Fallen Enchantress 0.77 changelog

 

Download:


Fallen Enchantress Beta 1 patch 1 (version 0.77) is available for download from the Stardock store.  You should find a patch update if you already have the game installed (so you don't have redownload the whole game).  Players installing for the first time will need to apply the "Full Beta" download and then download and install the "Beta Update".

https://store.stardock.com/myaccount/products

 

Patch 0.77 (Released 01/27/2012)

Bugs:

+ Fixed an issue causing some recruited monsters to train with subgroups

+ Fixed an issue keeping champions with mounts from being able to trade them

+ Fixed an issue that kept armor from being displayed on Adant

+ Fixed a DX invalid call issue

+ Fixed an issue keeping the Crusade spell from correctly leveling up units

+ Fixed Maul (it correctly applies its accuracy penalties)

+ Fixed an issue with the Exile of Ice quest not giving out the Staff of the Furnace

+ Fixed an issue with the Assassin's Blade quest not spawning the victims location

+ Fixed a crash in tactical battles

+ Fixed the issue if you choose to heal the mother in the Three Sons quest

+ Fixed an issue with the Diseased Livestock quest where it would only work if you were near a swamp

+ Fixed an issue with the Run Wild quest

+ Fixed crash bug due to garbage collection occuring at same time as pioneer improvement updating

+ Reduced memory usage

+ Added additional sound polling for skipped sound issues

 

Balance:

+ Changed General's +3 per level to accuracy and spell resistance to +3 accuracy for the army

+ Changed the Gauntlets of Grazna from 2 Defense to 4

+ Recruited champions are level 1/3/5/7/9 instead of 1/2/3/4/5

+ Merchants require city level 2

+ Removed the Sage improvement

+ Blight reduces the worlds population by 50% instead of 25%

+ Min distance between cities changed from 9 to 8

+ Units level up faster at low levels and slower at high levels

 

Cosmetic:

+ Fixed the icons on the Prodigy abilities

+ Fixed the Name on the Warrior Vest

+ Fixed the name on the Murchant Skirt

+ Fixed the medallions on the Abandoned Wells

+ Added better descriptions to the Ravenous Harriden mounts Tangled Web ability

 

AI:

+ AI focuses on specific units to get experience

+ AI will look more aggressively for vulnerable cities

+ Fixed AI bug where it'll not care if you have relations with a target player before asking to bribe you to attack them

+ Fixed AI bug where it wasn't looking correctly at your relations before engaging you in diplomacy in certain cases

+ AI Champions are more conservative about leaving cities that aren't well defended

+ Due to improvements in AI, higher difficulty levels turned down

 

Prior Patches:

Patch: 0.76: https://forums.elementalgame.com/415307

 

30,216 views 26 replies
Reply #1 Top



+ Fixed an issue keeping champions with mounts from being able to trade them

+ Recruited champions are level 1/3/5/7/9 instead of 1/2/3/4/5

+ Merchants require city level 2
End of quote

 

  1. Does this mean my Sov could get a Ravenous Harriden as a mount by taking it from the champ?
  2. Nice, will this alter their recruitment costs at all? And no more Lvl 2s?
  3. This seems like a really weird thing to do, almost forcing lots of re-starts or taking the master merchant trait.

 

 

Reply #2 Top

"+ Reduced memory usage"

That's music to my ears. Looking forward to the patch, hopefully it will fix my getting stuck at the end of a turn problem.  :thumbsup:

Reply #3 Top


I had a great game with Umber today. This will be a great game in the end. Keep up the frequent patching please :d

Reply #4 Top

2 patches in two days! Keep up the good work, Stardock! 

Reply #5 Top

+ Due to improvements in AI, higher difficulty levels turned down
End of quote

 

Derek/Brad, could one of you now tell us "Which difficulty has the maximum AI turned on?". Also could we at some point get an advanced tab to customize the difficulty? Sliders for bonus attributes, econ, AI Intellect would be very nice.

Reply #6 Top

Man, so fast?

Reply #7 Top

Challenging always has and always will be max AI with no bonuses. 


"+ Recruited champions are level 1/3/5/7/9 instead of 1/2/3/4/5"

I was just about to post about this. Very nice balance. How did you guys get all of this in so quickly?


Reply #8 Top

Oh there was a bug with Maul's penalty? I guess I was right when I thought that it was a laughable change since it didn't actually work :D

Reply #9 Top

Wow. .77 already? You guys rock.

Any word on what we should do with old saves? Should they work fine or should we always expect to blow it away for the new patch?

Reply #10 Top

One thing you should look at for the AI and that I have noticed since 0.75, is that the AI sovs and champs will clear a monster den, then not capture it to get the loot. I just played a game where there were 3-4 cleared dens just sitting in AI ZOCs.

If the AI started using better items, they would be harder.

Reply #11 Top

Nice work Stardock. :)

Reply #12 Top

I look at that gigantic list of fixes on both the 76 and 77 patch and think other people must be giving much better feed back than I'm able to.

Reply #13 Top

Wow that was fast. Super job guys, really bedtime here though but some nice things to play with this weekend!

Reply #14 Top

Quoting EviliroN, reply 10
One thing you should look at for the AI and that I have noticed since 0.75, is that the AI sovs and champs will clear a monster den, then not capture it to get the loot. I just played a game where there were 3-4 cleared dens just sitting in AI ZOCs.

If the AI started using better items, they would be harder.
End of EviliroN's quote

Maybe they are farming the spawns ^^;

Reply #15 Top


 
+ Fixed a DX invalid call issue

End of quote

 

This one only partially fixed. It's enough to press CTRL+ALT+DEL to get to the screen out of the game. 

on 0.76 it gave DX invalid call and crash now it give black screen. 

Reply #16 Top

Nice work Stardock. ^_^

Reply #17 Top

Thanks! :beer: :beer: :beer:

Reply #18 Top


Awsome. I've been playing for 5 hours strait with no crashes! Having a load of fun, had to force myself to stop so I can go to bed.

Reply #19 Top

What is really good is the fact that we are still far from release. So it means a lots of good changes to come ! :D

Joy !

Reply #20 Top

Quoting jecjackal, reply 5

+ Due to improvements in AI, higher difficulty levels turned down

 

Derek/Brad, could one of you now tell us "Which difficulty has the maximum AI turned on?". Also could we at some point get an advanced tab to customize the difficulty? Sliders for bonus attributes, econ, AI Intellect would be very nice.
End of jecjackal's quote

 

I second that.

Reply #21 Top

Since this has not been answered in another thread, can I get this answered and can we get the difficulty options/tooltips fixed in the next patch?!

Quoting Murteas, reply 136

By the way, that is the world difficulty, not the AI opponent difficulty.   They are not the same.  You need to customize your opponents to see the difficulty of your opponents.   Set them to challenging and then post reports.
End of Murteas's quote

There is a main screen when choosing difficulty that I have posted images of above which indicate AI difficulty. Now if Murteas is correct, then what does the main screen difficulty represent when it says it changes the AI? (Thanks Murteas) Either the main screen changes the AI difficulty, or the customize opponents screen does, or both? The customize opponents screen doesn't even have tooltips to reflect what they change between difficulty! If Brad says that challenging difficulty is the best full cpu eating AI possible in FE without bonuses, then why isn't it reflected in the tooltips on either screens and what are the AI differences between changing either?

It's taken nearly a week for a representative from Stardock to reply to this thread and without fully explaining the issue or resolving it. FE has had 2 patches and the tooltips have not been fixed or an adequate explanation.

Quoting Istari, reply 3
The monsters don't have an AI to them. Only other players do. The AI gets smarter up until challenging. After Challenging it is given bonuses.
End of Istari's quote

Now heres a response from Istari in another thread explaining difficulty selection better. Correct me if I'm wrong, but I'm sure I read from Brad saying that monsters do have AI?

  1. So whats the difference between the AI difficulty between the main screen and customize opponent screen considering the main screen indicates a change in AI difficulty but theres also an option in the customize screen?
  2. Now we've got clarification that challenging is the level to play on for pure AI and no bonuses, which screen do we change? The main screen, customize or both?
  3. When are the tooltips on both screens going to be fixed to reflect AI difficulty?

Seriously this shouldn't be that hard of an issue for Stardock to have nipped in the bud. I'm just trying to help stardock and players get the game with the best AI possible.

Reply #22 Top

Quoting CdrRogdan, reply 14

Quoting EviliroN, reply 10One thing you should look at for the AI and that I have noticed since 0.75, is that the AI sovs and champs will clear a monster den, then not capture it to get the loot. I just played a game where there were 3-4 cleared dens just sitting in AI ZOCs.

If the AI started using better items, they would be harder.

Maybe they are farming the spawns ^^;
End of CdrRogdan's quote

 

Even if they are, wouldn't you think they'd want a "Champion's Spear" to better farm other spawns? Because I went and robbed them of that and other goodies.

Reply #23 Top

Vaul, you should notice that if you change the main screen from normal to challenging, then go into customize, those, too, are on challenging. It does that in my game, at least.

Reply #24 Top

Quoting OneLion, reply 20

Quoting jecjackal, reply 5
+ Due to improvements in AI, higher difficulty levels turned down

 

Derek/Brad, could one of you now tell us "Which difficulty has the maximum AI turned on?". Also could we at some point get an advanced tab to customize the difficulty? Sliders for bonus attributes, econ, AI Intellect would be very nice.

 

I second that.
End of OneLion's quote

Challenging.

Challenging is and will walways be (as per Brad says) the best AI with no bonuses. After Challenging, there's also bonuses.

Reply #25 Top

Quoting EviliroN, reply 23
Vaul, you should notice that if you change the main screen from normal to challenging, then go into customize, those, too, are on challenging. It does that in my game, at least.
End of EviliroN's quote

Ok cheers EvilroN, so if you change the main screen difficulty to challenging, then the customize opponents are changed to challenging also. Now stardock just needs to fix the tooltips