DerekPaxton DerekPaxton

Fallen Enchantress 0.982 Changelog

Fallen Enchantress 0.982 Changelog

Released on 10/4/2012

Content

Added the Imprison spell (unless the victim resists it traps them for 5 turns and does 5 damage per turn)

Added the Dragon Slayer champion ability, (warrior only, gives +10 attack vs dragons)

Added the Executioner line of champion abilities (assassin only, gives bonus attack vs champions)

Added the Loner champion ability (bonus attack, initiative and dodge when the unit is alone)

Added the Shadow Strike line of champion abilities (assassin only, ignores a portion of the victims defense)

Added the Restoration tech, it unlocks gardens and workshops and leads to agriculture and mining

Added the Caster's Staff, Practice Sword, Spark Hammer, Assassin's Knife and Sharp Axe as common loot drops

Added the Guilds tech (unlocks the slave pen, labor guild and a construction bonus)

Added the Noble sovereign profession, reduces unrest in all cities and gives a small boost to faction prestige

 

Fixes

Fixed an issue that could cause Darkling Rider camps to spawn right next to your starting point

Fixed an issue that could cause Darkling Shaman camps to spawn right next to your starting point

Fixed an issue making Missionary Halls unbuildable

Fixed an issue making Tax Offices unbuildable

Fixed an issue making Treasury Vaults unbuildable

Fixed floating city wall graphics in cloth map mode

Units and tile yields not rendered in city details window

Fixed bug where pedestrians were shown on quest locations in FOW after loading a saved game

Fixed bug where goodie hut particle effects were shown under FOW after loading a saved game

Fixed an issue with the hp bar when you use a healing item

Fixed an issue with the hp bar when you use the Double Strike ability, or any other spell that involves more than one damage effect

Fixed an issue with the hp bar when, if a hurt troll attacked another unit, that target unit's HP bar would become segmented

Fixed the Bruiser ability progression

Fixed the Forge

Fixed an issue with weight requirements for darklings

Fixed an issue that caused iron golems to t-pose (they cant be knocked prone anymore)

Fixed the Road Building ability

The apothecary potion sales are now carried through on all upgrades

The bakery's bread sales are now carried through on all upgrades

Fixed an issue causing the Castle to not show as available on in Fortresses

Fixed an issue with horse animations being to slow

Fixed an issue causing the particle from Burning Blade (and others) to not show when cast in tactical

Fixed an issue that could cause designed slaves to have broken encumbrance with Lithe and Scout traits

Fixed an issue keeping improvements that spawn multiple defenders form spawning multiple defenders

Fixed an issue that can keep you from having access to a leather cuirass if you choose Heroic on a custom faction

Fixed a bug keeping the Finesse ability from working

Growth doesn't shrink units on mounts anymore

Fixed the damage on Flame Dart

Fixed the damage on Coal Stones

You no longer get popups for passing over quest locations, you have to end on the tile to trigger it

You now establish contact with a faction if you find their land

Fixed an issue that was keeping Burning Hands from being resistable

Academy of Revelation now correctly increase research by 10% for your entire faction

Fixed an issue causing improvements based on Essence to not update correctly if the cities Essence was changed

Fixed stuck turn bug relating to a unit rotating to move and then being attacked mid rotate

Significant graphical performance optimization

Fixed the Bloodthirsty trait

Fixed bug where quest locations and goodie huts from quests could spawn in wildlands (like behind the master quest gate) in a loaded save game

The Ai no longer values trades from players they are at war with at 10x the normal value

 

Balance

Reduced the value of Rusty armor

Longstrider Boots are uncommon

Quest maps can be found in goodie huts (they are uncommon)

Ward of Health gives 5 health instead of 10

Haste does +3 init (+1 per air) instead of +4/+2

Slow does -3 init (-1 per water) instead of -4/-2

Increased the combat rating value of the Coal Stones and Despair abilities

Temple of Essence is now correctly Kingdom only

Increased Amhah’s init

Bone Ogres, Earth Elementals, Grave Elementals and Ogres can hurl boulders

Increased moves for Cave Bears, Coastal Skaths, Drakes, Ebbon Wolves, Forest Drake, Great Wolf, Ice Warg, Escaped Juggernaut, Mire Skath, Naja, Ophidian, Pack Drake, Plaguestalker, Silt Skath and Umberdroths

Corpse Spiders can use Tangled Web

Fire Elementals can cast Embers

Obsidian Golems and Ritualists can cast Imprison

Reduced scaling (per level) defense on several monsters

Reduced Adventurer's Boon to +8 hit points instead of 10

Path of the Assassin gives +15 crit chance instead of +1 per level

Increased the crit hit chance on the vital strike skills

Reduced the amount of crystal given from crystal mines/quarrys/troves

Raised the Elemental Lord inits from 12 to 18

Removed the initiative bonuses from horses

Sharp Dagger, Champion's Club, Monk's Staff, Haunter's Staff, Burning Axe, Ice Spear, Balanced Axe, Shadow Dagger, Burning Dagger and the Guiding Spear are now common weapon drops (some have been adjusted to not be to powerful)

Moved the +1 army size from Administration to Training

Moved the +1 army size from Company to Siege Weapons

Arcane Apparel requires Glyph Stones instead of Enchantment

Arcane Armor doesn't require Heavy Armor

Arcane Weapons don't require Weapons of War

Archery requires Drills

Book of Mastery requires Glyph Stones

Breons Letters, ereogs Journal and Heroes dont grant faction prestiege

Cooperation doesn't require Agriculture anymore

Dance with Dragons requires Alliances instead of Company

Economics doesn't require Education

Reduced the research cost of late game techs

Logistics doesnt require Craftsmanship

Magical Forging doesnt require Blacksmithing

Sion Temple requires Ereogs Journal instead of Arcane Mastery

Trading doesn't require Knowledge

War Colleges doesn't require Education

Minimum Initiative is now 5 (so you can't slow units down to nothing)

Lowered the casting cost of the Engineer's Healing Bot skill

Bottled Fire doesn't require mana anymore

Staff of the Furnace allows the unit to cast Flame Dart, not Coal Stones

Increased Propoganda to +2 Gildar / Essence

Reduced Short Bow attack from 8 to 7

Reduced Longbow attack from 10 to 9

Reduced Yew Longbow init from -4 to -6

Reduced the training costs of Bound Widows, Harridan and Hoarders

Rebalanced all the dodge granting effects (generally down a bit, though Evade went down quite a bit)

The Cruel sovereign weakness increases unrest slightly instead of increasing champion costs

Troll Charm doesn't provide tactical regen anymore

Stoneskin does 3 (+1 per air shard) in defense instead of 4+2

Rebalanced all loot items min level reqs

 

AI

 

Monsters less likely to attack capitals

AI units now move asynchronously (this should address monsters and AI players trying to attack each other and sometimes moving to the previous tile)

AI smarter about retreating in tactical battles

AI relations change more gradually (based on the intelligence of the AI player)

Fixed a bug with the AI building outposts


UI

Fixed the provides tags on air, earth, fire and life adept abilities

Consumables show up in the hiergamenon now (Silver Flute, Prismatic Potion, etc)

Fixed a missing icon for the Sacrificial Altar

Better UI when there are stacked armies (http://screencast.com/t/d7vmqfUQW) and the ability to page through them

New font for the intro book

Left justified text in tooltips

Fixed an issue where rivers look glossy

You can now see spell resistance chances when you are about to cast a spell on an enemy in tactical

Any upgradable resource improvements show up in the cities build list (just like connected ones)

When you get a useable item the popup will allow you to use it (similar to how you can equip equipable items)

We dont show couterattack info vs ranged attacks (ie: if the counterattack wont happen)

Added more stats to the city levelup screen

New ZoC colors for Krax and Magnar

Custom sovereigns look 25% less dorky on the intro book

59,641 views 158 replies
Reply #51 Top

Just take out the health nerf.  It's not needed.  What are we using to balance it against   Their shitty bonuses?  Maybe I am wrong, I will try ut these nations tonight, but those bonuses they get son't seem to add up to those of other races who don't get hp penalties.  I think the Ironeers have a balanced set up, they get a hit point bonus, spell resistance bonus, golems, but their spells are expensive to cast.  But Wraiths and Amorians get dick.

Reply #52 Top

Quoting Alstein, reply 50
The health nerf of Pariden/Resoln should be -10% hp instead of -1 per level.
End of Alstein's quote

Good idea! Maybe even 20%, it's still better than -1 per level.

Reply #53 Top

Quoting bbr91, reply 52

Quoting Alstein, reply 50The health nerf of Pariden/Resoln should be -10% hp instead of -1 per level.

Good idea! Maybe even 20%, it's still better than -1 per level.
End of bbr91's quote

Actually, if you were going to give the Wraiths a penalty, it shouldn't be a HP one, but how about a -10 armor weight penalty?  It's thematic, and even though Resolin goes no armor, they would no longer be able to equip a normal troop with a full set of leather and wooden shield without a trait?  

Reply #54 Top

Quoting Lord, reply 53
Actually, if you were going to give the Wraiths a penalty, it shouldn't be a HP one, but how about a -10 armor weight penalty? It's thematic, and even though Resolin goes no armor, they would no longer be able to equip a normal troop with a full set of leather and wooden shield without a trait?
End of Lord's quote

That would work too but as you said earlier the main problem is that the buff part of their blood trait is really really weak. I would rather wraith got a 25% health drain on their attacks to balance out the lower hp. That would really make them unique.

Reply #55 Top

Quoting DsRaider, reply 55



Quoting Lord Xia,
reply 53
Actually, if you were going to give the Wraiths a penalty, it shouldn't be a HP one, but how about a -10 armor weight penalty? It's thematic, and even though Resolin goes no armor, they would no longer be able to equip a normal troop with a full set of leather and wooden shield without a trait?


That would work too but as you said earlier the main problem is that the buff part of their blood trait is really really weak. I would rather wraith got a 25% health drain on their attacks to balance out the lower hp. That would really make them unique.
End of DsRaider's quote

life transfer on every successful attack? That would be unique...

Reply #56 Top

It's too bad nobody worked on bugs today... I guess they were too busy playing with their pandas.  What level did you get to?

Reply #57 Top

Lowered the casting cost of the Engineer's Healing Bot skill
End of quote

....

Anyway please please please please I beg you fix the World Difficulty Toolbar. It should not give the AI info. Also some of the new items from the last patch are buggy.

-The Bottled Fire item costs mana.

-The staff of the furnace allows you to cast Coalstones with no mana cost or casting time. I was playing as Magnar and this got really really overpowered. Like oneshotting entire armies for free OP.

-Scroll of Curse is unclickable.

Reply #58 Top

Quoting DsRaider, reply 58

Lowered the casting cost of the Engineer's Healing Bot skill

....

Anyway please please please please I beg you fix the World Difficulty Toolbar. It should not give the AI info. Also some of the new items from the last patch are buggy.



-The Bottled Fire item costs mana.

-The staff of the furnace allows you to cast Coalstones with no mana cost or casting time. I was playing as Magnar and this got really really overpowered. Like oneshotting entire armies for free OP.

-Scroll of Curse is unclickable.


End of DsRaider's quote

Ive fixed the staff and the Bottled fire spell.  Curse Scroll works fine for me though, where are you trying to click it?

Reply #59 Top

Quoting Derek, reply 59
Ive fixed the staff and the Bottled fire spell. Curse Scroll works fine for me though, where are you trying to click it?
End of Derek's quote

In combat. Clicking on the icon did nothing.

Arcane Armor doesn't require Heavy Armor
End of quote

But still costs less tech and is much better? I hope this doesn't make the military techs useless.

Reply #60 Top

Quoting DsRaider, reply 60
But still costs less tech and is much better? I hope this doesn't make the military techs useless.
End of DsRaider's quote

I know, I'm playing with it.

Reply #61 Top

Quoting Derek, reply 61
I know, I'm playing with it.
End of Derek's quote

Cool, thanks for the reply. I'm guessing your trying to make the Magic tree more interesting and less dependent on the other trees so it is a viable stand alone option. Hard to do though with enchanted weapons simply being better replacements for military tech weapons.

Reply #62 Top

That's an easy fix.  The normal weapons should actually do more cutting, blunt, piercing damage.  The magic weapons should be a cross between lower cutting, blunt, piercing damage plus cold, fire, lightning damage.  Problem solved.

Reply #63 Top


Added the Dragon Slayer champion ability, (warrior only, gives +10 attack vs dragons)

Added the Executioner line of champion abilities (assassin only, gives bonus attack vs men)

Added the Loner champion ability (bonus attack, initiative and dodge when the unit is alone)

Added the Shadow Strike line of champion abilities (assassin only, ignores a portion of the victims defense)

Path of the Assassin gives +100% crit damage instead of +50%

Increased the crit hit chance on the vital strike skills

Removed the initiative bonuses from horses
End of quote

Great changes, but the Executioner line should give an attack bonus against heroes, because only 50 % of the factions are men and killing heroes would fit perfect to an assassin. It would be better to reduce the critical damage to + 25 % and increase the critical chance to + 15 %, because relying so much on luck is a dangerous game mechanic.

Reply #64 Top

I'm really happy you are separating the magic tree from the warfare tree, it was pretty much exactly my complaint in an earlier thread. Now we can better determine long-term strategy depending on what we get for resources. I don't expect it to be balanced right off the bat, of course.

I hope the AI will be able to make a similar decision based on its crystal/metal income. I have seen AI end up without any iron ores and they just go to leather/spears and then stall there forever.

Reply #65 Top

Suggestion:

 

Why is it that Widows/Harridens take so much longer to build than normal troops for Resoln?

 

Did their cost not get reduced alongside the rest of the units? (oversight?)

 

 +1 to Executioner working on heroes instead of men. 

 

Suggested promotion: Monster Hunter, damage boost vs monsters/guardians of higher level.  Does not work on man/fallen.

Reply #66 Top

Reduced Short Bow attack from 8 to 7

Reduced Longbow attack from 10 to 9
End of quote

If you're going to nerf ranged weapons, nerf staves by 1 damage.  Their attacks completely ignore armor, and deal double damage against certain targets.  I still have yet to actually train an archer unit, so superior are mages in my eyes.

Reply #67 Top

i still cant build spiders with a custom faction and the binding trait for it. Dont know if its intended, i have Krax as my race.

 

also

 +1 to Executioner working on heroes instead of men

Reply #68 Top

new changes

 

tech changes... good all seems much better

path of assassin... good from a balance pov but dont like it, crits were so much out of control already, increasing dmg make them even more so

initiative of bosses... so and so, 18 still seems on the edge, if you stack slowing things you get them to not move for too much, they dont have so strong things to compensate for that

nerf on bows... probably ok, it may be needed to compensate assassin changes and nerf a bit archers that were maybe too good after last update

horse with no init... seems too strong nerf compared to wargs... why would anyone not use a warg now? at least nerf warg too (dodge mainly its over the top)

Reply #69 Top


Reduced Adventurer's Boon to +8 hit points instead of 10
End of quote

I think the HP bonus should remain at 10, because the traits should be powerful and the player should have always difficult choices at a level up.

Speaking of difficult choices the Quick and Fast traits should be combined into Quick (+ 3 initiative) and the Potential traits should be combined into a single trait (maximum number of magical items is increased by 1).

Reply #70 Top

Quoting ddd888, reply 69
path of assassin... good from a balance pov but dont like it, crits were so much out of control already, increasing dmg make them even more so

nerf on bows... probably ok, it may be needed to compensate assassin changes and nerf a bit archers that were maybe too good after last update

horse with no init... seems too strong nerf compared to wargs... why would anyone not use a warg now? at least nerf warg too (dodge mainly its over the top)
End of ddd888's quote

Yep, the increased critical damage makes the combat too random.

I think the increased movement of many creatures already nerfes the archers too much.

Horses have + 1 movement and + 20 carrying capacity compared to wargs and i think that the change is great, because it is now difficult to choose between a horse and a warg.

Reply #71 Top

wargs have 1 million dodge... well i know this wasnt evalutated yet, dodge need a 60 70% nerf on all items, anyway until it get it, there is no point having armor when you can be totally immune to dmg via dodge, and wargs provide it

 

after dodge is balanced then maybe yes horses will be for heavy warrior and wargs for mages/assassins that dont require a plate

Reply #72 Top

I usually don't use wargs, but +6 Initiative is huge, if horses haven't Initiative bonus now. Maybe need a bit nerf.

Reply #73 Top

Yeah, I am also concerned about wargs having such a big initiative bonus. A hero down at 14 or 16 ini (heavy armor, mace-wielder) would get a great bonus from a warg.

Reply #74 Top

Quoting Trojasmic, reply 63
That's an easy fix.  The normal weapons should actually do more cutting, blunt, piercing damage.  The magic weapons should be a cross between lower cutting, blunt, piercing damage plus cold, fire, lightning damage.  Problem solved.
End of Trojasmic's quote

Not quite that simple. First the tech costs have to be brought into line. Secondly, the items shouldn't cost metal. Thirdly any item that uses elemental damage will be better then physical damage since it goes through armor. Thus an ice spear would have to have less physical and magic damage combined then a normal spear to balance out. Fourthly  there is the havoc this plays with the upgrade system. Which spears will be upgrading into which? Do you really want to upgrade metal spears into ones that cost crystal? Maybe you want elemental damage not physical even if you get more physical. 

One thing you could do is to make magic weapons do more then just elemental damage. For instance ice spears could do relatively low overall damage and slow opponents they hit. This would give them a different role then ordinary spears. Also instead of upgrading into mundane spears or pikes you could supplement their damage using the elemental rings and amulets. The rings/amulets could be redesigned to have a upgrade path. So as you get more tech you can upgrade the amulets to increase the effectiveness of magic weapons instead of upgrading the weapons, this would also fix upgrading mages.

Reply #75 Top

Quoting DsRaider, reply 58

-Scroll of Curse is unclickable.
End of DsRaider's quote

Maybe it's supposed to be unclickable....oh wait...that's the cursed scroll. nvm. XD