NOTE: As of Feb 2018, any mention of "Umbar" or "Umbarim" in this list refers to the Ar-Adunaim faction which replaced Umbar
Graphic Design (Units):
- New appearance for:
-- Saralainn Mercenaries, Privateer Axemen, Privateer Cavalry
-- Variag Lancers, Variag Swordsmen, Variag Horsearchers, Brotherhood of the Axe, Lance and Bow, Steppe Tribesmen and Archers
-- Galadhrim Marchwardens
-- Orocarni Nobles
-- Avari Shadows, Dorwinion Protectors
-- Non-upgraded Dorwinion Thorn units (purple tabbards instead of red), Dorwinion Regent's units, Dorwinion Men-at-Arms, Dorwinion Vineyard's units
-- Hasharii Shadows (now female)
-- Yavanna's Chosen (now female)
-- Castellans of Dol Guldur
-- Khamul's Shadowknights
-- Lindar Mariners
-- Guardians of Carn Dum
-- Dale Earls and Barons
-- Royal Archers
-- Gurdhinen (they now use the Marchwardens' old glaive instead of dual swords)
-- Elements of the submod by 'Ariora of Mithlond' used to spice up several Woodland Realm units and upgrades.
-- New look for Dol Guldur Host, Dol Guldur Archers, Mirkwood Uruk Blades and Mirkwood Uruk Pikes using textures and model elements by 'Bushmonster951'.
-- Moriquendi Sentinels and Protectors, by 'Black Goldfish'.
-- The entire Lindon roster, by 'Arthalion'.
-- Carrock Guard
- New visual upgrade for:
-- Isengard Half-orc units
-- Dorwinion Regent Axeguard, Spearguard and Bowguard, Dorwinion Men-at-Arms
-- Breeland Militia and Archer Militia
-- Dale's Lake-town Pikemen
-- Bree Watchmen units,Bree Greenway units, Shire Militia, Bandobras Archers, Gate Keepers and Bodyguards (Arnor-inspired visual upgrade at lv4)
-- Dorwinion Men-at-Arms, Regent's units, Avari Warriors and Avari Naharim, High Paladins bgs
-- Sword and Bow Quendi
-- Ered Luin Shieldbearers and Nogrod Swords
-- Avari Warriors and Naharim, by 'Black Goldfish'
-- Hin e-Daur, by 'Black Goldfish'
- General and captain battle models
-- Dol Guldur now has a different captain battle model.
-- Angmar now now has a different captain battle model.
-- Woodland Realm now now has a different general battle model.
-- Swapped around the captain and general models for Khand
-- New General battle model for Khand
Graphic Design (Campaign Map):
NOTE: All campaign strategy map models listed here are performance-friendly
*Generic Settlements & Castles*
- New Hobbit village model (features two hobbit hills and some Northmen huts)
- Undertowers now uses the new hobbit village model
- New Orc town-line (town, large town, city, large city) models
- New Orc castle (tier 2) model
- New Variag town-line (village, town, large town) models
- New Variag castle (tier 2) model
- New Bree-land town-line (town, large town, city, large city) models (large city is now achievable)
- New Bree-land castle (tier 2) model
- New Wildmen town-line (village, town, large town) models
- New Wildmen castle-line (keep & castle) models
- New Northmen castle-line (keep, castle, stronghold) models
- New Dwarven town-line (village, town, large town, city, large city) models
- New Dwarven castle-line (castle & stronghold) models
- The Gondorian & Dol Amrothian town model now has a wooden wall instead of stone to help distinguish it from the large town model
- The Gondorian & Dol Amrothian city, large city, keep, castle, and stronghold models have been redesigned
- The Northern Dunedain city, large city, castle, and stronghold models have been redesigned and are unique compared to Gondor & Dol Amroth
- New Elven town-line (village, town, large town, city, large city) models (city and large city models differ between the Elven factions)
- New Elven castle-line (castle & stronghold) models (the models differ between the Elven factions)
- New Harad town-line (village, town, large town, city) models
- New Harad castle-line (castle & stronghold) models
- New Umbar town-line (town, large town, city, large city) models
- New Umbar castle-line (castle & stronghold) models
- New Northern Dunedain encampment (village) (has green tents & trees)
- New Wildmen Hobbit village (features two hobbit hills and some Wildmen huts)
- New Rhun town-line (village, town, large town, city, large city) models
- New Rhun castle-line (castle & stronghold) models
*Unique Settlements & Castles*
- New Hobbiton model
- New Kirikhgathol model
- New Dain's Halls model
- New Goblin-town model
- New Carn Dum model
- New Thorin's Halls model
- New Bree model
- New Ruined Osgiliath East & West models
- New Rebuilt Osgiliath East & West models
- New Esgaroth (Lake-town) model
- New Annuminas model
- New Ruined Fornost Erain model
- New Helm's Deep model
- New Imladris model
- New Caras Galadhon model
- Updated the textures for the Thranduil's Halls model
- New Rhosgobel model
- The Ruined Tharbads now use the Ruined Osgiliath models
- New Rebuilt Royal Tharbad (West) and Tharbad (East) (Northern Dunedain get unique models whereas Gondor, DA, and AA use Osgiliath's models)
- New City of Umbar model
- New Gobel Tolfalas model
- New Cair Andros model
- New Beorn's Halls model
- New Henneth Annun model
- New Minas Tirith model
- New Barad-dur model
- Updated the Khazad-dum model (merged Durin's Tower into it)
- New Rebuilt Fornost Erain model
- Rebuilt Osgiliaths, Rebuilt Tharbads, Rebuilt Fornost Erain, and Annuminas now all use the same white textures based off Minas Tirith
*Resources*
- The following are new or updated resource models:
- village
- hobbit farmstead
- horse corral
- trappers
- apiary (honey)
- grain mill
- lumberyard
- orchard
- vineyard
- textile mill
- silk farm
- sheep farm
- fishery
- labour camp
- orc pig farm
- Over 200 resource models have been repositioned throughout the map to fit better with the terrain
- New mine resource model (new textures and scaled down compared to vanilla mine)
- The sheep farm resource model now has new, better looking sheep models
- All ore models (iron, silver, gold, and mithril) have been scaled to fit the new mine model
- Many ore models have been repositioned so they can be seen easier
*Monuments (unique resources)*
- New Carrock 'monument' model (tooltip is on the shore to the left of the model)
- The Dome of the Stars building has been made into its own 'monument' model (tooltip disabled)
- The Rammas Echor 'monument' model has been updated with certain parts repositioned and raised to fit the terrain better
- New Barrows 'monument' model
- New 3 Elven Towers of Lindon 'monument' model (each tower is unique)
- The Amon Hen 'monument' was merged with the Argonath 'monument' to free up a resource slot (Amon Hen tooltip disabled)
- New Beacon of Gondor resource model
- New Argonath 'monument' model
*Forts*
- New default/vanilla fort (the one used all throughout the map as a non culture specific fort)
- New Wildmen, Orc, Gondorian, Dwarf fort models
- The Evil Men fort's gate texture size has been reduced so that the gate is proportional to the rest of the model
*Watchtowers*
- New Elf, Wildmen, Northmen, Gondorian, Orc, Evil Men/Southron watchtower models
*Ports*
- New Orc tier 0 fishing village model
- New Orc tier 1 port model (cannot upgrade past tier 1)
- New Dwarven tier 0 fishing village model
- New Dwarven tier 1 port model (cannot upgrade past tier 1)
- New Northmen tier 0 fishing village model
- New Northmen tier 1, 2, & 3 port models
- New Gondorian & Dol Amrothian tier 0 fishing village model
- New Gondorian & Dol Amrothian tier 1, 2, & 3 port models
- New Wildmen tier 0 fishing village model
- New Wildmen tier 1 & 2 ports
- New Northern Dunedain tier 3 port model (uses Wildmen tier 3 port slot)
- New Evil Men (Umbar, Rhun, Harad, Khand) tier 0 fishing village model
- New Evil Men (Umbar, Rhun, Harad, Khand) tier 1 & 2 port model
- New Umbar tier 3 port model (uses Evil Men tier 3 port slot)
- New Elven (Wood Elves & Lorien) tier 0 fishing village model
- New Elven (Wood Elves & Lorien) tier 1 & 2 port models
- New High Elf tier 3 port model (uses Elven tier 3 port slot)
*Nature/Vegetation*
- Edited the Lorien trees so that they stay bright yellow throughout all seasons
- Edited the tree models in the Forest of Mirkwood and the forests of Eriador and Enedwaith so that they are more performance friendly
*CSM Miscellaneous*
- Black Goldfish's fort banners added and resized
- Added new DDS files for Black Goldfish's banners to improve performance
- Minas Morgul garrison banner re-positioned to top of tower
- Added DDS files for the ground_types TGA files which should improve campaign map performance
- New siege encampment model
- New port blockade model
- Khazad-dum East and West slightly expanded to allow for 2 tile spaces between the settlements
- New trade boat model (the little ships that travel between ports)
- The wood, stone, and highway bridges have been re-textured with higher quality textures
- New crossed swords model (represents famous battle)
- New Captain figures for Dale and Dorwinion.
- Dorwinion's old captain figure now used for their Generals.
Bug Fixes:
- Isenmach Raider horses no longer appear as silver surfers for Enedwaith
- Fix for Eotheod Longbowmen. They now use the correct battle model.
- Fixed the strat map banners
- Fixed the freeze after you capture Mordors last settlement as Isengard (with the One Ring claimed by Saruman)
- The generals are no longer bugged once you claim the Ring as Isengard
- 10th Nazgul bug for Isengard fixed
- Non-respawning Nazgul for Isengard in rare instances fixed
- Instances where the Isengard ring script wouldn't trigger fixed
- All faction selectable in Multiplayer custom (courtesy of Marrkarr)
- Fixed the two broken bridges between Zagh Kala and EMoria
- Added a lot of small stability fixes courtesy of Gigantus
- Added the respective DDS files for the banner symbol TGA files to improve performance.
- Crash during the destruction of the One Ring fixed
- History Guild and Dance Guild now keep their population growth bonuses when upgraded to Level 3.
- Elven guilds now only give bonuses to elves
- Lazy traits appear a lot less now
- Factions that cannot buid boats no longer get blockade a port missions.
- Added the missing 'loyaltystarter' trait to Vidusith
- Isengard bug, where if you made the choice, but exited the game without selecting Saruman thus breaking the script, has been fixed.
- Large siege towers are now available when sieging large cities
New Units:
- Sellswords (Mercs)
- Dalian Billmen (Dale)
- Hearthguard (Dale)
- Enedwaith Clansmen (Enedwaith)
- Uruk Taskmasters (OotM)
- Flame Wrangler (OotM)
- Warg Scouts (OotM)
- King's Spears (Erebor)
- Warchanters (Enedwaith, Dunland)
- Anfalas Pikemen (Gondor)
- Naru n'aru Royal Knights (Umbar)
- Belegaer Halberdiers (Umbar)
- Belegaer Crossbowmen (Umbar)
- Ar Pharazon's Faithful (Umbar)
- Nanohtar (Valley Warriors) (Imladris)
- Shieldmaidens of Rohan (Rohan)
- Troll-men Champions (Harad)
- Uuxishia Stormriders (Khand)
- Broadbeam Wardens (Ered Luin)
- Obisidian Guard (Ered Luin)
- Dol Guldur Scouts (Dol Guldur)
- Goblin Headhunters (Dol Guldur)
- Dwarven Labourers (All Dwarves)
- Sindar Cavalry (Lindon)
- Rhudaur Cavalry (Angmar)
Removed Units:
- Rhudaur Scouts (Angmar)
- Teleri Riders (Lindon)
- Dwarven Engineers, Miners and Forgers
- Dalian Yeomen (Dale)
- Hearth Watchmen (Dale)
- Outlaws (Enedwaith)
- Vault Wardens (Erebor)
- Warg Skirmishers (OotM + Angmar)
- Corsair Pikemen (Umbar)
- Belegaer Archers (Umbar)
- Naru n'Aru Royal Archers (Umbar)
- Peacekeepers (Gondor)
- Imladris Riders (Imladris)
- Brotherhood of the Sword (Khand)
- Tirth Aear Marksmen (Dol Amroth)
Stat Adjustments:
- Noretirno Cavalry's stats have been weakened but they're now cheaper. No secondary attack and now a charge-oriented 'lancer' cav unit.
- Sindar Cavcalry's stats have been increased slightly and made more expensive. No lances and now a 'sustained melee' oriented cav unit.
- Lindon Longspears' stats have been re-worked and they now function as pikemen
- Avari Elder Pikemen now use the standard pike animation
- Sindar Guards now use axes
- +10 meters to range of Regent's Bowguard, Orthanc Sentries and Blacklock Engineers
- All Dale archers (except the Athala Rangers) now have +10 range over other human factions' equivelent-tier archers.
- Barding Hird now use the halberd animation and have the Spear Wall formation.
- Gate Keepers' unit size reduced to be in line with other human units of that tier
- -2 to Fountain Guard's attack, now function as true pikemen
- Guards of Osgiliath have been re-worked into elite halberdiers.
- Castellans of Dol Guldur now scare all enemies instead of just foot
- Barrow-Wights' unit size increased slightly and they're now armour-piercing.
- Changed Noldorin Guard to 12 soldiers
- Stoor Shiriffs and Watch Shiriffs missiles are now AP
- Bree Watchmen and Greenway units made slightly cheaper. Bree Merchant Militia and Merchant Cavalry made more expensive.
- Increased Thorn Bladesmen's Attack by +1, reduced Thorn Guard's Attack by -1
- Increased Dorwinion's High Paladin bodyguards' Morale by +2
- Hin e-Daur no longer have locked morale and reduced their Defense by -1
- Elvenking's Guard now have locked morale
- Dorwinion Protectors now slightly more expensive, but gained +1 to Attack, +1 to Defense Skill, 5% Movement Speed and are now 'very_hardy'
- Lorien's Yavanna's Chosen now have Spear Wall instead of Schiltrom
- Made early game Dorwinion units slightly more expensive, made early game Rohan units slightly cheaper.
- Increased movement speed of Rohan's Royal Guard by +5%.
- Increased attack of Guard of the Caves by +1.
- Enedwaith Greyflood Riders' javelins are now AP.
- Saralainn Mercenaries have been re-purposed into a 'bill' unit similar to Dalian Billmen
- River Elders and Clan Axemen no longer have the Chant ability.
- Moot Keepers no longer 'Inspire nearby troops'
- Corsair Archers can now have their armour upgraded three times, up from two.
- Dorwinion Men at Arms are now spearmen
- Vineyard Levies are now spearmen
- Steppe Tribesmen now also have 2 javelins
- Coastal Wardens now only have 2 javelins, down from 3
- Guardians of Carn Dum are now an elite Rhudaur cavalry unit armed with AP maces
- Rhudaur Scouts now significantly stronger but only available after the BE
- Galahdrim Marchwardens now use a spear and shield in melee, higher def but no longer AP
- Rohan's Eorling Swordsmen (now Eored Heavy Swordsmen) now significantly stronger but only available after the BE
- Temple Wards and Scourge Raiders no longer have the Chant ability
- Lamedon Clansmen now use an AP mace and shield and have the 'hide anywhere' trait.
- Flaming arrows have been removed from all archer units (sans Rhun's).
- Hin e-Daur and Gurvaleg now have unique 'Silverthorn Arrows' that pierce multiple ranks.
- Loke nar-Rim now only fire flaming arrows (with much greater performance than vanilla fire arrows regarding accuracy and ROF)
- Barding Marksmen's arrows are no longer armour-piercing, but the unit is now cheaper and faster to recruit. The new Hearthguard (and bodyguards) now have Dale's unique AP 'Black Arrows'.
- Dorwinion's Thorn Guard are now AP; they function as halberdiers.
- Spear/Halberd units will now be more effective against cavalry (fixed a bug that prevent the 'spear_bonus' from functioning).
- White Knights are now called 'White Knights of Edhellond'. They're now only available from Edhellond but now also have bows.
- Misty Mountains tweaks(preliminary):
-- Increased the unit size of all 'Goblin' and 'Heavy Goblin' units by +5 in the EDU. Misty Mountains now have the largest units in the game bar none.
-- Very slightly reduced Attack and/or Defense of several Goblin and Heavy Goblin units. Reduced Morale of Heavy Goblin units by -1.
-- All Goblin and Heavy Goblin units now have the 'untrained' rank discipline (their formations all now look rather messy) and Poor Morale Response.
-- Gundabad Guard and Black Uruks no longer 'Inspire nearby troops'
-- Mountain-orc Hunters no longer have the Chant ability
Text Changes:
- Bardian Marksmen renamed to Barding Marksmen
- Updated Saralainn Mercenaries description
- New names for resources added
- Add the doom stack and the ents crashing to the intro message
- Re-worded the Troll pen description
- Green books for several regions edited
- Realm of the Galadhrim renamed to Realm of Lothlorien. Galadhrim Army (for example) renamed to Lorien Army.
- Motte and Bailye now called a Keep
- Nogrod Shieldbearers re-named to 'Ered Luin Shieldbearers'.
- King's Warriors and Dwarven Axethrowers re-named to 'Erebor Infantry' and 'Erebor Axethrowers'
- Dwarven Sentries and Dwarven Volunteers re-named to 'Khazad Volunteers' and 'Khazad Sentris'
- Erebor Mattock Warriors re-named to 'Iron Hills Mattocks'
- Re-named Avari Guard to Avari Warriors
- Re-named Avari Elder Archers and Pikemen to Moriquendi Sentinels and Protectors.
- Re-named Dunlending Warriors to 'Dunlending Raiders'
- Rhudaur Savages re-named to 'Rhudaur Axemen'
- Rhudaur Axemen re-named to 'Rhudaur Raiders'
- Tweaked Bree and Misty strengths/weaknesses text
- Units with unique arrows (poison, black, silverthorn, fire) now mention the special arrow, and it's effect, very clearly in the summary at the bottom of the description text.
Scripts:
- Bree choice script
- Anti rush Rhun script added
- Anti rush Mordor script added
- Extra money for neighbouring factions script
- You no longer fight the Balrog if you reach Gandalf in time
- Mordor can now be destroyed by taking all of their regions and ending turn
- Unite the clans script (Harad)
- Unite the clans script (Rhun)
- Bree choice script
- Blue Wizards script
- Tweaks to KD Moria script: Gandalf is now found in Bree instead of Hobbiton and a battle with a Balrog-less goblin army ensues if you find him in time
- Doomstack messages upon spawning
- Ar-Adunaim KP bonus script which gives different KP values depending on how many settlements AA owns up until 5 are reached
- It is no longer required to select Saruman on the map to trigger the Isengard ring script, it will happen automatically now 1 turn after you made the choice.
- Simplified requirements for the Glittering Caves script.
- Rohur's Lorien script: Orophin and Rumil, Haldir's brothers, will spawn after capturing Dol Guldur and capturing 10 settlements respectively (though only after turn 30)
- Autoexpansion changes
- And many other smaller scripts and changes.
Gameplay Changes:
-Bodyguards
- Rhun, Dorwinion, Imladris, Gondor and Bree bodyguards are no longer mounted.
-- Gondor General's Bodyguard: Spear and shield
-- Dorwinion High Paladins: Two handed swordsmen
-- Bree Bree-land Bodygards: Mace and shield (AP)
-- Imladris Eldarinwe Nobles: Sword and shield
-- Rhun Loke Rim Bodyguard: Halberdiers (AP)
-Recruitment
- Angmar now recruit their Rhudaur units from a unique two tier 'Hillmen Encampment/Barracks' building line. These can be built anywhere making the Rhudaur units feature much more prominently in their roster.
- ND Cardolan Sentinels and Cardolan Archers now have a maximum recruit pool of 2 up from 1
- Imladris' Dunedain Outpost: Dunedain Cavalry are out, Dunedain Scouts are in
- Knights of the Silver Swan now require the Level 3 Stables, but are now available immediately upon it's construction.
- Isengard Half-Orc Spearguard and Baneguard now have a max recruit pool of 2 in the Level 2 Barracks up from 1
- OotM can no longer train Rhudaur units, outside of hiring a few as mercs. Only Angmar can actually train them now.
- Gate Keepers restricted to Bree, Tharbad (x2), Fornost, Annuminas, MD and Ost Sul
- Following units added to Bree Merc path:
-- Dunland Spearmen, Saralainn Warriors
-- Rhudaur Scouts, Rhudaur Axemen,
-- Privateer Cavalry, Privateer Axemen
-- Rhovanion Spearmen, Rhovanion Hunters, Rhovanion Rider
-- Sons of the Fallen, Harondor Mercenaries
- Isengard can now recruit Dunlending Warband instead of Clan Spearmen
-Garrison changes
- All rebel garrisons reworked. General rule: The bigger and/or more important the settlement the larger the rebel garrison. (Ruined cities have slightly lower garrisons)
-Buildings
- Added a pre-built Practice Range to Erech
- 4th and 5th tier of the culture building for Bree have been added
- Lodge building line now have names and building the lodge gives a big boost towards getting the dwarven masons guild.
- Added tier 1 ports to Orcs as well (they can't go above that)
- The Smiths guild is no longer a guild, in order to make it indestructible. It requires the highest level smith, barracks and town hall built in Ost-in-Edhil.
- Reworking of restricted settlement
-- Not Past Village - Erech, Dunharrow, Hobbiton, Sackville, Deephallow, Undertowers
-- Not Past Large T - Archet, Ruskea Vene, Leodholt, Treebeard, Gynd, Emyn-nu-Fuin, Gobel Tolfalas, Michel Delving, Dagorlad
-Mechanics
- Bribery removed
- Stake availability overhauled: Far, far few units in the game now have access to them.
- Army devastation slightly increased.
- Hobbit village resource gives more money now
- Pirates removed
- Armies will no longer abandon you for no reason in the late game
- Lorien no longer an invasion target
- Dwarves are now valid invasion targets.
-Economy
- AI Rhun gets a slight increase in their AI King's Purse
- Bree income bonuses are now 20% lower if you choose Dunedain.
-Map
- The river Harnen has been extended and is now sailable.
- Amon Sul is now a Fort! It has kept its unique look and battlemap but is now a fort. A new town sits a few spaces away named 'Ost Sul'
- Isle of Nebur removed and a new region added south of Iron Hills
- Ruskea Vene removed and a new region added to the East Bight
- Rhun have lost Rhubar, Burh Ermanarikis, Khurvasagh
- Lest, Wintirion Iaur and Elgaer no longer have ports
- Lond Angren moved as it was bugged for some reason and would crash on loading the battlemap
- Port south of Caras Falathrim moved south
- Shortened the end of the Anduin as the two river crossings at the top were bugged so those were moved them south.
- The isle of nebur now belongs to Forodwaith because Dorwinion's armies were wigging out on the coast trying to get to it.
- Grey mountains region now goes down to the river north of Wrakyaburg
- Expanded the regions of Fahamgathol, Caras Celairnen, and Buzra-dum.
- Talathang and Caras Nurneled moved to new positions within their respective regions
-Unit placement & Generals
- Removed the rebels from isle of Nebur.
- Umbar family tree expanded heavily and the starting BG of Umbar spiced up
- 'Athal of Rhovanion' ancillary given to Prince Brand instead of Halward
Battlemaps:
- Annuminas custom settlement
- Fornost Ruined (Deadman's Dike) custom settlement
- Fornost Rebuilt custom settlement
- Beorn's Halls custom settlement
- Gobel Tolfalas custom settlement
- Cair Andros 2.0 custom settlement
- Undertowers Village custom settlement
- Caras Galadhon 2.0: new layout (gate and deployable catwalks), golden trees in summer and winter
- Cirith Ungol 2.0: new layout (more space), brighter textures
- Gundabad 2.0: new layout (gate and deployable walls)
- Barrow Downs custom tile
- Fixed Henneth Annun layout/pathfinding, new grotto model
- Fixed floating buildings in Hornburg custom tile
- Deployment/spawn issues fixed in: Black Gate, Durthang, Carn Dum, Gundabad
- Permanent fog in Dol Guldur
- Slightly brighter textures in Minas Tirith, grey roofs instead of blue
- Isengard no longer uses mordor climate (red sky), dark grey terrain only within the walls
- New winter textures for Dol Guldur and Carn Dum
- The two non-functional gates in Bree can now be used by the player
- White textures for Osgiliath/Tharbad Rebuilt
- New unique techtree (Shrine of Melkor) for orcish factions
- Carn Dum in now permanently in winter
- Osgiliath Rivercrossing custom tile added between Tharbad.
- Pelennor Fields custom tile available within the Rammas Echor area
- EBII barbarian settlements added
- New Wildmen forts
- New orcish fort
Sounds:
- Unit voices updated with new/removed/changed units
Miscellaneous:
- The main campaign now starts during the first turn of summer instead of during winter
- New menu screen implemented
- New faction leader portrait for Erebor on the faction selection menu screen
- New faction leader portrait for Umbar on the faction selection menu screen
- New faction leader portrait for Dorwinion on the faction selection menu screen
- New faction leader portrait for Enedwaith on the faction selection menu screen
- New faction leader portrait for Ered Luin on the faction selection menu screen