Welcome to the official FAQ home page for The Battle for Middle-earth II. This is your one stop shop for the most frequently asked questions about the game, and even if you think you know everything, you are bound to learn something new from the information gathered here. We will be updating this FAQ frequently with further information about the new factions (Goblins, Elves, and Dwarves) and gameplay features (War of the Ring, Create-A-Hero,etc), and more! For now, head down below for the latest general questions and answers.
A couple of our top community fan sites have also crafted some very in depth FAQ's about the game, created from the latest information and news from the message boards, screenshots and videos released, and sneaky hints from our community manager. We highly suggest you check the following links out:
Community-Wide FAQ
Middle-earth Vault FAQ
Overall Gameplay FAQ
What's this product all about?
What's new in Middle-earth? Does this game go beyond the
films?
What's new for the strategy gamer?
Have you upgraded the game engine? How are the visuals?
How much new content is in the game? Will you be bringing
back anything from the first game?
What is the single player game experience like?
Is the War of the Ring part of the campaign game? Is it a
skirmish mode? Can it be played multiplayer?
What's up with fortresses and wall building?
What are some examples of strategies that
are enabled by this new base building system?
Will there be heroes and creatures from the books that
didn't appear in the films? What about heroes from the films that weren't in
the first game?
What is the "Create-a-Hero" feature? How does it work?
Are you making any changes to the AI?
What are some of the cool new "big creatures"?
How about spell powers? What's new?
Will more advanced unit commands be available? Such as Hold
Position, Automatic Search and Destroy, and so forth?
So what are some of the specific missions or scenarios in
the game?
What's new in multiplayer?
What
improvements are you making to unit control and tactical fidelity?
Are you making
any changes to the basic melee system?
How will naval
combat work?
Why combine Gondor and Rohan?
What other changes are there to existing sides?
How many people
are working on the project?
Will there be an expansion pack for the original Battle for
Middle-earth?
Will you be able to have your troops walk and fight on the
walls you can build as part of the new fortress and wall system?
Will you have more units on the screen than in the first
game? Are you changing the population cap?
Will there be more units per horde or battalion?
Will units still have emotions?
What's this product all about?
We're creating a bigger,
richer, deeper Lord of the Rings strategy game that will immerse you, transport
you, and enchant you as you experience the Middle-earth you've never seen.
You'll fight epic battles in new places with new armies led by new heroes.
You'll experience unprecedented depth of strategy with innovative RTS features
that combine creativity and strategy. You'll see Middle-earth like never
before with visuals that hit a new bar.
What's new in Middle-earth? Does this game go beyond the
films?
The game is based on both the
books and the films. As Middle-earth's fate hangs by a thread, you'll command
the most ancient and storied civilizations of Tolkien's world, the Elves and
the Dwarves, as they unite to fight Sauron's armies in the Northern Lands. New
races, places, and heroes come to life from the book fiction and Peter
Jackson's movies. If playing on the side of light isn't your thing, you can
control the Dark Lord's minions in a mission of ruthless conquest. You'll
command vast hordes of Orcs, Goblins, Trolls, Giants, Spiders, Nazgul, Evil
Men, and even Dragons.
What's new for the strategy gamer?
Depth of strategy comes in
the form of fast and fluid RTS game play, an innovative fortress and wall
building system that lets you create your own custom castles, the freedom to
build anywhere in the world, a Risk-style strategy meta-game that is infinitely
replayable, better control over your armies in battle through smart formations,
tactical fidelity in melee combat, customized heroes that become your avatars
in battle, and naval units and battles at sea.
Have you upgraded the game engine? How are the visuals?
New technology brings you a
high fidelity vision of Middle-earth. Water that sparkles in the sun and
crashes on the shore in explosions of foam and spray. Sun dappled meadows and
swaying trees. Landscapes of ice and snow. Amazing particle effects for magic
spells. The improvements under the hood include a new shader system, normal
mapping, specularity, perspective shadows, distance hazing, an improved
particle system, and other cool stuff.
How much new content is in the game? Will you be bringing
back anything from the first game?
This is like two games in
one. We're creating a full game's worth of new content - units, heroes,
structures, locations, missions, new game mechanics, and new technology - and
we're also bringing back all of the units, heroes, structures, and locations
from the original Battle for Middle-earth. We want to deliver the complete
Middle-earth experience, with all of the races and heroes from the books and
movies and all of the places on the map.
More detail: Battle for
Middle-earth II will have a total of six factions (sides), 80+ units, 34+
heroes, and 50+ maps. We're adding three entirely new factions based on Elves,
Dwarves, and Goblins - and each new faction has new units, heroes, and
structures. We're enhancing the existing factions from the first game as well.
For example, we're adding Corsairs and Black Riders for Mordor, Wild Men of
Dunland for Isengard, and Dunedain Rangers for our Men of the West faction
(Gondor and Rohan are being combined into one faction).
What is the single player game experience like?
There
are three ways to play.
You can start up a story-based campaign with lovingly crafted RTS
missions on the side of Good or Evil. You can also play a new free-form "War
of the Ring" strategy game that spans all of Middle-earth and lets you battle a
new strategic AI for control of the world. Finally, you can jump into a "one
off" battle against AI where you choose the factions and the map.
The story-based single player
campaign takes you to the Northern Lands of Middle-earth where Elves and
Dwarves are fighting a series of massive battles against Sauron's forces during
the War of the Ring. These battles in the North are as epic as anything shown
on film, with vast armies clashing in new locations like Mirkwood, Lorien,
Dale, and the mountain fortress of Erebor.
The Good campaign puts you in
charge of the allied ancient races warring against Goblin hordes descending
from the Misty Mountains and the dark tide flowing out of Sauron's fortress of
Dol Guldur. If you choose to play the Evil campaign, you'll control the
armies from Dol Guldur as well as a host of corrupted creatures. Instead of
defending the North, your mission will be to conquer it. Victory for the Evil
side will come when Sauron controls the northern lands of Middle-earth.
Once you are finished with
the Good and Evil story-based campaigns, you can unlock infinite replayability
with our new War of the Ring strategy meta-game. You can choose to re-fight
the entire War of the Ring - in the South as well as the North - by choosing a
side and a starting location on the 3D living world map of Middle-earth. You
can then build up your forces, move your armies, and take territories in a
Risk-style strategy game. Battles for contested territories can be
auto-resolved or played out in a classic real-time encounter on the actual RTS
map.
Is the War of the Ring part of the campaign game? Is it a
skirmish mode? Can it be played multiplayer?
War of the Ring is an
entirely new way to play. You conquer Middle-earth your own way, battling for
control of the world against a strategic AI or another player. All of the
races of Middle-earth are yours to command as you fight across the entire
world, re-visiting classic battles like Helm's Deep, Isengard, and Minas
Tirith. You can also stage battles in Minas Morgul, the land of Mordor, the
land of Rhun, and other locations from across Middle-earth. You create your
own history of the War of the Ring - and it plays out differently every time.
What's up with fortresses and wall building?
We are bringing a new level
of creativity and strategy to base building. First of all, we're letting you
build structures anywhere on the map, not just on the little build plots we
gave players in the first game. We're also adding the ability to build customizable
fortresses that can anchor your base defense. Each fortress can be tricked out
with cool upgrades that are specific to each of the six factions in the game.
For example, the Men of the West player can deploy trebuchets, arrow towers,
and boiling oil as upgrades to their fortresses (among others). Goblin players
will have giants that throw rocks and spider lairs as defensive upgrades. Most
cool of all, we're giving you the ability to build walls around your fortresses
and other structures so you can create your own landmark castles of
Middle-earth. You can even upgrade every wall segment - you can build gates,
towers, emplacements, and all sorts of cool stuff. Wall building is very easy
to use and incredibly powerful; you'll be amazed at what you can create.
The good
news is that we've applied the lessons we've learned from the first game about
making things accessible and easy to use, so the interface for base building -
even with all the added freedom - remains very clean and streamlined. So it's
easy to do but gives the game tremendous depth. It's like having your cake and
eating it too.
What are some examples of strategies that
are enabled by this new base building system?
The fortress and wall system
is very flexible and powerful - you can optimize your base defenses to suit
your strategy and style of play. With the many options available, you can
easily, quickly, and inexpensively create a basic castle with simple defensive
walls and cheap fortress upgrades. Or you can spend some additional resources
and create massive fortifications bristling with trebuchets and arrow towers
and secured by a foundation of reinforced stonework. When the team plays Battle
for Middle-earth II in multiplayer, some players build huge castles that can
defend against an attack from any angle; other players use small, strategically
deployed wall segments with selective upgrades to guard the approaches that
would most commonly be used for attacks. Both strategies can work... it really
depends on the player.
Will there be heroes and creatures from the books that
didn't appear in the films? What about heroes from the films that weren't in
the first game?
New
heroes from the books include Glorfindel the Elf Lord, King Thranduil of the
Mirkwood Elves, and King Dain of the Dwarves. We're also including heroes from
the films that didn't make it into the first game, like Elrond, Master of
Rivendel, Arwen, Galadriel, Wormtongue, the Mouth of Sauron, and others.
What is the "Create-a-Hero" feature? How does it work?
We're going to allow you to
create your own hero by picking a race and type and then customizing the
appearance, weapons, spells, and abilities for that hero. As a player, you can
ask yourself: What would I be if I were a hero in Middle-earth? An Elven
Wizard? A Battle Troll with a spiked mace? A Rohan Shield Maiden who can ride a
horse? You decide.
You will be prompted to
create your own hero at the beginning of a campaign game. You'll also be able
to access the hero creation feature from the game's main menu - to add to your
bullpen of custom heroes or edit an existing hero. Customization options range
from armor, clothing, and weapon choices to the actual ladder of powers and
abilities that your hero will use to "level up" during game play.
Once you've created a hero,
you can take him or her into multiplayer games as well as the single player
campaign game. We'll limit the use of custom heroes for tournament games that
count towards ladder stats, but otherwise players have the option to create and
join multiplayer games with their created heroes (or not, depending on
preference - some players may want to host and join "no custom hero" games
regardless of whether or not they count towards official stats).
Are you making any changes to the AI?
We are re-writing
the AI from the ground up. I think players will be pleasantly surprised at the
resulting improvements which range from more sophisticated strategies for
building and using units, structures, and spell powers to tactics like grouping
basic units with heroes to take advantage of what the heroes bring to the
party.
What are some of the cool new "big creatures"?
The
Giant is a cool new large creature... imagine something twice as tall - and twice
as mean - as one of the battle trolls from the movies or the first game. Other
interesting big critters include huge dragons, fire breathing drakes, a
"Half-Troll" Marauder, and summonable beasties like the giant tentacled monster
called the "Watcher" or a Wyrm that tunnels up from underground.
How about spell powers? What's new?
In
addition to summonable creatures like the Watcher, you can trigger an
earthquake, cause a flood, rain fire down on your opponent's army, call in a
whirlwind of destruction, or call allies like Tom Bombadil or the Dunedain to your
aid. These are just a few examples of the new powers.
Will more advanced unit commands be available? Such as Hold
Position, Automatic Search and Destroy, and so forth?
We are introducing "stances"
for units and heroes that give a new level of control over their basic
behavior. We are currently implementing three different stances: "Battle
Stance", "Hold Ground", and "Aggressive". Units default to the battle stance -
they will defend an area but will retaliate if attacked. Units set to hold ground
will not budge from their positions even if under attack. Units set to be
aggressive will hunt down and kill enemy units that come within their sight
ranges.
So what are some of the specific missions or scenarios in
the game?
Imagine a
massive sea battle outside the Elven port city of the Grey Havens as a fleet of
marauding Corsair warships attacks. Or a fight to the death with huge and
terrifying dragon in the bowels of the Blue Mountains. Or an assault on a vast
Goblin city deep in the Misty Mountains. Or an epic siege on a dark and evil
fortress buried in the forests of Mirkwood. These are just a few of the things
you'll do in the Good campaign missions - and we're not touching on the Evil
campaign or all the cool things you can do in the War of the Ring mode (like
defending Minas Tirith with an alliance of Elves and Dwarves).
What's new in multiplayer?
We've
made a number of improvements to multiplayer - but the big news is in how we're
enabling multiplayer functionality for custom heroes and our new War of the
Ring meta-game. You'll be able to create heroes and take them into multiplayer
matches. You'll also be able to play a persistent War of the Ring game against
another player - with save files. Given that a War of the Ring game with multiple
RTS battle sessions might take days to play, we are letting players save out
their games so they can pick them up again later.
More
conventional new features include the ability to set new rules and starting
conditions for created games, the ability to establish player handicaps, and
other groovy stuff. More details will be forthcoming on the multiplayer
feature set a bit later.
What
improvements are you making to unit control and tactical fidelity?
You'll be able to create
complex formations of troops just by grouping units and moving the mouse - the
artificial intelligence will line up formations automatically in an intelligent
way (soldiers and pikemen up front, archers in the back, cavalry on the flanks,
and siege weapons like catapults in the rear to support attack or defense).
This new smart formation system does away with a lot of the micro-management in
the first game (for combo hordes, formations, etc.).
Tactical fidelity in Battle
for Middle-earth II will also be much higher - players will get bonuses if they
flank their opponents. For example, if you attack a formation from the side,
you'll get a bonus in the attack since you're hitting them from a vulnerable
angle. Another example: If you ride your cavalry over pikemen while they have
their pikes facing the other way, you'll overrun your opponent - unlike the
first game, where pikemen slaughtered cavalry no matter which direction their
pikes were facing. We heard back from a number of players that they were
frustrated because it didn't seem to matter where their units were facing or
how they were lined up. We listened and the new game is a lot more realistic without
being more complicated.
Are you making
any changes to the basic melee system?
Yes
- we're implementing a more sophisticated melee combat system that will
minimize uncontrollable "scrums". Formations will stay more or less intact and
will engage intelligently rather than simply piling into each other in an
unmanageable mass of troops. We want to make sure you can still control the
action even in a big battle.
How will naval
combat work?
You'll
be able to capture a neutral Shipwright structure and then build ships that are
appropriate to your side. If you're playing Elves, Dwarves, or Men of the
West, you'll be able to build Elven warships and transports. Goblin, Mordor,
and Isengard players will get Corsair warships and transports. Warships can be
upgraded to get improved armor, firepower, etc. You can use ships to bombard
units and structures inland, battle against other ships, or scout the map.
Why combine Gondor and Rohan?
What other changes are there to existing sides?
It made
sense to combine Gondor and Rohan into one faction - the Men of the West -
because these two sides had duplicate unit types and Rohan was really just
about heroes and cavalry. By adding the Rohan heroes to Gondor and making the
Rohirrim horsemen available as cavalry, the new unified Men of the West is a
deep, rich, and compelling side.
Mordor and
Isengard are already pretty cool sides and it didn't seem right to combine
them. Instead, we're adding a bunch of units and heroes to both Mordor and
Isengard to increase depth. For example, we gave Mordor
the Black Riders (Ring Wraiths on horseback), Corsairs of Umbar (able to scale
walls using grappling hooks), and a new Mouth of Sauron hero, among other
additions. Isengard gained the Wild Men of Dunland as units, Wormtongue, and
Sharku the Warg Hero. Both sides also got new customizable fortress structures
with all sorts of cool upgrades.
How many people
are working on the project?
We
reached peak staffing of about 80 people in June (this number doesn't include
our testers). This is a big team made up of very talented individuals. I'm
continually amazed - and delighted - by how quickly this team is making
progress on the game.
Will there be an expansion pack for the original Battle for
Middle-earth?
We
looked seriously at creating an expansion pack for Battle for Middle-earth but
the opportunity presented by the consolidated book and movie rights for The
Lord of the Rings led us to make a full sequel instead. The unified rights
unlocked the world of Middle-earth like never before... it's a once-in-a-lifetime
chance to work on a game that brings new races, places, heroes, and battles
from the Lord of the Rings books into the visual world of the films.
With a full team of 80 very
talented people, we set a very ambitious agenda:
-
Make enough new content for a full sequel and then bring
along all the units, structures, and locations from the first game
- Push to innovate within the genre
- Transform the base building experience with a powerful fortress
and wall building system that's incredibly easy to use
- Create a strategy meta-game that can be played against
other players and not just an AI; make something that gives the game infinite
replayability in the single player experience
- Unlock the ability to create custom RTS heroes and take
them on-line
- Give players better control over armies in combat without
adding a bunch of complexity
- Make substantial upgrades to the engine so that we could
dramatically improve the visual quality of the world
- Finally: Make a game that's addictive, fun to play, and
appeals to our traditional hard core RTS gamers without losing the accessibility
and ease of use that distinguished the first game
Will you be able to have your troops walk and fight on the
walls you can build as part of the new fortress and wall system?
The ability to walk - and
fight - on top of walls was in our design spec for the new base building system
from the beginning. We implemented large "walk-able walls" in May and tested
them in play sessions - and unfortunately we discovered that the oversized wall
hubs and wall segments weren't a lot of fun to play with because they were
huge, awkward, and ugly to boot. The smaller and more upgradeable walls, on
the other hand, were a blast to play with and were an instant hit. These
smaller walls are the right size for the game and make up for the lack of
"walk-able" space by having every wall segment available for upgrades with
towers, gates, trebuchets, etc., etc. We made a call to leave the larger
walk-able walls out of the game. We are actually looking into the idea of
making them accessible to the mod community.
Please remember that large
pre-built castles in specific maps (like Helm's Deep and Minas Tirith) will
have the larger walk-able walls; we just decided to sacrifice walk-able walls
for player created castles using the new base building system.
Will you have more units on the screen than in the first
game? Are you changing the population cap?
We will let you have more
units on the screen in Battle for Middle-earth II - but I don't want to commit
to a hard number just yet. As for the pop cap, that was our way of controlling
the number of units that appeared on the screen; we won't be lowering it.
Will there be more units per horde or battalion?
Yes.
The larger hordes and battalions give the game a "big army" feeling and make
it easier to use some of our new unit control and tactical fidelity features
(like smart formations and flanking).
Will units still have emotions?
Yes.
We're implementing emotions for the new units that we're adding and we're
tuning the emotion system from the first game. It's pretty damn cool to have
your units react like characters: they still cheer in triumph, taunt enemies,
tremble in fear, and exhibit other visible behaviors in response to changes in
the environment and the game state.
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