DerekPaxton DerekPaxton

Fallen Enchantress 0.913 changelog

Fallen Enchantress 0.913 changelog

 

Released 5/3/2012

Features:


+ Added the Braided Belt (craftable accessory that increases defense, especially cutting defense)

+ Added the Black Market improvement (empire only, reduces rush costs, increase gold and unrest slightly)

+ Added the Bear Pelt loot


Bugs:

+ Fixed an issue causing Shrink to be applied incorrectly when cast on groups

+ Firestorm doesnt destroy cities anymore

+ Fixed a crash caused by using the Tame ability when there was only one unit in the enemy army

+ Fixed an issue where research would be displayed as taking -2 billion turns if the player hadnt founded a city yet

+ Fixed a bug that caused a unit to get an additional action after casting haste

+ Fixed a bug allowing the impulsive init bonus to remain through a casting time (ie: the 1 turn fireball bug)

+ Fixed an issue when casting syphon strength on a group that drops their attack to 0

+ Fixed bug where some city training modifying enchantments (like Aura of Might) would reapply their effects each time the game was loaded

+ Fixed bug where spell range was being ignored in AutoResolve battles.

+ Fixed bug where tactical HP Regen was not happening in AutoResolve battles.

+ Fixed bug where some city training modifying enchantments (like Aura of Might) would reapply their effects each time the game was loaded

+ Fixed an issue causing mage staves and occasionally arrows to shoot in from the side of the screen

 

Balance:

+ Wage costs reduced (Labor to Wage ratio decreased from 1% to 0.5%)

+ Rebalanced unit design trait costs (generally up)

+ Rebalanced magic item accessories (generally the training cost goes down, but the crystal cost goes up)

+ Masterwork Chain Shirt: Metal cost increased from 2 to 3

+ Kite Shield: 2 to 3 

+ Champion's Cuirass: 3 to 4

+ Light Plate Cuirass: 2 to 3

+ Belt of Speed: Initiative increased 1 to 2

+ Shadow Warg: Cutting attack decreased from 14 to 8, HP reduced from 5 to 4, moves reduced from 4 to 3, Attack per level increased from 1 to 2.

+ Brute ability no longer gives an accuracy bonus

+ Heart of Morian trophy no longer gives a constitution bonus

+ Rebalanced all healing items (they generally heal more)

+ Reduced the damage on the Firestorm spell

+ Mace moved from Blacksmithing to Weaponsmith

+ Reduced Hit Points per level from 4 to 3

+ Brilliant reduced to +10% experience and +2 spell mastery per level instead of +25% and +3

+ Increased the Wealth amount from 150 to 200

+ Reduced accuracy per level from 3 to 2

+ Reduced base champion accuracy from 80 to 75

+ Increased the xp needed at high levels slightly

+ Rebalanced all items/abilities that give dodge

+ Plaguestalker lairs cant be within 6 tiles of a starting location (was causing some first turn AI or human player losses)

+ More monster get immune to counterattack

+ Reduced shields defense and dodge slightly

+ Removed the maintenance from the Fort and Castle

+ Reduced the dodge bonus on the Band of Agility, Dancing Boots, Cloak of Shadows and the Cloak of the Night

+ Evade gives +5 to dodge (+2 per air shard) instead of +10 to dodge (+5 per air shard)

+ Fixed an issue keeping the Amarian Blood ability from working

+ Wilding Camps and Darkling camps spawn groups of darklings/wildings instead of single ones

 

Cosmetic:

+ Modified the animation manager so that even when the animation speed is increased in tactical battles, the idle speed remains normal

+ New Zone of Control graphics

+ Updated the display on spell mastery and spell resist functions to account for the new per level numbers

 

AI:

+ Fixed AI bug where it didn't count pioneers if they were in an army. This resulted in a lot of extra pioneers being made

+ Updated AI to more effectively evaluate hits world situation when choosing its next tech to research

+ Fixed a bug where the AI units would never leave a city in some cases

+ AI more aggressive about defending cities

+ Took advantages of multithreaded AI to have the AI do much deeper calculations of threats (i.e. radius of 32 from a city for instance) if those tiles are known by the AI

+ Removed old AI limiter of not allowing it to train units if it thought it had 2X the military might of its enemies (this was to save on RAM that we have since addressed).

+ Fixed AI bug where it would abort building a high end unit if its enemy military was deemed weak (where weak was less powerful than it which, as we know, is not a good indicator). This was originally put in to save RAM.

+ Improved AI evaluation algorithm for choosing units.

+ AI is now aware of slave class units

+ AI will sometimes raze enemy cities

+ Weapon preferences set on the sovereigns (so AI Irane will prefer bows, Markin prefers hammers, Verga prefers axes, etc)

+ Fixed AI bug that caused guardian units to not attack cities in certain circumstances

+ Updated rally point code to prevent AI from sending units to rally points next to enemy cities (that had been captured)

+ Fixed path finding bug that prevented AI units from moving (or being able to get to goodie huts)

+ Fixed path finding bug that caused player units to sometimes take odd paths

+ The AI is less likely to declare war on weaker players in the early game on easier difficulty levels

+ AI does a much better job of equiping its sovereign and champions

+ AI less aggressive in declaring war early game

+ Fixed AI bug that caused guardian units no to attack cities in certain circumstances

+ Updated rally point code to prevent AI from sending units to rally points next to enemy cities (that had been captured)

+ Fixed path finding bug that prevented AI units from moving (or being able to get to goodie huts)

+ Fixed path finding bug that caused player units to sometimes take odd paths

+ Fixed AI bug that caused guardian units no to attack cities in certain circumstances

+ Updated rally point code to prevent AI from sending units to rally points next to enemy cities (that had been captured)

+ Fixed path finding bug that prevented AI units from moving (or being able to get to goodie huts)

+ Fixed path finding bug that caused player units to sometimes take odd paths

 

65,598 views 73 replies
Reply #51 Top

AI issues that need to be addressed include 1) AI mages using their fire staffs against my fire elemental whom is immune to fire, 2) AI is still using a limited range of spells, 3) AI champions/sovereigns buffing themselves instead of attacking - i.e. each turn they spend buffing/debuffing is another turn that they take damage from my fire-dart spell.

Reply #52 Top

Updated.

Reply #53 Top

Quoting Istari, reply 52
Updated.
End of Istari's quote

... twice, it seems :grin: .

(Bugs: City enchantment; and AI, last 4; are duplicate)

Feel free to delete this post once you have fixed the changelog.

Reply #54 Top

+ AI does a much better job of equiping its sovereign and champions
End of quote

Good

Now I now what he spent his war funds on

+ Updated rally point code to prevent AI from sending units to rally points next to enemy cities (that had been captured)
End of quote

+ Reduced shields defense and dodge slightly
End of quote

Excellent

+ AI less aggressive in declaring war early game
End of quote

No one ever declares war at me anyway

Reply #55 Top

Shadow Warg: Cutting attack decreased from 14 to 8, HP reduced from 5 to 4, moves reduced from 4 to 3, Attack per level increased from 1 to 2.
End of quote

 

Ouch.  Well, my Clumsy, no-spellbooks-but-Life, Worg-summoning Pariden leader will just have to bite the bullet, cast Courage on that worg, and hope for the best.  It's still a viable build, just more...challenging.  Everything else looks great.

Reply #56 Top

Just discovered that Firestorm bug yesterday.  Cast it on a city and the city just turned into a one square tile of burning rubble.  I then attacked that square and there were enemy units that had 0 hp and were still attacking me.  Anyway, defeated the army, and then I moved my sov into the burning rubble square.  Got a pop up saying my sov had died and had to use mana to return to a city.  This pop up then came up about 20 more times until all my mana was depleted.

 

I also had another strange bug yesterday where I separated a unit from an army and attacked some spiders.  Once the spiders were dead, I wanted to select the rest of the army to move and for some reason they had transported to some square in the enemy territory which was still in the fog of war.  I could still select them though which would highlight the fog of war square with the green selection cursor.

 

Oh, and sometimes when I move a unit which has 2/2 movement points, after it moves it still has 2/2 movement points and I can move them 2 more squares.  No roads involved either.  I haven't pinpointed when exactly it happens.

Reply #57 Top

When Challenging becomes challenging I'll be happy. I don't expect to be happy any time soon. :(

Reply #58 Top

I wonder if a.i.  sovereign and champions had too many same item and not get rid of cause crash to desktop ever since War of Magic, I wonder????

Reply #59 Top

I think they are trying to decieve us with the amount of AI fixes!  Tricky Stardockians...

Reply #60 Top

I don't suppose there's a chance in this patch of fixing the god-controlled territories remaining god-controlled (save for the swamp god) long after your stacks have killed the gods, is there?  No, didn't think so.

Reply #61 Top

Looks like dodge is really getting the nerf bat this time around, heh. Oh well, looking forward to testing it out.

Reply #62 Top

Quoting Kalin, reply 61
Looks like dodge is really getting the nerf bat this time around, heh. Oh well, looking forward to testing it out.
End of Kalin's quote

 

Accuracy's lessened, too.  Won't cancel out--it doesn't work that way--but I suspect we'll see more defenders failing to move out of the way of weapons, only to not be hit when attackers trip over their own feet. ;)

Reply #63 Top

I was under the impression that beta 3 was all about faction differentiation....

Reply #64 Top

Quoting mqpiffle, reply 63
I was under the impression that beta 3 was all about faction differentiation....
End of mqpiffle's quote

 

It is.  This is just pretty much one of a series of small fix-it patches.

Reply #65 Top

Faction difference is probably being worked with a longer production time, whereas these patches are bug fixing and balance. It takes less time to fix a current feature than to create a new one I would guess. 

Reply #66 Top

Target date: Thursday night EST
End of quote

 

that means i will test it tomorow. Can“t wait for weekend :)

Reply #67 Top


 

Cosmetic:

+ New Zone of Control graphics
 
End of quote

 

SWEETMOTHEROFALLTHAT'SHOLY I hope this means the colors of the zone of control and sovereign match!!!   :(O

Reply #68 Top

Its out

Reply #69 Top

Interesting.  Out earlier than expected.  Much obliged; downloading now.

Reply #70 Top

While the patch looks awesome and I can't wait to play I was hoping we would see some more faction differentiation stuff thrown in.

Reply #71 Top

Downloading now! Can't wait to see the newest version. The balance will be interesting to see. 

Reply #72 Top

Quoting DsRaider, reply 70
While the patch looks awesome and I can't wait to play I was hoping we would see some more faction differentiation stuff thrown in.
End of DsRaider's quote

 

That's for the next major improvement patch.  These mini patches, as I understand it, are for fixing bugs and dealing with balance issues.

Reply #73 Top

Quoting Gammit10, reply 67

quoting post
 

Cosmetic:

+ New Zone of Control graphics
 


 

SWEETMOTHEROFALLTHAT'SHOLY I hope this means the colors of the zone of control and sovereign match!!!  
End of Gammit10's quote

 

Confirmed is still not correct.  Minimap to main map directions are still off by 45 degrees.

 

Urge to punch a kitten rising...