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

 

65,593 views 73 replies
Reply #1 Top

Nice! :digichet:

Reply #3 Top

Excellent.   I just have to say, that I had a blast playing for a while Saturday night.   Definitely had that one more turn feel to it.  Looking forward to the balance passes and exploring the changes.

Reply #4 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.

 

Good to see the mutt has been newtered. He was a good boy, though.

Reply #5 Top

Some really great changes here. This is very encouraging.

 

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


Is there any way this can be set for any hero in the xml? I would like there to be archer heroes so that when I make a Path of the Archer branch off of Path of the Assassin, I can tell archer heroes to go after the trait.

Reply #6 Top

I think those are the faction-wide AI preferences, like we find in the core sovs (isolationist, unstable and so on).

Reply #7 Top

It would still be nice to see Tarth's heroes want bows and Pariden's choose to be mages in order to maximize effectiveness.

Reply #8 Top

I still see the AI missing goodie huts/lairs and would like to see that fixed.  I'm also seeing the AI freeze on a tile for 100+ turns (sometimes the whole game) and would like to see that fixed.  And finally, still hoping for some UI help.  Think Civ V.  The stuff down the left side of the screen needs some serious work.  Am I the only one that ever has more than 10 cities, armies, quests, etc.?  It's hard to scroll, not very intuitive...

a ) highlight the selected army, city, quest

b ) make it easier to see who still has movement points left

c ) scroll bar should pop up once the list goes beyond the bottom of the screen

Is the UI mod-able?  If so, maybe the modders in this forum can work on that.  If not, make it so.

Reply #10 Top

+ Reduced Hit Points per level from 4 to 3
End of quote

A nice touch

Reply #11 Top

Any chance you would up the starting hitpoints to 8? It makes for better battles and balances out those nasty damage spells quite well. 

Reply #12 Top

Great changes, but i think the game balance could be improved by ...

It should be more difficult to carry armors for non-warriors and non-defenders. The base carrying capacity should be reduced from 30 to 20 and the initiative penalty should be: 0-25 %: 0, 26-50 %: - 2, 51-75 %: - 4 and 76-100 %: - 6.

The chance of getting the dodge traits should be increased, because currently an assassin plays more like a warrior.

The assassin needs special abilities like poison strike (next melee or ranged attack inflicts (level / 2) poison damage per turn).

Critical hits inflict TOO MUCH damage. The critical chance should be 5 % and a critical hit should inflict 100 % bonus damage.

The path of the assassin should increase only the critical chance by 1 % / level

Vital strike should increase only the critical chance by 2 % / 3 % / 5 %

More monsters should be immune to counterattacks.

Two handed weapons are too weak, because you can not use a shield and get an initiative penalty.

The bandit lord profession, wealthy trait, tactician trait and adventurer profession are too weak.

The brilliant trait is too strong and the impulsive trait should be removed from the sovereign creation.

Razing a city is TOO EASY. It should take 20 turns to raze a city.

Reply #13 Top

When does it go up? All I see is 0.912 on my download page.

Reply #14 Top

Quoting thebigJ_A, reply 13
When does it go up? All I see is 0.912 on my download page.
End of thebigJ_A's quote

The status of this update is unreleased, you can see this at the top of his post. There is no current release date, if any probably on a thursday.


 
Unreleased

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

End of quote

Question Derek: Could the Monster AI get a fix? I just stopped playing because I got beaten by a slag (not that hard to imagine). The slag was in a pass that connected my empire and the kingdom of Pariden, nothing wrong with that. The slag gaurded this pass well and let nothing through it since his lair was in the middle of it, nothing wrong with that. Pariden had a town next to the slag lair that was gaurding the pass, nothi.... Wait, what? So this slag chases after my armies all the time, but leaves a settlement next to it unharmed? Please fix this this totaly wreaked my imersion of the game.

Reply #15 Top

I agree.  While it will require making the AI better, having monsters completely ignore the AI players most of the time (and virtually never attacking AI settlements or outposts) just because they are AI players completely wrecks immersion as many have said.

Reply #16 Top

A craftable accessory? I wonder how that's going to be done. Is it the sort of thing we should get really excited about? Or is it just something you can give to units, ie "craftable"?

Reply #17 Top

I would guess the latter.

Reply #19 Top

"still dont"? They probably never will. It feels like you *really* expected this change to be made.

 

I mean, if it was "armor is still way too strong", "balance is completely off", "AI still only produces pikemen in boxer shorts (without armor, that is)", I could understand, but you're asking for something that most likely won't ever be implemented.

Reply #20 Top

Lairs*, not camps. You can mod all that in to your heart's content Griz. I don't think it is part of the vanilla design. 

 

It is interesting to note that the current system has all creatures in one faction. You could make a Troll faction, an Ogre faction, etc... and have them act more like tribes. You could also make a pretty cool Wildlands for any creature type. I think I would go with the latter. There should be lots of lesser Wildlands that say house a troll society. It would add some nice flavor to the map. What ever happened to the Butcher Wildlands? I remember seeing that in one of the early previews. 

Reply #21 Top

Quoting seanw3, reply 20
There should be lots of lesser Wildlands that say house a troll society. It would add some nice flavor to the map.
End of seanw3's quote

never thought of making abunch of small wildlands, this I think would be perfect so long as they can still negotiate with other factions (I turtle so much I've only seen a few wildlands & normally just tha borders) and create restrictions of various sorts to them, any idea on when the workshops gonna open?

Reply #22 Top

Trolls do not have the intelligence to conduct diplomacy. 

Reply #23 Top

Exciting to see regular updates based on bugs and issues sent in. :)

I love being part of the beta process. 

Reply #24 Top

I love the game as well as being part of the beta process, I also love this patch, Stardock and Turkish delight. 

Reply #25 Top

Please please fix the unit building city enchantments effects upon loading... it's one thing for me to not use it, it's another when the AI is running around with 20 def more than it's suppose to have. I posted details of the bug in my review thread: https://forums.elementalgame.com/423451



2) City Enchantment with associated shard power gets really buggy as the game goes on. I believe this to be the result of loading adding shard values instead of resetting them (as it should), but regardless, the result is rather absurd values on unit stats (most of these spells affect units that are produced at the enchanted cities). I've seen cities with ridiculous bonuses to troop defenses (Aura of Might), insane initiative (Aura of Grace) and insane HP (Aura of Vitality). Just load up the save above, and check my 2nd city (New Hallas), +28 initiative, and +40 HP for troops built there... a little op? It should only be 7 initiative and 10 HP, which probably means I loaded 3 times before that save (sounds about right - due to tactical battle slowdown in the early game). To see absurd def bonuses, see Magnar's Imperium and it's +23 def bonuses and he only has 1 earth shard (was fighting everyone and getting all his stuff razed) so it should only be +2 def.

Screen: http://i107.photobucket.com/albums/m297/KStar099/Fallen%20Enchantress/FallenEnchantress_1335667664.jpg

Imperium Screen: http://i107.photobucket.com/albums/m297/KStar099/Fallen%20Enchantress/FallenEnchantress_1335667941.jpg


Save: http://dl.dropbox.com/u/11827581/Tarth%20G2%20-%20Empty%20City.zip
 

End of quote

 

Also, please add wages back on to pioneers... it's completely silly that I can make high level cities by sending several pioneer armies and disbanding them all next to a new city for practically no cost (idle cities are now constantly pumping pioneers to become reserve population). No, make that completely broken.