Hi All, Patch 1.09 Version 2.0 is finally here for download. For years later and here we are with another enormous patch filled with goodies, cows, and even a pig for Dwarves. A huge thanks to everyone involved but particularly Ech my right hand man & Ridder Geel for his work on the launcher. It is a privileged and a blessing to be able to present to you this gift to the community. We hope that you enjoy it as much as we do, happy new years to everyone!
A note about version naming - as of this release and in the future, we will be using similar naming conventions to 2.02. 1.09 Version 2.0, 3.0 and so forth. So get used to it
The launcher now comes with auto update features, links to Discord/GR/Facebook groups, and the choice of map height between two different zoom levels. Future releases can now be quickly integrated in a manner of minutes and so the days of new launchers holding up releases are gone for good
14 Years Of Competitive Balancing
BFMEII Patch 1.09 Version 2.0 is one of the largest patches we've ever developed. It was the result of 116 different beta builds over several years. We've taken great care to remedy the last few difficult matchups that existed in 1.09 Version 1.0. It also comes with many other goodies not related to balance.
No More Out of Sync And All Patch Versions Cracked
Yep, an issue that has plagued BFME2 for over a decade is finally gone for good. Also, you no longer require mini images to play without a disc, every version in this launcher is cracked. The only image you will ever require now is to install BFME2
New Maps & Reskin's
As with every large update, a plethora of new maps are now available for all team sizes
New Special Effect's
Version 2.0 comes with hundreds of new special effects in addition to those found in version 1.0
New Models and Animations
Many models from HD Edition are now integrated into the patch, aswell as a number of other new models developed in-house, oh and a pig...
Legolas also now has a new model, cape and a plethora of new animations
New Friends for Treebeard
Random and Upgrade Textures
In addition to all of those seen in Version 1.0, more have been added such as level upgrades for wargs
New Sound's
Version 2.0 adds around 100 more sounds to the game, both for units and buildings
New Leadership Stacking System
In comparison to Version 1.0, 2.0 has added new cast effects for spells such as rallycall, warchant, mighty rage and more. Also, there is now a revamped leadership system which allows certain damage and armor leaderships to stack that previously didn't(and some that are now immune to debuff). One such example would be Theoden and Rallycall(or Boromir), shown below as solo visual, and then stacked visual. This enables more interesting early game mechanics and player choices.You can see in game tooltips for more information and we will likely publish a guide to it in the near future.
New Buff and Leadership Cast Effects
Beautiful remakes of RallyCall, Warchant, and even cast effects for spells which never had any, such as MightyRage. Dwarven RallyCall now shows as gold to differentiate it from Men and Elves, given its different bonus.
Spawn Effects
Remade the Morgul Beacon for Witchking, also added spawns for Drogoth and Elrond
Animations for Every Spell
Version 2.0 has animations for all spells, one such example is Dissent which also has new effects
Changelog is attached. Slaughtered 350 bugs. Also the general approach with this patch was to make units and monsters better and lessen the impact of heroes. This beta lasted for several years and the log is enormous. The changelog for Patch 1.09 Version 2.0 is also included in the installation.
Congratulations for the release, was about time. Let's hope there aren't any major oversights here. To be honest I'm not the biggest fan of replacing vanilla textures, but oh well. At least we have slightly more saturated team colors again.
So one thing I noticed is that the new models for Men structures have new bounding boxes that are smaller, whereas resource structures from other factions still use the same ones (as opposed to 2.02 for example). Isn't this a bit unfair? Why was this not changed? Also if I may cry some more I kind of find the changes to the men structures a bit unnecessary, textures were fine and while I don't mind the scaffolding it is kind of weird how they are the only faction whose structures have that effect.
Here's another edit: Big fan of the stacking leadership visuals. I've been wanting something like this.
Edit2: Was wondering what you meant Ecth but literally just saw my map is in it haha, neato. I wish I had more motivation to finish the 10+ other maps I started.. I keep making new maps but never finish them, which is kind of sad cause the later maps I've made are far better than the unbalanced crap I made in the past.
Edit3: The unfinished tw map is in it too I see, hm. Has several issues I never fixed because of time
This post has been edited by Jokuc: Jan 20 2021, 12:23 PM
So one thing I noticed is that the new models for Men structures have new bounding boxes that are smaller, whereas resource structures from other factions still use the same ones (as opposed to 2.02 for example). Isn't this a bit unfair? Why was this not changed?
The level 2 and 3 boxes are identical to vanilla. Level 1 is slightly smaller yeah, as it makes clumping easier. To reexport many other buildings in the game the same way, just over a few millimeters on someones mouse would be a total waste of many hours work. Time I rather spent elsewhere on the patch. If the other factions had really broken boxes which were huge and made clumping difficult, I would fix them, but presently they are fine.
However, I did fix many many unit boxes, such as fellbeasts, witchking, Easterlings on low LoD(plus all the 109v1 boxes that were fixed), there was tonnes of them.
The level 2 and 3 boxes are identical to vanilla. Level 1 is slightly smaller yeah, as it makes clumping easier. To reexport many other buildings in the game the same way, just over a few millimeters on someones mouse would be a total waste of many hours work. Time I rather spent elsewhere on the patch. If the other factions had really broken boxes which were huge and made clumping difficult, I would fix them, but presently they are fine.
The reason I find it unfair isn't so much because smaller boxes makes clumping easier, but because of building placement. Being able to build them closer together reduces the chance that the enemies can slip through cracks and clump them down when for example placing your furnace between uruk pits.
One thing is selection box which doesn't affect path finding or building placement. Other thing is build placement stuff.
;-----------------------MenFarm.log---------------------------; -GondorFarm causing red bug (build placement rejection) in the door fixed.
Farm was the only farm with this unfair issue, it would always have a hole you can't cover with a barrack for example. This only occurs with Farm because since bfme1 it used to spawn Peasants. So the spawn point rejects buildings.
Instead, Slaugherhouse you can completly block it with taverns. Almost build inside. That's more unfair =D
One thing is selection box which doesn't affect path finding or building placement. Other thing is build placement stuff. ;-----------------------MenFarm.log---------------------------; -GondorFarm causing red bug (build placement rejection) in the door fixed. Farm was the only farm with this unfair issue, it would always have a hole you can't cover with a barrack for example. This only occurs with Farm because since bfme1 it used to spawn Peasants. So the spawn point rejects buildings.
Instead, Slaugherhouse you can completly block it with taverns. Almost build inside. That's more unfair =D
I see. Yeah about the slaughter houses I am aware of this, I'm thinking more like buildings such as furnace and mineshaft. For mineshaft for example, you can cover it if you build the shaft first and rax later, but if you do it the other way around you can't place the mineshaft close to the barrack. I believe it is the same with slaughter houses actually, if your starter slaughter house between your two pits gets destroyed you can't build a new one cause you somehow can't place the shouse close to the pits whereas you *can* place pits close to the shouse. Why not change these building placement indicators so that they more accurately reflect the actual space the building takes up like in rotwk? Doesn't seem like a waste of time to me but I'm just wondering.
Hey guys in the last half hour, the launcer got updated(same download link). Now it saves your settings of fort floors if you change patches from 09v2 to something else and back. So if you want that feature just redownload it
A note about version naming - as of this release and in the future, we will be using similar naming conventions to 2.02. 1.09 Version 2.0, 3.0 and so forth. So get used to it
Download Patch 1.09 Version 2.0
New Patch Switcher
14 Years Of Competitive Balancing
BFMEII Patch 1.09 Version 2.0 is one of the largest patches we've ever developed. It was the result of 116 different beta builds over several years. We've taken great care to remedy the last few difficult matchups that existed in 1.09 Version 1.0. It also comes with many other goodies not related to balance.
No More Out of Sync And All Patch Versions Cracked
Yep, an issue that has plagued BFME2 for over a decade is finally gone for good. Also, you no longer require mini images to play without a disc, every version in this launcher is cracked. The only image you will ever require now is to install BFME2
New Maps & Reskin's
As with every large update, a plethora of new maps are now available for all team sizes
New Special Effect's
Version 2.0 comes with hundreds of new special effects in addition to those found in version 1.0
New Models and Animations
Many models from HD Edition are now integrated into the patch, aswell as a number of other new models developed in-house, oh and a pig...
Legolas also now has a new model, cape and a plethora of new animations
New Friends for Treebeard
Random and Upgrade Textures
In addition to all of those seen in Version 1.0, more have been added such as level upgrades for wargs
New Sound's
Version 2.0 adds around 100 more sounds to the game, both for units and buildings
New Leadership Stacking System
In comparison to Version 1.0, 2.0 has added new cast effects for spells such as rallycall, warchant, mighty rage and more. Also, there is now a revamped leadership system which allows certain damage and armor leaderships to stack that previously didn't(and some that are now immune to debuff). One such example would be Theoden and Rallycall(or Boromir), shown below as solo visual, and then stacked visual. This enables more interesting early game mechanics and player choices.You can see in game tooltips for more information and we will likely publish a guide to it in the near future.
New Buff and Leadership Cast Effects
Beautiful remakes of RallyCall, Warchant, and even cast effects for spells which never had any, such as MightyRage. Dwarven RallyCall now shows as gold to differentiate it from Men and Elves, given its different bonus.
Spawn Effects
Remade the Morgul Beacon for Witchking, also added spawns for Drogoth and Elrond
Animations for Every Spell
Version 2.0 has animations for all spells, one such example is Dissent which also has new effects
Balrog with Real Flames of Udun
Tower Wars designed for V2.0
Update: 1.09v2 Hotkeys!
LINK: https://www.gamereplays.org/community/index...&p=10034556
Colors
Summary of changes
Changelog is attached. Slaughtered 350 bugs. Also the general approach with this patch was to make units and monsters better and lessen the impact of heroes. This beta lasted for several years and the log is enormous. The changelog for Patch 1.09 Version 2.0 is also included in the installation.
Ech, 2.02, Beta Team, Mathijs, Ruudy, RoR, Ridder Geel, Valenquetta
Feel Like Donating?
Contributions are appreciated. Development time over the years exceeds 5000 hours
This post has been edited by SeñorEcthelion: Feb 8 2022, 10:15 AM
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