Fallen Enchantress 0.912 changelog

By on April 22, 2012 1:35:26 PM from Elemental Forums Elemental Forums

Derek Paxton

Join Date 03/2003
+172

 

Unreleased

Features:

 

+ Captured cities give an Occupation unrest penalty if you arent the player that founded them.  This starts at +50 Unrest, and after 20 turns begins to drop 1 per turn until it hits +25 where it stays.  A player never has an occupation penalty from a city he founded (if he retakes it)

+ Added the Arcane Monolith spell.  This is a Pariden specific ability which allows them to place outposts with a spell


Bugs:

+ Fixed an issue causing the defend abilities to be multiplied by level

+ You no longer have to pick a target when using the Sweep ability

+ Fixed the Slavers quest so that its a farmgirl you rescue

+ Procipinee's staff now correctly gives +6 Dodge

+ Fixed an issue with being able to place the Onyx Throne

+ Fixed the Crone quest

+ Fixed an issue causing quest/event spawned monsters to be dropped on illegal terrain

+ Fixed an issue where the Academy of Revelation boosted the units intelligence

+ Immune to Crits ability now works correctly

+ Fixed an issue that allowed you to flip and entire army if you took contol of the army leader with (with Tame or Silver Tongue)

+ The game will now ask you if you want to cancel a spell with casting time if you left click your target instead of right click (instead fo just canceling it and making me cry)

+ Fixed a tactical combat hang when killing a shrunk unit

+ Attack kill speeds are now set correctly

+ Initiative can never be less than 1 (was causing some infinite turn issues with units with a negative init)

+ HasWages is now correctly written out on custom units (so your designed slaves wont be costing wages after a restart)

+ You cant buy things from a store if you have negative gold anymore

+ Blood Rage and Celerity can be cast multiple times on the same unit

+ Fixed crash bug related to city resource management

+ Fixed lock up bug due to multiple cities looking at the same resource

+ Fixed a hang when a unit with Mantle of Flames (or Candlecloak) and counterattack kills a unit with the Mantle

+ Fixed the T posing units when a unit on a mount blocks

+ Fixed an issue that caused loot not to be displayed on the battle results screen

+ Combat always takes a move action (autoresolve or normal)

+ Fixed an issue causing enchantment effects from shards to not be reset after a reload

+ Fixed the broken animation pose on icons on the save screens for custom sovereigns and designed units

 

Balance:

+ Reduced Stoneskin and Gift of Iron from 10 +5 defense to 6 + 3

+ Stoneskin and Gift of Iron's defense bonus only applies to Piece and Cutting damage (not blunt)

+ Starting Sovereign hp reduced from 30 to 20

+ Reduced the Acrobat ability from +2 dodge per level to +1 dodge per level (and it now requires dodge 3)

+ Maces reduced to -4 init instead of -5

+ Trolls get a little higher attack and regeneration

+ Metal costs on Pikes, Longsword and Greatswords increased slightly

+ Athican Longsword now correctly has a metal cost

+ Level upgrading exponent increase from ^2.90 to ^2.95 (leveling up slightly slower at higher levels)

+ Merchant reduced to +25% Gildar instead of +1 Gildar per material

+ Evoker traits reduced form +50% spell damage per level to +25%

+ Lethal improved from +1/+2/+4 attack to +2/+3/+4/+5/+6 attack (there are now 5 lethal abilities)

+ Monster hit points increased slightly

+ Some of the lower level monster lairs get additional defenders

+ Workshop reduced to +2 prod per material instead of +3

+ Increased the base food per grain form 15 to 20

+ Removed the wage costs from Pioneers

+ Reduced the power of the Panca archers (reduced form a group of 5 to 3 and they lost impulsive)

+ Reduced the recruit cost of a few 1st level champions who cost more than 150 gildar

+ Rebalanced magic weapons, in general the higher tier weapons (maces, longswords, broadswords) have higher level requirements

+ Capitals start with a pop of 30 instead of 12 (taxes matter more early game with a bigger pop to work with, production is faster)

+ City level 2 happens at pop 60 instead of 40

+ Champions require wages (1 gildar per turn)

+ Champions can be disbanded

+ Free research removed from sovereigns (the increased initial pop covers it)

 

AI:

+ Monsters more aggressive about going after nearby cities

+ Injured AI units will stay in cities to heal

+ AI strategic spell casting revamped

+ AI is much better at flanking a strong point to attack softer targets in rear if it is aware of them

+ Fixed AI bug where it would not select a proper quantity and thus not build a unit

+ Fixed AI bug where AI armies would get turned into army groups but then disband causing armies to not attack

+ AI will now adjust valuation of strategic spells based on a variety of inputs (rahter than just looking at the unmodified XML)

+ Added additional AI faction-trait "civilized" who are more inclined to build up cities

+ Other types of AI will tend to build more units than city improvements

+ AI will provide more useful feedback in the diplomacy screen as to why they'll accept or reject a particular offer

 

Cosmetic:

+ Fixed the tooltip on the Attunement ability

+ Fixed the tooltip on the Amarian Blood ability

+ Fixed the description on Shadow Warg

+ Fixed the tooltip on the Growth potion

+ Potion of fire resistance is no longer a solid red blob

+ Champion Adant now correctly displays his recruit cost

+ Fixed an issue where you could see a sovereign in their full gear if you cycled through the diplomacy window

+ Fixed the icons on the Heroes tech

+ Fixed a typo on the Air Elemental scroll

+ New Golem Shield graphic

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April 22, 2012 1:37:19 PM from Elemental Forums Elemental Forums

Emergency patch is on it's way! 

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April 22, 2012 10:43:53 PM from Elemental Forums Elemental Forums

Bump, because it has been updated.

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April 22, 2012 11:18:39 PM from Elemental Forums Elemental Forums

Is a .911 patch on the Stardock store? The beta update there doesn't have that version number.

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April 22, 2012 11:51:07 PM from Elemental Forums Elemental Forums

It is unreleased my friend.

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April 23, 2012 10:15:57 AM from Elemental Forums Elemental Forums

I believe it was originally Seanw3's idea but to balance Stoneskin maybe reduce or remove it's blunt defense. It would definitely go with the increased emphasis on weaknesses.

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April 23, 2012 10:28:42 AM from Elemental Forums Elemental Forums

Thanks for this and all other hotfixes

Quoting DsRaider,
I believe it was originally Seanw3's idea but to balance Stoneskin maybe reduce or remove it's blunt defense. It would definitely go with the increased emphasis on weaknesses.

Yes I liked that idea

Armor defense values seems too high

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April 23, 2012 2:56:36 PM from Elemental Forums Elemental Forums

Actually, it should be split into Barkskin and Stoneskin. One is vulnerable to Blunt and the other to Cutting. That would be some prime flavor for the unique spellbooks. 

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April 23, 2012 3:15:42 PM from Elemental Forums Elemental Forums

You could also have some kind of Air based power that stops blunt and cutting, but is weak to piercing if you are going for one defensive option per element. Fire already has Mantle of Fire.

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April 23, 2012 5:32:53 PM from Elemental Forums Elemental Forums

seanw3, there is already a wind shield against RANGED attack,

but hopefully there will be some love for the sound system related crashes as well.

harpo

 

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April 23, 2012 6:06:50 PM from Elemental Forums Elemental Forums

Right, I think there should be an armor spell that is weak to ranged attacks. It would be a little odd to have one that protects and one that does the opposite from the same magic source, but there aren't too many other options of we are using Elements as the source of the power.

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April 23, 2012 7:08:48 PM from Elemental Forums Elemental Forums

Quoting seanw3,
Right, I think there should be an armor spell that is weak to ranged attacks. It would be a little odd to have one that protects and one that does the opposite from the same magic source, but there aren't too many other options of we are using Elements as the source of the power.

 

I think that would be appropriate for fire. Some kind of cloak of brilliant light that makes it difficult to look at your opponent when you are close but for ranged units the light it too diffuse to bother them.

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April 23, 2012 10:50:13 PM from Elemental Forums Elemental Forums

GJ with the fixes

Ive been playing a modded version with your early balance fixes and they work well

Biggest problem right from the start though is how much of a difference 5-7 armor makes, if you get lucky and pick up two pieces of armor/shield you can basically ignore all early units and monsters.

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April 24, 2012 10:37:38 PM from Elemental Forums Elemental Forums

AI:

+ Monsters more aggressive about going after nearby cities

+ Injured AI units will stay in cities to heal

+ AI strategic spell casting revamped

+ AI is much better at flanking a strong point to attack softer targets in rear if it is aware of them

+ Fixed AI bug where it would not select a proper quantity and thus not build a unit

+ Fixed AI bug where AI armies would get turned into army groups but then disband causing armies to not attack

+ AI will now adjust valuation of strategic spells based on a variety of inputs (rahter than just looking at the unmodified XML)

+ Added additional AI faction-trait "civilized" who are more inclined to build up cities

+ Other types of AI will tend to build more units than city improvements

+ AI will provide more useful feedback in the diplomacy screen as to why they'll accept or reject a particular offer

Thank You

Cant wait to test

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April 24, 2012 10:48:22 PM from Elemental Forums Elemental Forums

Quoting Stupidity10,

AI:

+ Monsters more aggressive about going after nearby cities

+ Injured AI units will stay in cities to heal

+ AI strategic spell casting revamped

+ AI is much better at flanking a strong point to attack softer targets in rear if it is aware of them

+ Fixed AI bug where it would not select a proper quantity and thus not build a unit

+ Fixed AI bug where AI armies would get turned into army groups but then disband causing armies to not attack

+ AI will now adjust valuation of strategic spells based on a variety of inputs (rahter than just looking at the unmodified XML)

+ Added additional AI faction-trait "civilized" who are more inclined to build up cities

+ Other types of AI will tend to build more units than city improvements

+ AI will provide more useful feedback in the diplomacy screen as to why they'll accept or reject a particular offer

Thank You

Cant wait to test

Brad is a rock star.

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April 24, 2012 11:03:26 PM from Elemental Forums Elemental Forums

Is this slated for Thursday or next week?

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April 24, 2012 11:21:39 PM from Elemental Forums Elemental Forums

+ Captured cities give an Occupation unrest penalty if you arent the player that founded them. This starts at +50 Unrest, and after 20 turns begins to drop 1 per turn until it hits +25 where it stays. A player never has an occupation penalty from a city he founded (if he retakes it).

Thanks for all the hard work!

+ Added additional AI faction-trait "civilized" who are more inclined to build up cities

+ Other types of AI will tend to build more units than city improvements

+ AI will provide more useful feedback in the diplomacy screen as to why they'll accept or reject a particular offer

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April 24, 2012 11:46:08 PM from Elemental Forums Elemental Forums

+ Captured cities give an Occupation unrest penalty if you arent the player that founded them. This starts at +50 Unrest, and after 20 turns begins to drop 1 per turn until it hits +25 where it stays. A player never has an occupation penalty from a city he founded (if he retakes it).

It would be great if there was military techs and buildings that reduced the effect of occupation unrest. The gallows and prisons could be updated to deal with this, gardens, townhalls and almshouses could reduce unrest, where prisons and gallows reduce occupation unrest.

A tech tree that affects everything from removing/reducing the 20 turns before occupation unrest lowers, too reducing occupation unrest by x% per garrisoned unit would be a nice addition.

 

 

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April 25, 2012 12:03:30 AM from Elemental Forums Elemental Forums

Nice adds!

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April 25, 2012 8:34:46 AM from Elemental Forums Elemental Forums

The unrest idea is a nice step forward. I trust some factions will have bigger penalties, other smaller.

It still does not address the steamroller problem though. There is still nothing to stop you from leaving the city empty and continuing the steamrolling. Maybe a city which has a high "revolt" percentage will need garrisons or you risk a total revolt (the city will join another player)?

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April 25, 2012 9:06:34 AM from Elemental Forums Elemental Forums

Quoting Horemheb,
The unrest idea is a nice step forward. I trust some factions will have bigger penalties, other smaller.

It still does not address the steamroller problem though. There is still nothing to stop you from leaving the city empty and continuing the steamrolling. Maybe a city which has a high "revolt" percentage will need garrisons or you risk a total revolt (the city will join another player)?

Great idea! This would certainly slow down expanion. BUT it mustn't become a chore, where you just spam enter if the war has already been won.

 

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April 25, 2012 9:28:32 AM from Elemental Forums Elemental Forums

Great changes, but can you please REMOVE impulsive from the sovereign creation? It should be only avaible to assassins.

The brilliance trait should be split into + 25 % xp and + 2 spell mastery / level, because it is too powerful.

Two-handed weapons are too weak, because the damage is too low and you can not use a shield.

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April 25, 2012 9:40:35 AM from Elemental Forums Elemental Forums

Quoting Horemheb,
The unrest idea is a nice step forward. I trust some factions will have bigger penalties, other smaller.

It still does not address the steamroller problem though. There is still nothing to stop you from leaving the city empty and continuing the steamrolling. Maybe a city which has a high "revolt" percentage will need garrisons or you risk a total revolt (the city will join another player)?

They should revolt and become an independent city. That would be way cool They would be a generic empire with no special traits, but using a normal AI to defend and even expand if left alone. That would make the world come alive. 

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April 25, 2012 12:06:50 PM from Elemental Forums Elemental Forums

Quoting Horemheb,
The unrest idea is a nice step forward. I trust some factions will have bigger penalties, other smaller.

It still does not address the steamroller problem though. There is still nothing to stop you from leaving the city empty and continuing the steamrolling. Maybe a city which has a high "revolt" percentage will need garrisons or you risk a total revolt (the city will join another player)?

It will slow steamrolling down by quite a bit though because captured cities won't be as good in the long run and in the short run they won't help you capture more cities.

As a simple possible addition to encourage garrisoning you could make it so garrisoning any troop in a city would reduce unrest. That would also give people incentive to garrison cities in the long run.

Does recapturing cities halve it's population? It shouldn't.

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April 25, 2012 12:10:37 PM from Elemental Forums Elemental Forums

Quoting DsRaider,
Does recapturing cities halve it's population? It shouldn't.

This

+ Evoker traits reduced form +50% spell damage per level to +25%

I am just so happy with this patch

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April 25, 2012 12:26:17 PM from Elemental Forums Elemental Forums

Have you thought about adding more types of city defenders? Instead of having each defender take the latest weapon and have no armor, try giving them preset armor and having a few different types. Walls should add a few chain or plate units as well. The city archer militia we get is a step in the right direction. They should get the latest bows though. It is not overpowered to have archers use the latest weapons. Crude Shortbow couldn't kill Annie the Dog.

City defense if getting better, but losing a city is so detrimental to a nation, it should be harder to do. 

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