Fallen Enchantress: Legendary Heroes 0.80 changelog

By on April 5, 2013 9:48:06 AM from Elemental Forums Elemental Forums

Derek Paxton

Join Date 03/2003
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*** Released 04/11/2013 ***

 

Features

Added Kulan of Umber as a starting sovereign.

Added General Carrodus of Capitar as a starting sovereign.

Added a new empire champion, Corinne the Archivist (a ghost champion)

Added a new kingdom champion, Pellion the Bright (a lightbringer champion)

Added a new construct, the Armored Sentinel, an animated suit of armor with immunity to poison, crits and swarm and the archign Shield Bash ability

Added Battle Cry as a new Commander trait

Removed Encumbrance.  Instead we have chain mail proficiency and plate mail proficiency that enables the use of those armor types.  Defenders get chain mail for free and plate mail early on.  Warriors get chain early and plate in the middle of their trait tree.  Assassins get chain mail in the middle of their trait tree.

Added new tactical maps

Redid the Defender trait tree

Defenders get to use Chain mail armor for free
Defender I trait increased from +5 to +10 defense when defending
Defender II trait increased from +10 to +15 defense when defending
Removed the Defender III trait
Endurance trait gives +10 hit points instead of +1 per level
Added the Endurance 2 defender trait (it gives +15 hit points)
Converted the general Graceful trait to the defender Stand Firm trait
Removed the Guardian III trait
Added the Arching Shield Bash defender trait (shield bash 3 adjacent units)
Added the First Aid defender trait (heals an ally within 1 tile)
Added the Hold the Line defender trait (sets all allies defending and gives them bonus Dodge until their next action)
Added the Invincible defender trait (caster becomes immune to physical damage until its next action)
Removed the Spell Resistance III trait
Added the Summon Sentinel trait (summons an Armored Sentinel into tactical combat and boosts the defense of all surrounding allies
Added the Eternal Guard defender trait (+5 levels for summoned sentinels)
Added the Ironskin defender trait (+3 defense)
Added Plate Mail Proficiency, it enables the use of plate mail armor 

 

Fixes

Fixed an issue that was keeping new champions from spawning with their special consumable gear (potions and scrolls)

Fixed an issue causing the hit chance for dodgeable special abilities to be incorrect

Fixed an issue keeping the Pariden spellbooks form showing up in on the choose sovereign window and in the tech tree

Fixed an issue keeping Krax’s Ice Spear and Lightning Pike form showing up in the choose sovereign window and tech tree

Fixed the provides tages on the Berserkers Axe and Berserkers Broadsword

Fixed an issue where the AI can ask for peace even if you aren't at war

Fixed an issue with the Tremor spell not removing Dodge correctly (fix by Parrottmath)

Fixed an issue that could allow a troll Shaman to kill himself by casting Barbs

Fixed an issue with the tactical spell Command, where depending on when it was cast, it could cause the target unit to always go next, over and over and over

Fixed an issue causing swarm bonuses to be exponential (it was normal with 1 allied units, but 2 did x4 the bonus, 3 did x9 the bonus, etc)

Fixed some broken tactical maps

Fixed an issue that could cause to many guardian statues, catapults or assassin demon city defenders to be spawned

Fixed crashes

 

Balance

Remade all the level 7 Empire champions

Remade all the level 7 Kingdom champions

Remade all the level 9 Empire champions

Remade all the level 9 Kingdom champions

You now have visibility for 1 tile outside of your borders

Lethal 1 increased from +1 attack to +2 attack

Lethal 2 increased from +2 attack to +3 attack

Lethal 3 increased from +3 attack to +4 attack

Warrior Muscle trait also gives +1 attack now

Increased the default players on the Huge map from 8 to 10

Administrator III trait lowers the unrest in all cities by 10% (instead of just the city the champion is in)

Increased the CityCountUnrestPenalty from 2 to 3

Reap II increases the damage form damaging an opponent from 1 to 3 and Reap III increases it from 3 to 6

Enchanted Backpack gives an init bonus

Golden Belt gives 25% Splash damage

Strength and Muscle traits give bonus attack

A full suit of Chain Mail gives -3 init

A full suit of Plate mail gives -6 init

Warriors get an Endurance trait that increases their hit points

Spell Leech has a 5 turn cooldown to fix an infinite mana exploit

Broke magic staves in Fire and Cold staff categories for unit design

Eye of Abeix trophy increased to +50% growth and +5 init for defending units

Head of Amhah trophy increased to +50% growth and -50% unrest

Heart of Delin trophy increased to +50% growth, defending units are immune to fire and trained units get fire resistance

Heart of Morian trophy increased to +50 growth and +50% hit points for trained units

Horn of Sarog trophy increased to +50% growth and +1 fame per season

Head of Torax trophy increased to +50% growth and +3 attack and defense for defending units

Fist of Vetrar trophy increased to +50% growth, defending units are immune to cold and trained units start with Cold resistance

Storehouse increased from +40 food per grain to +50

Rusty Armor gets increased defense but becomes rarer

Aegis Robe Defense increased form 5 to 6 and it gains +5 Dodge

Increased the CombatRatingToExpMultiplier from .05 to .06 (ie: increased the amount of xp gained from combat)

 

AI

AI smarter in relations

AI smarter about when to ask for peace

Monster AI tweaks

 

UI

New waterfalls from Parrottmath

In tactical combat the button for the spell or ability you are using remains highlighted

Fixed the Spearman Expert and Master icons (they were reversed)

Even better water

New selection tiles in tactical

 

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April 10, 2013 9:35:22 PM from Elemental Forums Elemental Forums

There will be a bunch of considerations that they will have to go through and adjust. Warhorses, Trogs, etc. I note that the backpack has been done, and gives  + init. But that is not the biggest thing. All weapons, armor and shields have weights, and now this whole system is being thrown out? I wonder why frankly?

 

 

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April 10, 2013 9:37:36 PM from Elemental Forums Elemental Forums

Maybe they'll be changed to give an initiative bonus?

Yes, it'll take a lot of work to go through all the kinks.

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April 10, 2013 9:49:32 PM from Elemental Forums Elemental Forums

Warhorses should be able to grant a 3 square charge that bashes enemies over in addition to the heroes regular attack damage if equipped with a  spear-type weapon.

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April 10, 2013 9:50:49 PM from Elemental Forums Elemental Forums

Removed Encumbrance. Instead we have chain mail proficiency and plate mail proficiency that enables the use of those armor types. Defenders get both early on. Warriors get chain early and plate in the middle of their trait tree. Assassins get chain mail in the middle of their trait tree.

...

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April 10, 2013 10:11:14 PM from Elemental Forums Elemental Forums

Removed Encumbrance. Instead we have chain mail proficiency and plate mail proficiency that enables the use of those armor types. Defenders get both early on. Warriors get chain early and plate in the middle of their trait tree. Assassins get chain mail in the middle of their trait tree.

Ugghh. Fine sure, just please do as some have said and at least make heavier armor decrease dodge.

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April 10, 2013 10:13:29 PM from Elemental Forums Elemental Forums

Possibly by a percentage rather than a fixed number, so high dodge units suffer proportionally to low dodge units.  Or even better, by a percentage but have a minimum dodge reduction number too for heavy armor.

Does Champion Armor have penalties, or not because it is special magic armor?  I would be comfortable with no penalty, and everyone can wear, because it is late game gear and very expensive too.

Also, you will have to work out where Light Plate and Masterwork Chainmail sit in all of this.  Maybe instead of Chain Mail Proficiency, you have Medium Armor Proficiency (includes Light Plate and Chainmail) and instead of Plate Mail Proficiency you have Heavy Armor Proficiency (includes Masterwork Chainmail and Plate) and there would need to be some sort of disadvantage for Light Plate and advantage for Masterwork Chainmail, otherwise they would always, and never, respectively be picked as Faction Traits in the new system.

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April 10, 2013 11:09:53 PM from Elemental Forums Elemental Forums

I understand the first instinct of a designer is to just cut a mechanic that doesn't work out as envisioned, but I had thought the encumbrance overhaul should have gone the other way, by making it deeper and cutting the unnecessary base initiative bonuses from weapons.

By release the game is going to be a console friendly strategy-and-rpg lite.  Not good.

 

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April 10, 2013 11:12:07 PM from Elemental Forums Elemental Forums

No more encumbrance? How is that going to work with Yithril and their racial passive?

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April 10, 2013 11:15:30 PM from Elemental Forums Elemental Forums

I think this is a good thing for the game as it limits gimmicking units based upon the encumbrance system that used to be.  This is also a great way to be able to limit a unit to a specific armor type, archers using only leather or chin and not auto upgrading to plate.  This is a really good thing as it opens up a tremendous amount of mod-ability and I am ecstatic over this.  This opens up the ability to create custom armors that will be used in the upgrade system and not overwritten because of a higher defense piece even though it was tremendously heavier.

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April 10, 2013 11:25:08 PM from Elemental Forums Elemental Forums

Quoting halmal242,

I think this is a good thing for the game as it limits gimmicking units based upon the encumbrance system that used to be.  This is also a great way to be able to limit a unit to a specific armor type, archers using only leather or chin and not auto upgrading to plate.  This is a really good thing as it opens up a tremendous amount of mod-ability and I am ecstatic over this.  This opens up the ability to create custom armors that will be used in the upgrade system and not overwritten because of a higher defense piece even though it was tremendously heavier.

Gimmicking in what way? 

They could still have armor-type proficiencies - which I like by the way - while keeping and improving the encumbrance system, and it would definitely need a lot of improvement.  The two aren't really related.

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April 10, 2013 11:27:24 PM from Elemental Forums Elemental Forums

bah - nm

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April 10, 2013 11:59:58 PM from Elemental Forums Elemental Forums

You are right it would be ideal to have both system but if we have to lose one for the other to work I would rather have the proficiencies over the encumbrance system.   However it may be that they change it back and re add the encumbrance system or leave it in place for modders to add back in as they see fit, we won't know until we see how it works in game and within the game code.  

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April 11, 2013 12:11:54 AM from Elemental Forums Elemental Forums

Up until now they've never removed system from the xml, instead leaving them but not using them.

I'm sure the encumbrance system will still be available for the intrepid modder if they do indeed decide to cut that mechanic from the vanilla game.

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April 11, 2013 12:14:47 AM from Elemental Forums Elemental Forums

I would happily mod it back in along with the armor/weapons mod I have been messing around for a while now.

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April 11, 2013 12:31:43 AM from Elemental Forums Elemental Forums

wait til you see megalopolis someday.

 

change cities to Distance 6, use snaking, snake 2 cities close to each other, and "merge" them.

 

Quoting halmal242,

I would happily mod it back in along with the armor/weapons mod I have been messing around for a while now.

 

I hope so! I am tinkering with items, weapons, armor, spells and other things to make modular. Like to be compatible with as many mods as possible, and you just never know what contribution you might make that will inspire someone.

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April 11, 2013 1:09:07 AM from Elemental Forums Elemental Forums

Quoting Lord Reliant,


Even better water

Now, with double the Hydrogen for every Oxygen!

 

They should just give in, and replace all the water with dioxygen difluoride.

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April 11, 2013 2:47:07 AM from Elemental Forums Elemental Forums

Quoting mqpiffle,

I understand the first instinct of a designer is to just cut a mechanic that doesn't work out as envisioned, but I had thought the encumbrance overhaul should have gone the other way, by making it deeper and cutting the unnecessary base initiative bonuses from weapons.

By release the game is going to be a console friendly strategy-and-rpg lite.  Not good.

 

 

+

New system seems less deep and strategical. Encumberance should have been improved by being made even more imortant. Was it too hard to understand this mechanism for the averege player? Is Stardock underestimating our intelligence?

Well. Guess we'll wait and see how it plays out. But count me in as skeptical.

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April 11, 2013 3:11:49 AM from Elemental Forums Elemental Forums

I would suggest that all this is idle speculation at this point. The encumberance of a unit provided a different strategy to the game. These changes are dealing with the abstraction of the idea of encumberance. I look forward to the changes and here is why...

everybody wanted to reduce the initiative bonuses and / or penalties for each weapon. Each item had weight and people were basically running the same tricks to overcome the encumberance. I want to use this nice armor, but I have to spend triats on muscle and such, but it really would have been nice to use that armor with axes without spending two traits to increase intiative and strength to lift such items. Now, you have more trait slots (without adding more) to choose for your character instead. This allows you to make more dynamic troops... The strategic depth is not reduced but increased. They are adding some great potential here for troop design instead of adding trait slots.

So in the long run here is what the change is giving us... more traits to use (for trained troops) and reducing initiative penaties for using axes and maces. Two things players have been wanting. so No it is not less strategical and there is no less depth. The initiative penalties on the weapons are now not to balance the weapons, but to account for encumberance from using that weapon (in abstraction).

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April 11, 2013 3:33:46 AM from Elemental Forums Elemental Forums

Quoting parrottmath,
Now, you have more trait slots (without adding more) to choose for your character instead. This allows you to make more dynamic troops... The strategic depth is not reduced but increased. They are adding some great potential here for troop design instead of adding trait slots.

 

Of course the difference is that flaws that reduce strength are more meaningful, and because heavier armor is more viable to use, I won't be making all leather mage/archer/dodge squads with maybe 1 heavy armored dodge unit up front.

 

This allows armies increased strategies and begs for allowing Army Design improvements. I like more strategy and anything that makes an option better, i am in favor of. So having weapons be good and not spears, having armor be worth improving and not just on a champ/hero here and there, instead of flaws being obsolete (no ranged/light armor only, etc) and light plate/heavy chain armor being actually different....

 

I would say this isn't the biggest "change" in the world, but will increase the quality and value of choices significantly.

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April 11, 2013 4:30:18 AM from Elemental Forums Elemental Forums

no changes to camera? wtf?

game unplayble with ranged units on player's side. 

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April 11, 2013 4:33:16 AM from Elemental Forums Elemental Forums

Quoting parrottmath,

I would suggest that all this is idle speculation at this point. The encumberance of a unit provided a different strategy to the game. These changes are dealing with the abstraction of the idea of encumberance. I look forward to the changes and here is why...

everybody wanted to reduce the initiative bonuses and / or penalties for each weapon. Each item had weight and people were basically running the same tricks to overcome the encumberance. I want to use this nice armor, but I have to spend triats on muscle and such, but it really would have been nice to use that armor with axes without spending two traits to increase intiative and strength to lift such items. Now, you have more trait slots (without adding more) to choose for your character instead. This allows you to make more dynamic troops... The strategic depth is not reduced but increased. They are adding some great potential here for troop design instead of adding trait slots.

So in the long run here is what the change is giving us... more traits to use (for trained troops) and reducing initiative penaties for using axes and maces. Two things players have been wanting. so No it is not less strategical and there is no less depth. The initiative penalties on the weapons are now not to balance the weapons, but to account for encumberance from using that weapon (in abstraction).

The Strength traits are going to turn into +initiative traits, like the fast traits.  I really don't see how this is going to increase trait slots or make troops more dynamic.  It's simply watering down mechanics into fewer and fewer elements.

I mean, why don't we just have one stat for each character, and call it "Awesomeness" and everything adds to "Awesomeness." 

Then we all feel warm and fuzzy because our Awesomeness is always going up.

Pathetic.

EDIT: re-reading the OP now I see the strength traits just give attack.  So now the only way to overcome wearing heavy armor and using heavy weapons is with quickness?  That's a joke!

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April 11, 2013 5:34:50 AM from Elemental Forums Elemental Forums

Removed Encumbrance. Instead we have chain mail proficiency and plate mail proficiency that enables the use of those armor types. Defenders get both early on. Warriors get chain early and plate in the middle of their trait tree. Assassins get chain mail in the middle of their trait tree.
 

 

the encumbrance system was bad, especially since it used breakpoints instead of gradual penalties, leading to needless minmaxing to avoid those breakpoints. however i don't think the new system is that much better, where you have proficiencies to wear those armors. i am particularly worried for heroes that you acquire later in the game who cannot wear good armor because they lack the experience to get those traits.

 

 

 imho heavier armors (the pieces themselves) should just give penalties to initiative and dodge (percentage based!) and proficiencies just lower those penalties.

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April 11, 2013 6:08:17 AM from Elemental Forums Elemental Forums

next to remove it elemental\poison damage resistance...

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April 11, 2013 6:58:57 AM from Elemental Forums Elemental Forums

Being able to use heavy armor will probably cost a trait.

 

This system is going to need mad work- I don't see how they are going to get this game out before June at the current rate.  Just too much rebalancing work to be done all around (which is not a bad thing)

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April 11, 2013 7:14:33 AM from Elemental Forums Elemental Forums

ability to use better armor cost tech already.

next to add trait to use swords\bows\potions? 

YOU NOT ALLOWED TO DRINK POTIONS YOUR CLASS IS WRONG!!111 

IRL anyone able to use modern combat armor and modern combat weapons, skills improve efficency of weapon, not ability to use it.

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