Download The Last Days of the Third Age v2.4Download version .808 of M&B --if you don't have itThe current version of mount and blade is 1.011. If you want to install the older .808 to play TLD just install into a different directory and then install the mod to the .808 version. You can have multiple versions of M&B installed at one time. Check this thread for details about future updates: (http://mbx.streetofeyes.com/index.php?topic=926.0) Features:-
Strategic war system with faction elimination. As the power of a faction wanes they get fewer troops and eventually risk falling into ruin. Faction strength can be recovered through time or a great victory over the enemy. If Rohan and Gondor fall, Isengard and Mordor declare war on each other.-
13 factions tracked in the war. You can belong to one of four major factions. -
Great Hosts from six factions that actively pursue the war. Their behavior will change depending on the war results.-
Faction influence system. You gain influence based on rank and battlefield success.
1) Spend influence to order allied armies in the field..
2) To gain access to rewards from the armory
3) To have missions cancelled.
4) To recruit experienced units from the lords.
5) To recruit the lords or camp captains themselves.-
Faction morale system keyed to events, faction strength and faction elan.-
Lords take to the map where they can be captured, killed, etc.-
Infiltration missions into enemy fortresses to rescue captured heroes.-
Heroic perks and traits-
Troops with special abilities-
A limited formation system with audible commands-
NPC hero major wound/death system. -
About 50 heroes divided between the various factions-
Many new models, textures and voices-
Includes a modified Janus' arena mod.-
Includes several weapons pack (Raptor, Dain) & Dablades Soundpack-
Troll and Warg models from Yoshi & new orcs from Stefano Raptors Weapons Pack:
Raptor65 Arena Mod Credits:
scenes: Taurandhir Dablade's Soundmod:
Dablade Dain's LOTR Weaponpack:
Dain Ironfoot FAQ
Q: Where is the movie plate armor?
A: This is a book mod and there is no reference to medieval plate armor in the book.
Q: Lag! Laggy Lag Lag!?!? Motherlagger!!!
A: Two solutions. Lower your desktop resolution (m&b uses this. try 1024) and/or lower the texture resolution in the m&b options menu. Ill put out a low-res texture pack at some point and link it here. I dont know if this will be any different than lowering it with the menu. Might be for the initial load-up at least though I dont know. (orc head texture reduction: http://mbx.streetofeyes.com/index.php?topic=916.0). The next version (2.5) will use some of the LOD techniques from m&b .890 which should greatly improve performance.
Q: Elf towns cause my computer to lag or crash, what to do?
A: Dont visit them. They were made too large (tree-wise) for some computers to handle. In future Ill shrink them but for now you'd best just avoid them if you have trouble.
Q: I want/need/require sieges!
A: Sieges are coming to mount and blade, which has been clear for for some time now. Almost every mod will have sieges in future as Armagan is going to hand it to us. I dont see a reason to even bother with something that Armagan will provide more support for both at the .exe level and the scripting level. It will then be easy to make riffs on Armagan's system after I get a look at it and see if sieges will fit into a new war system
Q: Why is it so difficult to play the elven faction compared to rohan or gondor?
A: Its not fully developed yet and will just be a more difficult faction to play for now.
Q: Why are the orcs so powerful?
A: Just my call for balance purposes. If you disagree with my choices there are options with the old man to change the weapon skill levels and powerstrike/toughness of orcs or other troops. You'll find a wide range of options there to balance the mod to suit your tastes.
Q: I'd like to help. What can I do?
A: The number one need is for modellers, texturers and or voice work. There are some organizational things that could be done as well. We are chronically short-handed, like most mods, so volunteer away if you think there is something you can do. Check this thread for ideas: http://mbx.streetofeyes.com/index.php?topic=107.0Victory Conditions:Gondor:
Isengard, Easterlings, Corsairs, Dunlendings, Haradrim, Dol Guldur and Moria fallen. Morder spent and waveringRohan:
Isengard, Easterlings, Corsairs, Dunlendings, Haradrim, Dol Guldur and Moria fallen. Morder spent and waveringMordor:
Rohan, Gondor, Isengard, Dunlendings and all elven factions fallen.Isengard:
Rohan, Gondor, Easterlings, Corsairs, Haradrim, Dol Guldur and all elven factions fallen. Morder spent and wavering
--total military victory against mordor can only be achieved when all 4 mordor legions are activated in the options menu at the brigand fort. All 4 legions must be destroyed before mordor can fall. The total victory message will then be available when all other conditions are met. Dol Guldur must fall before Mordor as well. General troop information:Gondor:
Excellent infantry, some cavalry, good archers.Rohan:
Excellent cavalry, some infantry.Lothlorien:
Medium infantry and excellent archers.Mirkwood:
Light infantry and excellent archers.Rivendell:
Elven heavy infantry doubling as archers, various dunedain units.Mordor:
All infantry and poor archers.Haradrim:
Good light cavalry, very good archers and some horse archersCorsairs:
Light infantry, crossbow troops, very small cavalry branchEasterlings:
Poor light cav, Good heavy cav, throwing missiles onlyIsengard:
Mostly infantry, decent archers, some pikes and warg riders.Dunlendings:
Mostly infantry, no missiles, decent horse branchDol Guldur:
Mordor Infantry, Olog-hai trollsMoria:
Disorganized infantry, cave trolls, warg riders.Troop tier information:
--Tiers are upgrade levels. So tier-1 is lowest gondor youth and tier-6 would be a tower knight of minas tirith.
--Orcs start at tier-2 and move up to tier-5
--Normal men start at tier-1 and move up to tier-5
--Gondor/Rohan men start at tier-1 and move up to tier-6
--Gondorian feudal types start at tier-3 and move up to tier-5
--Dunedain start at tier-3 and move up to tier-7
--Elven units start at tier-3 and move up to tier-8 Upgrade Trees: Color key:
Yellow = Melee infantry line.
Light Blue = Melee infantry with chance of some missiles.
Blue = Missile infantry line. (rangers, assassins, pit fighters and orc trackers are better at melee than missile)
Dark Blue = Dedicated missile line. Increased archery, poor melee, knife armed. (mirkwood archer, harad foot archer, blackroot vale)
Gray = Mounted units.
Green = Melee elites with light armor. 20 point melee bonus and athletics bonus.*
Red = Melee elites with no armor. 40 point melee bonus and athletics, iron_skin bonus**
* Some light and unarmored elite infantry move faster on the worldmap. (Rangers, some Uruk-hai).
** Some red elites (variag gladiators, pitfighters, berserkers, wolf-warriors) have battle-fury which affords limited regeneration.
I havent updated the troop trees in some time so heres a quick list of troops that have additional abilities.Flexible troops (can change weapons via dialogue with "change tactics"):
Brego Guard (?)
Knights of the Tower Guard
Knights of Arnor (?)
Rangers of Ithilien
Possibly some of the elvesStealth capable troops (can pursue infiltration missions):
Rangers of Ithilien
All Elven units
Frealaf Raiders (rohan)
Corsair AssassinsScouting specialized troops: (Add to players tracking/spotting/pathfinding skills. Larger numbers net larger bonuses)
Rangers of Ithilien
Uruk Scouts (maybe, I cant remember)Disciplined troops: (Can use formations (press I to cycle formations, tab to select))
All Gondorian and Rohirrim infantry above youth
All Elven infantry (possibly dunedain infantry too, iirc)
Black Numernorian infantry
Black Uruk of Barad-dur (iirc...)Formation basics:
"Form the Line" orders your disciplined infantry into a long line, where they will hold.
"Form Ranks" orders your disciplined infantry into a box formation, where they will hold.
"Fall Back" order will work with all units and sends them back to your baggage/flag.
"Break Ranks" cancels all formations.
Formations require that the units being ordered be given only the standard "charge" order. If you give them standard hold or follow orders they will ignore the modded formation orders. They are for melee infantry only though archers without ammunition and dismounted cavalry will obey a "fall back" order. Miscellaneous tips:
--The old man at the brigand fort will let you change many game options for the first day only. This includes strategy script changes and npc hero wound/death chances, troop skill modification and other gameplay modifications.
--Faction strength has the following ratings:
--Unmatched (mordor start)
--Very Strong (isengard start)
--Strong (default start for the rest)
--Weakened (rivendell and moria start)
--Spent and Wavering
--Fallen or Withdrawn
--The war will begin before you hit level 10, its based on level and will be adjustable from v2.2.1 foward.
--Check the state of the war and the health of various factions by talking to the lords.
--Once you have a faction down to spent and wavering, eliminate their largest units. They should fall.
--Factions can recover over time or rally if the enemy is dealt a serious blow.
--Mordor cannot be reduced beyond spent and wavering. Getting them to that level is one of the conditions for victory for the free peoples or Isengard.
--The starting position for a faction is their strongest position and is the most difficult one to reduce.
--You can modify the starting strengths by talking to the old man at the brigand fort on the first day.
--There is no recovery from fallen/withdrawn but an occasional (rare) remant army may spawn.
--Orders to allied armies last 24 hours, except 'travel to' which lasts for 48 or until they arrive at their destination.
--You can only have one set of a given order active at a time. One follow, one travel_to, one hold.
--Orders to your own heroes dont count toward your orders limit but you can only have one "travel to" order for a hero active at at time.
--uruk archers of isengard are better than orc archers of mordor. As in the book, the uruk-hai use man-sized bows. The orcs dont get better than short bows.
--Neither orcs nor uruks are captured. They are assumed to be finished off after the battle.
--gondor feudal units start at tier-3 but only advance to tier-5. They have light armor and are experienced filler units in general.
--elven units can only be recruited with faction influence points from the elven leaders.
--elven units cannot be captured. They are assumed to be finished off after the battle. Elven leaders can be captured though.
--elven units can become the most powerful troops in the game (tier-8/level 40+) if you can keep them alive
--trolls can only be recruited with faction influence points from the leaders of dol guldur (olog_hai) or moria (cave trolls)
--trolls cannot be captured. They are assumed to be finished off after the battle.
--some armies of dol guldur and moria contain a few trolls. Mordor's southern armies dont have them at the moment.
--warg riders can be upgraded into from isengard or moria units. You can only purchase wargs to ride at moria at the moment.
--Active items will only grant abilities when wielded on the worldmap. Passive items will grant abilities when you own them and enter the worldmap (might need to move around a bit for it to kick in).
--Enchanted weapons that affect the same attributes will only allow one of that type to provide a benefit at a time.
--Enchanted weapons or equipable items will only give/take abilities when wielded or put away on the worldmap. Once in combat those abilities wont change even if you put the items into your storage box. After combat it will update again.
--There are two hero npcs in each capital. You can recruit one at the start, you get the other later. You can also recruit one hero in the allied capital.
--All of the lords of towns and camps (cept the 4 faction "leaders") are also recruitable heroes, they are very powerful but require spending faction points. You cant hire them or see the option until you have enough points.
--Heroes can become wounded if you get ko'd in combat (its an additional penalty)
--All wounds heal over time. Its pretty random when but the rate can be accelerated by visiting the healer at Morannon, Edoras, Isengard or Minas Tirith.
--Once wounded in combat (with a major wound) it becomes possible for an npc hero to die in combat. More wounds=greater chance.
--You can change the wound chances, healing chances and turn on/off the chance of death at the old man at the brigand fort.
-- You can ask your heroes how they are feeling when you talk to them and they will notify you of any wounds. There are healers in the "capitals" that will accelerate healing a bit but it can still take a while if you are unlucky. If your heroes get badly wounded they can get killed in combat, even if in the rear at the moment. Best to get them healed at the healer or rest at an inn for awhile.
--Until you hit captain rank, you can only visit the healer once a week. More visits will cost faction points. The healer heals all standard damage for your company as well.
--Orcs, Uruk, Uruk-hai, Trolls, Elves, Goblins and Tribal orcs cannot be taken prisoner. They are finished off after a battle. Some elven leaders may be captured though.Mini mods and optimization: Low-Res Orc Pack 1.0
A low-res orc texture pack for Stefano's TLD orcs. For TLD v2.4 but should work with any 2.4.x version. Might improve your performance if you have a lower-end rig.User made guides:
There are several guides floating around the back pages of this forum. Last Days Credits: (In most cases the models and textures are reserved for use by this mod for now. Its just a matter of preserving a unique look for the mod within the m&b community while we are still under development. In the case of the general weapons packs (JIK, Raptor, Dain) you should check their threads at taleworlds for the rules of use.)
Textures by Dablade:
Some rohan shields detail work, ranger jerkin, rohirrim jerkin, all other new rohan and gondor armors (leather,mail and scale), all of the easterling shields, all of the corsair shields, corsair war leather and raid leather, corsair war mail, the plated rohan shield, orc leather, orc gladiator skirt, the rohirrim and gondor light horses and heavy warhorses (including dol amroth), red wolf mail, goblin/scorpion blade, corsair raider hauberk, corsair assasin leather, lothlorien heavy scale, lothlorien light scale, elven jerkin, woodelf leather, lothlorien helm and shield, rivendell shield, elven warhorse, easterling mask helm, warg texture, variag kataphrakt, variag lamellar, wainrider, lamellar.. more than this. Bunch of new stuff for .808, Ill get a list together later.
Textures by Triglav:
Many orc armor textures and man/orc/uruk/uruk hai faces. Most of the map icons (minas morgul, pelargir, moria, dol guldur, camp icons, towers, mount doom, barad-dur, etc). Many new shield, armor and helm textures (evil shields sheet and models, all of the trig_shield stuff, etc). The dunlending scale helmets, the black numenorian dragon helmet, etc. The new "red mordor" skybox set. He really did a ton of stuff for version .808.
Models and textures and script by Yoshi:
The rescue mini-game scripting. Trolls, and the Warg/Wolf model, The exterior Minas Tirith Mesh and Hornburg Meshes. Many of the rescue interior meshes. The gondorian courtyard and the gondorian gate/street too.
Art, Textures and Menus by Merlkir:
The splash screen and logo, all the new hand-drawn menu screens (moria, mt, edoras, morannon, mounds, pyres, etc) and concept art. (several textures as well).
Models and textures by Octoburn:
All of the new sheaths for raptor weapons and his own. Many new swords and axes, the ceremonial rohan helms, brv helm, goblin mask helms, haradrim helms, lothlorien helm, elven oval shield, ranger mask, iron dunlending helms. The Isengard final dungeon interior mesh. The dunlending shields. Ill get a better list together soon.
Models and textures by Stefano:
The rivendell armor, corsair shell helmet, modified the dunlending spangel helms and did a new texture, modified the viking helm for m&b standards. He also did the great new orc head models and face textures in many shades and the new troll (in the next version).
Models and textures by Professor420: Elendil helm, Infantry helm, Isiludur/archer helms, Gondor helm and the Rohan and Gondor shield textures. Most of the rohan helm models were done by the Prof and then textured or otherwise finished up by triglav and/or octoburn. The gondorian infantry sword and heavy sword and some of the rohan swords as well.
Models and textures by Ursca:
A wide range of orc helmets based around a single orc helmet dds sheet. Sallets, Pothelms, Maskhelms, a few uruk-hai helms, etc. And the uruk-hai hand shield.
Models and textures by Lynx:
Orc falchion, Great Orc Falchion and barbed spear, fell blade, blade of westernesse, uruk shield, orc axe, orc scimitar. Also, the new horn, whip and saddle.
LOTR map icon models and textures by Thorgrim.
Edoras, Morannon, Minas Tirith, Hornburg, Isengard, Caras Galadhon, elven tree camps, rohan town, fort.
Models and textures by Raptor65:
All of the models for the new Gondor and Rohan shields and his weapons expansion pack.
Models by Jon Snow (textures from Raptors pack)
Umbarian short sword, easterlings sabre, noldorin noble sword (glamdring model), chieftan sword, Easterling mask helm.
Models and textures by Jik:
Rohirrim throwing spear and his item pack closed book. Three varieties of camp tent
Models and textures by Paradox:
Uruk helm and Uruk capt helm.
Textures by Chel:
Wolf skins for greater wolves.
Models by Janus:
goblin/scorpion blade, some orc helms modifications
Models by Arab Archer:
Models by Llew:
Gondorian Royal Hall.
Models by Turin:
3 spiked mordor shields
Voice work by Burzonlurt (orc, gondor, harad)
Script by Yoshi:
Hero Rescue Script.
Script by Highlander:
His Formations Script
Script by Winter (from python exchange thread)
player's army prisoner eating dialogue (changed to be % chance of gaining useful meat)
Script by Janus (from Arena mod)
re-purposed his reward script to grant faction influence as well.
Raptor weapon stats by Damien
RCM combat mechanics rebalance by Ron Losey
Additional map work by Thorgrim
Additional dds consolidation by Yoshi
Medieval Weapons Pack from Tridinaut
Base dunlending helm model by Gerzi
Brytta Sword, Rohirrim Axe and Khamul Helm from Ivanpxxx
Sound editing and cleanup by Dablade
Scripting, Map editing, brf editing, dds consolidation and some scenes: Me Thanks:
Thanks to Thorgrim for his many tools
Thanks to Janus for the Repository and his installer script
Thanks to Winter for the forum
Thanks to Armagan and the Taleworlds staff for the fun game, models, and the great mod tools.
Thanks to all the unofficial beta testers for the mod who helped (are helping) debug it.
Thanks to everyone who offered suggestions.Honorable magazine mention:http://img175.imageshack.us/img175/8671/img09544mh7.jpg
thanks to gamerwiz09 for the scan:http://forums.taleworlds.net/index.php/topic,52213.0.html