DerekPaxton DerekPaxton

Fallen Enchantress 0.951 Changelog

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)

33,305 views 51 replies
Reply #26 Top


Fantastic update! Lot's going on in 0.951

Comments as follows:

  • I'm a little leary about having 'road building' units. I fear that we're going to get road-spam in addition to pioneer-spam now. While it's definately worth testing, I still think the best way would be to build segments of road at a time and allow for some unknown in the road building.
  • No mention of AI focusing on %unrest buildings. This is a concern for when you take over an opponent city...none of the %unrest buildings were focused on.
  • Glory could become broken...unless there is upkeep to the spell. I'm going to assume that it's a turn based 'conversion' spell: 1 mana -> 1 Prestiege that can be cast multiple times.
  • Still would like a zzzzz comment informing you that you have an idle city (even if it were an selectable option).
  • Really like that units will now pass through opponent caravans! Your own too?
  • AI looks like it got a strategic overall. Solid!
  • Like how clicking on a resource draws a line to the connected city. However, would rather see a line drawn to the connected outpoint, and clicking an outpost draws a line to its connecting city.

Thanks for the release! Looking forward to Thursday!

 

Reply #27 Top

Quoting GFireflyE, reply 26
Like how clicking on a resource draws a line to the connected city. However, would rather see a line drawn to the connected outpoint, and clicking an outpost draws a line to its connecting city.
End of GFireflyE's quote

Actually, the outpost has nothing to do with the surrounding resources. 

You can have an outpost connecting to 'city A', while a resource only one tile away can be connecting to 'city B' if it's closer.  Click on the resource (improved) to find out which city it's connecting to.

Reply #28 Top

Quoting mqpiffle, reply 27



Quoting GFireflyE,
reply 26
Like how clicking on a resource draws a line to the connected city. However, would rather see a line drawn to the connected outpoint, and clicking an outpost draws a line to its connecting city.


Actually, the outpost has nothing to do with the surrounding resources. 

You can have an outpost connecting to 'city A', while a resource only one tile away can be connecting to 'city B' if it's closer.  Click on the resource (improved) to find out which city it's connecting to.
End of mqpiffle's quote

Quite true.  :puke:

Just Seems odd that it works that way.

It makes more sense (at least to me) to have a resource transported to its nearby outpost and then from there, transported to the outpost's 'mother-city'.

 

Reply #29 Top

AI now razes city when they surrender (scorched earth)
End of quote

Ugh.  Why do you guys keep clinging to this mechanic?  I hated it in War of Magic and I hate it now.  It's frustrating mechanically and absurd conceptually.

The whole point of accepting a surrender is that it means you don't have to waste time crushing an opponent who can't possibly stand against you, but cities magically disappearing on surrender means that it's a complete waste to do it.  I could get a bunch of extremely valuable cities for minimal effort (and basically no economic cost; since prestige never rounds below 1, the difference between 6 and 20 cities is basically nothing for most practical purposes), or I could get absolutely nothing.  Gee, I wonder what I'll pick.  It's not like taking the cities is going to be ever remotely difficult, or they wouldn't be willing to give up to begin with.  Why allow surrenders at all if you're going to discourage them so vehemently?

And why would a thousand people burn their homes and flee into the wilds just because their Sovereign lost a war?  Do the citizens of Pariden really thing they're better off living squatting under trees in a monster-infested forest than living in a mighty city under Tarth's administration?  It's so stupid.

A surrendering side should just be forced to give all their cities to the victor.  Or at the very least they could become neutral and be easy pickings for whatever side gets to them first.  Having them just evaporate into thin air is awful.  It makes demanding surrenders worthless unless the side is down to its very last city and you'd rather have the sovereign's spell schools.

Reply #30 Top

Quoting DragonRider862, reply 30

AI now razes city when they surrender (scorched earth)

Ugh.  Why do you guys keep clinging to this mechanic?  I hated it in War of Magic and I hate it now.  It's frustrating mechanically and absurd conceptually.
End of DragonRider862's quote

Ahem. Nothing, I mean NOTHING is more stupid than dragging a game that already ended needlessly with creating new empty space that other already inferior enemies can suddenty take, and you have to spend another 30 minutes to an hour to conquer and rinse and repeat with every enemy left. Just let it end fast enough.

Reply #31 Top


I agree with DragonRider862, it is extremely absurd to just mass destroy cities when a sovereign surrenders!  A better mechanic is to make all the Cities go neutral and available to the first Sovereign to claim it, by moving a unit onto it and defeating the defenses (Cities should still believe they are a part of the original soverigns empire for at least a few turns until they get the news or their Sovereign shows up in person auto aligning the city!  This would add a whole new mechanic and concept to the game, especially when you have to worry that a nice city the surrendering sovereign once had may be taken a-la-carte by an enemy before you secure it!

Reply #32 Top

The idea behind raze is to make it so that the city is just gone and can't be built on in that area again (we expanded the # of tiles raze effects too). That way, the game moves along.  Having another half dozen cities to suddenly manage isn't fun (at least I don't think it is).

Reply #33 Top

Quoting Sir-Astral, reply 32

I agree with DragonRider862, it is extremely absurd to just mass destroy cities when a sovereign surrenders!  A better mechanic is to make all the Cities go neutral and available to the first Sovereign to claim it, by moving a unit onto it and defeating the defenses (Cities should still believe they are a part of the original soverigns empire for at least a few turns until they get the news or their Sovereign shows up in person auto aligning the city!  This would add a whole new mechanic and concept to the game, especially when you have to worry that a nice city the surrendering sovereign once had may be taken a-la-carte by an enemy before you secure it!
End of Sir-Astral's quote

I just finished a game as Pariden where I made each and every sovereign surrender. It worked out quite nicely as somehow Markinn had Curgen's Hammer (that 50 attack 2h mace with overpower). It was awesome to get that hammer. However...

Here was my thought process. I knew their cities would magically go poof so I took over each one up until the last city (and killed the sovereign and heroes multiple times while doing so). I then waited until the sovereign healed and popped his head out of the final city, then took the city, and then demanded surrender. Net result was I took all the cities first and then got the sovereign out in the open. It felt "cheap" to do it that way. The goal wasn't cheap (demand surrender, get everything) but the way I had to do it felt cheap and less than optimal.

So yeah, I'd like to see a mechanic where if you demand surrender you get the sovereign (and at least the city the sovereign is in) and maybe a slight chance the other cities would go neutral, join you as demanded, or join a nearby empire/kingdom that has influence. Something other than the magical disappearing poof mechanic (similar to rampaging monsters automatically razing cities). I have to agree I don't like either mechanic as-is.

Reply #34 Top

Quoting Frogboy, reply 33
The idea behind raze is to make it so that the city is just gone and can't be built on in that area again (we expanded the # of tiles raze effects too). That way, the game moves along.  Having another half dozen cities to suddenly manage isn't fun (at least I don't think it is).
End of Frogboy's quote

Having more cities helps you win at no real cost, ergo anyone playing optimally will take the cities.  Self-destructing cities doesn't eliminate micromanagement, it eliminates surrender demands, effectively increasing micromanagement (in terms of armies and battles).

Hell, even Magnar, who may well want the cities razed, is obligated to conquer them by hand so they can get the slaves from razing them personally.  What does that tell you?

Reply #35 Top

Quoting Frogboy, reply 33
The idea behind raze is to make it so that the city is just gone and can't be built on in that area again (we expanded the # of tiles raze effects too). That way, the game moves along.  Having another half dozen cities to suddenly manage isn't fun (at least I don't think it is).
End of Frogboy's quote

But the game doesn't move along. In fact, you're empire has taken a step backwards.

It now has to fallow all the ground of the fallen empire and find acceptable spots to build brand new cities, instead of conquering functioning cities. It's needed to expand your empire's economy and military might so that you can grow to fend off the next opponent.
If the cities converted, you get to choose which ones to keep and which ones to raze (I imagine you'd just raze the bad ones... :-" ), and move on with the best that opponent had to offer, thus propelling you forward in the game.

Not to mention, there is nothing more glorious than subjugating you're opponents capital into submission.... }:)

At worst, it would be nice if it were an option in the menu: 'How do you want your surrenders to operate?" a) disappear b)razed cities c)neutral cities d)convert

This way, you can choose how your AI responds. Personally, I would like neutral cities, without having to worry about the sovereign anymore. I can then spend more time detailing through the neutral cities and deside which ones to keep and which ones to sac as I come accross them....flows nicer.

 

Reply #36 Top

I don't mind that the cities get destroyed, I thought it was silly that they just disappeared in the previous version. The main benefit of having factions surrender is A ) they get out of your hair and B ) you get free prestige! Awesome! 

 

You can even get powerful faction abilities like -50% unit wages from having an extra sovereign. You still have the option of taking the cities if you want, but I like the ability to have them destroy everything.

 

Maybe a good compromise would be a way to "Buy" all the remaining cities as an alternative to normal surrender. So maybe it would be 150 gold per city plus 50 per city level, so a big empire of 6 cities that are level 2 and 3 could cost  1200-1500 gold, which is reasonable.

 

If you cant afford that, simply take a few and buy the rest for half as much. 

Reply #37 Top

Quoting Frogboy, reply 33
The idea behind raze is to make it so that the city is just gone and can't be built on in that area again (we expanded the # of tiles raze effects too). That way, the game moves along. Having another half dozen cities to suddenly manage isn't fun (at least I don't think it is).
End of Frogboy's quote

Exactly.  If you want to keep all of your opponents cities then you need to take them over.  If you force them to surrender, then the remainder of their cities are gone.  What's wrong with that?

Reply #38 Top

Because it breaks verisimilitude in a heavy handed way? Because it could be solved with a subject state system better? Because getting a surrender is far too easy and this will permanently destroy (at least effectively, in unmodded) a huge swath of land which could otherwise make for another interesting late expansion conflict?

 

The AI folds too easy as it is. With the freed land I find that it at least gives enemy AIs a chance to become stronger, possibly enough to challenge me if they take enough land and become larger than they were before I annihilated an enemy.

Reply #39 Top

Why can't you rename the remainder of the empire "Remnants of ...." and they are defeated when all their cities are taken over?  It's one thing to have the cities disappear.  It's quite another thing that the Sovereign will kill all the rest of his people AND raze their cities to the ground.

Reply #40 Top

I don't know, I think I agree with Frog on this one.  I'm about making it more fun.  If you want the cities, don't demand surrender.

Reply #41 Top

It does seem a little extreme. I'm not a big fan of a lot of people and whole cities just disappearing over a turn. It looks ugly and leaves a lot of empty room to be filled.

Reply #42 Top

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

YES! God I hated this so much - pin monster with tremor, attack monster next turn, kill monster, monster runs onto outpost anyway. Being shot of that could be the only thing in the patch and I'd be happy.

Quoting seanw3, reply 17
Fixed Save Corruption is probably the biggest understatement of the year.
End of seanw3's quote

Hell yes. Been waiting for this one.

 

Quoting Derek, reply 6
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

...

Thanks! ... 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.

End of Derek's quote

I loved the one hero who had this, so a big woop for rolling it out to all governers. If Mancers/Capitar are getting some love again, can we have a fix for Legacy of Serrane (Warhorses not showing up in shops)?

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

Sounds interesting, as I've said elsewhere ice elemental buffs are very welcome. Will now have to find out what Frostborn does, but like the sound of it.

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)
End of quote

Nice.

All very exciting, can't wait for Thursday!

Oh, and:

Fixed an issue where ruffians lair upgraded to umberdroth lairs
End of quote

This would have scared the crap out of me if I had ever seen it. Thanks for sparing me the heart attack.

EDIT: Oops, I missed a whole page of discussion before posting. With regard to surrenders, all I have to say is that my main objection is to how easy they currently are to obtain and that I intend to harp on about this until they're harder to extract from the enemy than a peace treaty.

Reply #43 Top

Are we there yet?  I wanna play.  X(

Reply #44 Top

I don't see a fix for superstrong monsters like Ashwake Dragons spawning too close to starting positions and wiping out players by turn 100 :/

Reply #45 Top

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

i love the long list of fixes and balancing!  :grin:

Only thing I'm worried about the above is the rarity of a Path of the Governor Champions. Usually if you have one you'd rather he stay in the city to provide his bonuses. In between trying to get him into early fights to level him up some and building roads I feel like we might be spreading that one champion too thin and he won't be able to provide his main city governing duties.

It might be better to allow all Pioneers to do so after researching a certain tech. With the Mancers being able to do it from turn 1.

Reply #46 Top

I think this is just another decision we have to made. Should the governor stay in city and the player will profit from his abilitys to manage the city/production or should we send the governor out to build roads. Could be fun...

Reply #47 Top

Patch today according to a somewhat amphibious source.

Reply #48 Top

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

Increased damage on Blizzard

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

Takes less XP to go up levels

End of quote

I think the Arcane Veil spell is great, but it should be a TACTICAL spell as Diamondskin, because otherwise the player can create units that are immune to every magical effect before the combat started. That would reduce the usefulness of magic.

Diamondskin should have a casting time of 1 to give the player the chance to disrupt the spell.

The casting cost of the Kill spell should not be very high, but the spell should have a casting time of 2 to give the player enough time to disrupt the spell.

I think Blizzard was already VERY powerful, because the damage was multiplied with the number of units. I would NOT change the damage of the spell.

I guess Flame Dart will inflict the same damage as Burning Hands, right?

In my opinion the experience points to level up were very good and i would only reduce the path level requirement from 4 to 3.

Reply #49 Top

@TorinReborn:

Increased distance from starting location requirement on more powerful monster lairs
End of quote

Reply #50 Top

Quoting seanw3, reply 48
Patch today according to a somewhat amphibious source.
End of seanw3's quote
That would be awesome! Tomorrow is my regular day off. :)

Great list, lots of welcome improvements and some very needed bufixes. Hope the bugfiixes continue to pour in, since there's still much to do. Good to see the gamebreakers like corrupted saves are fixed. Hope to see the stacked burning blade get added to the list soon.