DerekPaxton DerekPaxton

Fallen Enchantress 0.952 Changelog

Fallen Enchantress 0.952 Changelog

 

Features

Resoln (or custom factions with the Binding faction trait) summon higher level versions of Crow Demons, Grave Elementals, Burning Wraiths, Cyndrum Demons and Mirror Elementals with higher tier of the shard altars/shrines and temples

Added the Irrigated Farm (farm upgrade) that becomes possible with Agriculture and provides +2 grain

 

Fixes

Fixed an issue that can cause slowdowns in tactical battles

Fixed a bug with the Heart of Morian trophy

Fixed the mana line graph bug on the history reports

Fixed the Blacksmith and Forge to provide their bonuses to trained units instead of defending units

Fixed a few issues with gamesave timestamp display. Sunday gamesaves were saying "string not found" and midnight gamesaves were saying 0 for hour instead of 12.

Fixed a couple typos with AI demanding or offering tribute

Fixed spell def info cards in tactical so that they display the casters mana cost correctly

Fixed issue with spell def formatted descriptions where it was using spell damage multipliers even for spells like Heal, reporting that they'd heal more than they actually do

Fixed tactical issue with weapons that apply a spell when they strike. Spells with modifiers that used a calculation involving the target unit were not working correctly, such as Sculla's Mace applying Shrink

Fixed an issue causing the save/load window to open slowly if you had a lot of saves

Fixed a pause when an Imp casts Drain Life

Fixed an issue where you could get to equip, trade and shop screens in tactical battles

Removed pioneers from the design window (they caused all sorts of errors when you tried to modify them)

Fixed the Eyes of the Eagle spell

Fixed treaty crash bug

Fixed the Watchtower

Fixed Warhorses so they are available with the Legasy of Serrane faction trait

The camera now takes the shortest distance to snapback to the default view 

 

Balance

Increased the mana from killing unit with the Hallowed Rite trait

Monks Robe switched from +2 init to +5 dodge

Hallowed Rite doesn't have a tech req anymore (was keeping Gravewardens from being traininable until you had the Training tech)

Farms only provide +1 grain

War Temples give xp every turn instead of the enmity trait now, as their desc said

Arcane Veil is a tactical spell now

Reduced the damage on Contagion and Dirge of Ceresa

Inspiration provides +1 research per essence instead of 2

Reduced the research cost of the Henchman tech

Reduced the mana cost of the Destiny's Gift spell

 

AI

AI Improvements (I'm not sure what this means, but I heard evil chuckling coming out of Brad's office)

 AI strategy improvements

 

Cosmetic

Normalized the volume on sound effects

Fixed the provides tag on the Inefficient trait

Fixed the texture on Crow Demons

Fixed the description on Pastures

Lighting effects plays each time an Air Elemental or Crow demon attacks

Updated the desc on the Paragon spell

30,040 views 33 replies
Reply #26 Top

Quoting Tattyhat, reply 25
  Have you any idea how horrible this game looks without anti aliasing?
End of Tattyhat's quote

 

:D      For performance reasons, I have never once left on the "Anti-aliasing" feature, in the control panel.  I've always turned it off.   On the up-side, you can't miss what you've never had  ...            O:)               

Reply #27 Top

Quoting GFireflyE, reply 26
                                                                     o   o   o

Anyone else notice an increase of crashes in 0.952 compared to 0.951?

I'm getting them a lot more now when I ctrl-N, or when I try load a save, or when I'm entering into combat. Never had that...well, I did...but not this often, in 0.951.
End of GFireflyE's quote

Okay, Sorry, my last reply to this Post was kind of random and off-topic.

Getting back on-topic, we have Derek Paxton's "Fallen Enchantress 0.952 Changelog" above, and it certainly looked interesting.  More surprising, some time last night, Stardock suddenly (and without warning) made the v0.952 update available to customers on the Stardock Store site (at least to customers who bought - or received free - E:FE, via the Stardock Store).

For my part I noticed the availability of v0.952, pretty quickly, but I did not download the update, because I was in the middle of a "ripping good" game, and I did not want to lose it.  (Typically in the past, on-going games have been lost, whenever you downloaded a new update to E:FE.)

So, I was happy to save my game, and willing to wait a while to update to v0.952.  But it is now looking (as GFireflyE and several other people have noted, in the last 15 hours), as if v0.952 appears to be significantly more buggy than v0.951 (the official Beta 4a) which is itself only a few days old. 

Any more views, insights, comments on this ?   Any comments (please) from Stardock staff ??

Should I intentionally avoid down-loading v0.952 ?                                Thanks!    :D

Reply #28 Top

I am just about to start a game on .952. .951 was the best stability I have ever had for the game. 

Reply #29 Top


I haven't notice any less stability, but I haven't crashed very often with previous Betas. I also do not use crtl-N when I play, I play the hand I'm given so to speak. Maybe there is some stability issue with using crtl-N excessively. Don't know.

Reply #30 Top

I was a little disappointed with 0.950 Beta 4, very messy, but have to say how nicely it is coming along with the release of 0.952.  You can now start to see the wow game this is going to become.

I now also have my anti Anti-aliasing working, and the game looks beautiful.

Reply #32 Top

"9. Sovereign's call spell (+1 growth per essence) should automatically end when a city reaches max level.

10. Loading a save from within an existing game often results in crash (out of memory?). The saves are not corrupt and can be loaded just fine from a fresh instance of the game."

 

Cities still benefit you by growing past level 5. It increases your tax income. No need to automatically cancel a good spell. 

 

Loading a game within an existing game is a known bug and even an intentional bug. Way back in Beta 1 we were told to exit the game before trying to load or start a new game. It's been a while since anything was mentioned about it. I guess once they have all the other stuff done, they will be setting up a process to end threads from the game you are currently in, so that you can load a new one. 

Reply #33 Top

Quoting seanw3, reply 33
"9. Sovereign's call spell (+1 growth per essence) should automatically end when a city reaches max level.

End of seanw3's quote

Kinda disagree here. Casting that spell costs mana. Wouldn't want it to automatically disenchant when I have a food-building on the way and wish the spell to be maintained.