Fallen Enchantress 0.951 Changelog

 

Features

Added the Road Building unit design ability (Mancer only, Mancer Pioneer's start with it)

Added the Road Building champion ability (requires Path of the Governor)

Cities get 10% Unrest penalty if they aren't connected to the capital's ZoC

New spell display when you mouseover spell perks on the levelup screen

New Tactical Combat screen

Auto-turn will no longer activate if you have an idle city

Added the Arcane Veil spell (strategic, unit enchantment, the unit resists all spells)

Added the Diamondskin spell (tactical, makes the unit immune to all physical damage for 5 turns)

Added the Glory spell (raises faction prestige by 1, can be cast multiple times)

Added the Heart of Fire spell (city enchantment, all units traied in this city get bonus fire attack)

Added the Kill spell (high casting cost and casting time, victim has to save or die)

 

 

Fixes

Memory fixes/optomization

Fixed an issue with the Haunter quest

Fixed an issue with Arneson not having a weapon

Fixed an issue causing Alchemy Labs to give extra materials

Fixed an issue where Slave Pens didn't have the benefits of earlier improvements

Fixed an issue where melee attack effects (like poison) were applied even if the attack missed

Fixed a 0 labor cost on Ereog's Tower

Fixed the Guild Gorcer

Added a default skin color to the monster faction so units spawned on quests aren't white

Fixed an issue causing improvement auto-placement to sprawl out in a single direction instead of wrapping around the city

Fixed an issue allowing players to skip movement costs if they right clicked in the tile during movement

Fixed deadlock issues

Fixed stuck turn problem caused by animation not syncing with moveable status

Fixed bug where units would be running in place at the end of a turn

Fixed bug where AI units would just be standing there running in place

Fixed bug where a monster would be running to another tile when the player attacked

Fixed the crash bug in tactical battles where the opposing unit had no defense

Fixed path finding bug where a unit would move through a resource improvement (destroying it) to get to what was on the other side

Re-did turns so that AI players move 1 player at a time (instead of all at once) which improves frame rate and eliminates weird chasing

Fixed bug that caused a unit to think it was done moving before its animation was complete

Fixed an issue where ruffians lair upgraded to umberdroth lairs

Fixed some missing category issues on some spells

Fixed an issue causing Ai only units to show up in the tech tree

Fixed a crash in the tutorial

Fixed crash related to the build queue being updated from multiple threads

Fixed lockup due to multiple threads hogging the resource semaphore too long

Fixed crash due to multiple threads looking at the resource improvement costs at the same time

Fixed crash due to multiple threads counting the # of outposts for a given player.

Units of the same player will pass through one another in path finding rather than try to go around

Units will pass through friendly foreign player caravans.

Path finding generally improved

General performance improvements (update processes moved to twice a second instead of every frame)

Fixed an issue with corrupted saves

Path finding fixes

Fixed an issue where Inspiration and Meditation wouldn’t update if the city gained more Essence

 

Balance

Removed maintenance from some improvements

Reduced the labor cost on the Towers of Sorcery

Increased the Archivist to +50% research when the city is idle instead of +20%

Guild Lendinghouse gives 200 Gildar when it is constructed instead of interest

Added a 2nd level upgrade to warg kennels and stables that provides more wargs/horses

Increased the Scroll Scribe research bonus form +10% to +20%

Added a reward to the Diseased Livestock quest

Reduce the mana cost of the Avarice spell

Increased the effect of the Destiny's Gift spell

Sweep now does the units full attack in damage instead of half (and the cooldown is increased form 3 to 5)

Aliiance tech doesn't require Economics anymore

Reduced the research cost of Education, King of the Wastes and Literacy

Administration tech requires Knowledge

Lombard Desert wildland now requires Torax to be killed instead of clearing the goodie huts

Increased the free defenders on Villages

Limited the Theater of the Wind to 1 per faction (and fixed the icon on it)

Sovereign's Call is now available form the beginning (instead of requiring Sorcery)

Nature's Bounty now requires Sorcery

Default difficulty is Easy instead of Normal

Occupation Unrest will drop to 0 if it's given enough time

Increased distance from starting location requirement on more powerful monster lairs

Increased damage on Blizzard

Burning Hands does 8 (+4 per fire shard) damage instead of the casters level (+4 per fire shard)

Increased damage on Touch of Entropy

Increased the level 1 spell rank abilities form 1 to 2 cost in sovereign customization

Inspiration does 2 research per essence instead of 1

Reduced the value of influence during wartime from 100X normal to 10X normal

Wage Mulitplier now affects the turns required to train a unit for different group sizes

Rebalanced metal costs on weapons (generally down)

Takes less XP to go up levels

XP from monsters is now relatively greater than the XP players get from other players

Frostborn trait gives -3 init to units that are struck instead of -1

Ice Elementals lose the ability to cast Slow and gain the Frostborn trait instead

Darkling and Wilding camps give 3 units instead of 5

Reduced the init of the Elemental lords

Horses increase init by 3, dodge vs ranged by 25 (instead of 15) and gives 2 moves (instead of 1)

Wargs give +6 init (instead of +3, and +10 dodge (instead of +5)

Reduced the casting cost of Antipathy and Wall of Fire

Sacrifice gives 1 mana per pop sacrificed (instead of 1 mana per 2 pop sacrificed)

Increased the attack on the Shadow Dagger and the Sharp Dagger

 

AI

AI less likely to build pioneers and instead focus on improving cities

AI less likely to declare war on player after peace is made

AI now takes into account essence when deciding where to build a city

AI is less likely to offer a non-aggression pact to a player of a different alignment

AI more likely to upgrade their equipment

AI more aggressive about building research improving city improvements

AI fixed bug that caused AI to build pioneers instead of city defenders

AI a bit less likely to declare war on player

AI more likely to pay others to declare war on those at war with them

AI more likely to surrender

AI now razes city when they surrender (scorched earth)

AI will value player influence more when evaluating relations

Wargs cost more to trade

AI values its money more when it has less of it when it is trading

AI values influence more during trading

Influence now greatly affects the overall value of things in trading (the more you have, the better the deal you can cut)

Horses valued a lot more in trading

Knowledge now valued significantly more during trading

AI a bit smarter regarding expansion

AI hooked up to new city enchantment system

AI a LOT smarter about determining what spells it should cast and when

 

Cosmetic

Fixed the provides tag on Earth Mage

Lots of new sfx when discovering goodie huts

Improved the quest desc on the Dragongate quest

Fixed lots of spell descs to have + in the bonus

Fixed lots of typos

Added sage hints for the Henchmen, Juggernauts, Spellsbooks and Immortal Codex techs

Updated the Siege Weapons tech desc

New tile design added

New Drake textures

Added V/O to the intro for all the default sovereigns

Defending units don't move between an attack and a backswing

Main menu displays total play time

Save games display the total tiem that game was played

Victory screen shows the total play time of that game

Clicking on a resource shows a line to the attached city

Unit dots on Empire tree now color coded (purple = sovereign, green = pioneer, red = normal unit, yellow = champion)

Glow color of cities on empire tree color coded. Green means city is growing. Dark means it has reached its max population.

Glow color of units on empire tree color coded. Green means they have moves left. Dark means they don't.

When foreign cities are conquered, the player is notified

Opposing player explains why they won't accept tribute

Fixed bug that caused mouse clicks to be lost when a player clicked an item on the empire tree or unit in a city

Edge scrolling made smoother

Empire tree colors brighter

Fixed that annoying double click sound when opening the train unit window

Changed and reprioritized some actions (attack isnt in the unit list anymore, rename comes before raze in the city list)

33,308 views 51 replies
Reply #1 Top

Awesome.  When is this set to get pushed out?

Reply #2 Top
Quoting Gammit10, reply 1

Added the Road Building unit design ability (Mancer only, Mancer Pioneer's start with it)

Added the Road Building champion ability (requires Path of the Governor)

End of Gammit10's quote

I love this!  At first I was worried only one faction having this would be awful.   Then, of course, when I saw that all Path of the Governors have this, I realized that was perfect!!  Now people will be taking that a lot more, I think. 

I am sure some would believe that the road building should just be native to the road making, but I actually love this, and it makes sense!  It will definitely require some pretty strong beaurocratic organization to really build a well designed set of roads.  Back in the ancient Roman times, there was certainly differences in the skills of Princepts/emperors in their skills, and many were great with national project, especially roads in those early days.  Others were nigh incapable. 


This makes sense to me.

 

Reply #3 Top

LOVING the new tactical combat UI!  Also the drake skin is nice even though the model still has 'stuffed animal'  looking legs and feet ;P .  Looks like Spore cankles.

Reply #4 Top

Added the Road Building unit design ability (Mancer only, Mancer Pioneer's start with it)

Added the Road Building champion ability (requires Path of the Governor)

End of quote

Iiiiiiiinteresting!

Cities get 10% Unrest penalty if they aren't connected to the capital's ZoC

End of quote

Love it.

Auto-turn will no longer activate if you have an idle city

End of quote

Thank you thank you thank you thank you!

 

Reply #5 Top

Quoting Mhantra, reply 2

Quoting Gammit10, reply 1

Added the Road Building unit design ability (Mancer only, Mancer Pioneer's start with it)

Added the Road Building champion ability (requires Path of the Governor)




I love this!  At first I was worried only one faction having this would be awful.   Then, of course, when I saw that all Path of the Governors have this, I realized that was perfect!!  Now people will be taking that a lot more, I think. 

I am sure some would believe that the road building should just be native to the road making, but I actually love this, and it makes sense!  It will definitely require some pretty strong beaurocratic organization to really build a well designed set of roads.  Back in the ancient Roman times, there was certainly differences in the skills of Princepts/emperors in their skills, and many were great with national project, especially roads in those early days.  Others were nigh incapable. 


This makes sense to me.

 
End of Mhantra's quote

 

Thanks!  I wish I could take credit for it but Brad suggested it yesterday and I checked it in and did some playing with it last night.  I was having fun with it.  Not a feature I would want players to feel like they always had to do to manage their empires (it's fairly micro) but it can be fun to tinket with, and making those roads to connect distant cities or help your units get around is fun.

Reply #7 Top

Great changes! Are we to assume this is the beta 4a build that will launch when Elemental hits Steam?

Reply #8 Top

Wow!  Thank you, Derek, for the (Beta4a) v0.951 Changelog, already today (on Sunday) for an update, that will not appear until next Thursday, August 30!   This is excellent news!    :thumbsup:     

Most important (IMO) is the number of Bug Fixes.  I suspect you have noticed the larger number of comments, in several threads, in the last few days, about the substantially increased number of  CTDs (Crashes to Desktop), "Corrupted File Saves" (which are fatal crashes, preventing the completion of games), and other new (and old) bugs. 

I was really concerned that we were reaching a "tipping point" here, when even the old Fans would decide that there were so many "game-breaker" bugs, that it was becoming too frustrating to continue  Beta-testing.  It was discouraging to think that we were losing ground in that regard; such that the Beta 4 was more fragile (less stable) than the Beta 3 had been.

The thing is: Adding New Features (and you added a  LOT  in the Beta 4!) is almost always going to result in adding new bugs, at least in the short term.  The trick is to tackle the new bugs as quickly as possible (and get rid of some of those  ancient ones  too) before they make too many people  CRAZY !

I don't wish to sound too demanding, or critical here.  Your team is doing a huge, and really creative job.  On the plus side, I love the artwork improvements we have seen, the improved city building/city management changes, the re-organized Spell Book, etc.  But you really have to stay on top of those bug fixes ...

 

Reply #9 Top

Fixed an issue where ruffians lair upgraded to umberdroth lairs - so it was a bug. I got some nasty surprises from that one :d

Reply #10 Top

For balance: contagion really needs to cost more to cast, or do less damage. There is no challenge when going up against an enemy that is 5 times my size if I can waste entire armies with one unit.

 

And for cosmetic: can we please please please get an overhaul of faces + hair please? Hoods and some of the other low-level head gear could also use some love.

Reply #11 Top

Does 'New tactical combat screen' mean we will be able to place our units at the start to stop the annoying problem of units stuck behind other units?

Reply #12 Top

 

"Takes less XP to go up levels"

 

For towns or sovs?  Guessing sovs, but just want to confirm.

 

 

Reply #13 Top

Quoting Das123, reply 12
Does 'New tactical combat screen' mean we will be able to place our units at the start to stop the annoying problem of units stuck behind other units?
End of Das123's quote

Surely it's the one we're seeing in the screenshot? There's lots of new details there.

Reply #14 Top

Wow this patch looks awesome. Lots of nice little bug fixes. The addition of road building is nice but I would still like to see the outpost road tech sooner. Fallen Enchantress has a lot of rough terrain and slow movement so we need to be able to produce roads quickly and early to compensate or you start spending 50 turns crawling through the boonies.

I also compiled a huge list of all the things that seemed out of balance to me here, if you want some feedback before getting into Beta5 then check it out.

Reply #15 Top

Ohh...i love this.

 

Glow color of cities on empire tree color coded. Green means city is growing. Dark means it has reached its max population.

Glow color of units on empire tree color coded. Green means they have moves left. Dark means they don't.

End of quote

 

 

Reply #16 Top

Fixed Save Corruption is probably the biggest understatement of the year.

 

FIXED SAVE CORRUPTION!

 

Now that is more like it.

 

I like alot of the changes and balances too. The AI improvements are something I have been dreaming of for quite awhile. It seems you guys have been hard at work. Keep it up.  :beer:

Reply #17 Top

K-radical!

Reply #18 Top

Now that path of the gov heroes can build roads, could we make it so that path of the governor heroes can also speed up resource development if stationed there, or even have them build on resources independent of a city?  It always seems that all my resources get built in the same city,  i.e. when I can upgrade my shards, they are all in one city's queue, which can take ages to get through.

Reply #19 Top


I am excited to try the new patch out!  It is sad to read that so many players are getting frusterated with the Bugs.  I know I hate the bugs too but I hope everyone remembers that this is a Beta and the whole point of Beta is to play the game and point out the Bugs/Quirks/Balance to help the Devs refine the game faster.

I like the ability to manually create roads while still having an automated function. But please provide the ability to remove roads as well.  Some of us like to keep a clean environment and not have to suffer ugly roads from bad placement.  This is a good time to bring up the benefits of a spell to create roads from the comfort of your city.

Too bad I do not see a fix for the Quest Bug tho.  I use the Wanderlust civ perc to generate quests for my hero's to level with and sometimes a Quest spawns that does not activate at all when I move my Hero over the location.  I frequently have an Air Shard spawn as a quest which is quite unbalancing after enough show up.  The Storm spell does some nasty damage into the 100's after 4 Air Shards are under my control with a Path of Mage.  It is super cheap to cast with the Mantle of Oceans like 10 or 8 Mana.  That is some nasty damage on tha cheep right there.

Reply #20 Top

I don't think that a lot of us can play due to corrupt saves and CTD, so we need this like yesterday.

Reply #21 Top

Quoting Tattyhat, reply 21
I don't think that a lot of us can play due to corrupt saves and CTD, so we need this like yesterday.
End of Tattyhat's quote

I have solution for this bug: Save game 4 times( in 1-4 turns)> 3 first saves on save/load list +autosaves always crash when load, but 4 save working  !

Example:

save (top of save/load list)

beta 4.1 crash (end of 232 turn)

autosave

previus autosave

beta 4.2 crash (start on 232 turn)

beta 4.3 crash (end of 231 turn)

beta 4.4 (start on 231 turn) working !

 

 

Reply #23 Top

  Great list! :thumbsup:

 

[Edit] Why is the Road Building ability Mancer only? Capitar is no longer in the game, except as custom faction.

Reply #24 Top

Patches come out on Thursday afternoon most of the time. 

Reply #25 Top

Cities get 10% Unrest penalty if they aren't connected to the capital's ZoC
End of quote

How will we know which city is the capital?