INSTALL IN THE FRESH INSTALLED GAME FOLDER!Unzip in the fresh installed game folder and play.
All graphic tilesets and options are included.
MIDDLE EARTH MOD 3.11 MIDDLE-EARTH INSIDE
1.1 RACES AND AGES
1.2 UNIQUE AND SEMI-UNIQUE ENTITES AND ITEMS
1.3 CREATURES
1.4 POWERS
1.5 MORE ABOUT RACES
1.6 GRAPHICS
2 CHANGES TO ORIGINAL GAME
2.1 NEW BODY STRUCTURE
2.2 HYDROSKELETON
2.3 ELVES
1 ==== MIDDLE-EARTH INSIDE ====
1.1 =*RACES AND AGES*=
There're a lot of new intelligent races:
GOOD:
Humans, Elves, Dwarves, Halflings, Ents, Wizards
EVIL:
Haradrim, Goblins, Orcs(Uruk-hai), Cave trolls, Nazgul
NUISANCE:
Barrow-wights, human raiders
All races are playable in adventure mode.
// not in 3.0, there's dwarven fortress mode only until the buglist=0
The way to understand which race do you use on embark:
Switch with [TAB] to avaliable for you civilizations.I suggest playing on medium-standard sized map to have all features and races in.
You can switch between civs with +/- buttons. There're 4 types of settlements on the map:
1) statues - mountain halls, definitely dwarves
2) letters "i" - forest retreats, hobbits (halflings)
3) symbols "#" - cities, haradrim
4) "cabinet" symbols - high fortresses, uruk-hai
1.2 =*UNIQUE AND SEMI-UNIQUE ENTITES AND ITEMS*=
Civilizations use specific weapons and armors. There're new weapon types and equipment, specific for each race.
**New ranged weapons**:
Londbows, short bows, slings(halflings), hand windings(haradrims), hand crossbows.
Special haradrim ranged weapons: hand crossbows with enchanted darts: poison darts, which freeze victim's bodyparts and acid darts,
which burn them.
Hand winding is used for more accurate and powerful throwing of special haradrim missiles: shurikens and kunai.
Spellstaff(wizards) which shoots different magic blasts.
**New melee weapons**:
Clubs, crescent swords(haradrim), elven swords(elves).
Spears, hand axes and hammers - craftable from stone.
Scythes(barrow-wights).
**New armor**:
Scale male and breastplate craftable from bones.
Orcs have unique set of armor, which is all craftable from bone (horned helm, scary mask, breastplate, leggings, spiked gauntlets,
marching boots).
Elves use light and sturdy chainmails.
1.3 =*CREATURES*=
New wild roaming animals: crows; dire wolves; frenzied wargs; spiders:forest spiders/cave spiders/hunting spiders(they don't hide
but move fast); wild goblins; mumakim(oliphants); boars and giant antlions.
New kind of creature: immobile "ancient chest", which drops random weapon/armor/helm/leggings on "death".
1.4 =*POWERS*=
Evil races worship different powers. There're 4 types of them: evil sorcerers, balrogs, dragons and Nazgul.
All 4 creature are mighty combatants.
1.5 =*MORE ABOUT RACES*=
Good:
Humans.
Former inhabitants of Numenor. Just humans.
Elves.
Not your-generic-panties. Mighty ancient race, they apt to craft superior bows and wield light deadly swords.
Human-sized race (not narrow now), they are perfect hunters and though they respect nature they care of war more than of trees' lifes.
No more animal/wooden items neglection.
Wood-loving is mover to ents.
Dwarves.
Your favourite folk!
Halflings.
Small little buggers who live in burrows in forested areas and like to eat. They prefer slings to other ranged weapons.
The most brave of them were heard to steal goblin babies.
Ents.
Ancient tree giants. They still try to find their lost ent-wives. They do not attack or siege, they neglect war.
But be careful, don't meet them in their forests if you're a Tree-cutter orc or a foul goblin.
And do not chop too many trees. Or they will send a "diplomat".
Wizards.
A mysterious men, they sometimes come to Middle earth to change the things or to watch from aside.
Evil:
Haradrim.
Southern dark-skinned people, apt in martial arts and assassination. They are know for their curve-bladed swords, enchanted darts and
superior throwing weapons. Also they are known to be great animal trainers.
Goblins.
Small evil creatures, they dwell abandoned mines and mountain fortresses. They can pose a threat only in big numbers.
Orcs (uruk-hai).
The evil goblin-like creatures, created by evil wizards. They do not yield humans in strength and wear crude but effective war
equipment. They can train wolves.
Uruks dwell in fortresses of their masters. They obey their creators - dark sorcerers, but sometimes those sorcerers leave their dark fortresses and leave dragons or balrogs to rule at their place.
Cave trolls.
These huge and strong creatures live in dark caves. They do not have enough intelligence to form a regular army but are often used by uruks to help during war time.
Nazgul.
Play as one. Watch for your ring.
Nuisance:
Barrow wights.
Evil essenses which dwell haunted regions.
You can take your scythe and play as one of them. Nobody likes them for some reason.
Human raiders.
Evil outcasts who try to rob and kill for profit anyone they can get. They will bother you in fortress mode too. Much tougher than
usual kobolds.
1.6 =*GRAPHICS*=
All creatures use full graphics tilesets.
Original tilesets:
-for dwarves (and basic animals) - Dystopian tileset
-for humans and goblins (and orcs - just recolored goblins for now) - Chariot's alternate races
-for Haradrim - made by me with Chariot's humans tileset as "base". I reworked most graphics and changed some to represent long robes and turbans. Sorry for guards from Alladdin cartoon =).
-for hobbits - again Chariot's humans a bit "shortened" by me.
-for elves - graphics from Chariot's alternate races graphics.
All graphic tilesets are tweaked by me (Deon) - I've added missing mayor/priest/shopkeeper and other graphics where necessary.
2 ==== CHANGES TO ORIGINAL GAME ====
2.1 =*NEW BODY STRUCTURE*=
New humanoid body structure:
head
LUA - left torso side - chest - right torso side -RUA
abdomen
LUL - pelvis - RUL
head <- usual head with brain,mouth,eyes,ears,nose
left torso side w. left lung, right - w. right lung(no more double lungs piercing)
chest with heart, diaphragm, solar plexus & liver
abdomen w. guts & organs(stomach,duodenum,pancreas,spleen,aorta)
pelvis w. kidneys and bladder
With this body structure all organs are damaged fine and they are separated within body so you won't get 2lungs+heart pierced
with 1 arrow.
Also now the body can be cut in 2 halves from top to bottom (simulated by cutting off 1 torso side with connected arm) or from
side to side (when you chop the man in 2 pieces by chopping through his abdomen).
Necks and spines are breakable (original idea from Sean Mirrsen).
2.2 =*HYDROSKELETON*=
All spiders now have inner circulation channels, hydroskeleton, so you can kill them by piercing their limbs and letting them
bleed.
2.3 =*ELVES*=
Middle-earth elves are not too slim and can wear human armor (but usually humans like to wear superior elven chainmails)
They are perfect warriors and hunters. Tree-hugging is moved to ents, while vegetarianism is removed (now you can sell them
2.4 =*WINTER TRADE*=
Now halflings come to you to trade in summer (if you're good). They bring different items and various food.
Humans now trade in winter.
Note that the mod can cause some crashes because of game engine and it needs playtesting for balance.
38c versions:
DOWNLOAD 2.1DOWNLOAD 1.139b/c version:
DOWNLOAD 3.1("nothing" creatures are fixed thanks to Sean Mirrsen).