Wars of the Firstborn is a modification based on the discontinued Ridder Clan Mod for The Lord of the Rings: The Battle for Middle-Earth II and for The Lord of the Rings: The Battle for Middle-Earth II - The Rise of the Witch-King, which focuses on bringing to life as much of the Elven world from Tolkien’s epic as possible.
Hello followers,
There has been some time since we had any gameplay updates on the Mirkwood faction for a time. That is because I worked frantically to finish up as much work I could for the mod after my unplanned and prolonged break. The being said, I did reach some milestones that I'm proud to share with you.
I'm proud to announce that, all the planned 3D art has been done for the mod. This took a big chunk of the development of the mod and Mirkwood faction, from the design phase, to animations. There might be some additional changes to the mod, as all things, but for the moment, the 3D art is DONE! Also, there are surprise units that are not shown in the faction plan and you can see them in our new gameplay video!
Moreover, I was also able to to sort out our multiplayer, which has been in a stale state for some time. This enabled us to test the game in a multiplayer mode! And it works pretty great. The Rc Mod was a bit problematic in the past, but at the new WOTF mod's release we will make a thorough guide in order to get it working!
Combined with what was said above, now that all pieces are pretty much in place, we started to intensively test the mod, and rebalance the Mirkwood faction, see what works, what is overpowered or problematic. Also started an intense bugfixing period (I must admit my older self left me enough bugs) in the event that I might start a closed beta for the mod in the near future.
While there are still many details and a great deal of bugs to be fixed until the Mirkwood faction can be done, I am eager to show you how the Mirkwood faction looks currently! I know there has been a while but I hope the wait was worth it. Below you can see a multiplayer game with me and our betatester, Matt, playing against some AI. While playing we also tried to explain a bit the core mechanics of the faction.
Unfortunately, due to some technical issues we've had in the past weeks, we had to cut the video a bit short. However, we plan to release these kind of videos more often so people can see what Mirkwood is about (or don't, if you want to keep some surprises for the actual release).
This is all for now but more news about Mirkwood will come in the coming weeks. You can share your thoughts in our discord channel you can find the link on the main moddb page or at the bottom of this article. Also, we share there bonus stuff in the #sneak-peek channel for the very curious ones.
Sincerely,
NewErr and the Wars of the Firstborn team
Today we present the new Banner Carriers for Mirkwood. They come with a specific unique design and new animations.
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Incredible work. Looking forward to one day being able to play in BFME1 Style.
I love these Orc/goblin factions in the wilder/rustic style.
I would like to know if there are plans in the future to add the Goblins/Moria or Gundabad faction???
Hey, thank you for the kind words! We hope BFME1 will be much fun for everyone.
All future new factions will be based on elves.
Cool, the new factions will be focused on Elves. Very cool, they really look very well crafted.
Now I'm curious. Will the old factions still exist? For example: Gondor, Rohan, Mordor, Isengard?
Another question, will the Goblin faction present in BFME2 also be added to the Mod?? (although, Goblins were only playable in BFME2 or in BFME1 Mods.... so I don't know if they will exist in your mod)
Thanks! Put a lot of effort in the new faction.
The original BFME 2 factions will be kept and contain some changes. However, Goblins faction is removed and Rohan is added as sub-faction for Men of the west. The goblin units will be spread among other factions and will probably still have a presence in other parts of the mod. So unfortunately goblins will not have their own faction with BFME1/BFME2 mode.
Thank you for the responses.
It's a shame there isn't a pure Goblin faction.
Well, as you mention....
if perhaps there is some special construction intended for the manufacture of goblins and their variants, even if they are within another Orc faction.... For me it will be enough to have fun.
NOTE: there are some mods that I will not mention their names here. In which they bring "special constructions", where it is possible to manufacture only that sub-species of goblin with its variants... it is likely that you will do something similar.
It would be a tactical way of playing, where the player can opt for slow orcs or fast goblins depending on the choice of initial construction.
Who knows, maybe even place some goblin heroes inside these specific buildings, with the aim of benefiting the goblin troops.
Thank you for your attention.
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last curiosity.....
Can you give an approximate release date... let's say if the initial version will be released in 2024 or 2025 or 2026 or ___?
Best I can say about your question, the next beta will be released when it will be done. Too many factors are involved for me to estimate it.
But progress is done daily so you can follow our page/discord. Exciting news ahead.
Thank you very much. I will follow.
Hey just curious have you ever considered joining forces with the Edain mod team and bringing a lot of these assets along as well? Not trying to criticize or anything but personally I feel mod projects like this one would fare better working a long side a larger team. If there are no plans for that then I still wish this cool mod project luck :)
Hey! There have been other that asked me the same question, or similar, maybe here the answer will be more visible and public.
While there are many factors and can get into many details why this is not happening I will say just: Edain is doing what they want to do in their mod and I am doing what I want in WOTF.
Most of the time things turn out how they do because of the people involved in its development, involving a bigger team does not necessarily mean it will ship the same output faster.
I invest immense hours of my free time in it because it is still a passion project, my passion project, with my vision and ideas. If people are willing to help me with that, great!, if not , I will carry this as I have been for the last years. Perhaps people mistaken what kind of project WOTF is, it does not have high ideals, great plans, hopes of tearing down charts or cure cancer (lol). It's a product of my imagination, to provide a great quality and fidelity mod of a story that changed my life, in a game I love, and perhaps others might enjoy it as well. That being said, a bigger team would certainly help but it is not mandatory.
Hope this clears it up for everyone wondering! If you have other curiosities you can always ask me on the discord server, I'm always there. Cheers!
Well ok :) I was thinking since Edain is making more progress lately it would be a good time to join them and "share the load" as Samwise would say. But that's totally understandable and I still wish this cool mod great success!
You can share the load without joining the teams obviously. Anyway, you still get 2 mods!
you still alive?
Yap. The latest version is still in development and we can't estimate a release date.