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
+118

 

 

 

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)

 

 

 

 

 

 

153 Replies
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September 20, 2012 5:15:00 PM from Elemental Forums Elemental Forums

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September 20, 2012 5:16:30 PM from Elemental Forums Elemental Forums

Quoting Poko8,
Doesn't tribute enforce peace for 30 turns?  That's a very good reason to offer trubite

 

I think that is a different diplomacy option; I think the AI asks you to enter into a NAP and either demands or offers gold depending on your relative power.

 

 

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September 20, 2012 5:51:39 PM from Elemental Forums Elemental Forums

Quoting Frogboy,
I think there should be a exponential increase in production per material for each level.

Yes, there certainly should be!

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September 20, 2012 8:37:56 PM from Elemental Forums Elemental Forums

I can't play this.

I tried the update and the game freezes on start.

I uninstalled, had some remaining files including the exe that would not delete for some time afterwards, but I deleted them and then installed using the full ~2.7gb installer. Still no go.

So I uninstalled, deleted all local content (included settings and saves), restarted, installed, restarted, and then tried to run it and it still freezes on run

My DxDiag https://docs.google.com/open?id=0B5cEvOA-L4zcWEh0QXVSLVJ1WEk

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September 20, 2012 8:42:10 PM from Elemental Forums Elemental Forums

Quoting parrottmath,
I don't have a decent argument, but I look at this extra time for set-up and teardown or drying of "concrete" or equivalent.

So, "realism"... Also its a false argument because concrete takes hours to settle and a turn is a "season". 3 turn min = 9 months minimum to construct a building.

https://en.wikipedia.org/wiki/Tower_and_stockade

52 settlements including 4 buildings (housing 40 people), a guard tower, and a wall capable of stopping bullets and covered in barbwire were built LITERALLY overnight (they started at sundown and finished before sunup)

And modern structures like concrete... well you have concrete shell inflation construction method which creates a concrete dome overnight as well.

Also, making a horrible unfun thing for "realism" is how you ruin games.

Quoting seanw3,
I understand the logic of a 3 turn build minimum. Such a mechanic is there to make sure that production levels don't allow one city to ever outproduce 3 cities.

Obviously, the thing is there is absolutely nothing WRONG with a single city outproducing 3 others. In fact, this encourages specialization, it encourages fielding units rather then just using a super sov (because your city will be sitting idle otherwise), it allows you to make use of the "when idle" city bonuses, it makes it a major target in the war, and so on and so forth.

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September 21, 2012 12:54:16 AM from Elemental Forums Elemental Forums

Quoting joasoze,
 

My wife is in Tallin. I demand patch now

I hear you, my girlfriend is in Shijiazhuang. Need patch to keep busy!

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September 21, 2012 12:58:31 AM from Elemental Forums Elemental Forums

Am I misreading something here?

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

This reads to me like there was a 3 turn minimum in the previous version which has now been removed, but everyone in this thread is acting like a 3 turn minimum just got added.

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September 21, 2012 1:11:42 AM from Elemental Forums Elemental Forums


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

Are there such easter eggs buried in the game that sounds hilarious!!

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September 21, 2012 2:01:05 AM from Elemental Forums Elemental Forums

Quoting Lavitage,
This reads to me like there was a 3 turn minimum in the previous version which has now been removed, but everyone in this thread is acting like a 3 turn minimum just got added.

You are reading it correctly. It was there previously and has been removed in this version.

So far I only managed to build one structure in 2 turns though... the nerfs to essence seem to balance it a lot.

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September 21, 2012 5:40:27 AM from Elemental Forums Elemental Forums

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

 

I love those changelogs

 

(Nobody has pointed this out yet? whats going on with the commuity?^^)

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September 21, 2012 10:28:01 AM from Elemental Forums Elemental Forums

 

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
Cost of building mines/farms increased from 40 to 100
Cost of higher level blds increased proportionately

THIS is a problem. I've tried several games now, and I can't get past the first 30-40 turns. The game is too BORING.

  • It takes WAY too long to queue buildings in the early game.
  • The need to pioneer spam still strongly exists, so there is no chance at squeezing in the occasional resource improvement now.
  • Monsters are more powerful and more 'edgy' and while this is AWESOME, it takes WAY too long to build early game troops to help your heroes out.
  • Should note that since I haven't reached mid/late game yet, increased builds MAY be okay there.
  • Map generation wasn't touched. Still little-zero essence at starting locations. Still only enough room for 0-2 cities at starting location.
  • Research appears to have also been stretched. It takes even longer now to advance to better troops to build.

This really really really needs to be addressed. So that I don't continue to blindly hate this new beta, I wish to better understand why Stardock did what they did. Can someone from Stardock please comment on why these early game impacts were rebalanced this way?

Thanks

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September 21, 2012 1:36:59 PM from Elemental Forums Elemental Forums

Quoting OrionM42,
                                                                              o   o   o
Unfortunately, I do notice one trend in your Balance Changes, which gives me some cause for concern.  The increased cost (which translates to increased building times) for several builds/improvements looks to me, to be a change in the wrong direction.   Examples:

     o     1st level Shard shrine costs increased from 48 to 100

     o     2nd level increased from 105 to 150

     o     Apiary cost increased from 40 to 100

     o     Cost of building mines/farms increased from 40 to 100

                                                                            ... and several more such increases.  I personally find the city building queues to already be painfully slow.  If, as a matter of balance, you wanted to change the  relative cost of some items, I think you would have done better to have  lowered  the cost of most of the other items in the city building queues.  Any balance-move that results in an increase of the times in city building queues slows the game, and makes it more tedious in my view.  And  "slow and tedious"  translates into less  *FUN* ...

Anyone else think that city building queues are already too slow ? 

Not wishing to "flog a dead horse" here,  i.e.  restate the obvious too many times, or appear to be too whiney; but I had previously made a similar observation, back in my Reply #28 to this thread.   (I had also been complaining about the "three-turn-minimum-build" mechanic, which happily      was resolved, with the release of the Beta 5!)   Great as that change was, this broader, underlying issue still exists.   I agree with GFireflyE, above.  This is an issue which Stardock needs to revisit.  As other aspects of the game have been improved, this is one area that has suffered.  Also, with other things being fixed, I think it has simply become more obvious, that this mechanic really needs to be revisited, and "tweaked" (at least). 

Personally, I really  LOVE  the Beta 5 (v 0.98),  but this particular issue does need some work ... 

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September 21, 2012 5:59:17 PM from Elemental Forums Elemental Forums

Now that we are playing without the 3 turn min, the balance of early game production can really take off. I won't have a chance to play for a bit, but come next week I will have some feedback. It's just so painful to play on normal settings. Yep, I'm a world settings snob. 

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September 21, 2012 6:25:31 PM from Elemental Forums Elemental Forums

How about a world setting for construction speed? I would probably play it with a lower speed than most, to enhance the feeling of trade-offs between buildings. That way, only the relative construction speed between buildings needs to be balanced and the rest is up to the tastes of the player.

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September 21, 2012 9:11:37 PM from Elemental Forums Elemental Forums

Quoting JaboJoggins,
How about a world setting for construction speed? I would probably play it with a lower speed than most, to enhance the feeling of trade-offs between buildings. That way, only the relative construction speed between buildings needs to be balanced and the rest is up to the tastes of the player.

I want sliders for other sliders!   JK

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September 21, 2012 9:59:39 PM from Elemental Forums Elemental Forums

How about a slider for the number of available sliders?

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September 21, 2012 10:08:40 PM from Elemental Forums Elemental Forums

1. (good) removing the 3 turn limit is an improvement

2. (bad) Increasing all structure costs by 50% to 100% is a huge step back

3. (bad) Requiring a minimum of 25g to rush production is a huge step back (no more rushing 1 turn builds... the negative rushing cost was only an issue because of the 3 turn limit!)

4. (bad) Nerfed the heck out of essence

Combined we have even slower city construction and even slower research... We took 1 step forward and 3 steps back... and those 3 steps back were even bigger then the one step forward. We asked for removing the 3 turn limit AND HALVING structure costs not DOUBLING them.

As a reuslt the super sov issue got WORSE. This is not to say we need to go back to 3 turn limit... this is to say we need to couple a 1 turn limit (or even a no turn limit) with much cheaper building costs! Yes it means that IN THE VERY LATE GAME a fully developed city will have every building possible... there is NOTHING WRONG WITH THAT! and this will allow those cities to actually field units!

My sov is now level 15 and wiping out the last remaining factions and the best unit I can build are spearmen wearing leather on a horse... which aside from being a joke cannot keep pace with my hero's 6 move (2 + 1 from ancient scroll + 1 from researched spell + 2 from horse... can't wait to get the +1 from air spell and +1 from boots to make it 8 move).

I have only had 1 building ever take less then 3 turns on this game... a single building once took 2 turns. My cities have fewer buildings and having fewer buildings my research lags such that I don't have the upper end construction techs like mills and the like which would have enabled sub 3 turn construction in the first place. I am going to win the gaming having fielded 0 units.

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September 22, 2012 12:55:34 AM from Elemental Forums Elemental Forums


I don't mind the minimum 25g for rush productions. It would be a great deal more meaningful if I didn't have to rush EVERY building due to it's overly long queue duration. As is, I just shunt all sorts of enchantments/spells/etc into extra gold production. Definately putting a skew on my game. Ces't la vie.

Hopefully in 0.982 Stardock tones down those early builds a little. Though, I will say this: Having early game troops cost less than early game buildings encourages, through attrition, the building of more needed units. There IS a balance there....it's just got to be fine tuned.

As to resource improvements, these have queue times near reduced back to what they were. 3-5 turns to build one as they are improvements....not buildings.

 

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September 22, 2012 4:28:20 AM from Elemental Forums Elemental Forums

They should have cut the cost of troops not raised the cost of buildings. And buildings ALLOW troops.

A "city" with no inns, farms, smiths, wells, barracks, city hall, or anything else shouldn't be fielding troops. And the fact that it takes several years to train worthless in combat naked guys with a stick is a problem.

So they acted to "balance" unit to building costs based on a singular "idea" without regards to how it is unnecessary and how it does not work with any of the other game mechanics.

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September 22, 2012 6:23:43 AM from Elemental Forums Elemental Forums

Quoting taltamir,
1. (good) removing the 3 turn limit is an improvement

2. (bad) Increasing all structure costs by 50% to 100% is a huge step back

3. (bad) Requiring a minimum of 25g to rush production is a huge step back (no more rushing 1 turn builds... the negative rushing cost was only an issue because of the 3 turn limit!)

4. (bad) Nerfed the heck out of essence

1: Agreed

2: Well I understand why the cost was raised, I think it was slightly too much.

3: I don't mind this, If there was no minimum sometimes you would see a 0gold rush cost, or a -1 due to the game being unable to count. I think the limit should be a little lower for my 2 material cities though. - That said I think we need production to overflow so I don't feel the need to min-max my build queue by rushing the last turn.

4: Why is that bad? and how big do you feel the nerf is? I think it got even more important in Fortress cities, which bothers me the most. High essence tiles should be conclave tiles but fortresses gain huge amounts of benefit from essence so I always pick fortresses on high essence.
I still feel essence is pointlessly powerful and scaling with the wrong thing.

Sincerely
~ Kongdej

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September 22, 2012 5:21:36 PM from Elemental Forums Elemental Forums

Despite the controversy, I would like to thank the developers for considering both powerful lone channeler and large army commander playstyles, and ensuring balance so that they are both viable.

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September 22, 2012 11:28:58 PM from Elemental Forums Elemental Forums

Quoting Kongdej,
2: Well I understand why the cost was raised, I think it was slightly too much.

The cost should have been HALVED. What possible justification could there have been to raising it?

If you are referring to the "units take as long as a building":

1. So what.

2. Then slash unit training times too (except settlers).

Quoting Kongdej,
3: I don't mind this, If there was no minimum sometimes you would see a 0gold rush cost, or a -1 due to the game being unable to count. I think the limit should be a little lower for my 2 material cities though. - That said I think we need production to overflow so I don't feel the need to min-max my build queue by rushing the last turn.

Negative and zero can only possibly occur if you have a min build time of more then 1 turn. Reducing min build time to 1 made it impossible to have a cost of 0 to rush. It does mean that a building that costs 30 to rush and takes 30 turns on build could end up with very low rush costs after some time but that is fine for such a crummy city.

4: Why is that bad?

Makes cities even less viable...

The #1 balance issue is that from the days of the first WoM beta to the current FE beta and ALL builds in between, there was never a point where building armies was not far less effective then using heroes. Cities, tech, and armies simply cannot catch up.

Nerfing essence nerfs cities which further opens the gap. As I pointed out, in my 0.98 playthrough my sov was level 15, conquered single handedly 2 empires, and half of the second most powerful empire (I am the first most "powerful" empire) and the best I could field were leather clad stick wielding (basic staff/club) on a horse... With an amulet or two.

In beta4 at this point in time my sov was still single handedly winning, but my cities were much more advanced, my civic tech was two whole tiers higher, and I had been able to afford researching more military tech.

Those huge massive nerfs to cities make the city building slower and even more behind the super heroes who actually matter in combat.

and how big do you feel the nerf is?

Most essence spells were changed from "+X per essence" to "+X" or sometimes a "+Y" which is about equivalent to X. For example, magic hammers was +5 production per essence and is now +1 materials regardless of essence. The +grain spell from the tech tree was +25% grain per essence and became a +1 grain only.

Essence was reduced from exponential growth to linear growth. 5 essence used to mean 5 spells at 5x power each. Now it means 5 spells at 1x power each.

Well, although SOME spells like the +research and +mana remained on a "per essence basis"...

This is overall a GOOD CHANGE in a vacuum... it is well thought out... the problem is that i was made in a vacuum without consideration for the fact that CITIES ARE WORTHLESS and nerfing them further is not going to solve this issue. You don't come up to the weakest (in terms of power and usefulness in winning) aspect of the game and then rebalance it in a brilliant scheme that works beutifully and is well thought out but ends up making it even weaker.

You go to the most overpowered and broken aspect of the game and that to it. This essence change should have been done only when/if cities and armies have been buffed so much that they become stronger then heroes. Only then city essence bonuses should have been re-balanced in such a manner.

Although before the nerf the heck out of heroes... I think the problem isn't that heroes are overpowered but that cities are underpowered. In several hours of gameplay my hero is exactly where he should be. My 20 cities sole contribution to the game has been to equip him with a hose and a troll charm.

A city with 2 essence and 4 materials and access to lumber yard and a river and settled within 5 minutes of game start AND who had a lot of gold from other cities poured into it to rush production and has boosting spells on it should be fully built and churning out armies at this point... not struggling to complete construction of tier 2 infrastructure (yet to research tier 3 in this game because cities are so much weaker now) and unable to field any worthwhile unit.

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September 23, 2012 7:13:16 PM from Elemental Forums Elemental Forums

@Taltamir

To me it sounds like you have a problem with the balance, but it hitting it with a stick from the wrong end.

I do agree build times should be lowered, but as a whole having choice between building a resource out near an outpost or building a building in my city should be choices, and building the resources and outposts should not be instantly finished, or next to isntantly finished.

My biggest peeve ATM lies in non-hero construction time and costs making them useless, next comes they're low power making them even more useless.

On the other hand you have heroes which is massively powerful and I believe the nerf should lie in heroes, not a boost in cities. If you just boost cities and the general trained unit populace you will have 2 majorly powerful items where the rest of the world cannot follow suit and will have to rebalance a whole load of the game, where if you would lower the power of heroes you will have less work to do with monsters, and hired units.

Another annoyance of mine is I can only really start training proper units after turn 100, this is really really late, and my heroes at current rate could have conquered at least 2 other factions.

I really liked the nerf to essence because it brings essence more in comparison with materials and grain, that is why, I still think cities should be slightly better but I liked the nerf to essence only, while it sounds you want essence to be the sole reason to build cities.

Sincerely
~ Kongdej

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September 24, 2012 6:33:37 AM from Elemental Forums Elemental Forums

Quoting Kongdej,
@Taltamir

To me it sounds like you have a problem with the balance, but it hitting it with a stick from the wrong end.

The developers explicitly stated that this intended to be a TBS at heart.

I have no problem with an eagle eye view skyrim where you get to conquer cities instead of smiting. But the developers don't want that. I am explaining why they are not getting what they intend.

I do agree build times should be lowered, but as a whole having choice between building a resource out near an outpost or building a building in my city should be choices, and building the resources and outposts should not be instantly finished, or next to isntantly finished.

Build order matters a lot even if you are able to EVENTUALLY build everything. The path to the "everything has been built" matters and affects the game tremendously.

Also, any such tweaks should not make non-heroes even more useless then they already are.

My biggest peeve ATM lies in non-hero construction time and costs making them useless, next comes they're low power making them even more useless.

That is what I have been explaining.

On the other hand you have heroes which is massively powerful and I believe the nerf should lie in heroes, not a boost in cities

Nerfing heroes will achieve that, yes. But then what? you spend 10 hours faffing about doing nothing trying to get something that can actually do war effectively?

If you just boost cities and the general trained unit populace you will have 2 majorly powerful items

What else is there for a player except their cities, heroes, and units? Tech falls under cities and magic helps all 3.

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September 24, 2012 10:52:59 AM from Elemental Forums Elemental Forums

Quoting taltamir,
Nerfing heroes will achieve that, yes. But then what? you spend 10 hours faffing about doing nothing trying to get something that can actually do war effectively?


What else is there for a player except their cities, heroes, and units? Tech falls under cities and magic helps all 3.

1: I know, nerfing heroes is not enough, but nerfing heroes and boosting production times off trained units would help tremendously so you would have weaker heroes, that would have an escort of units, would feel more epic to me than just have 1 hero smiting away at everything. I feel the big monsters in the would should be extremely tough to solo as a hero, meaby impossible, so heroes should rely on some assistance.

 

2: There is not alot more for players, only the random wildling lairs and etc comes to mind, but what you have except that is the rest of the world, which then would be crippled, the sovereign is already capable of taming the world single-handedly, making each hero and each city/trained unit able to tame the world single-handedly would make an even more boring game.

Sincerely
~ Kongdej

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