Fallen Enchantress: Legendary Heroes 0.85 changelog

By on April 20, 2013 4:31:04 PM from Elemental Forums Elemental Forums

Derek Paxton

Join Date 03/2003
+173

*** Released 04/26/2013 ***

 

Features

Added the Cautious Sovereign ability (allows the sovereign to escape from battle)

Added Sovereign Bond as a sovereign talent (allows the sovereign to summon familiars)

Added the Soldier’s Boots (available for unit design, +1 init)

Added the Soldier’s Gloves (available for unit design, +5 accuracy)

Added the Soldier's Cloak (available for unit design, +10 magic resist)

Added the Scaled Cloak (available for unit design, +25% fire resistance)

Added the Warboar monster

Added the First Aid Kit (available for unit design, +2 hit points and +1 healing rate)

Added Rations (available for unit design, +3 hit points)

Added achievements for winning as Capitar and Umber

New tactical maps added

 

Fixes

Fixed an issue keeping the Life V icon from showing up

Fixed an issue keeping pikes from upgraded to lightning pikes

Fixed an issue keeping longswords from upgrading to boreal blades

Fixed bow upgrades

Fixed an issue with chainmail gloves issue that was cuasing them to recolor with cloth color 2 instead of metal color

Fixed an issue with the chainmail hood that was keeping it from being recolorable

Lots of fixed stamps from Parrottmath

Lots of updated tactical battles (blocked tiles set)

Fixed bug where part of the improvement loading process didn't get told it was loading a game, which could cause modifiers to get reapplied when they shouldn't be

Fixed bug where you could get repeat recruited champions after loading a game

Fixed an issue where if you had an army led by a champ that was not the sov, and he died in battle, but the rest of your army won the battle.  When this happened the entire army would be transported back to a city and immobilized rather than just have the champ that fell in battle be injured and stay with the army on the map

If a unit is standing on a city at the end of its turn, and it doesn't have a destination set to leave at the start of the next turn, it will auto station that unit in the city

Roads will now not pass through wildlands.  When a wildland is cleared, each city reevaluates its connections with other cities and has another chance to build a road if applicable

Fixed yields on captured Deorcnysse

Fixed a clipping issue on cliff corners

Fixed an issue allowing caravans to be killed even if you have the legacy of serrane

Fixed an issue with the Produce Mana project

Lots of fixed tactical maps

Fixed an issue keeping some traits form being applied after a game was reloaded (most notable with the Veteran and Experienced traits)

Fixed an issue keeping Shield Bash from showing the damage

Fixed an issue with guarded strike not proving its defense bonus

Fixed crashes

 

Balance

Reduced Charge from +3 to +2 and instead the training cost

Scholar moved from a talent to a profession

Padded Breastpiece added as a designable equipment

Reduced Stables from from 1 horse per season to 0.5

Reduced Kennels from from 1 warg per season to 0.5

Moved the Adventurer’s Guild from Heroes to Breon’s Letters

Arctic Wolf Cloaks no longer require a tech

Removed the Resistance bonus form the ring of embers, of the glacier and storms

Increased the training cost of mounts

Removed the init bonus form the Athican longsword

Decreased the amount that increased production pace increases production

Increased the strength of the bandits from the Bandit Lord ability

Increased the Noble profession from -5 Unrest to -10

Increased the Scholar research bonus from +10% to +20%

Reduced Warlock from +50% spell damage to +25%

Reduced the Fame from quests from 20 to 15

Balance gives +10 to dodge and -1 to init instead of +5 to dodge and -1 to hit points

Charge gives +1 moves and +2 attack instead of +3 moves and +3 attack

Defender gives +10 defense when defending instead of +5

Impulsive gives +2 init instead of going first in battle

Muscle gives +1 to attack and -1 to init instead of just +1 to attack

Strength is no longer a unit design trait

Reduced base trained unit accuracy from 70 to 60

Reduced maces init from -3 to -4

Reduced Battle Axe attack from 15 to 12

Reduced Boar Spear attack from 11 to 10

Reduced Short Sword attack from 10 to 9

Reduced Pike attack from 16 to 15

Reduced Longsword attack from 18 to 14 and +2 init

Reduced Great Axe attack from 21 to 17

Reduced Maul attack from 25 to 22

Removed the Heroes tech

The amount of Fame quests grant has been changed to be per quest instead of a global value (so more difficult quests grant more fame)

The army that didn't attack starts in defensive stance in tactical combat

Kasst increased from 1 move to 3

Increased the xp given from combat slightly

Reduced the level and hit points on Hergon Sows

Increased the dragon level int he Ghost Helm quest from 7 to 12

Razing cities does slightly more damage to surrounding terrain

Increased Ascian to 4 moves

Reduced the training cost of the Fast trait form 20 to 15

Horses give +2 attack and Init for their first action in combat (warhorses gives +3 to both instead)

Increased all Sharp weapons form +1 crit chance to +5

Increased all Razor weapons from +2 crit chance to +10 crit chance

 

 

AI

Monster behavior improvements

Fixed AI bug that kept it from "seeing" enemy armies approaching its cities in certain cases

Fixed AI bug where AI would declare war soon after having made peace

Fixed AI bug in tactical where it would cast tangled web on a ranged unit (edge case)

Razing cities does slightly more damage to surrounding terrain

Fixed diplomacy bug where the AI would seemingly declare war on you for no reason (there was a reason but not the one given)

 

UI

Better looking river banks from Kay

Pedestrians are no loner displayed in tactical battles

Added Mountains back to minimaps

Steam notifications now popup in the upper left corner instead of over the turn button

Added a new quest completion window

Consolidated all the upgrade actions into a single upgrade button

Added a new unit upgrade screen

Added icon category icons to the train screen (so you can see what type of unit they are)

Double-clicking on perk or path entries in the two unit level up screen will select the perk and close the screen

New texture for Ongr the Unbound

The spellbook remembers the last strategic spell you cast and starts there when you reopen it

Battle window now states what city is being attacked, if a city is being attacked

The camera will no longer recenter on your unit at the beginning of each turn if that unit was already selected

Previously we hid units in the train window if you didnt have any of the materials needed to train them (but they were greyed out if oyu had at least 1).  Now we display them greyed out all the time.  This caused issues where oyu would unlock mages or juggernauts but not see them because you didnt have any crystal or metal.

Now all the goodie huts you get tresure form have treasure chests in them (color based on how valuable they are)

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April 22, 2013 12:25:06 PM from Elemental Forums Elemental Forums

Reduced base trained unit accuracy from 70 to 60

If this is true, then please change Tarth's Double Strike penalty to -20 instead of -30 cuz Tarth doesn't need any more gimping.

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April 22, 2013 12:39:42 PM from Elemental Forums Elemental Forums

Quoting Trojasmic,
If this is true, then please change Tarth's Double Strike penalty to -20 instead of -30 cuz Tarth doesn't need any more gimping.

I think the reduced accuracy will improve the balance of double strike, because currently the accuracy penalty does not matter if you use level 3 fortress troops, but the initiative and attack bonus should increase to + 4 with the first researched bow, to + 6 with the second researched bow and to + 8 with the third researched bow.

I hope that Stardock improves the path trees, because they are too long and all those new abilities have too many prerequisites.

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April 22, 2013 12:57:25 PM from Elemental Forums Elemental Forums

We need a change to the upkeep cost of mercenary units, like the Knights of Asshole or whatever they are called.  They tank an entire economy if anyone is ever foolish enough to build them or take a city that has the improvement.  Make them free or they are not worth it.

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April 22, 2013 12:59:41 PM from Elemental Forums Elemental Forums

Quoting Wizard1200,
I hope that Stardock improves the path trees, because they are too long and all those new abilities have too many prerequisites.

Agreed! By the time you get to the good stuff (assuming you do) with a hero's level, it seems like the game is over. I hate having to wait until a reasonable level before I get some cool abilities. Not that I expect amazing things from low level heroes, but there are so many minor improvements leveling up isn't particularly exciting (at least for the non-magic trees). It seems like the low level ones are so bland!

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April 22, 2013 1:30:50 PM from Elemental Forums Elemental Forums

Quoting petrasvu,


Quoting Borg999, reply 42Thanks for all these updates!

 

However I disagree with the warlock nerf (from +50 down to +25). Will there be another "ability" available to bump spell damage up another 25%?


This made me laught: you already have 4 traits with 20 perc. damage boost and then some staves. When it will be enough for you mh ? >

You know you can use "focus" on top of it, if so desparate

The problem is that going magic for champ/sovereign is underwhelming at present. The damage done, especially when considering resistance, means that until a unit gets into the high levels, the mage can't kill anything that isn't all ready wounded. It makes for a painfully slow start and it just isn't fun. The fact that you take a serious penalty for having even two heroes together means that you end up having to leave the mage as a non entity in the group. Warrior and Assassin damage seems to scale better some how. The damage gets worse if you don't end up with enough shards. It is just not fun.

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April 22, 2013 1:43:29 PM from Elemental Forums Elemental Forums

Quoting fenwe,
The problem is that going magic for champ/sovereign is underwhelming at present. The damage done, especially when considering resistance, means that until a unit gets into the high levels, the mage can't kill anything that isn't all ready wounded. It makes for a painfully slow start and it just isn't fun. The fact that you take a serious penalty for having even two heroes together means that you end up having to leave the mage as a non entity in the group. Warrior and Assassin damage seems to scale better some how. The damage gets worse if you don't end up with enough shards. It is just not fun.

Yep, that is exactly the reason why i suggested this:

Evoker should be removed

Aeromancy, Geomancy, ... should increase the number of shards of the element by 2 without increasing the mana income

Compassion and Necromancy should work like Aeromancy, Geomancy, ...

Items should increase the number of shards of an element by 1 or 2 without increasing the mana income

Mantel of the Oceans should reduce the mana cost of tactical spells by 25 %

Warlock should reduce the mana cost of tactical spells by 25 %

Affinity should be removed

Attunement should be a mage ability

Knowledge should be removed

 

THIS would reduce the scaling of spells and the spells could be changed to be always useful at the corresponding spell level:

Lightningbolt (air 2):

Inflicts 10 + 3 per air shard lightning damage in a line of 5 tiles, 15 mana

Thunderstrike (air 3):

Inflicts 6 + 2 per air shard lightning damage against all adjacent targets, the damage is multiplied by the number of units, dazes all adjacent targets for 1 turn, 35 mana 

Storm (air 4):

Inflicts 15 + 5 per air shard lightning damage against all enemy targets, blinds all targets for 1 turn, 1 turn casting time, 50 mana

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April 22, 2013 6:37:46 PM from Elemental Forums Elemental Forums

Never underestimate your players. We are smart chaps... well, most of us are....

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April 22, 2013 6:42:04 PM from Elemental Forums Elemental Forums

Has the issue with Enemies Razing cities been addressed?  The whole Razing mechanic needs to be rethought. 

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April 22, 2013 8:29:24 PM from Elemental Forums Elemental Forums

Quoting BernieTime,

Has the issue with Enemies Razing cities been addressed?  The whole Razing mechanic needs to be rethought. 

Now that we can raise when we capture, I have no problem with it as is. I do though wish you weren't essentially forced to raze, because of the raising unrest penalty.

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April 22, 2013 8:41:17 PM from Elemental Forums Elemental Forums

Fixed an issue allowing caravans to be killed even if you have the legacy of serrane

Did you fix the exploit of getting high level caravans by constantly sending it back to your city each turn? It either should be an AI non-controllable character, or it should have to visit a foreign city and then yours.

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April 22, 2013 10:30:46 PM from Elemental Forums Elemental Forums

Quoting Wizard1200:

Lots of good ideas in there. I think every spell should scale based on level. IE: X base damage, +Y per level, +Z per shard.

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April 22, 2013 11:40:49 PM from Elemental Forums Elemental Forums

Fixed an issue allowing caravans to be killed even if you have the legacy of serrane

bleh. Would anyone notice if it wasn't working or care? I was hoping to see some large changes to Capitar and Umber.

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April 23, 2013 12:27:38 AM from Elemental Forums Elemental Forums

I believe there were threads about the fact that it wasn't working, indicating that people did notice and care.

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April 23, 2013 12:47:31 AM from Elemental Forums Elemental Forums

The spellbook remembers the last strategic spell you cast and starts there when you reopen it

 

Wow, this was my first complaint in FE Beta!

 

Great all around.

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April 23, 2013 12:51:55 AM from Elemental Forums Elemental Forums

Quoting Brainjuggler,
Lots of good ideas in there. I think every spell should scale based on level. IE: X base damage, +Y per level, +Z per shard.

I think that scaling per level can be dangerous, because on larger maps you can reach a higher level and that makes those spells stronger, but if the scaling per level is low it would work.

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April 23, 2013 1:09:26 AM from Elemental Forums Elemental Forums

It would be better in my opinion to scale lower level spells slower, and yes this function is in game already.  Just set it that level 1 spells gain 1 damage on top of their base value every 4 or 5 levels level 2 spells gain one every 4 levels and so on.  This way only the level 5 spells gain the most power per levels but then to balance them you just reduce the initial damage since the earliest someone can get spell level 5 is at level 9 so just drop the base by 9 and done.  This may seem like an extremely simplistic method but it would work, combine this with a shard specific power bonus for elements associated with the shard.  Basically each fire shard is a +10% fire damage instead of the different bonus damages, for effects it would remain the same sense they go off specific values such as burning blade.  Otherwise for 3 fire shards its 30% fire damage bonus.

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April 23, 2013 2:28:30 AM from Elemental Forums Elemental Forums


I don't see why low class spells have to be super usefull the whole game. Why? You have to develop your magical skill the same way you develop other things.  

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April 23, 2013 4:09:27 AM from Elemental Forums Elemental Forums

Some low level spells remain useful throughout the game, while others do not.

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April 23, 2013 5:48:13 AM from Elemental Forums Elemental Forums

Quoting Phaedyme,

Some low level spells remain useful throughout the game, while others do not.

Maybe the problem is how the trees are arranged. You go from Flame Dart to Fireball, but the only other tactical spell is Flame Wave and thats way down the magic tech tree, iirc. Maybe there just needs to be better coordination between the hero skills, tech trees, and elemental 1-5 traits.

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April 23, 2013 7:17:07 AM from Elemental Forums Elemental Forums

mage's skill tree is about +20% damage and about +10 spell mastery, perks to open new spells looks like crude placeholder just to slowdown process.

perks must not increase X by Y, they must provide something new, something not available just by pooling level or casting destiny gift 999 times.

 

mage can have overcharge casting (3x mana 2x damage).

arcane boost (level +10).

and over 999 other casting modes (D&D already provide lots of options).

(augumented casting: casting time +1 level*2 or casting time +1 spellpower +50)

all this modes shoud be concurent, soo player will be forced to specialize 

this will make mage hero special and allow to do something no other hero can do.

concurency of perks will make multiple heroes with different set of perks usefull. 

same for all other hero types, perks shoud make hero legendary, not increasing his awesomness by 1.

 

 

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April 23, 2013 7:19:40 AM from Elemental Forums Elemental Forums

Quoting Brainjuggler,
Maybe the problem is how the trees are arranged. You go from Flame Dart to Fireball, but the only other tactical spell is Flame Wave and thats way down the magic tech tree, iirc. Maybe there just needs to be better coordination between the hero skills, tech trees, and elemental 1-5 traits.

Yep, the spells should be linked to air 1 - 5, earth 1 - 5, ... and there should be spells for different situations:

 

Lightningbolt (air 2):

Inflicts 10 + 3 per air shard lightning damage in a line of 5 tiles, 15 mana

Thunderstrike (air 3):

Inflicts 6 + 2 per air shard lightning damage against all adjacent targets, the damage is multiplied by the number of units, dazes all adjacent targets for 1 turn, 35 mana 

Storm (air 4):

Inflicts 15 + 5 per air shard lightning damage against all enemy targets, blinds all targets for 1 turn, 1 turn casting time, 50 mana

 

Shockwave (earth 2):

Inflicts 6 + 2 per earth shard physical damage against all adjacent targets, knocks all adjacent targets prone for 1 turn, 15 mana

Sunder (earth 3):

Inflicts 24 + 8 per earth shard physical damage against a single elemental, 35 mana

Earthquake (earth 4):

Inflicts 10 + 3 per earth shard physical damage against all enemy targets, knocks all enemy targets prone for 1 turn, 1 turn casting time, 50 mana

 

Burning hands (fire 1):

Inflicts 15 + 5 per fire shard fire damage against 3 adjacent targets, 10 mana

Flame dart (fire 2):

Inflicts 6 + 2 per fire shard fire damage against a single target, the damage is multiplied by the number of units, 15 mana

Fireball (fire 3):

Inflicts 15 + 5 per fire shard fire damage against all targets in a radius of 1 tile, 1 turn casting time, 25 mana

Coal stones (fire 4):

Inflicts 6 + 2 per fire shard fire damage against all enemy targets, the damage is multiplied by the number of units, 1 turn casting time, 35 mana

Flamewave (fire 5):

Inflicts 24 + 8 per fire shard fire damage against all units except the caster, 1 turn casting time, 50 mana

 

Ice dart (water 2):

Inflicts 10 + 3 per water shard cold damage against a single target, 15 mana

Cone of cold (water 3):

Inflicts 6 + 2 per water shard cold damage against 3 adjacent targets, the damage is multiplied by the number of units, dazes the targets for 1 turn, 35 mana

Blizzard (water 4):

Inflicts 15 + 5 per water shard cold damage against all targets in a radius of 2 tiles, slows the targets for 1 turn, 1 turn casting time, 50 mana

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April 23, 2013 9:23:53 AM from Elemental Forums Elemental Forums

Quoting Derek Paxton,
http://screencast.com/t/dJnmub6ntLX3

 

Nice!

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April 23, 2013 9:34:36 AM from Elemental Forums Elemental Forums


I'd like to see (at some point) the ability to "build road to" - right now units with the build road ability have to move one tile, build road - move one tile - build road - this gets VERY annoying ... it'd be nice to select their current point as a starting point, then click "build road to" and click their ending point and have them automatically build a road from point a to point b.

 

Alternately, the button could be an on/off kind of button, like the explore button, where you click it once and it's on, then wherever the unit moves to he will build a road there, until you click it again to turn it off.  Then you could just move him around the screen with it on.

 

 

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April 23, 2013 11:17:30 AM from Elemental Forums Elemental Forums

Quoting Wizard1200,



Quoting Brainjuggler,
reply 94
Maybe the problem is how the trees are arranged. You go from Flame Dart to Fireball, but the only other tactical spell is Flame Wave and thats way down the magic tech tree, iirc. Maybe there just needs to be better coordination between the hero skills, tech trees, and elemental 1-5 traits.


Yep, the spells should be linked to air 1 - 5, earth 1 - 5, ... and there should be spells for different situations:

 

Lightningbolt (air 2):

Inflicts 10 + 3 per air shard lightning damage in a line of 5 tiles, 15 mana

Thunderstrike (air 3):

Inflicts 6 + 2 per air shard lightning damage against all adjacent targets, the damage is multiplied by the number of units, dazes all adjacent targets for 1 turn, 35 mana 

Storm (air 4):

Inflicts 15 + 5 per air shard lightning damage against all enemy targets, blinds all targets for 1 turn, 1 turn casting time, 50 mana

 

Shockwave (earth 2):

Inflicts 6 + 2 per earth shard physical damage against all adjacent targets, knocks all adjacent targets prone for 1 turn, 15 mana

Sunder (earth 3):

Inflicts 24 + 8 per earth shard physical damage against a single elemental, 35 mana

Earthquake (earth 4):

Inflicts 10 + 3 per earth shard physical damage against all enemy targets, knocks all enemy targets prone for 1 turn, 1 turn casting time, 50 mana

 

Burning hands (fire 1):

Inflicts 15 + 5 per fire shard fire damage against 3 adjacent targets, 10 mana

Flame dart (fire 2):

Inflicts 6 + 2 per fire shard fire damage against a single target, the damage is multiplied by the number of units, 15 mana

Fireball (fire 3):

Inflicts 15 + 5 per fire shard fire damage against all targets in a radius of 1 tile, 1 turn casting time, 25 mana

Coal stones (fire 4):

Inflicts 6 + 2 per fire shard fire damage against all enemy targets, the damage is multiplied by the number of units, 1 turn casting time, 35 mana

Flamewave (fire 5):

Inflicts 24 + 8 per fire shard fire damage against all units except the caster, 1 turn casting time, 50 mana

 

Ice dart (water 2):

Inflicts 10 + 3 per water shard cold damage against a single target, 15 mana

Cone of cold (water 3):

Inflicts 6 + 2 per water shard cold damage against 3 adjacent targets, the damage is multiplied by the number of units, dazes the targets for 1 turn, 35 mana

Blizzard (water 4):

Inflicts 15 + 5 per water shard cold damage against all targets in a radius of 2 tiles, slows the targets for 1 turn, 1 turn casting time, 50 mana

I'm liking where this is heading!

But damage isn't and shouldn't be the only thing a mage is capable of doing.

Summonings. Strategics. Logistics. Enchantments. These should also be structured into 'tech' trees such that as you level your mage, you spells become more potent....more flexible....more dynamic....more powerful....more spells.

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April 23, 2013 11:30:03 AM from Elemental Forums Elemental Forums

Quoting lelovelady,


I'd like to see (at some point) the ability to "build road to" - right now units with the build road ability have to move one tile, build road - move one tile - build road - this gets VERY annoying ... it'd be nice to select their current point as a starting point, then click "build road to" and click their ending point and have them automatically build a road from point a to point b.

 

Alternately, the button could be an on/off kind of button, like the explore button, where you click it once and it's on, then wherever the unit moves to he will build a road there, until you click it again to turn it off.  Then you could just move him around the screen with it on.

 

 

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