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

59,633 views 158 replies
Reply #76 Top

Quoting Wizard1200, reply 64
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.
End of Wizard1200's quote

The bonus vs Champions is what I originally intended for those traits, but there isn't a way to do it without code.  Maybe I'll spend the time and add it tonight, it would be a cool function.

Good point on the critical chance, I'll play with it.

Reply #77 Top

Quoting Derek, reply 76

Quoting Wizard1200, reply 64Great 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.

The bonus vs Champions is what I originally intended for those traits, but there isn't a way to do it without code.  Maybe I'll spend the time and add it tonight, it would be a cool function.

Good point on the critical chance, I'll play with it.
End of Derek's quote

 

It would be an AWESOME function. Especially if we can add the trait to units as well. 

Reply #78 Top

If I can add it to a mod in ten minutes I'm sure the devs can do it too!

Reply #79 Top

Nice changes! Looks like this changelog will really become monstrous by thursday :)

 

One question though: since we get nice new traits for solo-ish heroes (like Loner champion), is there any chance we get some real, juicy traits for general heroes relying on units? Not only cautious accuracy etc. bonuses, but some real +attack meat! :)

Something like

- Warlord -  + attack for all units in stack

- Attacker - + attack, - defense for all units in stack

- Defender - + defense, - attack for all units in stack

- Siege specialist - + attack and init in urban combat

- Warmonger - discount on units training... etc.

 

Just brainstormin´... but I remember Brad mentioned the hp nerf to be the "first step"...so am curious about the next :)

Reply #80 Top

Quoting Heavenfall, reply 78
If I can add it to a mod in ten minutes I'm sure the devs can do it too!
End of Heavenfall's quote

Go devs! :D

Reply #81 Top

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

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

Am I the only one concerned about the "Base 4" reduction or boost being reduced will result in a much poorer spell, I am all in for less scaling on shards though, on all the spells hopefully.

I enjoy seeing you reflect what we talk about on the forums and it taking effect during the game, sometimes I would love to see one of your playthroughs :S since it seems we play the game differently.

Sincerely
~ Kongdej

Reply #82 Top

the best solution would be making power of these scale with spell dmg

 

the problem is that hast on a warrior/archer was and is too strong

and too cheap

and too op

 

this problem ouclass EVERYTHING, because it would scale even better on a warrior since it scales with shards and a warrior have access to them

 

if the power of haste would scale on spell power thought you would have it stronger early, like you suggest but only on a mage class

also the scaling would be more balanced being still weak on non mages etc etc

 

 

 

 

Reply #83 Top

I think those spells are still crazy good as they are. Haste goes on any friendly unit for a very low cost of 5 mana. It is perfect at Air1 to cast for anyone who has it except archers (melee need to move and auto-defend anyway, might as well haste). Spellcasters can use them in longer battles for straight up ownage. As long as you have 1 more initiative than an enemy caster, there comes a time when you act twice before he acts again - that's a free cast without spell interruption.

Slow is also great for the same reason (any enemy, 5 mana) but it also gives the opportunity to attack enemies 1v1 without suffering a counter-attack. Some enemies have as little as 14-16 initiative (trolls, ogres) and taking 3 initiative from that is ~20% reduction in their damage output. Slow is also an early counter-caster spell.

Reply #84 Top


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

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

Thank you very much :)

It would be nice to have an Elemental Slayer trait (+ 10 attack vs. elementals) for the warrior, too, because dragons and elementals belong to the most powerful creatures in the game.

Reply #85 Top

Derek Paxton, honest question, are we supposed to bump bug reports that haven't been sorted? I see you posting in some support topics saying "Fixed", but those are bugs that were reported before. So if we posted something a few days ago and it hasn't been picked up, does that mean it's been missed?

Reply #86 Top

Quoting Heavenfall, reply 84
I think those spells are still crazy good as they are. Haste goes on any friendly unit for a very low cost of 5 mana. It is perfect at Air1 to cast for anyone who has it except archers (melee need to move and auto-defend anyway, might as well haste). Spellcasters can use them in longer battles for straight up ownage. As long as you have 1 more initiative than an enemy caster, there comes a time when you act twice before he acts again - that's a free cast without spell interruption.

Slow is also great for the same reason (any enemy, 5 mana) but it also gives the opportunity to attack enemies 1v1 without suffering a counter-attack. Some enemies have as little as 14-16 initiative (trolls, ogres) and taking 3 initiative from that is ~20% reduction in their damage output. Slow is also an early counter-caster spell.
End of Heavenfall's quote

 

at least slow is balanced by resist

on a warrior its a risk to cast slow and later in a game a nearly sure unsuccess

Reply #87 Top

Quoting Heavenfall, reply 74
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.
End of Heavenfall's quote

The initiative bonus of the wargs should be perhaps reduced to 5.

Reply #88 Top

Quoting Heavenfall, reply 86
Derek Paxton, honest question, are we supposed to bump bug reports that haven't been sorted? I see you posting in some support topics saying "Fixed", but those are bugs that were reported before. So if we posted something a few days ago and it hasn't been picked up, does that mean it's been missed?
End of Heavenfall's quote

HF, I think he just likes it when we re-post "Still not fixed" messages after the next patch... which reminds me, you should re-post your "glaring UI issues" post again.

Reply #89 Top


Some very interesting changes just posted in the OP. The tech trees have undergone quite the change. Range was nerfed. Prestiege was nerfed. Lot of little tweaks.

This is going to be a whole new game again. XD
 

Reply #90 Top

Quoting Trojasmic, reply 89

Quoting Heavenfall, reply 86Derek Paxton, honest question, are we supposed to bump bug reports that haven't been sorted? I see you posting in some support topics saying "Fixed", but those are bugs that were reported before. So if we posted something a few days ago and it hasn't been picked up, does that mean it's been missed?

HF, I think he just likes it when we re-post "Still not fixed" messages after the next patch... which reminds me, you should re-post your "glaring UI issues" post again.
End of Trojasmic's quote

I'd rather someone else bumped it (hint hint). But seriously, if they've read it and thought about it that's enough for me. What I don't want is to report an issue only to see it appearing in the next game again when it was an "easy fix".

Reply #91 Top

To increase the gap between the different paths the Swordsman trait (+ x % cutting attack) should require the Path of the Warrior.

Reply #92 Top

Would be nice to see a todo list, but I can understand why they dont show it. If one of the things on the list cannot be sorted, the whole forum would go mad :d

Reply #93 Top

Quoting Heavenfall, reply 91

Quoting Trojasmic,
reply 89
HF, I think he just likes it when we re-post "Still not fixed" messages after the next patch... which reminds me, you should re-post your "glaring UI issues" post again.

Quoting Heavenfall,reply 91
I'd rather someone else bumped it (hint hint). But seriously, if they've read it and thought about it that's enough for me. What I don't want is to report an issue only to see it appearing in the next game again when it was an "easy fix".
End of Heavenfall's quote

Consider it bumped (hope I got the right one!).

https://forums.elementalgame.com/430530

Reply #94 Top

Spiders are still doing wizard stuff. Not sure if this is a bug or intended.

Reply #95 Top

Quoting DsRaider, reply 75

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.
End of DsRaider's quote

Derek please read this^

Reply #96 Top

Idea: new item: how about magical rings that give +1 spell power for a various shard to the champion wearing them?

Maybe a rarer ring that is +2.

 

Would this be doable?

 

Also: would Shadow Strike and armor-piercing weapons stack?

 

 

 

Reply #97 Top

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

Very nice!

Reply #98 Top

Quoting Heavenfall, reply 86
Derek Paxton, honest question, are we supposed to bump bug reports that haven't been sorted? I see you posting in some support topics saying "Fixed", but those are bugs that were reported before. So if we posted something a few days ago and it hasn't been picked up, does that mean it's been missed?
End of Heavenfall's quote

 

I was wondering the same thing, especially since I am on the other side of the world to the stardock team, my bugs often disappear off the main forum page before the standard US work day.

Reply #99 Top

Quite frankly I would keep bumping bugs if you feel they are of significant importance.  I do, and no one has bitched at me yet.

Reply #100 Top



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)
End of quote

<3

Keep working on the UI please! These are so important.