A fan-made total conversation mod for AoK. This Github page is used for tracking bugs and feature requests. For discussions, find our forum on AoKH. Download ToME on ModDB now!
[x] Mordor siege weapons have their train time multiplied by 2941 instead of 0.8
[x] Morgul Engine has 60 attack -> shown as 55+5
[ ] Morgul Engine does not actually fire any bodies
[x] Towers of Morgai start with 0 pierce attack, but gain more via upgrades. Displayed amount is 10-x.
[ ] lots of graphical issues with the various rams
[ ] Sauron lacks any sort of attack class
[x] Sauron walking graphics are too fast (frame time too low)
[ ] Sauron is susceptible to anti-skirmisher damage (ex. from Rhudaur archers)
[ ] Winged Nazguls lack sounds
[ ] Mounted Nazguls play sounds only rarely
[ ] Rhudaur Swordsmen do not actually have a bonus against spearmen
[ ] Gandalf walking animation has a wrong frame count
[ ] Ents gain range from siege engineers
[ ] Eorl the Young, Thranduil have pierce attack while being melee cavalry, attack thus never increased via techs
[x] Alquavene have 7 attack, display 12-x
Techs
[x] Butteries have no linked effect
[x] all efficiency effects lack a reduction in villager work rate (already reported)
[x] there should never be both multiplicative and additive tech effects: Example: Greenwall: 2x picket wall HP, Fosse: +100 picket wall HP. Research order starts to matter, and the result is permanent. This is not good.
[x] Sindar Nobility/Silvan Union research placement
[x] siege upgrades can still be researched after Mallorn wood - but Mallorn wood makes the other upgrades redundant. Make mallorn wood require previous upgrades? Or have it enable upgrades that can be individually researched after the previous upgrades?
[x] Mines of Moria not actually required for Balrog
[x] Armored Mumakil/Beasts of War location (should be 6 instead of 7)
[x] Leechcraft occupies the same place as orc-draught
[ ] Silent watchers in tech tree but not implemented
[ ] Floodwaters does nothing
Balance stuff
[x] Taur Maethor have 5 archer armor, but this not stated in description and the unit is strong enough without it
[x] Mallorn siege is too strong (in FE/HD, Celts tech was nerfed from +50% to +40% HP...)
[ ] Marchwarden are ridicolously OP: massive HP for a ranged unit, high attack (7+7 after all upgrades including ent-draught), extreme range, good accuracy, good armor and a low cost for that - they need a considerable nerf Thanks to them, Silvan Union is the only real choice for Lorien
[x] Cavalry archers benefit from both cav and archer armor, resulting in huge armor numbers Example: Eregion ECA: 0+7/1+7 armor, 135 HP, 7+5 attack, 6+3 range, at the cheap price of 40W 50G
[x] Elven cav archers are too strong, they have great offensive power combined with huge HP
[x] Most heroes can be trained an infinite number of times
[ ] Rings of power is quite cheap, makes the 9 Nazgul limitation rather pointless (just two of them cost more) I'd make Nazguls a little stronger and the tech more expensive Also make the 9 Nazguls limit apply to mounted ones, so that Minas Morgul are the only ones to be able to field more than 9 of them
[ ] Many small heroes are not worth training (at the time you have a wonder, you probably have 10+ army buildings, and it's far more efficient for the attention to just mass normal units - especially since the heroes are not very strong and can easily get killed by just a small group of ranged units - which are part of pretty much any army
[ ] Mumaks are almost unkillable, since they not only have melee/pierce armor exceeding most attacks, they even have armor against anti-cav Even if they had none of this extra armor (which they arguably shouldn't have!), they are far too strong for their price
[ ] Why did you raise ram armor only to give all units a bonus against them? This is problematic, since stronger rams have more ram armor, but the balance is upset if they can't easily be destroyed by melee units
[ ] Wonders construct far too quickly
Suggestions
[x] Make terror units' (ranged Nazguls', Towers of Morgai, and similar) projectiles teleport, so that units can no longer just evade their attacks by casually walking along How to: Projectile Type: 3; Smart Mode: 1; Hit Mode: 1; Vanish Mode: 1;
[x] A few more frames for the Rohan mill would be nice
[x] Maethor arrows explode when they hit the ground... would be nice to have this different
Description Issues:
[ ] Heroes lack any description
[x] The tech with the heated shot icon at the siege workshop lacks a description
[ ] Steel bow cuthalions don't actually have a slower attack. Perhaps something like 2.25 to 2.5 would be enough for balance?
[ ] Necromancy increases Snaga/Snuffler (but not Orc Warrior/Half-Orc Warrior!) HP by 40 instead of its original (and arguably cool) effect Also: It states that black orcs revive on death, but Dol Guldur doesn't even have them in the first place
[ ] Tech tree states Morgul Knives giving +2 attack, tech states and gives +1
Units
Techs
Balance stuff
Suggestions
Description Issues: