Fallen Enchantress 0.85 patch (released 2/23/2012)
Features:
+ Imbuing removed from the game. Champions start with the ability to cast
+ Improved performance
+ Added tactical versions of the Burning Blade and Stoneskin spells
+ Reprisal is an ability high level defenders can use to protect a unit, giving it a counterattack and increasing its defense by 1 each time it is attacked
+ Added the Tower of the Witch-Queen, it provides +1 Air and Water power and is required to build the Forge of the Overlord
+ Added the Tower of the sword, it provides +1 Earth and Water power and is required to build the Forge of the Overlord
+ Added the Tower of the Paders, it provides +1 Air and Fire power and is required to build the Forge of the Overlord
+ Added the Forge of the Overlord, it provides +1 Earth and Fire power and is require to cast the Spell of Making
+ Added Waerloga the Dragonlord, though he remains trapped in the Pit of Lost Voices (watch for future updates on this)
+ New Choose Sovereign Screen
+ New Kingdom report screen (displays victory condition information)
+ Tile the player is mousing over is highlighted on the world map
+ Your units path is now displayed
+ The game now ends at 1000 turns (modified by the game pace). Players have the option to continue playing but their score wont be recorded after this point.
+ Caravans as units are removed (they can be auto-created when you form a Trade treaty with another player).
+ Roads are automatically created between your cities when the appropriate techs are know. The roads don't give economic benefits (the techs do though)
+ Techs can unlock automatic roads to your outposts
+ Tactical battle progression doesnt wait for the ending spell particle to play before switching to the next unit (you switch while it is playing)
+ Lots of new sound effects and music
+ Sounds fades out between screen changes
+ Added the Mite unit, pesky little goblin like creatures that come in hordes and provide a good excuse to test out those early weapons
+ Units with bows also have quivers
+ Added the trigger Fear ability (monsters with it hit enemies with fear before combat)
+ Added the trigger Titan’s Breath ability (monsters with it hit enemies with fear before combat)
+ Added Precision II and Precision III abilities (to support future bow changes)
+ Added the Darkling Archer lair
+ Added the Darkling Warlock lair
+ Added the Banished Ogre lair
+ Added the Wilding Archer lair
+ Added the Wilding Hermit lair
+ Added a trade buttong to the equipment window
+ Removed the Amulet of the Eagle
+ Added the Amulet of Flames (craftable, +3 fire attack)
+ Added the Amulet of Frost (craftable, +3 cold attack)
+ Added the Scar Stone (+1 fire damage, craftable, Quendar only)
+ Added the Summoner sovereign background, summoned units start at a higher level and that sovereign gets access to the Summon Shadow Warg spell (Ceresa and Procipinee are summoners)
+ Added the Incineration Staff, Ice Staff, Hailstoen Staff and Hellfire Staff, they have ranged fire and cold attacks and are craftable
+ Added the Warlock sovereign background (+50% spell damage, Magnar is a warlock)
+ Added the Boar Spear as a mid game weapon between the spear and the pike
Bugs:
+ Blizzard, Blight and Escape scrolls no longer consume mana
+ Fixed a crash when saving games
+ Double clicking an improvement in the build list will auto place
+ Fixed issues keeping some sound effects form being played
+ Fixed bug that caused list box selections to not deselect
+ Fixed the Experienced and Veteran abilities to correctly give the free level
+ Fixed all quests that give out champions (so they are correctly champions)
+ Fixed a bug that destroyed cities when sovereigns were killed in battle
+ Fixed an issue that caused cities to dissapear
+ Fixed an issue allowing the Air Elemental Scroll to be used multiple times
+ Letters are no longer consumable
+ Monster recruits wont show up in the design window anymore
+ Fixed an issue keeping scrolls from working on the strategic map
+ Fixed an item keeping strategic spells form using the random modifier ability (for Destiny's gift)
+ All the tiles in your ZoC are now visible
+ Fixed an issue causing the Touch of Entropy spell to trigger twice
+ Pressing D with a unit selected wont bring up the old unit lorebook anymore
+ City defenders arent multiplied when they defend a city
+ Added the ability for spells to permanently kill champions (for steal spirit and infernal contract)
+ Fixed an issue that allowed tactical summons to sometimes survive after the battle
+ Fixed crashes
+ Fixed a significant memory leak in the sound system
+ Fixed an issue with combat rating (where the leader had the groups combat rating instead of his own)
+ Unit won through quests can now have their level specified (so they arent all level 1)
+ Fixed an issue causing multi-tile creatures to be hit multiple times by spells with a radius
+ Fixed bug where if you only have one item in your inventory, and it’s equipped, that selling it didn’t clear the selection area, which let you re-equip the item, and then resell it.
+ Fixed an issues causing the speak to button to be disabled on the foreign relations window
+ Fixed an issue keeping path of governor abilities from showing up
+ Bows correctly make bow noises
+ Fixed quests that give champions
+ King of the Wastes tech now correctly upgrades future monsters
Balance:
+ Late game tech costs reduced dramatically
+ Experienced earned from battle is split among the winning units
+ All craftable magical accessories now have a crystal cost
+ More injuries added (Afraid of Dying, Broken Leg, Hallucinations, Cracked Skull, Concussion and Rotting Wound)
+ Missing Ear injury now gives -10% to dodge
+ Gangrene Hand injury now gives -15% to strength
+ Flesh Wound injury now gives -10% to hit points
+ Chipped Tooth injury now gives a penalty to poison resistance
+ Broken Nose injury now gives -10% to Constitution
+ Blind in One Eye injury now gives -25% to Accuracy
+ Amnesia now gives -25% to earned xp (thanks to Heavenfall for feedback on this and many of the above)
+ Units cant walk on Mountainside
+ More (low level) monsters around starting locations
+ Reduced the cost of upgrading trained units to have better equipment.
+ Health regenerated reduced by 75% when the unit is immobilized
+ Caravan respawn time increased from 3 to 5
+ When a champion dies in battle and he recieves an injury his hit points are healed back to 25% full (to keep cascading deaths from happening)
+ Mid to late game improvement cost increased
+ You need the Path of the Mage to be able to cast Counterspell
+ Chaos and Pandemonium have no positive effects, just different negative effects of different types
+ Reduced the cost of pioneers
+ Fireball damage reduced from 6 (+3 per fire shard) to 4 (+4 per fire shard) and it takes and additonal action to cast
+ Contagion damage increased from 3 (+1 per death shard) to 3 (+3 per death shard) and it takes an additional action to cast
+ Dirge of Ceresa mana cost increased form 24 to 36, it is resistable and the duration damage increased form 3 (+1 per death shard) to 3 (+3 per death shard)
+ Legacy of Serrane faction ability gives +3 diplo each time a caravan reaches its destination
+ Legacy of Serrane faction ability unlocks the Aura of Commerce spell
+ Ignys are weakened but can now breath fire
+ Quests give much better stuff
+ You can upgrade the armor and weapons on most of the trained units
+ Catapults gain 30 Pierce defense and are larger in tactical
+ Base init is doubled (so we can be more granular with bonuses and penalties)
+ Weapons rebalanced at the new init levels
+ Alliance treaties have a 99 season duration
+ Non-aggression treaty duration increased from 33 to 50
+ Chaos and Pandemonium dont have positive effects anymore
+ Impulsive ability requires level 3
+ High level lairs reduced form 10 to 8 levels away from starting points (they werent able to be placed on some maps)
+ Wolf lairs cant be placed on deserts
+ Spider Venom saces are now accessories that you can equip to add poison damage to your attacks
+ A unit can only have 4 accessories equipped at one time
+ Movement increased on a bunch of monster (most go to a base of 3, anything with 4 legs generally has 4)
+ XP is divided by the amount of champions in your army. If you get 500 xp with an army with 1 champion all untis in that army get 500 xp. If you had 2 champions in that army all the units in that army get 250 xp).
+ Bandit Archer camps can spawn bandits
+ Bear lairs have loot
+ Butcherman lairs can spawn butchermen
+ Crag Spawn lairs can spawn crag spawn
+ Darkling Rider lairs can spawn darklings
+ Death Demon lairs can spawn assassin demons
+ Great Wolf lairs can spawn wolves
+ Ravenous Harridan lairs can spawn black widows
+ Rock Spider lairs can produce rock spiderlings
+ Stalker lairs can spawn stalkers
+ Wilding Rider lairs can spawn wildings
+ Capturing a city halves the population (instead of reducing it to 0)
+ Razing a city makes its zoc barren so a new city cant be founded there
+ You cant trade champions anymore
+ Champions choose their path at 4th level (not 2nd)
+ Reduced the metal cost of higher level weapons
+ Traits and items that increase movement are more rare
+ Amulet of Warding train time and defensive bonus reduced
+ Cloak of Shadows no longer gives a defensive bonus
+ Cloak of the Night no longer gives a defensive bonus
+ Darkling Cloak no longer gives a defensive bonus
+ Longstrider boots aren’t craftable anymore
+ Poison Vial is cheaper
+ Ring of Embers now correctly gives fire resistance
+ Ring of Storms now correctly gives cold resistance
+ Reduced Affinity to -10% the mana cost for tactical spells (from -25%)
+ Gamblers strike now has a 50% chance of doing double damage and a 50% chance to miss
+ Reduced the mana cost reduction from the archmage robes, mage robes and adept robes
+ Mantle of Oceans reduces tactical spell cost by 40% instead of 50%
+ Fireball does 4 (+4 per fire shard damage) instead of 6 + 3
+ Fireballs casting time increased from 2 to 3
+ Added a particle effect to growth and giant form
+ Monster player has plenty of mana to work with, be afraid
+ Removed the Bonding Ceremony tech (darkling and wilding camps require adminstration)
+ Removed the Mercenaties tech (mercenary camps require cooperation)
+ Path of the Assassin gives +3 dex, +3 to crits, and +50% to crit damage instead of +6 to dex and +2 strength
+ Path of the Defender gives +3 strength and +3 constitution instead of +6 strength and +2 constitution
+ Path of the Mage gives +3 int instead of +6 int
+ Path of the Warrior gives +3 str and +3 dex instead of +6 str and +2 dex
+ Diplomat gives +30% to trade value instead of +20%
+ Shards give 3 mana instead of 2
+ Min city level placed on most improvements
+ Dragon hide cloak is craftable
+ Ice Warg cloak is craftable
+ Wing of Embers and Ring of the Glacier moved from enchantments to channeling
+ Lightning Hammer is now craftable
+ Burning Axe is now craftable
+ Ice Spear is now craftable
+ Chain chest and greaves give -1 init
+ Plate boots, helm, greaves, chest and gauntlets give -1 init
+ Reduced the defense on leathur cirass from 3 to 2
+ Reduced the defense on leather greaves from 2 to 1
+ Reduced the cost of armor you can buy in stores
+ Tech costs dramatically reduced
+ Reduced the powerful empire ability to +2 str and +2 con (instead of +3 for both)
+ Reduced Rage to +3 str and dex when under 50% hit points (instead of +5)
+ Reduced the Strength ability to +2 str instead of +3
Cosmetic:
+ Quest location icons turn silver if the quest has been started (indicating there is nothing left to do at that spot)
+ Added notes to the tooltip for improvements (for things like being world or faction limited)
+ Fixed so many typos
+ When the monster is killed remaining lair switch to the treasure icon to show that they can be claimed
+ Tooltip for limited units shows how many the player has available
+ Monster dropped loot (pelts, webs, teeth, etc) no longer have a popup
+ We only show 3 units in a group if they are in an army on the main map (so you dont get those stuffed tiles that look like a wandering mosh pit)
+ New terrain graphics
+ New glow on mana shards
AI:
+ Monsters slightly less aggressive
+ Monster wander radius increased when in player territory
+ AI will now surrender late game rather than dragging things out
+ AI armies more aggressive
+ Fixed AI bug where armies with pioneers would not attack no matter what sometimes
+ AI more willing to attack and lose to wear player down if they have sufficient military might
+ Fixed AI bug where sovereign would get stuck on a quest
+ Increased odds of the AI talking smack talk to player about destroying stuff
+ Fixed bug where AI would go into defend mode rather than attack in tactical
+ AI Empires take umbridge if you attack an empire (-3 to relations)
+ Kingdoms get upset if you attack someone early game (-3 to relations)
+ Kingdoms take offense if you attack a kingdom (-3 to relations)
+ Kingdoms get really made if you are a kingdom and attack another kingdom (-3 to relations)
+ AI will improve relations if you have trade routes with it
+ AI manages its tax rate more effectively via an internal credit score system
+ AI trash talks player slightly more
+ AI places a lower priority on shopping for equipment based on how much money it has
+ Fixed AI bug where units would stick around at a rally point too long
+ Fixed AI bug where sovereigns and champions would head back to rally points even if they were powerful
+ Fixed AI bug that prevented the AI from going on quests as often as it should have
+ Fixed AI bug where champions wouldn't attack unless they had overwhelming superiority
+ AI more aggressive about founding new cities further away
+ AI more aggressive about constructing outposts
+ AI uses AI traits to determine what units it will train
+ AI evaluates area threats based on distance and how fast threats can move
+ AI is biased to train units over building improvements during war time depending on what traits it has
+ Fixed AI bug where cities wouldn't train pioneers if they were at war if they didn't have the right AI trait
+ Fixed AI bug where it didn't value magical weaponry correctly (thus only mundane units)
+ Fixed AI bug where it was not valuing combat speed correctly
+ AI less concerned about relative military power in diplomacy until later in the game
+ AI makes more use of AI traits when determining diplomatic relations
+ AI will now cast more offensive strategic spells
+ AI can use Curse City type spells
+ AI can and will cast the Spell of Making if it can
+ AI will try to inform players when it has cast a curse on the player OR cast a very powerful spell
+ AI will interact with players more generally
+ Fixed AI bug where it would ignore cities it knows about simply because they're far away
+ AI is less likely to surrender
+ Unstable, Isolationists and War Monger AI personalities will tend to raze cities they didn't found when conquered
+ Fixed tactical AI bug where it would appear to move and then attack a player which is illegal
+ Fixed tactical AI bug where if units were low on mana they would sometimes skip their move even if they had a mundane attack
+ Increased tactical AI evaluation of ranged offensive spells
+ Increased the target value of ranged units (made AI more likely to go after them)
+ Units that aren't particularly powerful are more likely to stand back and let others fight for them first in tactical battles
+ AI better handles dealing with units with particular types of magic resistances.
+ Changed tactical map choosing algorithm to now look at the number of units going into the map (bigger maps for bigger battles)