Hey folks, just a quick news to tell you about a fantastic new Lord of the Rings mod for the game! Kudos to lotrfan476! You can download it here on the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2959688884
Update 0.8: Workshop and new UI
Hi folks, I'm glad to announce that the Steam Workshop for EFBS is live!
From now on you can download units made by the community, and create ones yourself with the mod tools. More info on how to start modding here: https://steamcommunity.com/sharedfiles/filedetails/?id=2938382552 I can't wait to see what you will create! There is a new section dedicated to modding in the forum, don't hesitate to reach out if you encounter any problem creating your mod.
Patch notes:
Steam Workshop integration and Mod Tools release
Complete UI overhaul
Official Roadmap - Winter 2022
Hi folks,
Here is a long overdue official roadmap for EFBS! These are the big milestones planned for the time being:
Update 0.8.5 - Undead faction complete overhaul (I'm not too happy about the undead faction right now, feels like it doesn't meet the other factions standards in terms of look).
Update 0.9 - Cavalry units (with 3rd person gameplay on horseback), new maps.
Update 1.0 - Siege battles with dedicated maps featuring castles, fortresses and citadels.
Keep in mind this is subject to change as the development goes along, and 1.0 doesn't mean there won't be anymore updates after that :)
Here are some ideas i'm currently thinking about for updates post 1.0 (not promising anything, these are just ideas at the moment):
Heroes
Mod support for custom maps (this is a tricky one, not sure the game engine could handle it properly)
Campaign / Alternative game mode involving tactical gameplay
Let me know what you think, as always I'm open to suggestions :) I wish you happy holidays, see you soon!
Patch 0.7.5.1 : Pathfinding and Quality of Life Improvements
Patch notes:
Fixed various pathfinding issues that mainly occured at low FPS
Fixed camera speed problem going over rift on Rift Of Morgoroth map
Added battle loading percentage display
Allowed cinema mode during loading phase
Added Smooth Camera Rotation with Keys feature (Q, E by default, useful to make beautiful cinematic moving shots)
Added Camera Translation Speed setting
Update 0.7.5: Fallen Kingdoms
Patch Notes:
Fixed Elves faces
Added new map: The Rift of Morgoroth
Added new faction: Fallen Kingdoms
Fallen Kingdoms roster:
Chaos Looter
Chaos Marauder
Chaos Champion
Chaos Warder
Chaos Watcher
Update 0.7.4: Elves
Patch Notes:
Added a new map : Elven Ruins
Added a new Faction : Elves
Elves roster:
Elf Duelist
Elf Shieldmaster
Elf Swordmaster
Elf Guard
Elf Archer
This is only part 1 of the update. Part 2 will add another faction and map, and should come out very soon, but still needed some polish. So I thought I'd release the Elves now, rather than make you wait for the full package.
Patch 0.7.3 - Better LODs
Patch Notes:
Added 2 levels to character LODs, going from 5 to 7 levels, allowing for less noticeable transitions between LODs
Redid all character LODs with an improved pipeline, allowing for better quality and more details, while maintaining the same amount of polygons.
Reworked squad detachment assignment behaviour, to remove unit placement line count limit introduced by patch 0.7.2 (there is no limit anymore)
Patch 0.7.2 : Navigation Improvements
Patch Notes:
Fixed a bug where multiple units were spawned at the same location during deployment.
Diminished the visual square pattern effect on squads:
Increased the individual unit position offset during deployment
Added a subtle run speed randomization for each individual unit
Improved target distribution, preventing navigation bottlenecks: Squads no longer just pick the closest enemy squad as target. They now communicate with each other, and try to distribute the targets evenly. Here is an example:
Starting situation (blue squads are in Attack mode, red Squads are in Hold mode):
Before Patch: Most squads are stuck, staying in line, waiting for their turn to attack
After Patch: Squads are spreading to cover more ground