Fallen Enchantress: Legendary Heroes 0.87 changelog

By on May 1, 2013 10:07:28 AM from Elemental Forums Elemental Forums

Derek Paxton

Join Date 03/2003
+173

 

*** Released 5/2/2013 ***

 

Features

Added the Calloused Hide trait (+1 defense per level)

Added Equinox (longsword granted from killing Morian, +20 hit points, enables the Autumnal Equinox ability, enables the Vernal Equinox ability)

Added the Autumnal Equinox ability (heal all allies half of the units current hit points)

Added the Vernal Equinox ability (poison damage to all enemies for half of the units current damage)

Added Sunderer (great axe granted from killing Abeix, each strike reduces the targets defense by half for 5 turns)

Added Tectonic Bulwark (tower shield granted by killing Torax, unit is immune to swarm, enables the Tectonic Shift ability)

Added the Tectonic Shift ability (teleport to any location on the battlefield, surrounding enemies take damage equal to half the units defense, and stinking mud surrounds the unit)

Added Delin's Ember (accessory granted from killing Delin, +12 fire attack, +50% fire spell damage, +100 fire resistance)

 

Fixes

Fixed an issue keeping some traits form being displayed in the unit ui

Fixed an issue keeping the Double Strike skill from applying its accuracy modifier

Toggleable actions like auto-explore and guard now correctly show their current state by highlighting the action button if the action is enabled

Fixed bug where auto-explore was not cancelled if you explicitly set a new destination on the main map

Fixed bug where enabling auto-explore or guard didn't disable the other action

Fixed the bug that if given a unit for completing a quest, it would not be displayed on the Quest Complete Wnd if he couldn't fit in your army (ie. your army slots were full)

Fixed bug where dead rat would show up on Quest Complete Wnd when finishing the Rats in the Ruin quest, even though you no longer have the rat upon completion of the quest

Fixed issue where treasures from some specific quests, (such as Ghost Helm), did not show up on the Quest Complete Wnd. These quests were giving their treasures in a way unlike most other quests

Fixed an issue keeping the guardian statues from showing up in props and improvements

Fixed an issue keeping pedestrians from showing up in goodie huts and resources (most notable with being unable to see horses and wargs on their resource tiles)

Fixed an issue where page back/forward buttons were not updated correctly when autoselecting the last selected spell in the spellbook.

Fixed an issue where IntroBookWnd would not use the custom backstory written when the custom sov was created

In the tactical wnd, with a spell selected and mousing over a target unit, it now correctly shows modified hit chances from the spell, and the effects of multiple damage modifiers in the spell, and the troop multiplier

Fixed bug where if an outpost adjacent to a city built upgrade modules, those modules would be absorbed into the city and allow double building of a module

Fixed a crash if you happened to press Shift+W while in a popup window like the unit design wnd

Fixed an issue messing up graphics on the research screen

Free level bonuses from some perks in the unit design wnd are now reflected in the stats in the unit design screen

Fixed an issue keeping the Adventurers Boon trait from being selectable

Fixed a bug causing the Treasury Vault to give to much gold (fix by ParrotMath)

Fixed an issue keeping Mages from being buildable

Fixed an issue causing headless slaves

Fixed an issue causing invisible goodie huts

Fixed an issue making Guard unavailable if their were enemies int he area of effect

Fixed an issue allowing non-grouping units (juggernauts and iron golems) to be grouped on the upgrade screen

 

Balance

Reduced Bread to 8 healing

Reduced Healing Nectar to 20 healing

Reduced Mushrooms to 8 healing

Reduced Healing Potion to 30 healing

Reduced Iru Elixir to 40 healing

Reduced Salted Pork to 12 healing

Reduced Restoration Potion to 60 healing

Reduced Tilda Herbs to 12 healing

Increased the Aid spell to 8+2 healing instead of 4+2

Reduced the accuracy penalty on Double Strike from -30 to -20

Increased the Heal spell from 8+2 to 16+2 healing

Fixed an issue with the Leech Dagger and the Butcher’s Axe not stealing life

Increased Thunderstrike mana cost from 28 to 38

Thunderstrike damage increased form 5+2 to 10+2

Wellspring increased healing from 12+4 to 24+4

Removed the casting time from the Wither spell

Increased the damage on the bleed ability form 1/2/3 to 3/6/9

Increase Vital Strike critical hit chance form 1/2/3 to 5/10/15

Spectral Chain Shirt made uncommon instead of rare

Ophidian Scale Shirt made rare instead of ultrarare

Mirror Shield made uncommon instead of rare

Obsidian Shield made rare instead of unltrarare

Shrill Shield made rare instead of ultrarare

Champions Cuirass doesnt randomly drop anymore

Impenetrable Plate Cuirass made rare instead of ultrarare

Obsidian Helm made rare instead of ultrarare

Impenetrable Tower Shield made rare instead of ultrarare

Obsidian Tower Shield made rare instead of ultrarare

Shield of the Sentinel made uncommon instead of rare

Defeating Sarog rewards Sarog’s Axe

Defeating a War Boar grants a war boar mount

War board mounts give +3 to attack and init for the first action of combat

Ophidian from the Alchemists Offer quest starts at 3rd level

Fixed an issue raising burning hands for 8+2 per fire shard instead of 4+2

Regeneration heals all damage each season instead of fixed amount

Tweaked tactical unit battle placement

Increased the Lethal traits from +2/+3/+4 attack to +3/+4/+5

Added the Revenge trait to the Warrior tree

Removed the level prereqs from armor

Treasure chests always give uncommon items now (instead of having a chance to give uncommon or common)

Tax Office now gives +20% gildar when producing wealth instead of +25% gildar when the queue is empty

Increased the reward from the Ghost Helm quest to an Ivory Helm

Added the Calloused Hide trait to Tuatha

Generally increased the attack on champion only weapons

Generally decreased the level requirements on champion weapons

Commanders can learn Chain Mail proficiency

Shard Altars require Shard Harvesting (Shrines moved to Immortal Codex and Temples to Ereog's Journals)

Stables reduced from 1 horses per 2 seasons to 1 horse per 5 seasons (same with wargs)

Removed the Bonus Dodge and Bonus Dodge vs Ranged from Mounts

Reduced the amount of Warg and Horses resources in the world slightly

Decreased Pike to 14 attack

Decreased Boar Spear to 9 attack

Added the Incineration Staff and the Ice Staff to sovereign customization

 

UI

Curses are now displayed on the city details screen

The player is now notified when someone casts a curse on his cities

Started adding back some light props (you will need your amount of groundcover set above 'None' to see them)

Fixed an issue where resources could show redundant information in the info pane

Added a crest, faction name, and tint area to the conversation popup wnd for when a nation speaks to you

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May 1, 2013 6:29:50 PM from Elemental Forums Elemental Forums

Quoting animageous,


Fixed an issue where IntroBookWnd would not use the custom backstory written when the custom sov was created

YES! Finally, Larcenous Kayle's glorious backstory shall be known to all!

 

Lol, I was so miffed the first few times I typed a story in and then... "deep in the bowels or whatever blah blah...." arrggghghghghhhh!!

 

Might be worth trading sovs and factions now to give our games some spice.

 

 

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May 1, 2013 7:39:25 PM from Elemental Forums Elemental Forums

Looks like a good start! As always, looking forward to the new build.

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May 1, 2013 11:09:44 PM from Elemental Forums Elemental Forums

Some AI tweaks too regarding diplomacy.

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May 2, 2013 12:08:47 AM from Elemental Forums Elemental Forums

Looks good.

I look forward to trying these changes.

 

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May 2, 2013 12:36:34 AM from Elemental Forums Elemental Forums

Quoting Phaedyme,
I look forward to trying these changes.

As always!

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May 2, 2013 2:41:18 AM from Elemental Forums Elemental Forums

Removed the Bonus Dodge and Bonus Dodge vs Ranged from Mounts

Thank you!!!!!!!!!!!!!!!!!

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May 2, 2013 3:07:25 AM from Elemental Forums Elemental Forums


Derek and Brad - these changes all look great. I love the new rewards for killing titans - much more powerful IMHO.

I am also curious to see how you've implemented the "unit is immune to swarm" ability so I can perhaps replicate it for a new defender trait

How about adding a few interesting leather armors as well, to help out the assassin hero types?

Some possibilities could include:

- Assassin's armor (improves crit chance)

- Rogue armor (improves dodge)

- Ranger armor (gives scout ability or improves initiative)

- Archer's leather armor (improves ranged defence or initiative)

I know I could mod this into the game (and I probably will) but it would be nice to see some new graphics for some of these

Best, Bendiwolf

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May 2, 2013 4:08:10 AM from Elemental Forums Elemental Forums

Quoting kaosbain,
Quoting Alstein, reply 22
I still don't know why they lack increased upkeep costs.  Is there some sort of hardcoded issue that keeps the team from trying this?


I thought upkeep cost were set by labor costs? That means the increased labor costs of mounted troops inherently have higher upkeep costs? I could be wrong but I thought that's how upkeep was calculated.

I don't know if it's tied to the labor cost, although that would make sense.  There is indeed a labor cost associated with mounts, and while you don't see it with very light units, mounted units do have higher wages than their non-mounted equivalents.  Alstein apparently hasn't noticed this.

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May 2, 2013 4:43:50 AM from Elemental Forums Elemental Forums

*** Unreleased ***

Fixes

Fixed an issue keeping some traits form being displayed in the unit ui

Good. This was not pleasant to go through each time one would redesign a unit. Please make the "Edit" Button in the unit Design screen a REAL edit button if you will... Currently it only makes a NEW design starting at where the original design was and does not save the changes into the original design.

 

Fixes
Fixed an issue keeping the Double Strike skill from applying its accuracy modifier

Balance

Reduced the accuracy penalty on Double Strike from -30 to -20

So all in all this will make Tarth even more worthless (but thanks for fixing). Currently Tarth is one of the few really bad factions while playing against them. Imho this is due to Stealth being utterly useless.

 


Toggleable actions like auto-explore and guard now correctly show their current state by highlighting the action button if the action is enabled

Fixed bug where auto-explore was not cancelled if you explicitly set a new destination on the main map

Fixed bug where enabling auto-explore or guard didn't disable the other action

God riddance! This was such a bummer.

 


Fixed an issue where IntroBookWnd would not use the custom backstory written when the custom sov was created

Finally! I have been complaining so long. Thank you for fixing this!



Fixed bug where if an outpost adjacent to a city built upgrade modules, those modules would be absorbed into the city and allow double building of a module

Ah good. I reported this twice. It is sad that I cannot conquer the whole world with just one city anymore... just kidding that was awful. And a very important fix.



Fixed a crash if you happened to press Shift+W while in a popup window like the unit design wnd

Fixed an issue messing up graphics on the research screen

Very good. Now if you would also fix the issue with the game process not closing itself when closing the game and up to 1GB of memory being leaked ...

Also there is still the matter of Ctrl+N -> If used one too many times the game graphics would crash into ugly colors. I can provide a screenshot etc. in a new post and I think I will.

Also if you play "too long" ~ roundabout 4h or so. Sometimes the game will break leaving black flickering and invisible menues. It still works if you know where to click, but it is just unplayable.

 


Ophidian from the Alchemists Offer quest starts at 3rd level

Nice. It was useless at level 1. And at level 3 it will still be. Let it start at level 6 so at least it has a decent amount of hit points.

 


Tweaked tactical unit battle placement

Could you elaborate please? I guess we will see about this, but then who wants to wait for the release?



Added the Incineration Staff and the Ice Staff to sovereign customization

Will it cost an equipment skill point? Good idea though.

 


UI
Curses are now displayed on the city details screen
The player is now notified when someone casts a curse on his cities

Very very nice. I am pleased to have this feature.

 

Quoting Frogboy,

Some AI tweaks too regarding diplomacy.

I really hope this removes some of the really odd behaviours such as the "-9 from the Tower of the Witch"... and also makes the diplomacy a factor in this game. I would want it rewarding players talking, negotiating and trading with the AI instead of just players with a high Power Rating. That's just too shallow.

 

Also I would like to complain about the terrible quotation in this forum... One cannot quote correctly by pressing the "Quote" button. It always messes up the whole reply...

So I have to edit several times to get the formatting right. And there is no preview post button ... This makes replying so much harder for me.

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May 2, 2013 7:08:55 AM from Elemental Forums Elemental Forums

Excellent Patch!

A whole bunch of awesomeness! Thanks for making Wildlands more challenging and rewarding!

It also awesome that we will get less terrible loot repeats now.

 

The only thing I dont love about this patch is it seems that mages/archers will be getting less items, as a bunch of melee items are added/made more common. Please add some bows and caster staffs. Maybe change some quests so they offer the choice of a mage item.

Also please make banishment give a sunder ability and + to summoned creature levels, not + melee damage vs elementals.  Nitpicking I know but there are few enough mage items it doesn't feel right to waste one.

Added the Incineration Staff and the Ice Staff to sovereign customization

This is a terrible item to give a Sov, at least needs something to help with casting. +1 SM per level seems like it would work.

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May 2, 2013 7:12:58 AM from Elemental Forums Elemental Forums

Nice to see quality loot for the Wildland Bosses!  

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May 2, 2013 9:10:11 AM from Elemental Forums Elemental Forums

Quoting Lord Xia,

Mercenary cost?  Cost for maintenance for units like the Knights of Asok and border towns?  Please fix, easily just make them free.

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May 2, 2013 9:29:44 AM from Elemental Forums Elemental Forums

Quoting ,
 

*** Unreleased ***

Shard Altars require Shard Harvesting (Shrines moved to Immortal Codex and Temples to Ereog's Journals)

This is interesting. Maybe I'm getting the names mixed up, but this sure appears to mean that you cannot claim control over a shard until you've researched Shard Harvesting.

I like it. It's the way it should be.

Please backport to FE.

 

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May 2, 2013 9:44:32 AM from Elemental Forums Elemental Forums

Decreased Pike to 14 attack

Decreased Boar Spear to 9 attack

Good call. I'd still like to see other weapon damages lowered as well. Reducing the range between low and high tier weapons would make the AI more formidable. 

 

Any willingness to give the slow and weaken effects within Chaos and Pandemonium minvalue 1 and maxvalue 3?

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May 2, 2013 10:04:06 AM from Elemental Forums Elemental Forums

My god, these changes look full of win!

Charge $50 for your next expansion and I'll pay for it. No joke.

I know it will probably be more reasonable, but seriously, I'M IMPRESSED. Keep up the good work, all!

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May 2, 2013 10:23:18 AM from Elemental Forums Elemental Forums

 still no tactical camera fix?

are you f* kidding me, developing engine for two years and unable to add single checkbox\option to disable automatic camera movement? 

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May 2, 2013 10:52:43 AM from Elemental Forums Elemental Forums

Quoting sharpxe,

 still no tactical camera fix?

are you f* kidding me, developing engine for two years and unable to add single checkbox\option to disable automatic camera movement? 

Not a major issue, relax brah.

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May 2, 2013 10:55:44 AM from Elemental Forums Elemental Forums

I don't think Tarth is as useless as folks claim

 

1) The stealth being able to move through bad terrain quickly is good.

2) Double strike is really good, especially with a few types of units.   Mage units benefit the most.   Tarth benefits from accuracy more than most.

 

If I was to suggest buffs for Tarth.

 

1) I'd change their attack bonus to whenever they are outnumbered

2) Give them the Athican Leather armor instead of Altar.  They could use it more.

3) Maybe some sort of accuracy bonus on the blood trait.

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May 2, 2013 11:01:40 AM from Elemental Forums Elemental Forums

Quoting Alstein,
2) Give them the Athican Leather armor instead of Altar. They could use it more.

I would instead give them gladiator armor. It would fit the lore.

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May 2, 2013 11:10:13 AM from Elemental Forums Elemental Forums

Quoting Alstein,
1) I'd change their attack bonus to whenever they are outnumbered

 

Much better!  Army of three or less is really tough.  Can Tarth have basic bows unlocked at start of game?

 

For that matter can we please have base weapons both melee and ranged all at a primitive level at game start.  Then start improving them through research?  Or put missile weapons at the same tier Drills are?  

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May 2, 2013 11:21:56 AM from Elemental Forums Elemental Forums

 

Stables reduced from 1 horses per 2 seasons to 1 horse per 5 seasons (same with wargs)

Removed the Bonus Dodge and Bonus Dodge vs Ranged from Mounts

Reduced the amount of Warg and Horses resources in the world slightly

 

Very good! But please, give the infantry 3 moves, right now is too slow.

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May 2, 2013 1:09:27 PM from Elemental Forums Elemental Forums

Quoting Alstein,
1) I'd change their attack bonus to whenever they are outnumbered

And/or bonus to when an enemy is higher level. I know this is a trait already (I believe), but the current bonus of only receiving bonuses while in groups of 3 or less is almost impossible to use effectively. Either that or make the bonuses much more significant (increased movement, increased dodge, etc.). I like the sentiment behind having small armies, but it's really difficult to play this way effectively.

I also would second unlocking bows early on for Tarth and/or armies generally. They're not nearly as overpowered as they once were.

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May 2, 2013 1:12:37 PM from Elemental Forums Elemental Forums

Any word on the new Upgrade screen no longer exiting the window after choosing one thing to upgrade? I think that's a bug since there is a "Done" button.

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May 2, 2013 1:24:14 PM from Elemental Forums Elemental Forums

I think with the swarm mechanic in place, that the small army is not a very good bonus. Easily overwhelmed defeating the purpose or even the extra strength of the attack bonus. I think it should include an immune to swarm effect, or swarm effect reduced by 50%. That way it is completely viable to run a small army.

I do believe that is the purpose of the double strike, so each unit may count as 2 in a pinch, but the Tarth bonus is not enough to combat the swarm bonus against them in the small scale.

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May 2, 2013 1:29:28 PM from Elemental Forums Elemental Forums

not sure if that really needs to be changed. it's freaking awesome early game. that bonus allows you to win battles you'd normally lose and thus expand into territories that you wouldn't be able to touch without mid game weapons. think of it this way - a basic spearman has 5 attack, a tarth speaman with the cheap finesse trait (+3 att vs. lower initative, which is almost guaranteed with the +3 init boost from the blood) has 11 attack - that's better then boar spears. the 3 unit limit is a bit rough, that's true. a group with one tank unit (defensive trait, leather armor+shield) and one damage dealer (spear with finesse, accuracy, bloodthirsty or something) and a hero (for example, lady irane as assassin or warrior) can wreak havoc. later on the blood trait loses its importance, though. maybe the trait bonus should be reduced by 1 for each unit above the third, so you'd still get at least +2 when adding another guy and +1 in a 5 unit group.

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