Fallen Enchantress 0.98 Changelog

By on September 12, 2012 2:03:42 PM from Elemental Forums Elemental Forums

Derek Paxton

Join Date 03/2003
+172

 

 

 

Features

Added a bunch of new random events like "Return of the Titans", "The Lost Protector", "The Syndicate Responds", "Unearthed Treasures" and many more

Air Elementals and Crow Demons can fly (ie: they can pass over all terrain), a rare event may allow a player to gain this ability

If you fail a battle in a quest the monsters remain in that tile and you can return later to reattempt killing them and progress the quest

New Choose World and Choose Opponents screens with new options

Added the Governor's Office improvement- Town only, improves the production per material in all cities

Added the Despair spell (drains life from all enemies)

Added the Delin's Breath spell (shoots a fireball at all enemies)

Added the Coal Stones spell (shoots a lance of fire at all enemies)

Added the Propaganda city enchantment spell (air spell, increases gildar in the city)

Added the Oppresision city enchantment spell (death spell, reduces unrest)

Added 12 new achievements (winning with the different victory types, defeating various unique creatures, etc)

SpawnMonster's game modifier can now specify what groupingtype a given unit comes in (so an encounter can now specify a group of monsters)

ChangeWorld game modifier added that allows anything that uses a map based game modifier to change anything in elementaldefs.xml

ChangeMovementType game modifier added that allows things to change a unit's movement class (such as to flying)

Units given to player via a quest or event can now be given their own names (Like "Bob") instead of it having the unit type's display name.

The GiveItem modifier can now override the name of the item and the description.

Added the Summon Abomination spell (quest unlock)

Added the Titan's Imp spell (quest unlock)

Added a game option to disable moving in the tile in tactical combat (if its selected units won't move to the edge of the itle and back to attack/defend)

Added Prior and Next buttons to the build and train windows so you can jump through your cities from those menus.

The city levelup window shows the cities stats so you can make a more informed decision when picking your improvement.

All new tile designs for each of the city types at each level

Lots of new tactical arenas for quests (dungeons, temples, ruins, etc)

 

Fixes

Fixed an issue where units couldn’t be killed on the strategic map (if, for example, you did enough damage through a strategic spell)

Fixed an issue where you could pull up the WoM lorebook when you clicked on resources

Fixed bug where objects that were exposed but under fog were not being displayed on map after loading a saved game

Fixed crashes

Sacrifice now correctly gives 1 mana per population lost

Wall of Fire is now correctly listed as a city spell

Fixed an issue where hitting the space bar with your unit selected would not go to the next unit

On start of new turn, game will select the first available unit if possible

Fixed bug that caused stackable spells to not be able to be cast on a city (they don't care about essence)

A unit on auto pilot will now cancel their destination if they come within range of a threat

Fixed animation bug that caused monsters to run in place

Fixed the True Strike ability

Fixed a bug with the Impulsive trait and tactical battles, wherein the initiative list would display wrongly for the first turn of impulsive units.

Fixed a bug where rearranging the build queue could allow you to rush things at the old items cost

Fixed bug where improvements with player-wide modifiers (such as modifying faction-wide unrest with the prison) applied those modifiers twice on completing construction

Fixed bug where, when ZOC ownership changed and a life/death shrine was destroyed, the shard it was built on top of did not flip

Fixed a bug where pedestrians were shown on city walls under FoW

Fixed a bug where particle effects were showing up under the FoW

Removed gear from units in the Trade Proposal Window

Fixed an issue causing the health bars in tactical to not update

Fixed an issue with missing icons for empty lots

Fixed the Lucky faction ability

Fixed an issue with the Palace and Black Market medallions

Population tooltip won’t show an overflow number when growth has stopped (instead it says “Lack of food is preventing growth”)

Fixed bug where you could double-click a tactical spell entry in the spellbook in strategic mode and be allowed to cast the spell

Fixed an issue allowing all ai players to train Ironeer Pilgrims

Added a minimum cost to rush production to 25 (you can no long rush and get money back)

Fixed the icon for the Garrote Lair

Fixed some obsolete intro text on custom sovereigns

Fixed the Blacksmith

Removed references the finding "magical" items when the random item rolled may not be magical

Fixed an animation blend issue when zooming to cloth map mode (the infamous mire skath proctologist issue)

 

Balance

Increased the dodge bonus on the cloak of shadows, darkling cloak, dancing boots and cloak of the night

Throwing knives require weaponry instead of weaponsmithing

Meditation spell is available to all sovereigns

Nerfed Obsession

Increased the attack on the Sindarian Staff and placed it on Weaponry

Arcane Weaponry requires Weapons of War

Arcane Armor requires Heavy Armor

Dark Wizards can cast Despair

Titan's can cast Delin's Breath and Despair

Wilding Shamans can cast Coal Stones

Heart of Fire's effect is reduced and made a Fire 1 spell

Sovereign's Call made into a Life 1 spell

Staff of the furnace enables the Coal Stones spell instead of Flame Dart

Raised bow damage slightly

Removed the production bonus on Mining

Removed the food and production bonus on Construction

1st level Shard shrine costs increased from 48 to 100

2nd level increased from 105 to 150

Apiary cost increased from 40 to 100

Barracks increases accuracy of units from 10 to 15 (was previously identical to training yard)

Brewery increases faction wide food benefit from 20 to 40

Butcher increases faction wide food benefit from 15 to 20

Darkling camp cost increased from 40 to 100

Asok camp increased from 88 to 120

Storm dragon camp increased from 40 to 100

Wilding camp cost increased from 40 to 100

Command post increases accuracy from 10 to 20 (10 was the same as the original training yard imp) and Training discount increased from 25% to 33% (25% was the same as the barracks)

Cost of building mines/farms increased from 40 to 100

Cost of higher level blds increased proportionately

Festival growth bonus increased from 1 to 2

Granary food benefit reduced from 60 to 40

Markets can only be constructed in towns (and no longer related to merchants)

MerchantCrossBazaar can now only be built in towns

Missionary Halls can now only be built in towns

Blocked Ogre's from being able to access eDisharmony, PlayGoblin and PentHut websites

Store house food benefit reduced from 30 to 20

Tax Offices can now only be built in towns

Tax Offices provide a 25% city income bonus

Theater faction prestige bonus increased from 2 to 4

Training Yards also now provide a 10% unit training discount

War College accuracy bonus increased from 10 to 25

War college training discount increased from 25% to 50% (was identical to barracks), training level bonus increased from 1 to 2 (was identical to command post) and Intiative to defenders increased from 2 to 4

Based production per material decreased from 6 to 5

Non contiguous unrest penalty increased from 10 to 15

Aura of Might requires earth 1

Enchanted Hammers gives +1 Material instead of +5 production per essence

Minimum cost to rush production is 25 gildar (you also can't get money back from rushing)

Rebalanced armor (made it weaker)

Increased the damage of high tier weapons slightly

Stoneskin reduced from 6+3 to 4+2

Strike Garrison becomes a level 3 fortress upgrade instead of level 4

Gallows becomes a level 4 fortress upgrade instead of level 3

Gallows negates the unrest penalty on production instead of reducing unrest by 10%

Watchtower provides the defending city with a free catapult

Infirmary improves growth by 1 instead of 0.5

Moved the Slave Pen and the Labor Guild to Logistics

Removed the Guilds tech (wasn't worth having a single 1 per faction improvement on it)

Reduced the Minimum turns to Construct or Train from 3 to 1

Reduced the research cost of construction

Switched the Guild Grocer from +1 hp per grain for units trained in that city to +10% hit points for all of your units

 

 

AI

Added IsTargetWorthy xml defined checks to spells for the AI.  So we (and modders) can define conditions where the AI won't want to cast a spell (ie: don’t cure a unit with less than 5 defense, don’t haste a unit with less than 10 hp, etc)

Modified the algorithms the AI uses with pioneers -- THANK YOU to players on the forums who post detailed AI analysis. Keep doing it please!

Changed the way units evaluate whether to target enemies based on whether enemy appears to be going after a city (AI units previously didn't generally attack an enemy unless they thought they could win or if they were part of a larger army group. This led to situations where a player could send a powerful army into the heart of enemy territory with AI units just standing around, afraid to attack rather than sacrificing themselves to wear down the player's mega stack) -- again, thank you forum users!

Fixed a monster AI bug where the monster AI player didn't "see" that a monster had units until the FOW code had activated it. This caused Lair monsters to just sit there sometimes until they entered a unit's FOW (player or AI).  Now, "hidden" monsters will do stuff off screen. Another report from the forums.

Monster behavior now depends on their intelligence

Intelligent monsters more likely to attack and destroy pioneer improvements

World difficulty affects likelyhood of monsters attacking pioneer outposts

Monsters more likely to target unescorted pioneers

AI more picky about whose equipment they upgrade

AI generally more aggressive about upgrading cities

AI beahvior when determining what to build in cities is now heavily dependent on that AI's personality (War Monger vs. Civilized, etc.)

Diplomatic relations more affected by which AI personality it has

Fixed bug that kept AI from being able to cast certain enchantments on cities

Tactical AI significantly improved (lots of new APIs to determine behavior)

AI can now "see" unit abilities that are unit buffs

Lots of AI work on the prioritization of building improvements, units, etc. (XML based work)

AI Relation Modifier changes:

Close borders relations penalty: -2 to -1
You are far away so we like that: +2 to +1
You have more diplomatic capital than I do: +2 to +1
You have a crapload more dip than I do: +3 to +2
Sheesh, get a freaking life, your dip capital is just...offensive: +4 to +3
You're bribing me with money: +3 to +1

AI diplomatic relations now more sophisticated, uses more AI personality traits

Changed selection behavior to not automatically select units that have a destination

Fixed an issue keeping monsters from casting spells

AI will use strategic offensive spells against units

Attempt to fix issue where the AI will offer you tribute but the title of the dialog says "demand tribute"

Smarter evaluations on when to ask or demand tribute

 

 

Cosmetic

New font rendering system (I know this sounds boring, but it is so awesome, everything looks so much better)

Tile Yields show up in the explored FoW (so if you find a good location to found a city you can still see it even if you don't have a unit in line of sight)

Spells support particles going out to each enemy

New city hub medallions for each city level and color themed for city type (so it's easy to look at your empire tree and see how many fortress, town, villages and conclaves you have)

Shortened the city upgrade window text (it didn’t fit for large city names)

City type is designated on the cloth map city icon

Fixed a missing icon for the Garrote lair

Updated the Hiergamenon

Fixed some spell descriptions that didn't fit on the levelup tooltip

All trainable units show up in the research tree now

Lots of new sfx

Modified camera behavior so that the camera doesn't whip away when a unit goes into battle

UI more aggressively in showing hour glass when the game gets busier

Added a unique sound effect to the City conquered report notifier

New animations for Mites

Improved the Economy Ledger window

You can now see all your treaties with a player on the foreign relations screen and that treaties remaining duration

You can see your top bar when a treaty proposal comes up so you can see how much gildar, etc you have available

Added acceleration to camera snap back to prevent camera from round house kicking players in the face

Added on hit particle effects to all weapons that do elemental damage

Cliffs don’t lip with each other anymore (those little flickering glowy bits aren't magic cheese as we had previously claimed)

 

 

 

 

 

 

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September 18, 2012 11:32:20 AM from Elemental Forums Elemental Forums


Huzzah!

 

Only downside is new patch notes always suck away my motivation to play the current version.

 

Looks like some interesting stuff, still absorbing.

 

EDIT: No 'Resource Destroyed' Notification popup? This is a glaring oversight!

Also, we never got official word on the issue with snaking to rivers/forests not working for building logging camps & piers. Is this as intended or actually a bug?

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September 18, 2012 12:43:05 PM from Elemental Forums Elemental Forums

How about the self designed henchmen not showing in the train que

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September 18, 2012 12:45:46 PM from Elemental Forums Elemental Forums

Many good things. Thank you very much.

 

The city levelup window shows the cities stats so you can make a more informed decision when picking your improvement.

 

Huzzah!

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September 18, 2012 12:46:29 PM from Elemental Forums Elemental Forums

Quoting ,

Tactical AI significantly improved (lots of new APIs to determine behavior)
.

.

.

.

Slight improvement to tactical AI

 Huh?  Well which is it?  lol

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September 18, 2012 12:47:43 PM from Elemental Forums Elemental Forums

 

My wife is in Tallin. I demand patch now

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September 18, 2012 12:49:27 PM from Elemental Forums Elemental Forums

Agreed...love when the change logs come out, but now I will have a hard time finishing the game I have going right now.

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September 18, 2012 1:14:31 PM from Elemental Forums Elemental Forums



Added IsTargetWorthy xml defined checks to spells for the AI. So we (and modders) can define conditions where the AI won't want to cast a spell (ie: don’t cure a unit with less than 5 defense, don’t haste a unit with less than 10 hp, etc)

Is it wrong that this has me the most excited?

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September 18, 2012 1:32:03 PM from Elemental Forums Elemental Forums

Sounds good, lots of the good stuff.

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September 18, 2012 1:52:53 PM from Elemental Forums Elemental Forums

Great News!  Can't Wait!

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September 18, 2012 1:57:25 PM from Elemental Forums Elemental Forums

Oh Nellie! My bobblehead voodoo doll finally worked.

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September 18, 2012 2:02:57 PM from Elemental Forums Elemental Forums

Close borders relations penalty: -2 to -1

 

While this is fine for the early and even midgame, it should be scaling as the game goes on to create a checkerboard of alliances.

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September 18, 2012 2:05:18 PM from Elemental Forums Elemental Forums


Woot! Woot!

Many many good additions being added to the next beta. Looking forward to playing it.

Am a little sad though. As I understand it, this will be the last beta and only balancing from here on out. That means the following may never be fully and satisfactorily modified or improved upon (I'm not going to say 'fixed' because there isn't necessarily anything 'broken' with the current system, just that, imo, it could have been better):

  • Pioneer spamming regarding outpost construction. Too many pioneers taking up valuable queue time.
  • Uselessness of scouts due to the existance of heroes.
  • Roads. So much wrong here. This one I think will be the biggest bust. How they're built. Lack of upgrading. How much additional movement they provice. No control of where they're built on the large scale (city to city, city to outpost, outpost to outpost), and too much micromanaging of where they're built on the small scale (tile to tile).
  • Tatical land in combat. This will be the biggest part of MoM that I'll miss. FE will never be quite MoM without it.
  • City Razing versus City Conquering. Not being able to conquer fallen empires, while minimalizes the management of your empire, increases and drags on the game's duration.
  • Shop Improvements. Lot's of work needed here. Organization. Availability. Specialty items, and one-time offers. 

The improved diplomatic and monster AI is going to be be worth it's virtual weight in gold however.

Keep up the good work!

 

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September 18, 2012 2:07:06 PM from Elemental Forums Elemental Forums

Not to be a little b!+@# about this, but I would still like to have some visual recognition of which city is the Capital; either in the UI, or a flag on the cityhub, or an indicator by the city name on the HUD or all three.  I know this is a very very very minor detail, but now that there are game mechanics involving the capital city, we need to know in a most definite way which one is the capital.  And if I lose my capital, does another city become the capital automagically, or do I have to do something to make anther city the capital?

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September 18, 2012 2:10:37 PM from Elemental Forums Elemental Forums

Quoting GFireflyE,
Uselessness of scouts due to the existance of heroes.

Scouts need to be CHEAP.  But, the game-breaking 3 turn minimum build cap would hose this as well.

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September 18, 2012 2:17:26 PM from Elemental Forums Elemental Forums

hurray for pioneers changes

finally armors nerfed

many other interesting things for spells and monster, i cant wait to test

 

very bad buff at dodge

dodge is already so over the top op and a buff to it?

im playing with dodge at 25 % of vanilla and its too much even like this, but too much by a large margin

dodge need a HUGE nerf

but we will see

 

 

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September 18, 2012 2:17:56 PM from Elemental Forums Elemental Forums


With the change to the rush cost, the 3 turn build cap should be changed.

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September 18, 2012 2:29:56 PM from Elemental Forums Elemental Forums

Quoting Heavenfall,



Added IsTargetWorthy xml defined checks to spells for the AI. So we (and modders) can define conditions where the AI won't want to cast a spell (ie: don’t cure a unit with less than 5 defense, don’t haste a unit with less than 10 hp, etc)

Is it wrong that this has me the most excited?

eheh no it seemed very cool to me too, cant wait to test it

 

(even if i didnt get where is that modifier, do we add it to spells so ai wont use that spell? can we define conditions too? can we mod ai  at all??? )

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September 18, 2012 2:30:44 PM from Elemental Forums Elemental Forums

Quoting CogBurn,

With the change to the rush cost, the 3 turn build cap should be changed.

 

well that should be changed without conditions

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September 18, 2012 2:32:57 PM from Elemental Forums Elemental Forums

It's an impressive list and I don't mean to sound negative but as this is the last Beta before launch I was expecting a lot more improvement to the User Interface - which is where the game still needs a lot of attention. There are so many annoyances with the UI presently and if this is the last Beta then it looks like they aren't going to be addressed.

Biggest annoyance is the lack of ability to set your forces up for tactical battle and then having your fast troops stuck in the rear lines. I'd be much more comfortable if just that UI issue alone was sorted.

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September 18, 2012 2:38:58 PM from Elemental Forums Elemental Forums

What is the point of the three turn build cap anyway? It seems like it's intended to encourage city spam...

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September 18, 2012 2:48:57 PM from Elemental Forums Elemental Forums

> Added a minimum cost to rush production to 25 (you can no long rush and get money back)

Having this, in combination with the 3 turn minimum is truly annoying.   The 3 turn limit is one of my least favorite things in the game.  Now you have just made it that a 215 production city needs to either waste two years to develop a outpost with three resources, or play nearly a hundred gold.

I have never heard even a decent argument for having a minimum turn requirement or one against letting production overflow carry to the next project. 

I think this little change will make playing on higher difficulty settings even more boring.

 

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September 18, 2012 2:56:48 PM from Elemental Forums Elemental Forums

I cannot claim to have seen the implications of all the balance changes, but my gut feeling is that sovereigns and heroes just became even more crucial to winning, that city and resource development has been slowed down tremendously, and that trained units have become more worthless than ever.

So people winning on insane without settling a city was not enough of a clue that the TBS element needed some love...

Hey, has anyone come up with a set of home rules and difficulty settings that lets you enjoy economy and trained units?

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September 18, 2012 3:07:16 PM from Stardock Forums Stardock Forums

Arcane Weaponry requires Weapons of War

Arcane Armor requires Heavy Armor

 

Finally a GOOD reason to go Warfare! Love the armor nerf (hope it's big enough, it's so obscene...) too.

But where's the EXP nerf on heroes???

 

 

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September 18, 2012 3:09:20 PM from Elemental Forums Elemental Forums

Lots of cool stuff here. Was hoping essence would be nerfed not made even more powerful though.

Also no new terrain?

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September 18, 2012 3:15:18 PM from Elemental Forums Elemental Forums

Yes...the imponderably inconceivable 3 turn production cap which ruins fun for all.

Seriously, Derek.  Can you explain to us the strategic necessity of having a three turn production cap?

Anyway, I'll miss the magic cheese.

 

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