Blue Wizards Script Preview
Today I'm happy to announce that most of the work on the Blue Wizards script for Khand has been completed (only event UI's are left atm) and I believe it's about time a preview of it was released.
The Choice:
In v2.0 the first interaction with the script will happen during turn 68, when the player shall receive a warning of the incoming events. Then at a random point between turns 70-80 the choice to whether side with the Blue Wizards or Mordor will appear. But beware, should you attack Mordor, Ruhn or Harad prematurely, you'll trigger the script early and the game will handle such an act as if you had chosen to side with the Blue Wizards.
Siding with the Blue Wizards:
I won't sugarcoat it - this is the Hard choice, which will turn this otherwise easy campaign on its head, as expected when you betray Mordor in it's own backyard. Should you choose to support the cause of the Blue Wizards, be prepared for open rebellion from both your own people as well as all your neighbours that were previously your allies.
Once you side with the Blue Wizards Mordor, Ruhn, Harad and Umbar will all declare war on you as well as receive boosts to their kings purses to help them combat the threat that Khand becomes.
The next turn you'll see two of your settlements(Chelkar and Kyzilkum) on fire, indicating the bad things that are about to happen.
After another turn the settlements, that were previously shown, will be besieged by rebel armies consisting of mostly low-mid tier units, with a couple good ones mixed in.
And a second batch of settlements(Oibamari and Ammu Khand) will go in flames.
The next turn, the first batch of settlements that were previously under siege will get attacked, while the second batch of settlements will get besieged.
The second wave of the rebellion will be a bit stronger and larger than the first one, with the army attacking Ammu Khand consisting of purely Khandish units, while the army besieging Oibamari in the province of Gap of Khand will have more orcs in it.
You'll also see your capital on fire and receive rumours of a massive Mordor invasion force.
A turn after, the second batch of settlements shall be attacked, while your capital will be besieged by the dark Numenorean Ancantar, Inquisitor of Mordor and Enforcer of Saurons Will in the East.
He will bring with him an incredibly massive force (btw. the 2 units that aren't shown in the screenshot are troll catapults )
On the following turn the Inquisitor shall attack and attempt to take your capital.
So, what will you get for all your trouble, I hear you ask?
Well first, once you choose to side with the Blue Wizards - you will be automatically be at peace with Gondor and Dol Amroth, so at least you won't have to worry about them.
Secondly, you'll change your factions religion to Northmen, allowing you to build the coresponding temples straight away.
After the Inquisitors assault on your capital, you'll receive the really good stuff.
First and most importantly, you'll receive Alatar and Pallando, the fabled Blue Wizards that ventured far, far East - both with sizeable armies of battle ready Orocarni dwarves, both with unique strategy and battle models.
Second, they will bring with them the deadly dwarven catapults - you won't be able to recruit any more of them tough, so try not to lose the ones you get.
Third, you will be able to build the Orocarni Clan Hall line of buildings in Sturlutsa Khand, Ammu Khand and Oibamari (as well as in Grey Mountains, Misty Mountains etc. if you eventually get there )
Fourth, a new unique chariot unit - the Stormriders, will become available from the 3rd tier barracks.
And lastly you'll get a sizeable boost to your trade and mining income along with a one time gift of 5000 gold.
However it doesn't end there - it has also been ensured that you'll be able to find and destroy the One Ring after the arrival of the Blue Wizards.
Siding with Mordor:
This is the Easy choice, but it has some very attractive perks nonetheless, so you should try going down this path as well.
Once you decline the offer of the Blue Wizards you'll get a significant boost in relationship with Mordor and a 500 gold Kings purse increase.
The next turn, as a token of his gratitude Sauron shall place his loyal Inquisitor under your direct command to aid you in killing the Blue Wizards once and for all.
You will unlock the special Inquisiton line of buildings in Khand's capital which shall allow you to recruit Black Numenoreans (Archers, Swordmen) from the first rank of the building and the fearsome Great Beasts from the second rank.
You'll also unlock the ability to build past large town, by unlocking the city tier.
Lastly you'll gain access to Warboats, that you'll be able to build in your ports.
If you choose to stay evil, than you may find and return the ring to Sauron as you'd normally do.
AI Khand sides with the Blue Wizards:
When playing a faction other than Khand the AI Khand will also choose between good and evil. Should it choose to stay good, it's capital will be captured by Mordors Ancantar, while Khand will get 2 powerful armies lead by the Blue Wizards.
If you'll be playing an evil faction then AI Khand will also receive a massive bonus to its Kings Purse of 10000 gold, but if you're playing a good nation then this Kings Purse bonus will consist of only 2500 gold.
IF you're playing as Mordor - then instead of Ancantar capturing Khands capital you'll receive him along with a very small force of Black Numenoreans to help you deal with this new threat.
AI Khand sides with Mordor:
Should AI Khand choose to side with Mordor - two rebel armies lead by the Blue Wizards will attack and capture Sturlutsa Khand and Ammu Khand.
In this case the AI Khand will receive only a minor increase of it's Kings Purse by a 1000 gold, as well as a powerful army lead by Ancantar.
If you'll be playing a good faction, then the rebel Blue Wizards will be killed in the assault and without leadership any surviving rebel Orocarni they had with them will return back to the Red Mountains, leaving only a mediocre force of Khandish rebels to protect the gains.
If you'll be playing an evil faction, the Blue Wizards and the dwarves will stay and give you the opportunity to kill them.
Final thoughts and thanks:
This is easily the biggest and most complicated script that I've ever done and I'm sure that it will transform what was once one of the dullest campaigns in DaC into one of the most interesting and challenging campaigns of the mod.
I would also like to thank the entire modding team for their support and input during the making of the script, it would have been impossible without you guys!
Special thanks to LordofLinks, who provided the event texts for the script and many other descriptions, as well as all the other active beta-testers.