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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 #101 Top

Quoting Kongdej, reply 82
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.
End of Kongdej's quote

You're not the only one.  I am worried that an already poorly-implemented strategy (pure support caster) will be nerfed into oblivion with the reduction in base effectiveness with haste/slow, especially with the new init floor of 5 versus 1.  Speaking of pure support casters, there needs to be a way to improve the effectiveness of non-damage spells, much like the Evoker and Summoner lines improve damage and summoning spells, respectively.  IMO, the best way to do that would be to give the mage champ +X shard power for their non-damage tactical spells for taking, say, the Archmage trait.

Reply #102 Top

good job on new ui changes and dodge reduction :D

Reply #103 Top

Quoting Emperorjarin, reply 101

Quoting Kongdej, reply 82Am 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.

You're not the only one.  I am worried that an already poorly-implemented strategy (pure support caster) will be nerfed into oblivion with the reduction in base effectiveness with haste/slow, especially with the new init floor of 5 versus 1.  Speaking of pure support casters, there needs to be a way to improve the effectiveness of non-damage spells, much like the Evoker and Summoner lines improve damage and summoning spells, respectively.  IMO, the best way to do that would be to give the mage champ +X shard power for their non-damage tactical spells for taking, say, the Archmage trait.
End of Emperorjarin's quote

 

what about traits master healer1-2-3 giving "all healing spells gain 20 40 60% of spell damage"

and making haste slow scale with spell dmg too?

so warrior lvl 1 haste something like 2+0.5 per shard

mage with path and warlock would be maybe 5 6 haste

end game mage with many shards could reach 9 10 haste being very powerful (maybe too much now that i think about it  )

Reply #104 Top

How about higher level, better haste/slow/support spells higher up on the tech tree?  It's a bit of a vanilla solution, but it's a solution.

 

Reply #105 Top

yeah, not perfect but its a solution

 

Reply #106 Top

Quoting Alstein, reply 105
How about higher level, better haste/slow/support spells higher up on the tech tree?  It's a bit of a vanilla solution, but it's a solution.

 
End of Alstein's quote

A multi-target version of Haste and Slow would be nice. Should be easy to make. Getting the mana-cost balanced is probably the hardest thing to do. 

Reply #107 Top

Quoting Gaunathor, reply 107
A multi-target version of Haste and Slow would be nice. Should be easy to make. Getting the mana-cost balanced is probably the hardest thing to do. 
End of Gaunathor's quote

And this version should affect all friendy / enemy units, have a stronger effect (+ 5 / - 5, does not scale with shards) and it should be a level 3 spell with a mana cost of 50 like Fireball.

Reply #108 Top

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


Yes!  I was waiting for this improvement.  I can't tell you how many times I have missed an upgrade because I forgot to click on the improvement in an outposts area.

Reply #109 Top

As far as balance goes, spells that can be resisted should cost less. Spells that are buffing friendly units should cost more. If one is guaranteed to work and the other has a risk of resist, the sure thing needs to cost more.

Reply #110 Top

Quoting seanw3, reply 110
As far as balance goes, spells that can be resisted should cost less. Spells that are buffing friendly units should cost more. If one is guaranteed to work and the other has a risk of resist, the sure thing needs to cost more.
End of seanw3's quote

seanw3, you need to stop making sense.

Reply #111 Top

*** Unreleased ***

Removed the initiative bonuses from horses

End of quote

That's a step in the right direction! :thumbsup:

 

Reply #112 Top

it is possible to have this updae tomorrow? If not, i am starting a new game right now with the current version.

Reply #114 Top

Quoting ravillez, reply 114
Is the FOW still affecting AI diplomacy? If so, will this problem be fixed in the new patch?
End of ravillez's quote

Devs indicated it would be fixed, but I don't see it in the list. 

Reply #115 Top

Quoting ravillez, reply 114
Is the FOW still affecting AI diplomacy? If so, will this problem be fixed in the new patch?
End of ravillez's quote

It's fixed.

Reply #116 Top

Quoting salikgyula, reply 113
it is possible to have this updae tomorrow? If not, i am starting a new game right now with the current version.
End of salikgyula's quote

Yes. That's the plan.

Reply #117 Top

Is the issue seen in 0.980 and 0.981 where AIs say "You are dominating me +5" in diplomacy effects (even though they are much stronger and there are no wars) fixed?

 

Reported here: https://forums.elementalgame.com/432739

 

If what that diplomacy effect shows is really true, this bug really makes the game easy because the AI don't even consider attacking the player even though they are much stronger because +5 is such a big modifier.

 

Fixing this bug alone could make the game harder.

 

Reply #118 Top

Is the issue seen in 0.980 and 0.981 where AIs say "You are dominating me +5" in diplomacy effects (even though they are much stronger and there are no wars) fixed?
End of quote

Yes.


Reply #119 Top

Thank you very much.

Reply #120 Top

This one looks alot more balanced. I will have to play it extensively to find more reasons to complain.

Reply #121 Top

Releasing the patch early tomorrow would be another good new feature.............

Reply #122 Top

Fixed a bug with the AI building outposts
End of quote

If I didn't know what the bug was, this change sounds kind of hilarious :)

Sincerely
~ K

Reply #123 Top

Custom sovereigns look 25% less dorky on the intro book
End of quote

hehehe.... must have given them the chuck norris thumbs up pose :)

Reply #124 Top

Arcane Armor doesn't require Heavy Armor

Arcane Weapons don't require Weapons of War
End of quote

Breons Letters, ereogs Journal and Heroes dont grant faction prestiege
End of quote

Reduced the training costs of Bound Widows, Harridan and Hoarders
End of quote

Sion Temple requires Ereogs Journal instead of Arcane Mastery
End of quote

Fire Elementals can cast Embers
End of quote

Love all of these.

Guess you can tell which faction I prefer :)

Looking forward to tomorrow.  Hopefully it will bring another patch.

Reply #125 Top

Is the bug fixed if you make a custom faction and give her binding and it is say Race Krax it cant build spiders at all?