Fallen Enchantress 0.99 Changelog

By on October 6, 2012 11:45:19 PM from Elemental Forums Elemental Forums

Derek Paxton

Join Date 03/2003
+173

Released 10/15/2012

Content

Added the Ignys Shortbow

Added the Twisted Ankle injury

Added the Twisted Knee injury

Added the Recruit Bandit spell (only sovereigns with the Bandit Lord profession can use it, converts a bandit to your side in tactical combat for 25 gildar)

Added the Revelation city enchantment (magic tree unlock, +1 research per essence)

Added the Arcane Forge city enchantment (magic tree unlock, +1 material per essence)

Added a pony

 

Fixes

Fixed an issue where magic immunity was making the units immune to special abilities

Fixed an issue keeping the Sacrifical Altar from being able to be built

Fixed catapults so they work in autoresolve

Fixed an issue keeping multiple word items from linking correctly to the Hiergamenon

Fixed an issue that could cause summoned creatures to lead armies

Disbanded units don't fall dead anymore

Fixed a String Not Found error on the world setup screen

Fixed an issue that can cause the action pane to not showup if autocast spells are used in a battle

Fixed a crash when disabling shadows

Fixed an issue that caused a troll to survive combat if his regen was enough to heal back from his death blow

Fixed the Scarred trait

Fixed an issue causing resources to be hidden under fow after loading a game

Fixed bug that caused units with moves left to not get to their destination (running in place)

Fixed deadlock related to updating cities

When an army without a champion gets loot, that loot goes to your sovereign (instead of being lost)

Fixed an issue with Death Demon animations that would cause missing damage numbers and other wonkiness

Fixed an animation issue with Ogres using the Hurl Boulder ability

Fixed an issue that could allow the AI to stack non-stackable enchantments on a unit

Fixed an issue that was keeping the spell damage displayed in tactical to not take abilities into account

Fixed an issue keeping city defenders showing up in their medallions on the city info screen

Fixed the Guile ability

Fixed a hang if you use Ctrl+Alt+Delete while playing

Fixed an issue that could cause black squares to show up on the cloth map

Fixed a bug keeping some consumables from give item popup (recall spell, etc)

Fixed floating waterfalls (despite tlc's recommendation our art director chased them all down)

Players and monsters no longer move during the same game phase

Fixed a bug where units would play their death animations twice (yes, we get it, you died.  We aren't handing out oscars here, get on with it)

Fixed moonwalking units (I wonder if MoM ever had these issues)

Fixed a delay when Haunter's cast the Curse of Cyndrum spell

Curse spell now correctly removes Pierce defense

Fixed a crash when cycling through ai cities on the city info screen

Fixed an issue causing city defender icons to be empty

Fixed an issue allowing you to get special unit traits (juggernaut, iron golem, etc) on normal units

Fixed a bug where spells applied on melee attack or defense only applied the first modifier

 

Balance

You always have at least a 3% chance to hit a target

You always have at least a 3% chance to miss a target

You always have at least a 3% chance to resist a spell

You always have at least a 3% chance to fail to resist a spell

Reduced the research rate modifier on large maps from 1.6 to 1.5

Switched the bow form the escort noblewoman quest from the ignys longbow to the ignys shortbow

Lowered the gold reward on the escort noblewoman quest

Lowered the gold on the Rats in the ruins quest

Reduced Aura of Grace to +1 init per essence (instead of +2)

Reduced Aura of Might to +1 defense per essence (instead of +2)

Reduced Aura of Vitality to +1 hp per essence (instead of +2)

Reduced Blizzard to +2 per water shard (instead of +4)

Reduced Blood Rages casting cost from 250 to 100

Reduced Burning Blade to +1 per fire shard (instead of +2)

Reduced Burning Hands to +2 per fire shard (instead of +4)

The Cave Bear summoned by the Call Uteran spell is now at the level of the caster

Reduced Contagion damage slightly

Reduced the casting cost on Death Lash

Reduced Destiny’s Insight casting cost from 250 to 100

Reduced the Dirge of Ceresa spell damage slightly

Reduced Drain Life to 2 per death shard (instead of 4)

Reduced Falling Star damage to 3 per fire and air shard (instead of 18) and casting cost increased

Reduced Fireball to 4 per fire shard (instead of 6)

Dragon’s Fire Breath ability does double their attack in damage (instead of just their attack)

Reduced Firestorm damage to 8 +4 per fire shard (instead of 10 +10 per fire shard)

Reduced Flame Dart to 2 per fire shard (instead of 4)

Reduced Flame Wave damage to 4 +2 per fire shard (instead of 8 +4 per fire shard)

Focus has a casting time of 1, and gives the caster +25% to attack and spell damage for the rest of the battle

Freeze no longer applies the move penalty, instead it immobilizes the target for 2 turns

Reduced Gift of Iron to 5 +2  per earth shard (instead of 6 +3)

Reduced Heal to +2 per life shard (instead of 4)

Reduced Hurl Boulder damage to +1 per earth shard (instead of 2) and dramatically reduced its casting cost

Increased Inspirations casting cost

Meditation no longer has a casting cost

Reduced Pillar of Flame damage to +2 per fire shard (instead of 4)

Reduced Shockwave to 10 +2 per earth shard damage (instead of 18 +4)

Reduced Soulburning to 12 +2 per death and fire shard damage (instead of 16 + 4)

Reduced Static Blast damage to +1 per level (instead of 2)

Reduced Storm damage to +4 per air shard (instead of +10)

Reduced the hp cost from summoning imps/familiars to 1 (instead of 3)

Tame doesn’t have a casting time anymore, but does have a mana cost

Reduced Touch of Entropy to +6 per death shard (instead of +12)

Reduced Vetrar’s Howl damage to +5 per water shard (instead of 12)

Reduced Wall of Fire damage  to +3 per fire shard (instead of 5)

Reduced Wellspring healing to +4 per life shard (instead of 6)

Reduced Sculla’s Mace to 24 attack (from 32)

Reduced Ice Mace to 20 attack (instead of 24)

Reduced Frore Mace to 24 attack (instead of 32)

Reduced  Vetrar’s Fist to 32 attack (instead of 48)

Reduced Burning Battle Axe to 15 attack (instead of 20)

Reduced Ignys Battle Axe to 25 attack (instead of 30)

Reduced Sarog’s Axe to 30 attack (instead of 45)

Reduced the Lightning Pike to +6 Lightning damage (instead of +1 per level)

Assassin’s Longsword gives +10 attack vs Champions

Reduced the Druss Blade to 18 attack (instead of 36)

Reduced the Pyre Brand to 27 attack (instead of 36)

Reduced the Heartseeker to 26 attack (instead of 30)

Reduced the Sword of the Sun and Moon to 36 attack (instead of 54)

Reduced the Heart of the Glacier to 42 attack (instead of 63)

Reduced the Sythe of the Void to 42 attack (instead of 63)

Added the Ignys Shortbow

Reduced the Brutal Longbow to 22 attack (instead of 33)

Reduced the Perfect Yew Bow to 18 attack (instead of 22)

Agriculture doesn’t give a food bonus anymore

Removed the metal costs form magical weapons and armor (crystal costs remain)

Reduced the material costs on the forge of the overlord towers

Reduced the default players on Large and Medium maps (more areas to explore)

Cloak of Fear is a tactical spell now with a 5 turn duration

Increased the default Accuracy to 70 (from 60)

Increased the default Spell Power to 70 (from 60)

Accuracy per level reduced to 1 (from 2)

Spell Power per level reduced to 1 (from 2)

Adventurer sovereign profession gives free champions, added the Experienced sovereign talent (+1 level), removed the Natural Leader trait (basically the free champions trait is a sovereign profession now and the +1 level is a talent)

Increased the Bandits given with the Bandit Lord ability to 3rd level (from 2nd)

The "To busy to talk.." responce will only come from the AI if you are at war with them.  You are free to enter diplomacy as much as you want when you are not at war (this also fixes an issue where some players couldn't declare war until enough turns had passed)

Gladiator armor is now rare (instead of uncommon)

Warrior Temple grants +2 levels, +4 init to defending units and gives all trained units the Bloodthirsty trait

Attunement increased to +2 mana/season (from +1)

Increased the amount of free city defenders at all levels

Reduced the Black Market Unrest penalty to 5% (from 10%)

Rebalanced armor costs more closely to the amount of defense they provide

Haitan (quest hero) now starts at 4th level and with fire 3

Reduced the cost of Lower Land and Raise Land to 5 mana (from 50)

Iron Golems now use the best weapons and shields available

Reduced champion recruitment costs slightly

Increased Accessory slots to 4 (from 3)

As a’Zoth gains Path of the Warrior (instead of Mage)

Leadanna gains Merchant 2 and loses the Scarred trait

Lisbeth the Light starts with a  Monk’s Staff

Courage cant be cast on trained units anymore

Removed the tech requirement on abilities (there wasnt a good way of displaying this info, they all unlocked so early that it wasnt worth spreading them out)

Reduced Leather armor from a total of 8 defense to 6

 

AI:

AI will reorder its queue if necessary to rush build an improvement or unit if it needs to

AI is more intelligent regarding when to look for places to build cities versus outposts

AI is more diligent about not building cities near monsters

AI is better about going on quests

AI more intelligent about expanding during mid and late game

AI is better at using tactical spells

AI has more dialog when conversing with players

AI has better dialog when discussing surrender options

AI surrender threshold modified to be less stubborn at normal levels when negotiating their defeat

AI vastly more stingy about trading influence

AI asks for less money up front on tribute treaties

Monsters that get freed from their lairs by ZOC no longer wander very fair into the distance

World difficulty determines monster behavior more stringently. Lower world difficulties mean monsters rarely, if ever, attack player cities. At high difficulty, monsters will attack player cities but will not necessarily attack AI cities as aggressively. At "normal" or "challenging" the monsters are equal opportunity killers.

More AI interaction

New, nastier AI algorithms at higher difficulty (for people want a bigger challenge)

AI less aggressive at lower difficulties (dumber)

AI at normal or below will roll to make a "mistake". The lower the difficulty the more likely it is to make a "mistake".

AI makes better use of tactical spells

More conversations added


UI:

Added cooldown information to spell tooltips in tactical combat

Stacked army icons dissapear at a far enough range

Mana Maintenance is now displayed of spell tooltips

Lots of Hiergamenon improvements and fixes

Capitals now have an icon indicator on the city pane and on the city info screen

Switched to using the more informative trait info tooltip anywhere traits are shown

Lots of normalized volume sfx

"Unit Movement Within Tile" now defaults to False (so my default units wont run to the edge of their tile and back when attacking)

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October 10, 2012 5:54:44 PM from Elemental Forums Elemental Forums

so it IS for xia.

harpo

 

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October 10, 2012 6:26:54 PM from Elemental Forums Elemental Forums

Fixed a hang if you use Ctrl+Alt+Delete while playing


I can't believe I see this in the fix list. 

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October 10, 2012 6:29:45 PM from Elemental Forums Elemental Forums

Quoting Derek Paxton,
Yes, there is only one, and only one way to get it.

Wow!  Brad has programmed the AI to react to Lord Xia's whining & crying?  I knew he was good but that's awesome!  

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October 10, 2012 6:45:09 PM from Elemental Forums Elemental Forums

Quoting ,
*** Unreleased ***

AI:

More conversations added

 

Excellent. Atmosphere. I love being emmersed into a world.

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October 10, 2012 7:21:23 PM from Elemental Forums Elemental Forums

Quoting ,

*** Unreleased ***


Added a pony


 

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October 10, 2012 7:25:53 PM from Elemental Forums Elemental Forums

hopefully Xia's Pony is from the Pony Thread.

 

I'd love to see a joke pony sovereign though.

 

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October 10, 2012 7:34:10 PM from Elemental Forums Elemental Forums

Yes!  Kickass Xia pony!  2 years of begging, totally worth every whine!

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October 10, 2012 7:44:50 PM from Elemental Forums Elemental Forums


At least now you will make my daughter happy. Except being that there is only 1 way to get it, my gameplay will revolve around getting that pony each time.

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October 10, 2012 8:47:33 PM from Elemental Forums Elemental Forums

Quoting parrottmath,

At least now you will make my daughter happy. Except being that there is only 1 way to get it, my gameplay will revolve around getting that pony each time.

Mine too.

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October 10, 2012 9:15:34 PM from Elemental Forums Elemental Forums

Love the new changelog. Please make sure there still is a difficulty setting where the AI uses its nasty tricks fully and they don't cheat or get any bonuses (Challenging level probably). I don't like mixing resource cheats and AI difficulty.

 

Quoting bbr91,

New, nastier AI algorithms at higher difficulty (for people want a bigger challenge)

Which "higher difficulty" ? Is the AI still at 100% and using these nasty new algorithms at Challenging?

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October 10, 2012 9:30:32 PM from Elemental Forums Elemental Forums

Fixed floating waterfalls (despite tlc's recommendation our art director chased them all down)

Yeah..... You guys are the best. I'm glad this has finally gotten fixed.

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October 10, 2012 9:52:13 PM from Elemental Forums Elemental Forums

Looks like this update has the change to monsters moving in a different phase. Thanks for that. I am excited to try it out. Totally worth an extra second of waiting. 

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October 10, 2012 11:00:26 PM from Elemental Forums Elemental Forums

I agree with Kobracan.  Either make a level between Challenging and Hard for the better AI without bonuses or cheats, or add the AI tweaks to Challenging.

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October 10, 2012 11:26:56 PM from Elemental Forums Elemental Forums

I thought challenging was always supposed to be the best ai without any cheats, isn't that even what it says in the in-game description? Might as well just keep that as the default "best ai" option.

 

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October 10, 2012 11:36:19 PM from Elemental Forums Elemental Forums

Quoting Lord Xia,
Yes!  Kickass Xia pony!  2 years of begging, totally worth every whine!

Xia i am in total awe. You uh... earned it.

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October 11, 2012 12:07:39 AM from Elemental Forums Elemental Forums

Quoting parrottmath,
Fixed floating waterfalls (despite tlc's recommendation our art director chased them all down)

Yeah..... You guys are the best. I'm glad this has finally gotten fixed.

Me too GREAT JOB !!!

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October 11, 2012 1:03:49 AM from Elemental Forums Elemental Forums

I like where you're going with the extra city defenders - however they need some more armor for them to be anything more than more grist for the mill.

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October 11, 2012 2:25:02 AM from Elemental Forums Elemental Forums

Even sooner than I expected, but maybe it really is the time to call it. I think I'll wait till release to try another round, maybe I'll get a better perspective.  

I'm curious to see what happens with FE after 1.0, both "officially" and mod-wise.

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October 11, 2012 2:53:39 AM from Elemental Forums Elemental Forums

Quoting ,

Attunement increased to +2 mana/season (from +1)

Increased the amount of free city defenders at all levels

Units get a -25% to attack and defense when they are in enemy lands

World difficulty determines monster behavior more stringently. Lower world difficulties mean monsters rarely, if ever, attack player cities. At high difficulty, monsters will attack player cities but will not necessarily attack AI cities as aggressively. At "normal" or "challenging" the monsters are equal opportunity killers.

New, nastier AI algorithms at higher difficulty (for people want a bigger challenge)

The Attunement change is great.

 

Increasing the amount of city defenders will not help them to defeat units with equipment or heroes. Instead of increasing the amount of city defenders i would use special city defenders:

- City level 1 - 2: 1 Crude Catapult (defense 20, attack 20) 

- City level 3 - 4: 1 Catapult (defense 30, attack 30)

- City level 5: 1 Ironwood Catapult (defense 40, attack 40)

 

I think it is a dangerous game mechanic to reduce the attack and defense in enemy lands, because:

- it is much more likely that the weapons will do only little damage if the attack is reduced

- it is much more likely that units can be killed with a few hits if the defense is reduced

- it does not change the damage of spells

- it makes monsters easier to kill

- it feels artifical

Instead i would add more strategic spells that can be cast only within the players zone of control AND the AI should use strategic spells MORE OFTEN.

 

Please remove the behavior that monsters will attack player cities more likely than AI cities on higher difficulties, because it feels like the AI is cheating and it destroys the dangerous world.

 

I hope that the best AI is still avaible on Challenging.

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October 11, 2012 3:08:51 AM from Elemental Forums Elemental Forums

Totally agree, Wizard1200.

Devs, how about reinstating the friendly territory bonus?

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October 11, 2012 3:22:20 AM from Elemental Forums Elemental Forums

Quoting StevenAus,
Devs, how about reinstating the friendly territory bonus?

That would result in the same problems that i mentioned in the post above.

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October 11, 2012 3:25:25 AM from Elemental Forums Elemental Forums

Wizard1200: +1

Maybe I will start with catapul at level 3. BTW How about that buoilding that gives you one for free (watchtower?)? Some basic armor for the militia maybe (linked with some technology)?

 

I also like the direction devs are trying to take. Conquering higher level cities should be always major undertaking, ergo even more difficult in case of capitals. Until mid-late game, capitals should (assuming they got at least to level 2-3) represent major fortress and safe heaven.

Also, dont you guys think that Guardian statues come bit too late?

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October 11, 2012 3:29:39 AM from Elemental Forums Elemental Forums

Well, I guess that's why they removed it I guess.

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October 11, 2012 3:43:18 AM from Elemental Forums Elemental Forums

Quoting jirkaesch,
BTW How about that buoilding that gives you one for free (watchtower?)? Some basic armor for the militia maybe (linked with some technology)?

Also, dont you guys think that Guardian statues come bit too late?

I would prefer the following changes:

- Watchtower: + 15 Accuracy for defending units

- Hedge Wall / Wooden Wall: + 5 initiative for defending units

- Castle / Fort: + 5 attack for defending units

 

Yep, the Guardian Statue and the Guardian Idol are coming too late and the Guardian Idol should have the following traits:

- Evoker II

- Affinity

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October 11, 2012 3:54:35 AM from Elemental Forums Elemental Forums

I actually liked the territory bonus/penalty from WOM, and am glad to see it coming back.  It made sense to me that your troops would be less effective fighting in a foreign, hostile land.

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