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

 

65,606 views 73 replies
Reply #26 Top

Quoting seanw3, reply 22
Trolls do not have the intelligence to conduct diplomacy
End of seanw3's quote

but ogres, wildlings, bandits, & other humaniods do

Reply #28 Top

I suppose you could have a proper troll diplomacy option, but I prefer the way it is now. Adding it to the diplomacy screen seems like alot of work for little addition to gameplay. Maybe Derek likes it though, who knows?

Reply #29 Top

Quoting Grizzyloins, reply 26



Quoting seanw3,
reply 22
Trolls do not have the intelligence to conduct diplomacy


but ogres, wildlings, bandits, & other humaniods do
End of Grizzyloins's quote

Well, we know for sure that trolls frequent internet forums :troll:

And I for one am an ogre pre-coffee...

Reply #30 Top

New news are great news, keep em coming lads! :P

Reply #31 Top


+ 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

+ Reduced the base trained unit accuracy from 60 to 50

End of quote

Great changes, but i would increase the wealth amount to 250 and keep the trained unit accuracy at 60.

Reply #32 Top

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

This has been around so long I thought it was a feature

 Since the great old bugs are getting fixed, it would be great it we could get resistances to mass spells

+ AI will sometimes raze enemy cities
End of quote

The AI still invades my empire with pioneers to build 2/3 cities in worthless gaps along my borders. Gives me little faith that it will be smarter at razing them.

Reply #33 Top


I don't know  Reduced the base trained unit accuracy from 60 to 50 is good or bad, why based trained unit weak that way? they are already that weak in early of game, middle of game ok, late game, lot of better, but still they are weak in early of game.

I mean, more people will not find worth it to build based unit in early of game, only wait tilll reseached at end of late game, then they build it, well in my case. LOL

Reply #34 Top

+ Reduced accuracy per level from 3 to 2

+ Reduced base champion accuracy from 80 to 75

+ Reduced the base trained unit accuracy from 60 to 50
End of quote

Seems like it will make accuracy and dodge traits better. As well as training grounds and axes. Worth trying.

Hammers need some love. Both counter and backswing are pretty good but im not seeing much extra dmg on hammers.

Reply #35 Top

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

Don't fix that... that should be a feature.

Reply #36 Top

Quoting Trojasmic, reply 35

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

Don't fix that... that should be a feature.
End of Trojasmic's quote

:thumbsdown:

Reply #37 Top


How that can be bug I mean that is haste we talk about. haste should gave you more additional action? That can't be bug, is it?

Reply #38 Top

Quoting Stupidity10, reply 34

+ Reduced accuracy per level from 3 to 2

+ Reduced base champion accuracy from 80 to 75

+ Reduced the base trained unit accuracy from 60 to 50


Seems like it will make accuracy and dodge traits better. As well as training grounds and axes. Worth trying.

Hammers need some love. Both counter and backswing are pretty good but im not seeing much extra dmg on hammers.
End of Stupidity10's quote
And mace, too Yes Hammer and Mace should had some sort of speical, sword had counter, axe had backswing, spear had no counter and forgot defense 66%

Reply #39 Top

Blunt goes right through Chain. What more do you want?

 

And no need to troll about Haste. It still increases Initiative as intended, just won't bug out and give you a free turn when cast.

Reply #40 Top

Quoting Humility, reply 38
Blunt goes right through Chain. What more do you want?
End of Humility's quote

Huh, didn't know that

 

Reply #41 Top

Quoting seanw3, reply 39

And no need to troll about Haste. It still increases Initiative as intended, just won't bug out and give you a free turn when cast.
End of seanw3's quote

Wah!!!!!!!!!!  It was so cool to be able to hasten my entire Sov/Champion stack & cast 5 other spells all before the A.I. could even move.  It truly made me feel like the most powerful wizard in the world.  Of course, until Brad gets the A.I. to learn how to actually use magic, I won't miss this bug. 

 

Reply #42 Top

Quoting seanw3, reply 39
troll
End of seanw3's quote

You keep using that word... I do not think it means what you think it means...  and while we're on the topic... I think Haste/Slow should effect movement not just initiative... In other words, Haste should also add +1 movement and Slow should also subtract -1 movement

Reply #43 Top

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

hmm...I need a new strategy. ;)

Reply #44 Top

It might be nice to have more spells that do more. Maybe an Improved Haste at Air4 that increases movement by 1 as well. I would like the Book of Frost to have a spell that reduces tactical movement to 1. It is underpowered when compared to Book of Stone and Book of Fire.

 

Re:Troll

Well it means one thing on the internet and another in the fantasy realm. Since this site is an intersection, the meaning is blurred into a combination of both. People complaining that a cheesy bug has been squashed for instance could be said to be trolls in the respect that they are lacking in intelligence and are, in general, quite brutish. In the other respect, they are possibly complaining about something they know was a good design decision for the sake of sensationalism or comedy. It seems I overstand the word. 

Reply #45 Top

Wish I was smarter...

Reply #46 Top

Regarding the HP per level change... I think there needs to be two different ones, one for heroes (keep at 4 per level) and one for units (lower it to 2 per level), then raise the base HP of units slightly (5-10 HP more). The reason is, while units get super tanky when leveled (because you can have multiple of them in a stack), heroes aren't nearly so hearty, and gets assassinated too quickly if you drop their HP too low.

Reply #47 Top

My thoughts as well. A base Hp would certainly help balance things out.

Reply #48 Top

Quoting Kalin, reply 46
Regarding the HP per level change... I think there needs to be two different ones, one for heroes (keep at 4 per level) and one for units (lower it to 2 per level), then raise the base HP of units slightly (5-10 HP more). The reason is, while units get super tanky when leveled (because you can have multiple of them in a stack), heroes aren't nearly so hearty, and gets assassinated too quickly if you drop their HP too low.
End of Kalin's quote

But heroes have much better dodge and / or armor ...

Reply #49 Top

I can't wait for them to start releasing the finished version of the rest of the races. I want to know what they will do!

Reply #50 Top

Quoting Trojasmic, reply 8
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. 
End of Trojasmic's quote

Yep, AI army (challenging) freezing on a tile is a big problem. Ceresa in my last game was at level 3 just standing there for most of the game while my Procipinee was level 11. Irane same problem except she finally got into gear after I defeated her early on. Got some very cheap goodies too because the AI let them be.