New factions, new heroes, new maps, new spells, a brand-new campaign and expanded War of the Ring.

Delve deeper into Middle-earth than ever before through diverse, engaging, and balanced RTS gameplay.

Take a look at our community forums to learn more about what is planned! Also check out our Wiki!


Read our FAQ for answers to common questions,

and read our Installation Guide before installing.

Mod of the Year 2020


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While the main development of AotR's factions is done (of course, the RotK campaign is still coming, as is at least one additional Adventure Faction...), we are continuing to finetune the overall balance of the mod, taking note of the competitive scene's feedback to 8.0 and the data gathered through replays and tournaments. As a result, we have decided to make a number of significant changes to the Rohan faction, to increase their viability.

Rohan suffered from too little flexibility in the early game - dooming them against certain factions - as well as poor late game army composition that made it hard for them to keep up with what other factions could do. These changes are meant to address that.


The Peasant and the Yeoman



Though disadvantages in faction design are often intentional, they can be overwhelming. Rohan's core design includes the use of numerous buildings to gain access to its full roster and upgrades. In the case of access to Yeoman Spearmen, however, we realized that this made adapting to the enemy too challenging. As a result, we have moved Yeoman Spearmen to Rohan Farms and Windmills, where they will be recruitable in the same way as Rohan Peasants - making them much easier to access.

Additionally, Peasants have had their movement speed increased (at the cost of some of their tankiness), making them more useful and reliable.

Yeomanry01


Bringing Back the Draft



The Draft spell has always been of vital importance to any Peasant-centric strategy. However, outside of this, the spell has no use, meaning that it falls to the wayside entirely should a player not use Peasants, as well as once a player transitions to stronger units later in the game. To address this, using Draft will now grant all units (mapwide!) a small armour boost, making it have a use through all stages of the game.

RohanDraftSpell01 1

Additionally, we have changed the Draft Tower mechanic substantially. It can now summon various permanent battalions in an area around the Draft Tower, but every summon now costs resources. This gives Rohan a unique option to quickly deploy units in a chosen area, allowing surprise attacks, supporting of larger engagements, or for sudden defence. Note that it can still summon Peasants for free - these are temporary and will appear right next to the tower.

DraftTowerSummon01


Erkenbrand and his Westfolders



Erkenbrand is now available as a standard hero in Rohan's roster, no longer locked behind the Horn of the Westfold power. Additionally, the Westfolders are locked behind Erkenbrand, making them much more readily available. Rohan needed more relaible access to a late-game swordsmen unit. This change also makes the Horn of the Westfold spell much less important, allowing a player to explore more of the spellbook while playing.

To balance this change out (together with the Yeoman Spearmen's new accessibility), we have increased the cost of Rohan's Barracks, as it now grants access to elite units only (as well as to nerf access to upgrades, which at times felt a bit too easy to obtain).

ErkenbrandUnlocked01


You Would Not Part a Doorwarden From His Sword?



Doorwardens have always been a 'combo horde' - a horde consisting of both spearmen and swordsmen. This is a concept that works best when the faction's roster supports full alternatives (such as Misty Mountains having access to both an elite combo horde as well as strong swords and spears), which wasn't the case in Rohan. To that end, we have changed the Edoras Doorwardens to a spearmen unit - but one that can be permanently switched to swords if the player desires. This gives Rohan access to a proper elite spearmen unit while not removing the fantasy of the sword-wielding Royal Guard-type unit.

DoorwardensSwords01


Of Ranged Damage



We have decreased the stats of Halifirien Archers to match their status as mid-game archers, and have increased the stats of Rohirrim Archers to solidify them as late game archers. This better emphasizes Rohan's cavalry theme by making the mounted archers a main source of ranged damage.


A Hunter's Trophy



The Boar of Everholt has long been the subject of debate. Design-wise, we did not want to lose its unique mechanic where it would attack both friend and foe, but we also felt we needed to mitigate this risk. To that end, the Boar now spawns a Hunter's Trophy upon death (represented by the Boar's body remaining on the field for the duration). This debuffs enemies and buffs allies in its vicinity, thereby softening the risk and increasing its positive value. In addition, the Boar will now only travel a certain distance around its initial summoning spot, so it won't be compelled to leave the area the player wanted it. Rohan's units will also receive less damage from the Boar's attacks, should they be targeted!

Hunterstrophy01


And that's all for now.

The Age of the Ring Team


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Post comment Comments  (0 - 10 of 13,752)
Guest
Guest

hi this mods is great I just wanted to request that if possible return good campaign that one glorfiendl start in imladris

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CaptainCorrigan Creator
CaptainCorrigan

The BFME2 campaigns are still in the mod, they've just been moved to the War of the Ring mode - look for Campaign: War in the North and Dominion of Sauron.

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phoenix0758
phoenix0758

I know it is there just i mean like v7.3.1 in skirmish becuase in wotr is not like that one
and I know it has been requested a lot but you can add arnor as subfaction of gondor?

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Kmogon
Kmogon

Those are exactly the same missions as ones accessible via skirmish menu in 7.3.1. Only difference is that they are accessible via wotr now.

Arnor, or rather Arthedain, is already available as adventure faction on maps Adventure: Arthedain and Adventure: Angmar Wars. You can also generate it on any map you want via Aotr Options software. Arnor will not be subfaction of Gondor.

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phoenix0758
phoenix0758

yes i see it when he say north i thought mean conquest north
and tanks

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zhuguoming
zhuguoming

Will you miss this mod

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Guest
Guest

If you guys don't have the interest or time, I understand, but are you planning/considering making a Fortress: Barad-dûr map? Your mod's maps are the best out there so I know it would look amazing. You could only build the lower level and the entrance bridges for example to avoid the height of the complete structure, maybe make the lower third of the structure as a shell to fade through with the camera like the outside of the mountains in the game. But I'm not a modder so I have no idea if I just asked something very time consuming or not haha.

Anyways, appreciate all your work, and a big thank you to all who participated in making the mod! Love it!

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sorrentinoandrea736
sorrentinoandrea736

Hi Age of the ring put the Maps of Age of the ring Campaign like for bfme patch 3.5 of beyondststandards are so cool in co Op Campaign

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ThaneWulfgharn
ThaneWulfgharn

Just a random question (mostly out of curiosity) Why did you decide to develop Minas Morgul as an Adventure Faction and not go for "pick 'subfaction' at start" (which is what some other mods have done)? (under the idea that Mordor could pick between "Morgul" and "Gorgoroth")

In terms of Adventure factions and suggestions, I'd probably like to see a little more new / revised content in Angmar. I think it got less love and attention than other Adventure factions, being significantly similar with Dol Guldur. Probably less ruins / more "complete" buildings since it must also fit in the time period when it was strong enough to defeat Arnor. The translation "Iron Home" could imply iron-reinforced architecture more similar to vanilla Mordor? (yet not *that* much iron its unrealistic)

I'm not saying *all* Angmar you don't have time or energy for that(unless it's already in your plans). Just pick 2 or 3 buildings to make look as if they're more "well kept" and not full ruin like Dol Guldur (ideally Fortress being one of them)

In terms of units I think you can add 1 more living human unit, not as a wildman, but probably some iron-armored warrior(high tier) and remove 1 or 2 undead orc battalions. In the end, the Witch King was a weaker sorcerer compared to Sauron so I imagine we can make Angmar rely a little bit less on the decaying orcs. Not to mention that Angmar had its own "evil men" apart from the hillmen of Rhudaur.

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MathijsRevora Creator
MathijsRevora

- Because making it a subfaction swap would require a monstrous amount of balance work whereas having a fun 'what-if' Adventure Faction allowed the two of us that developed it to have more fun adding interesting stuff without having to take on the massive responsibility of making it fit competitively
- Angmar was an early Adventure Faction that was developed before some of the more 'transformed' ones like Arthedain and Rhûn. It still has a bunch of new and unique stuff, as well as fully overhauled VFX. We're not going to go back and rework it because Adventure Factions are more for us than they are for you: fun distractions during downtime or boring development stretches.

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