damage
bonus vs other infantry units and -25% penalty vs heroes
- Hero armor more resistant to pierce (18% from 25%), cavalry (30% from 50%),
specialist (15% from 25%), magic (20% from 100%) and poison (40% from 75%);
more vulnerable to slash (40% from 25%) and crush damage (50% from 1%)
- Mounted Hero armor now more resistant to pierce (15% from 50%), slash (25%
from 50%), poison (50% from 75%) and magic (50% from 100%); more vulnerable to
flame (40% from 25%) and structural (100% from 50%)
- Tough hero armor more resistant to magic (17% from 100%), structural (40%
from 50%), flame (25% from 17%), and pierce (15% from 25%); more vulnerable to
specialist (42% from 25%), hero (65% from 50%), and crush (35% from 1%)
- Light Hero Armor more resistant to flame (10% from 25%) and specialist (10%
from 25%) damages; more vulnerable to cavalry (60% from 25%), crush (50% from
1%) and pierce (30% from 25%)
- Ring Heroes more vulnerable to pike (25% from 10%) and ranged-hero (25% from
10%)
- All artillery units more resistant to siege (75% from 100%), flame (30% from
100%) and magic (50% from 100%); more vulnerable to crush (40% from 1%)
- Soldiers, cavalry and pikes hold ground stance armor bonus +25% (from +50%),
damage penalty -15% (from -25%); aggressive stance damage bonus +25% (from
+50%), armor penalty -10% (from -25%)
- Stances bonuses enabled for archers - Hold Ground +25% armor, -30% damage,
-60% speed; Aggressive +10% damage, -30% armor
- Stances bonuses enabled for heroes - Hold Ground +10% armor, -25% speed;
Aggressive +10% damage, +7% speed, -30% armor
- Banner Carriers now have a special armor very resistant to pierce, hero and
hero-ranged attacks, and can't be trampled
- All pike-type units cost increased by 50 credits, porcupine formation now
adds up +25% damage and +25% armor
- All Men of the West heroes and unmounted Mouth of Sauron speed now 50 (from
40), Saruman and Goblin King speed 55 (from 50)
- Height range bonus fixed at 1 for ranged units and heroes and 2 for artillery
units; mountain giant bonus 2.5; bombard range now 15% higher than the default
attack range, scatter radius doubled (60 from 30)
- All artillery units, except for the Ballista, damage is now reduced by 35%.
Do not forget to take into account that fortress armor is now taking 200%
damage instead of 150% from the previous patch 1.04
- All cavalry experience requirements increased by 50%. Spider Riders now take
72 command points, Battlewagon 70 (from 50), remaining take 80 (from 60); more
vulnerable to poison (130/75% from 100/50%), except for spider riders; added
arrow dodge chance: Battle Wagon 15%, Knight 20%, Rivendell Lancer 30%,
Rohirrim and Spider Rider 40%
- All artillery units, except for the Ballista and cave troll, now have a fixed
missing ratio, getting 1 out of 10 (Mordor catapult), 1 out of 8 (other machine
artillery) or 1 out of 6 (monster artillery) perfectly accurate shots.
- Porter default resistance doubled; more resistant to flame (1% from 50%),
pierce, hero-ranged and cavalry (33% from 100%)
- Hobbit rock base damage reduced (50 from 200), sword damage type crush (from
hero)


General - Structure
------------------------------

- Structures more resistant to cavalry (45% from 75%), specialist (30% from
75%), cavalry-ranged (2% from 75%), flame (33% from 100%), fly-into (40% from
75%) and hero-ranged (5% from 10%) damages
- All fortresses now more resistant to melee (20% from 25%), cavalry (20% from
25%), more vulnerable to flame (25% from 5%) and siege (200% from 150%); armor
upgrade costs reduced (1600 from 2000), bonus reduced to +35% (from +50%)
- All fortress artillery units more resistant to siege (85% from 100%), flame
(30% from 100%) and magic (50% from 100%)
- All Fortress expansions now more resistant to slash (75% from 200%), pierce
(15% from 25%), flame (60% from 100%), hero (35% from 50%) and structural (5%
from 25%) damages
- Walls, wall upgrades and wall Hubs can now only be attacked by siege and
structural damage dealing units
- Statues no longer discounts infantry
- Lumber Mills cost 370 (from 450) and need less experience for levels two
(1000 from 2000) and three (3000 from 5000); now spawns 5 laborers (from 4);
orc laborers damage 10 (from 5), population cost 1 (from 5)
- Some unit production and tech structures now have a modified structure armor,
more resistant to slash (35% from 50%), uruk (30% from 200%). More vulnerable to
cavalry damage (100% from 35%)
- All structures now take 2 mins (from 5 min) to start self-repairing
- Unit production structures upgrade costs reduced. 150 for level 2, 250 for
level 3 when not unlocking new units or upgrades. 350 for level 3 when a unit
or upgrade was unlocked on level 2. Research time normalized to 30s in these
cases.
- All sentry towers buildtime faster, 37 from 60s for the dwarven tower, 45
from 60 seconds for the remaining factions; health - Dwarven 2500 (vs 3500),
Men 2200 (vs 3000), Elves 1050 (from 1500), Goblins 2200 (vs 3000), Isengard
and Mordor 1700 (vs 2500)
- Well, galadriel mirror and hearth respawn horde's lost units slower (10s from
5s)
- All stables buildtime increased (45s from 30s), Spider Pit buildtime
increased to 35s (from 30s)
- Outposts health 1500 (from 1000); Neutral Ruined tower health reduced (2200
from 3000)
- Resource buildings health modified - Mordor Slaughterhouse 1600 (from 2000),
Goblin Tunnel 1000 (from 2000), Mallorn Tree 940 (from 2000), Dwarven mine 2700
(from 2000), farm unchanged (2000)
- Banners cost 600 to research, 750 for Elves and 400 for Men (from 1000);
Equip cost 150 for Goblins and Mordor (vs 250)
- Inn recruitable units changed: Elven Warrior (Men), Peasants (Elves), Hobbits
(Dwarves), Haradrim Lancers (Mordor), Corsairs of Umbar (Isengard) and Wildmen
of Dunland (Goblins)


General - Heroes
------------------------------

- All heroes costs and commandpoint costs (CP) normalized to their game stage
availability: Early-game heroes 1100 credits, 40 CP; Mid-game heroes 2000, 60
CP; Late-game heroes 3000, 80 CP; Very-late-game heroes 5000, 100 CP.
- Early game heroes shockwave resistance reduced to 20 (from 74)
- Hero revival times now follow this formula: Primarily melee heroes (Boromir,
Gloin, Dain, Gimli, Aragorn, Elrond, Haldir, Lurtz, Wormtongue, Goblin King)
take 1m to revive on 1st level stage (levels 1 through 4), 2m on 2nd level
stage (5 through 7) and 3m on 3rd level stage (8 through 10); other heroes now
take 1x, 2x and 3x their initial build time to ressurect on 1st, 2nd and 3rd
level stage respectively; Revival costs normalized to 50%, 65% and 80% of
initial buildcost for all heroes, on 1st, 2nd and 3rd level stages
respectively.
- Leadership (LD) system diversified. The basic ones stack, capped at +50% for
each attribute, and are the armor LD (+50% Armor, hollow circle glow), and
damage (+50% damage, solid circle glow). The High Level LDs add up +25% on
different attributes and always stack, units affected have the hollow circle
glow (+25% Armor), solid circle glow (+25% Damage) or a special glowing sparks
effect (+25% Damage, +25% Armor) on them.
- Basic Damage LD providers: Theoden, Boromir, Rallying Call, Haldir, Warchant
and Lurtz
- Basic Armor LD providers: Eomer, Faramir, Gimli, Dwarven Statue, Elven Woods,
Tainted Land, Drummer Troll, Skull Totem
- High Level LD providers: Aragorn, King Dain, Elrond, Darkness, Saruman,
Sharku (+25% Damage, +25% Armor, +50% Experience); Men Statues, Goblin King
(+25% Armor, +25% experience); BattleWagon Banner, Elven Statues, Eye of Sauron
(+25% Damage, +25% experience)


Creeps and Powers
------------------------------

- Creep Lairs Treasure chests award more credits (180 average from 75 average)

- Barrow Wight now takes 10% from all damage types except for magic (150%)
structural and hero (50%) damage; cost 300 (from 200), 4x charge speed; Wights
summoned by morgul blade now have a duration timer of 2m
- Barrow Wight and Fire Drake lairs when fully destroyed now drop one treasure
chests and one instant level up chest
- Wild Spiderling experience award 2 (from 5), health 500 (from 150), cost 200
(from 50), buildtime 30s, vision 160 (from 180), lair now drops 4 treasure
chests (from 2)
- Wild Warg cost 200 (from 100), buildtime 35s (from 15s), health 800 (from
400), damage 120 (from 60), more resistant to cavalry (30% from 100%); -50%
damage penalty to structures (from -10%); can trample units (10 damage);
destroyed lair drops 3 chests (from 2)
- Wild Goblin warrior damage doubled, take less damage from pikes (15% from
100%); Wild Goblin Archer cost 150 (from 25), buildtime 45s
- Wild Cave Troll speed 70 (from 55), health 3000 (from 2000), cost 300 (from
500)
- Wild Fire Drake is now level 5, inferno available on level 7, self-heals once
level 8, guarding range 420 (from 350)
- Wyrm health increased (15,000 from 10,000), delay to start switching position
reduced (2s from 4s), higher damage and area of effect (110 from 45), power
recharges faster (7m from 9m)
- Watcher in the Water recharge time increased (10m from 9m); All summoned
towers recharge 4m (from 3m)
- Heal power restores up to 50% of health (from 100%), radius 200 (from 100);
no longer works on ring heroes, machines or monsters
- Structure Rebuild Power reload now faster (4m from 6m), affects a smaller
area (100 from 300)
- Elven Woods and Tainted Land radius 250 (from 175), recharge 4m30s (from 6m);
Untamed Allegiance recharge 4m30s (from 6m)
- Darkness, Freezing Rain (6m from 9m) and cloud Break (7m30s from 8m20s)
recharge faster; Rain power now also debuffs the enemy, duration 2m30s (from
3m)
- Devastation power income cap increased (2000 from 1500), now also stuns enemy
units for 5.5s in its effect radius
- Wyrm now more resistant to magic (30% from 100%), more vulnerable to
structural (100% from 25%)
- Summoned Dragon now more resistant to Specialist (15% from 100%) and Magic
(75% from 100%)
- Watcher in the water more resistant to pierce (10% from 100%) and Magic (20%
from 100%)
- Summons no longer give any experience when killed
- Dwarven and Men of the West Summoned Towers now have fortress armor
- Arrow volley damage type now cavalry-ranged (from pierce)
- Tom Bombadil recharge time increased (8m from 6m)
- Hobbit Allies hordes now have 8 members (from 5); recharge 5m (from 6m),
duration 1m30s (from 2m)


Naval-related Changes
------------------------------

- Corsair Black Ship and Elven Warship cost 400 (from 750), max speed 100 (from
120), turning speed halved, weapon reload time 166ms (from 100ms), damage
penalty against shipwrights reduced (-90% from -99%); Black Ship health 1200
(from 1000)
- Corsair and Elven bombardment ships cost reduced (1500 from 3000), range
increased (1400 from 1000), delay between shots increased (9s from 5s), weapon
misses randomly (25% of the shots are precise), splash damage halved, damage
penalty against shipwrights reduced (-75% from -99%)
- Doom ship explosion splash damage reduced by 60%, central explosion radius
reduced (120 from 200), splash damage to wrights removed, cost (1000 from 500)
and buildtime (45s from 15s) increased
- Storm ship cost (1000 from 500), buildtime (45s from 15s) and health (1200
from 1000) increased, splash damage halved, central radius (60 from 100)
reduced
- Transport ships armor resistance increased (30% from 50% damage taken)


Faction Specific Changes
------------------------------

Men of the West
------------------------------

- Gondor Soldier crush revenge damage increased (20 specialist from 10 slash);
more resistant to uruk damage (75/50% from 100/50%); heavy armor more resistant
to magic and fire(13% from 50%), more vulnerable to cavalry-ranged (80% from
30%)
- Tower Guard with Heavy Armor now more resistant to slash (80 from 100%) and
poison (20% from 50%) damages
- Gondor Archer cost 200 (from 250), flame damage 32 (from 25), speed 42 (from
37), pre-attack delay 200ms (from 1s)
- Rangers cost 600 (from 500), health 300 (from 400), population 70 (from 60);
pierce damage (65 from 75), flame damage 18 (from 50), rapid fire mode (double
rate) after second arrow fired, +35% attack bonus vs monster units (except
summons); more resistant to pierce (70% from 100%), more vulnerable to crush
(450% from 200%); longshot ability now requires level 2, damage 100 (from 200)

- Knights Cost 550 (from 500), health 600 (from 400), more resistant to pierce
(40% from 50%); damage 35/60 from 70/120, trample damage 60 (from 80)
- Rohirrim health 450 (from 800), base damage 80 (from 60) with 11.5 radius
splash; more resistant to pierce (30/15% from 50/25%) and cavalry (60/30% from
100/50%), more vulnerable to cavalry-ranged (150/50% from 100/50%), flame
(140/100% from 100/50%), magic (100/75% from 100/50%) and structural 150/50%
(from 100/20%); trample damage 50 (from 160); fire arrows flame damage 25 (from
15) against structures and slightly above 25% damage against all other units
- Trebuchet cost reduced (700 from 1000), speed increased (37 from 30)
- Forged blades available on level 1 armor on level 2; Forged blades damage
12.5% stronger, heavy armor 20% weaker
- Banner Carrier technology research now on barracks instead of blacksmith,
research time 15s (from 30s); enables the soldier shield wall ability
- Lone Tower power position switched by hobbits, Ranger allies switched by
rohirrim allies
- Rebuild Power replaced by Elven Woods, casting area visibility duration
increased to 15s (from 5s)
- Ranger allies now summon only 3 battalions (from 4); Rohirrim allies duration
1m15s (from 3m)
- Farm now takes longer to build (22s from 15s), more vulnerable to cavalry
(75% from 50%) and uruk (60% from 50%)
- Men Fire arrows moved to archery range level 3, Archery Range level 3 upgrade
cost 650 (from 350)
- Men Statue cost 250 (from 300), buildtime 25s (from 45s), health 1000 (from
1500)
- Workshop cost reduced (500 from 800), level 2 upgrade cost increased (800
from 500)
- Watch Tower cost 350 (from 500); Lone sentry tower now has a 60% larger line
of sight (960 from 600)
- Fortress Wall hub expansion cost 60 (from 200), buildtime 20s; Outer Wall hub
cost 800, 50 seconds buildtime
- Regular Wall hub buildtime (50s from 30s) and wall segment buildtime (25s
from 20s) increased
- Max wall buildout distance reduced (400 from 1500); Wall health increased
(3500 from 1500), cost per segment reduced (30 from 50); wall gates cost 300
(from 500) health 2200 (from 1500), postern gates 700 (from 300)
- House of Healing expansion cost reduced (800 from 1000), banner expansion
cost increased (650 from 500), Ivory Tower expansion cost reduced (1200 from
2500) and has no pre-requisite, Flaming munitions now require numenor
stonework.
- Arrow Tower Expansion cost 370 (from 500), buildtime 20s (from 30s);
dormitory buildtime 30s (from 5s)
- Blacksmith cost increased (1500 from 1000), level 2 upgrade cost 1000 (from
500), level 3 upgrade cost 500; new iron ore technology research available on
level 3, 200 cost, pre-requisite to the iron ore upgrade on the market place
- Marketplace iron ore (500 from 1500) and grand harvest (1000 from 15000)
upgrade costs reduced
- Workshop cost reduced (500 from 800), level 2 upgrade cost increased (800
from 500)
- Theoden cost 1100 (from 1200); Unmounted damage 120 (from 180), faster delay
between shots (766 ms from 1250ms); Glorious charge level 5 (from 6)
- Boromir cost now 1100 (from 1250), health 3200 (from 2800), damage 175 (from
300), attack earned area knockback (8 radius); horn of Gondor moved to level 3,
recharge time increased (1m30s from 1m)
- Eomer cost 2000 (from 1000), starts mounted, damage 150 (from 80), health
3200 (from 2400); Spear available on level 1, recharge 35s (from 1m), damage
400 (from 300), splash radius 15 (from 10); leadership on level 3, Outlaw on
level 6
- Eowyn cost now 2000 (from 1200), health increased (2800 from 1600), firing
duration reduced (700 from 1500ms), armor is now tough-hero when on foot,
starts with horse
- Faramir cost 2000 (from 1200), bow reload time 1.2s (from 1.5s), armor now
light-hero when on foot; wound arrow range 380 (from 350), damage 400 (from
300), reload time 40s (from 30s), added 400 damage vs ground heroes, cavalry
type
- Aragorn cost 3000 (from 2000), health increased (3500 from 2400), attack
duration faster (0.8s from 1s), damage reduced (250 from 400) with added (+25%,
10 radius) splash damage; Blademaster splash radius increased (14 from 10) and
has a +50% damage bonus to structures; army of the dead summon duration 20s
(from 45s), recharge time 5m (from 3m)
- Gandalf cost now 5000 (from 3000), health (4300 from 2400) and damage on foot
(300 from 150) increased; Wizard Blast recharge time increased (45s from 30s),
lightning sword now does 500 magic (150 vs heroes) and 180 flame; Shadowfax on
level 4; Gandalf the white bonus restored - adds up 200 health, doubles his
spells damage and reduce the powers timer recharge by 25%; Istari light damage
1500 (from 3000), recharge 3 mins (from 1m30s)


Dwarves
------------------------------

- Guardian now more resistant to pierce (75/30% from 150/75%), hero-ranged
(140/70% from 200/100%) and poison (60/30% from 100/50%), more vulnerable to
crush (160/80% from 100/50%), cavalry (200% from 150%), cavalry-ranged (110/70%
from 100/50%) and structural (120/40% from 100/20%); speed 37 (from 40);
Bullrush reload 2m (from 3m), now increases speed by 25% and armor by 25% (from
50%), damage bonus removed
- Guardian delay between shots increased (1.6s from 1s), captures structures
faster (7s from 15s), weapon with forged blades damage reduced (100 from 150);
siege hammer and forged blades are now mutually exclusive (only one or the
other can be researched), siege hammer damage is now siege type (from slash)
- Axe Thrower armor more resistant to pierce (60/30% from 100/50%), and crush
(175% from 200%), more vulnerable to cavalry (300/150 from 200/100) and siege
(120/60% from 100/50%); base damage reduced (20/40 from 50/75), delay between
shots 1.2s (from 0.5s), range 370 (from 250), damage type slash (from pierce),
bonus vs structures removed (was +5000%)
- Phalanx (45 from 40) and Men of Dale (45 from 37) speeds increased
- Men of Dale Black arrows now deal hero damage type, damage increased (100
from 75)
- Demolisher available on level 1 forge works (from 2), speed 38 (from 30);
more resistant to slash (50% from 100%), fire (60 from 100%), magic (40% from
100%), structural (15% from 25%) and siege (40% from 100%); more vulnerable to
cavalry (75% from 50%)
- Dwarven catapult base range reduced to 450 (from 500)
- Battle Wagon now on level 2 forge works, can now capture neutral buildings,
trample damage 180 (from 300), trample-deceleration 3% (from 2%), minimum speed
57% (from 50%), experience requirements doubled; more resistant to pierce (15%
from 50%), and slash (20% from 80%), cavalry-ranged resistance mantained
(100%); more vulnerable to hero (200% from 60%); oil barrel decay 1.5 (from
25), reloads in 1m20s (from 1m)
- Battle Wagon's Men of Dale damage 4x higher, range 266 (from 380),
cavalry-ranged type (from pierce), pre-attack delay 100ms (from 1s), upgrade
cost 500 (from 200); Battlewagon's Axe Thrower damage tripled, delay between
shots 300ms (from 1s), slash damage type, cost 300 (from 200); Banner Carrier
upgrade cost 300 (from 200)
- Dwarven Mine buildtime 20s (from 15s); Undermine health 6000 (from 2000)
- Sentry Tower cost 450 (from 500), range 280 (from 250); can now detect
stealth (450 range)
- Dwarven Wall segment cost 25 (from 50), buildtime 25s (from 15s); Fortress
Wall hub expansion cost 50 (from 200), buildtime 20s (from 30s); Outer Wall hub
cost is 750, buildtime 45s; Regular Wall hub buildtime 45s (from 30s), cost 120
(from 200); max wall buildout distance 450 (from 1500)
- Fortress Tower Expansion cost 370 (from 500), buildtime 20s (from 30s),
Catapult Expansion buildtime 20s (from 30s)
- Hall of warrior buildtime increased (25s from 20s); Dwarven Archery range
cost (350 from 500) and buildtime (35s from 45s) reduced, fire arrows tech
requires level 3
- Forge Works cost 500 (from 800), buildtime 45s (from 30s), level 2 cost 300
(from 500), level 3 cost 1200 (from 1000); Siege Hammer technology now
available on level 2, research cost 500 (from 1000)
- Wall gate cost 250 (from 500), postern gates cost 650 (from 300)
- Dwarven Banners technology now available from start, equip cost decreased
(250 from 300)
- Dwarven Riches power position switched with Hobbit allies, Undermine switched
with cloudbreak
- Gloin now costs 1100 (from 2000), health 2400 (from 3000), armor hero type
(from tough-hero), damage halved vs fortresses; shake foundation damage
increased (2800 from 2000), damage penalty to fortresses increased (-75% from
-50%), structure paralyzing duration 10s (from 30s)
- Dain cost 2000 (from 2500), buildtime 70s (from 30s), armor now hero-mounted
(from tough-hero); health (2700 from 3000), damage (400 from 300) and delay
between shots (1.3s from 0.6s) increased; Mighty Rage now gives +20% speed and
+25% damage for infantry and heros (was healing and LD), still debuffs enemies,
recharge 3m30s (from 2m); Royal Guard summon duration 1m10s (from 2m)
- Gimli now costs 3000 (from 4000), health 3600 (from 4000), buildtime 45s
(from 30s); new +50% armor leadership, leap attack range 135 (from 100), axe
throw range 275 (from 175) with splash (20 radius) and bonus vs heroes (3x) and
cavalry (6x); slayer duration 25s (from 30s)


Elves
------------------------------

- Lorien Warrior cost 400 (from 300), health 160 (from 125); Heavy Armor base
resistance 30% higher, more resistant to fire and magic (20% from 50%) and
hero-ranged (75% from 100%), more vulnerable to structural (40% from 20%) and
cavalry-ranged (80% from 40%); forged blades damage reduced (120 from 160);
-50% damage penalty vs structures
- Mithlond Sentry buildtime 42s (from 30s); Heavy Armor base resistance 30%
higher; more resistant to slash (200/80% from 200/100%), cavalry-ranged (30/20%
from 100/50%) and hero (120/90% from 200/100%); more vulnerable to flame and
magic damages (100/75% from 100/50%); -50% damage penalty vs structures
- Lorien archers build time decreased (25 from 30s), pierce damage 40/40 (from
40/60), clip reload time 766ms (from 2s max), more crush vulnerable (250/150%
from 200/100%);
- Mirkwood Archer available on level 2 archery range (from 3), cost 700 (from
800), health 200 (from 150), population 80 (from 60); more resistant to pierce
(70% from 100%), fire and magic (60% from 100%);
- Rivendell Lancer trample damage reduced (50 from 100); heavy armor base
resistance 30% higher, more vulnerable to structural (30% from 20%),
cavalry-ranged (150/71% from 100/50%), fire and magic (75% from 50%) damages,
more resistant to pierce (15% from 25%); forged blades damage reduced (90 from
120); earns 10% extra speed on level 2
- Giant Eagle cost 1000 (from 2000), speed 120 (from 88), added arrow dodge
chance (20%), more resistant to pierce (20% from 100%), ranged-hero (60% from
100%), flame and magic (30% from 50%) damages, more vulnerable to slash (30%
from 0%) damage; health doubled (4000 from 2000), 10x damage bonus vs machines,
-70% damage penalty vs heroes
- Ents buildtime 25s (from 45s), speed 40 (from 50), range 425 (from 500), base
damage 300 (from 400), health 1400 (from 2000), splash damage increased by 10%;
base armor more resistant (10% from 50%), more resistant to slash (10% from
50%) and cavalry (20% from 50%), more vulnerable to fire (200% from 100%)
- Ent Allies and Eagle allies powers positions switched; Ent allies power now
summons 3 ents (from 4), fade in time 8s (from 2s); Enshrouding Mist recharge
4m30 (from 6m); Farsight now increases the vision (15%) and attack range (10%)
of archers, heroes, cavalry and artillery units, for 45 seconds, duration 1m
(from 2m), recharge 2m (from 3m)
- Statue price increased to 350 (from 300); Elven battle tower cost 400 (from
350) and has one garrison slot (from 2)
- Barracks cost 400 (from 300), buildtime 25s (from 30s), level 2 upgrade cost
1000 (from 500), level 3 is 300 (from 1000)
- Elven Heavy Armor equip cost 400 (from 300)
- Mirror of Galadriel detects stealthed units across a 450-units range (from
200)
- Elven banners healing speed halved, takes 7.5s to start healing, works while
the battalion is fighting
- Watch Tower Fortress Expansion cost 370 (from 500), buildtime 20s (from 30s);
Vigilant Ent Expansion cost 900 (from 1200); Eagle's Nest upgrade cost 2000
(from 2500)
- Fortress Wall hub expansion cost (70 from 200) reduced, Outer Wall hub cost
is 900, 60 seconds buildtime; regular Wall hub buildtime 60s (from 30s), cost
150 (from 200), wall segment buildtime 30s (from 20s); Max wall buildout
distance reduced (400 from 1500); wall gates now cheaper (350 from 500)
- Elven fortress Mystic Fountains cost reduced (750 from 1500), Eagle nest 2000
(from 2500)
- Ent Moot cost 700 (from 1000), buildtime 40s (from 60s)
- Elven Sentry Tower cost 350 (from 500)
- Treebeard health 3200 (from 5000), speed slightly increased (52 from 50), now
has an aura that increases the armor (+50%), speed (+15%) and range (+20%) of
nearby Ents
- Arwen attack reload now faster; flood moved to level 4 (from 10), 80 damage
per summoned horse (from 142), specialist damage type, -50% damage vs.
non-cavalry units, recharge time 6m (from 5m); Athelas moved to level 8 (from
2), heals 2000 hitpoints (from 600) to all heroes on a 300 radius (from 200)
around her
- Haldir cost 1100 (from 2000), bow range 350 (from 400), bow attack speed
reduced; sword damage 45 (from 120), now has the innate 'elven strike' ability;
buildtime 70s (from 30s), health decreased (2200 from 2500), armor type now hero
(from hero-light); Leadership on level 4 (from 6), golden arrow at level 9 (from
10);recharge increased (1m30s from 45s), base damage 300 (from 200), 2000
additional specialist damage (effective vs. mounted and tough heroes)
- Glorfindel cost 2000 (from 1500), damage decreased (100 from 150), now deals
+100 siege damage to structures (+10 vs fortresses) while on foot, buildtime
50s (from 30s), health 3000 (from 1500); arrow dodge rate increased (65% from
50%), can now crush infantry units (200 hero damage), minimum speed 65 (from
50), amount toggle faster (1s from 2s); Blade of Purity now makes him
invulnerable (from +50% armor), lasts for 10s (from 30s), must be on foot to
enable, recharge increased (2m25s from 1m30s); starts mounted
- Legolas cost (2000 from 3000), range (380 from 400) and health (1500 from
3000) reduced, buildtime 95s (from 30s), innate heal reduced (20 per second
from 30), hawk Strike recharge 1m30s (from 30s), knife fighter level 6 (from
2), arrow wind level 10 (from 7)
- Thranduil cost 3000 (from 2500), armor hero-mounted (from hero-light),
buildtime 90s (from 30s), visibility range 700 (from 500); bow range 460 (from
400), damage 300 (from 100), reload 2.3s (from 1s), -85% damage penalty against
artillery, -50% vs monsters
- Thranduil innate stealth is now elven cloak (level 1 from level 4); Deadeye
level 4 (from 7), range 520 (from 500) and effect (double attack speed, -50%
damage +magic damage) increased; Wild Walk moved to level 6 (from 1) and
enables thranduil to fire cloaked, lasts for 1m20s, recharge 2m30s
- Elrond cost increased (3000 from 2500), buildtime 45s (from 30s), armor
tough-hero (from hero), damage 200 (from 250), attack speed now faster; Elven
sight moved to level 1, Athelas only heals himself, Whirlwind moved to level
10; leadership is +25% attack (stacking), restoration recharge time 5m (from
1m30s)


Mordor

- Orc warrior buildtime 14s (from 25s), cost 50 (from 100), speed 40 (from 50),
population 40 (from 60); damage is now 12 Uruk (from 20 slash), delay between
shots 2.4s (from 1s), +80% damage bonus vs structures; more resistant to pierce
(120% from 150%) and Uruk (50% from 100%), more vulnerable to slash (100% from
70%) and poison (150% from 100%); bloodthirst experience bonus +150% (from
+95%)
- Orc archer now has a 40% miss ratio, range 250 (from 275), max reload time
0.7s (from 2s), speed 57 (from 50), health 200 (from 100), range 250 (from
275), flame damage 40 (from 20); more crush vulnerable (300% from 200%), crush
revenge does 14 slash (from 5 pierce)
- Soldier of Rhun more resistant to Uruk (50/25% from 200/80%), hero (150/90%
from 200/100%) and hero-ranged (160/80% from 200/100%)
- Corsair of Umbar vision range 320 (from 275); more resistant to pierce (75%
from 150%), hero-ranged (100% from 200%), crush (75% from 125%), flame (50%
from 100%), cavalry (75% from 150%), magic and structural (50% from 100%)
damage types; firebomb damage reduced (15 from 25), flame decay increased (16
from 10, original 25), attack reload increased (3.8s from 1.3s), attack range
170 (from 100), minimum range 100 (from 50), bombard attack range 330 (from
100)
- Haradrim Archer health reduced (250 from 400), barbed arrow now has to be
researched (1000 cost on level 1 tavern), equip cost 200, damage type
hero-ranged (from pierce), reload much faster (6s from 60s), small chance of
knocking back heroes
- Mountain Troll cost 600 (from 500), speed 78 (from 55), rock attack reload
slower (9s from 6s); more vulnerable to pierce (100% from 25%), crush (50% from
1%), more resistant to slash (15% from 100%), uruk (15% from 100%) and hero
damage (100% from 200%)
- Attack Troll (1100 from 1000) buildcosts increased; more vulnerable to
structural (35% from 25%), flame and magic (60% from 50%) damage types,
population 75 (from 50), damage penalty vs heroes -25% (from -50%)
- Drummer troll cost 400 (from 750), speed 40 (from 32); more resistant to
pierce (15% from 25%), hero-ranged (75% from 200%), flame (15% from 75%), magic
(15% from 200%) and structural (10% from 100%); leadership effectiveness range
320 (from 200)
- Mumakil cost 1800 (from 1600), more resistant to slash (15% from 100%),
specialist (35% from 175%), hero (75% from 200%) and structural (20% from 25%);
more vulnerable to pierce (75% from 25%), hero-ranged (200% from 100%), siege
(150% from 100%), flame (275 from 175%) and magic (225% from 175%); experience
requirements doubled, speed 45 (from 50), crush damage 800 (from 400); charge
trample now does 40x damage to heroes, reload 45s (from 30s); now comes with a
haradrim lancer horde which can be evacuated (additional 30 command points)
- Level 2 Troll, Level 3 Attack Troll and Level 4 Mumakil now heal when out of
combat
- Battering Ram cost 450 (from 350); more vulnerable to crush damage (40% from
1%), more resistant to siege (30% from 100%), hero (120% from 200%) and flame
and magic damage (30% from 100%)
- Fortress flaming munitions upgrade now global (affects all fortresses and
barricades)
- Tavern cost 300 (from 500), level 2 upgrade cost 700 (from 500), level 3 cost
500 (from 1000); Heavy Armor requires level 2, Fire arrow research cost 650
(from 1000)
- Mordor Barricade Expansion cost reduced (400 from 600), faster buildtime (20s
from 30s)
- Gate Watcher attack range (100 from 150) and fear radius (150 from 200)
reduced
- Mordor Siege Works cost reduced (500 from 800), level 2 upgrade cost
increased (800 from 500)
- Awaken wyrm and barrage powers position switched; Barrage now has a 3s delay
after firing, spread apart in a larger radius (225 from 150), damage 400 (from
150), shockwave power 75 (from 50)
- Barricade power position switched by industry; Barricade archers range 320
(from 275), minimum reload time 0.8s (from 1.5s), -40% damage penalty vs heroes
and structures
- Fellbeast armor more resistant to pierce and hero-ranged (80% from 100%),
flame and magic (160% from 200%), more vulnerable to structural (100% from
50%); buildtime 95s (from 60s), plow damage now Hero type (from Siege)
- Nazgul Rider cost 1100 (from 1000), minimum speed 58% (from 50%), flank bonus
500% (from 350%), base health 1650 (from 2000), unmounted pre-attack delay 50 ms
(from 500 ms), crush damage 60 (from 80); mounted attack range 25 (from 11.5),
mount toggle delay 750ms from 2s; Morgul Blade recharge 1m40s (from 45s)
- Mouth of Sauron cost 2000 (from 1500), health 2800 (from 5000), buildtime 70s
(from 45s), unmounted armor type hero-light (from hero), mounted armor
tough-hero (from hero-mounted); detects stealth (450 range), attack has splash
damage (11.5 radius); Evil Eye on level 3 (from 10), damage halved against
ents; dissent level 10 (from 6), radius 160 (from 100) and recharge 3m20s (from
2m)
- Witchking buildtime 115s (from 60s), unmounted armor is tough-hero, arc of
attack 80 (from 40); mounted armor more fire vulnerable (250% from 200%); war
mace no longer hits friendly units


Isengard

- Uruk Fighter population 75 (from 60), buildtime 33s (from 30s), deals Uruk
damage (from slash), capture time 20s (from 15s); more pierce resistant
(140/40% from 150/75%), more vulnerable to Uruk (150% from 100%) and crush
(150/75% from 100/50%); bloodthirst experience bonus +20% (from +10%)
- Crossbow cost 350 (from 300), buildtime 37s (from 30s), health 110 (from
160), speed 58 (from 50); more resistant to pierce (85/40% from 100/50%) and
poison (50/25% from 100/50%), more vulnerable to slash (120/60% from 100/50%);
damage 65 (from 25), pre-attack delay 820ms (from 500ms), flame damage 35 (from
25)
- Pikemen more vulnerable to flame (100/75% from 100/50%), more resistant to
hero (150/90% from 200/100%), hero-ranged (160/80% from 200/100%) and
cavalry-ranged (30/20% from 100/50%), speed 58 (from 50), damage reduced (40/80
from 45/90)
- Berserker more resistant to pikes (70% from 100%), less resistant to defenses
(35% from 25%), -20% penalty vs. cavalry
- Warg Rider damage 63/125 (from 100/200), crush deceleration 20% (from 50%),
trample now does 70 crush (from 60) with splash (5 units), more vulnerable to
cavalry-ranged (150/75% from 100/50%), innate healing on level 2; Howl damage
boost +60% (from +50%), armor bonus removed, duration 29s (from 45s)
- Wildmen Allies power position switched by Devastation, Watcher in the water
switched by fuel the fires
- Palantir vision area increased (1000 from 300), now casts a +15% speed boost
spell to all unit types under its central area, effect lasting for 35s. Power
reload time increased (3m30s from 3m)
- Uruk pit buildtime increased (35s from 15s); Battle Tower now has 1700 hp
(from 2500); Furnace health 750 (from 2000)
- Ballista and Mine level requirements on armory swapped
- Warg Sentry cost reduced (350 from 400), health 2000 (from 1500), buildtime
35s (from 15s); warg has trample damage (10 crush), hitpoints doubled, more
resistant to Slash (30% from 100%), pierce (25% from 100%), cavalry (30% from
100%), flame and magic (100% from 200%), more vulnerable to crush (50% from 1%)

- Battering Ram cost 450 (from 400); more vulnerable to crush (40% from 1%),
more resistant to siege (30% from 100%)
- Ballista cost 500 (from 350), speed 40 (from 30), minimum attack range 40
(from 100), delay between shots 7s (from 8s), -50% damage penalty against other
artillery units
- Fortress Wall hub expansion cost 70 (from 200), 20s buildtime; Outer Wall hub
cost 900, 50s buildtime; regular wall hub cost 150 (from 200), 50s buildtime;
wall segment buildtime 30s (from 20s); Wall gate cost 400 (from 500)
- Tower Expansion cost reduced (400 from 600), faster buildtime (20s from 30s)

- Wizards Tower fortress upgrade cost 1000 (from 2500); burning forges upgrade
cost 750 (from 500); excavations cost 750 (from 1000)
- Isengard Siege Works cost reduced (500 from 800), level 2 upgrade cost
increased (800 from 500)
- Isengard Battering Ram now more resistant to hero (125% from 200%), flame and
magic (30% from 100%) damage types
- Wormtongue speed 62 (from 50), escape lasts longer (40s from 15s), reload
time increased (2m30s from 1m30s); sight distance 450 (from 300); venomous
words (now level 1) and escape (now level 3) switched; venomous words also
affect heroes, effect is now -50% rate of fire and -50% speed (from -25% damage
and armor), range increased (140 from 100)
- Sharku speed 80 (from 100), health 3000 (from 3600); leadership now affects
all cavalry unit types, and halves their deceleration when trampling; Man Eater
requires level 8 (from 10), tame the beast now also affect warg sentries, blood
hunt available on level 4 (from 5).
- Lurtz's speed increased (58 from 55); cripple requires level 4 (from 1);
carnage requires level 2, 15s duration (from 30s), recharge 2m10s (from 1m),
armor bonus +10% (from +20%)
- Saruman armor now tough-hero (from hero); dominate ability moved to level 8
(from 4), setup time 1.2s (from 2s), attack range 275 (from 200), radius 80
(from 60); fireball now affects allies, range 300 (from 250), triple damage
against fliers now include Drogoth, +50% damage bonus against structures, and
has a 75% chance of knocking back heroes


Goblins

- Goblin warrior health 50 (from 75), population cost 40 (from 60), slash
damage decreased (12/40 from 20/40), poison damage 6 (from 4), non-poison sword
damage vs structures reduced by 45%; unupgraded sword poison duration halved
(15s from 30s), take longer to capture buildings (20s from 15s); more
vulnerable to slash and cavalry-ranged (150/50% from 100/50%)
- Goblin archer cost 350 (from 200), speed 45 (from 65), deals poison crush
revenge with 6 damage per second for 7.5s (from 5 pierce); poison arrows damage
4 (from 2), duration 7.5s (from 15s), range increased (400 from 175); More
resistant to crush (60/45% from 200/150%)
- Spiderling damage penalty to structures removed, base damage reduced (50 from
75); more vulnerable to arrows (110% taken from 100%) and cavalry (120% from
100%) damages; more resistant to Uruk damage type (25% from 50%)
- Marauder population cost 64 (from 48); more resistant to cavalry-ranged
(50%/30% from 100% 50%), Hero (120/80% from 200/100%) and Hero-ranged (150/75%
from 200/100%); more vulnerable to pierce (180/100% from 125/65%), specialist
(175/130% from 100/50%), slash (250/115% from 200/100%), flame and magic
damages (75% from 50%); Heavy Armor base effectiveness reduced by 30%; attack
delay between shots 1.4s (from 0.9s)
- Fire Drake starts on level 5, speed 80 (from 120), more resistant to pierce
(30% from 100%), poison (30% from 50%), magic (20% from 100%), cavalry (20%
from 50%), specialist (30% from 100%) and structural damage (15% from 50%);
Inferno start range 80 (from 90), damage arc 60 (from 90), population cost 50
(from 25); Fortress Fire Drake is now level 10
- Spider Rider health increased (700 from 600), speed 83 (from 90), minimum
speed 60% (from 40%), trample damage 80 (from 160), sword damage 120/200 (from
150/300), requires Venom Sacs upgrade to get poison damage; bow damage 40 (from
50), fire damage 30 (from 25); more resistant to flame (60% from 100%), magic
(30% from 100%), cavalry (80% from 100%) and specialist (150% from 200%)
- Cave Troll rock damage increased (250 from 200); double damage and wider
splash (120 from 100 radius) against walls
- Mountain Giant cost 1300 (from 1000); more resistant to slash (65% from
100%), pierce (17% taken from 50%) and flame (150% from 300%), more vulnerable
to cavalry (40% from 25%) and magic (150% from 100%) attacks, population cost
75 (from 50); anti-wall attack splash radius 70 (from 100)
- Spiderling allies power position switched by wildmen summon
- Spider pit level 3 upgrade cost reduced (500 from 1000)
- Fissure cost 400 (from 700), level 2 upgrade cost 300 (from 500), level 3
cost 1500 (from 1000); Cave Troll on level 1, Marauder on level 2
- Dragon Nest Fortress upgrade cost 1000 (from 2500); Spider Hole Fortress
Expansion cost 400 (from 500), buildtime 15s (from 5s), spiderlings respawn 15s
(from 3s); Arrow Den Fortress Expansion cost reduced (370 from 500), slower
buildtime (15s from 5s); Burrows Expansion cost 450 (from 700)
- Goblin King cost 1100 (from 3000), health 2200 (from 3000), buildtime 40s
(from 30s), pre-attack delay 200ms (from 1s),damage 190 (from 300); summoned
fire drakes start on level 7
- Shelob health 4000 (from 4500), buildtime 50s (from 45s), armor type now
Tough-hero (from custom armor), trample damage 250 (from 200), pre-attack delay
300ms (from 900ms); minimum crush velocity 75% (from 30%), +7% speed when
charging; can now climb hills
- Drogoth buildtime 115s (from 60s), speed reduced by 10%, healing start delay
40s (from 15s); more resistant to magic (40% from 200%), pierce (40% from 100%)
and poison (40% from 80%); more vulnerable to flame (60% from 1%) and structural
(75% from 50%); plow damage does -75% to structures; Fireflight radius 60 (from
100), range 150 (from 300)


Map changes

- Buckland - Outpost in the middle, replacing the signal fire. Signal fires on
the left/right flanks, behind the creeps.
- Fords of Isen II - Inns added on flanks, mountains added on northeast corner
to improve symmetry
- Ettenmoors - Gollum spawn points properly distributed across the map
- Mirkwood - Added missing spider creep next to outpost on the right side
- Osgiliath - added missing ruined tower on central bridge
- Rohan - left side spider pits properly spaced to assure equal accessibility
to flank outposts
- Fangorn Forest - removed tress on bottom that harmed visibility


Interface changes

- Ivory Tower activate button switched with the Boiling Oil button in the Men
of the West's Palantir
- Hero spell buttons shortcuts normalized to "R", "T", "C", "V", "B",
respective to their palantir order
- Dwarven and Goblin Tunnels now have an evacuate-all button ("V" shortcut)
- All Forged Blades equip shortcuts changed to "B" (from "L"), Banner Carrier
shortcut changed (Except Mirkwood Archer and Mumakil) to "C" (from "N")
- Guardian Bullrush changed to "E" (from "C"), Mumakil charge attack shortcut
changed to "E" (from "C"), Mirkwood Archer and hobbit heroes Elven Cloak
shortcut changed to "E" (from "C")


BugFixes

- Fixed TheodenSwordMounted Pre Attack Delay Typo
- Fixed SauronFiresOfDoom, WildFortressBatCloud and
IsengardFortressMurderOfCrows Weapons Pre-Attack Type Typos
- Lorien Archer Unit type now properly set as Archer Class
- Knight Banner, Warg Rider Banner and Spider Rider Banner Unit types now
properly set as Cavalry
- Axe Thrower and Axe Thrower in Battle Wagon now properly set as Archers
- Rohirrim Banner now properly set to the Men of the West faction
- Dwarven Tower Expansion now properly set to the Dwarven Faction
- All gates and postern gates now properly have an armor, fortressexpansion
type
- Fixed Morgul Blade attack making battlewagons invisible/untargettable
- Mordor flame munitions upgrade now properly affects summoned barricades
- Trebuchet range decrease when upgraded fixed
- Eowyn's smite anti-flier 4x damage bonus now properly includes Drogoth
- Shelob mandibles damage delay fixed
- Mordor Warrior sword now properly has flanking bonus
- Royal Guard Summon selection decal fixed
- Witchking healing faster on fellbeast fixed
- Ballistas can no longer trample Rivendell Lancers
- Wild Spiderlings now properly have a portrait

 
 
   

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