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

59,628 views 158 replies
Reply #1 Top

None of the bugs I reported on the list ;(

Reply #2 Top

Can we also get a Adventurer's Boon nerf. At +10 hp it's a no brainer, and is counteracting the champion hp nerf.

Also ya please fix the World Difficulty Tooltip! This has been broken for so long. I want to know what World Difficulty actually does....

Reply #3 Top

must have been low priority ones :(

Reply #4 Top

Quoting DsRaider, reply 2
Can we also get a Adventurer's Boon nerf. At +10 hp it's a no brainer, and is counteracting the champion hp nerf.

End of DsRaider's quote

Dude, it was already nerfed.  It was 15 before.  It's starting to become not worth it.

Reply #5 Top

Quoting Heavenfall, reply 1
None of the bugs I reported on the list ;(
End of Heavenfall's quote

Don't give up.  Keep reporting bugs and UI issues!

Reply #6 Top

Quoting Trojasmic, reply 5
Dude, it was already nerfed. It was 15 before. It's starting to become not worth it.
End of Trojasmic's quote

As compared to what? +10 Spell resistance, or +1 initiative?  It's still much better then every other early game trait.

Also are Bottled Fire supposed to cost mana?

Reply #7 Top

Quoting Trojasmic, reply 5



Quoting DsRaider,
reply 2
Can we also get a Adventurer's Boon nerf. At +10 hp it's a no brainer, and is counteracting the champion hp nerf.


Dude, it was already nerfed.  It was 15 before.  It's starting to become not worth it.
End of Trojasmic's quote

Agreed. +10 is right about where it should be.

Reply #8 Top

+10Hp, but with a level 10 prereq is fine. At level 2 we are just pissing all over the random trait function.

Reply #9 Top


 

Derek:

For balance there is a strong need to lower the cost/time to build regular units.    In beta 5 they take too long to build forcing us to rely even more on the hero units.    It also takes up very long periods of time in the build que that is needed for buildings, etc.

The game is coming along well.    This would be a good improvement to game balance and game pace.

 

 

Reply #10 Top

Is there a reason that the whole "can't view the city on level up" thing is still around?  That's probably the biggest thing for gameplay for me right now.  That, and not being able to give normal units the ability to cast a spell (like heal, so no priests).

 

Reply #11 Top

@Derek,

are you going to merge the two progression systems for sovereigns/champions (i.e. the rpg of experience and equipment farming) and armies (i.e. the 4x with researching and building up an empire/kingdom)? Currently both gameplay aspects are not linked together (i never had to research anything to give my champions good items. i took everything i needed from the monsters) and as long as they stay separated you will end in an perpetual balancing cycle of champions vs. armies. There are many possible ways to do this, so i won't bother you with a host of suggestions, but the main aspect should be that champions and sovereigns should never gain access to much more powerful items than your armies could. For example instead of giving the player a game ending sword when defeating the lord of winter he just gains his essence which can be forged into that sword when you have the necessary research done.

There is also one underlying AI issue: I believe the AI will never be as good as the player in leveling up powerful champions/sovereigns therefore if the whole game is tilted towards champions/sovereigns the ai will always be behind. The ai for the 4x aspect might be good, but it can never have the knowledge of an experienced player that knows in what order to farm the map clear of monsters and what traits to choose. 

I also want to point out that a lot of recent concerns of yours like kiting with tactical combat regeneration or the selling prices of items are of minor or no concern for the current state of the game imho. The main issue is that once your heroes have progressed a little and you know what monsters you can take on, the champions/sovereigns reach endgame while your armies are in the midgame. In my current 0.81 game i had a lvl 30+ sovereign with the blade of winter (now he is lvl 40+) and my research was just finishing juggernauts, i.e. my sovereign was an all powerful demigod (400+ hitpoints, dealing 200+ critical with a ~50% critical hit chance) whereas my troops had just reached midgame.

 

 

some comments on the changes: 

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

these spells are barely worth their mana cost (especially in the early game) yet you reduce their effects? Why not add some side effects like +1/-1 tactical movement speed for haste/slow?

 

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


Fire Elementals can cast Embers 

End of quote
 

i just want to post out that a strategy relying on sovereigns/champions is much more successful against those monsters yet you give them abilities that makes it even harder for armies to deal with them? especially more moves on Silt Skath and Umberdroths! Those thing are at your archers the moment the battle begins (especially since you can not choose the initial army setup, i.e. how is in the first line).

 

Reduced scaling (per level) defense on several monsters

End of quote

very good change, because high armor means that regular units are worthless (because they have a lot of low damage attacks, whereas sovereigns/champions have just single powerful attack) 

 

 

 

Reply #12 Top

Quoting tesb, reply 12

i just want to post out that a strategy relying on sovereigns/champions is much more successful against those monsters yet you give them abilities that makes it even harder for armies to deal with them? especially more moves on Silt Skath and Umberdroths! Those thing are at your archers the moment the battle begins (especially since you can not choose the initial army setup, i.e. how is in the first line).
End of tesb's quote

While I agree that the ability to customize unit placement on tactical maps would be nice, until then may I suggest using an army that contains more than just ranged units?

Reply #13 Top

Quoting tesb, reply 12
these spells are barely worth their mana cost (especially in the early game) yet you reduce their effects? Why not add some side effects like +1/-1 tactical movement speed for haste/slow?
End of tesb's quote

Absolutely not true.  These spells, even with these changes, are borderline overpowered.  1 +1/shard initiative change is easily worth 10-20 mana early game, it's that good.  You need to remember that the base initiative is 20, so adjusting 1 point in any direction is a 5% shift in balance, which is pretty hefty.

And adding tactical movement to haste would be gamebreaking. 

If anything, I would suggest adding a dodge bonus to haste, and a dodge penalty to slow.

 

Reply #14 Top

Word.

Reply #15 Top


I liking the progress on the changes thus far.

I would like some word about the floating waterfalls during map generation. If that is on the bug list or you are not going to fix this problem before release. Just would like some word on the matter.

Reply #16 Top

I agree with a lot of the balance changes. Cannot complain about the argument of champions vs amies when my champions as it is are having trouble getting out of town in the early game. Haste and slow made it still doable to solo with champions and now are rightfully nerfed (not going to argue whether the nerf is enough). 

Can we sort of scale down the movement of monsters? Seems like there are a lot of random monster movements, and its scary how early in the game I can get one of my towns hit by a grown ogre or a slag. 

Reply #17 Top

1 +1/shard initiative change is easily worth 10-20 mana early game, it's that good. You need to remember that the base initiative is 20, so adjusting 1 point in any direction is a 5% shift in balance, which is pretty hefty.
End of quote

initiative just gives you more moves, not more attack or defense. you need quite a big bonus to initiative to get some additional attacks, although both spells are currently bugged, if the thread about them is correct (the effects get applied retroactively, so if you cast slow some turns later in the combat the affected unit can not move for one or two turns.). i don't know how big the scaling factor with he air shard plays into this however, i usually never get that many, but i can see your point if there are too many those spells can be powerful. It is just in comparison with other early spells (like curse, blindness, fire dart, ...) that i find these two a bit lacking.

 

While I agree that the ability to customize unit placement on tactical maps would be nice, until then may I suggest using an army that contains more than just ranged units?
End of quote

i saw the suggestion earlier and i love it. i don't build units, but just for the sake of argument, if i would those fast monsters would make the moving phase obsolete and remove the little there is about tactical combat. trolls already have a movement of 3, i.e. you will get two shots off (if you move back and then shoot) and then they are in melee range.

 

Reply #18 Top

Derek - please find below my buglist / wishlist for 0.981, hoping that some of the items in the list will make it in 0.982:

 

[bugs / fixes]

- treetops sometimes turn white (instead of green or purple) after a battle. Zooming in and out fixes this, but it gets really annoying...

- floating waterfalls at the end of rivers when they end on land (other people and myself have reported on this ad nauseam)

- return piers, logging camps etc. to their previous state where we can build them even if the city reaches the river/forest through snaking

 

[balance issues]

- nerf the dark sorcerer's armor and/or despair attack

- nerf the master scouts ability so it is not such a clear advantage for exploring and settling

- create "swarming" or "flanking" ability to give groups an edge over heroes and single units

- give governors an experience gain for staying in cities (linked to turns, city growth or buildings)

 

[UI/Tweaks]

- give us a go-there button for resources that are destroyed by the enemy (MUST HAVE)

- provide an "open/close borders" option in diplomacy independent from NA treaties

- give us a "teleport item" spell in order to move items from hero to hero

- alternatively, provide an "item vault" building in cities where we can store and pick up items

- allow outposts to train defenders just like cities

- provide an "auto-resolve battle without spells" and make the normal auto-resolve use spells

- give us an "auto-moving" indicator in the empire tree for units that are pathing (a yellow border?)

- give us the ability to attack heroes if we don't want to recruit them or leave them for the enemy - it is silly to recruit them just so we can disband them...

 

 

[content] (note: this last part can all come from mods so it's not as high priority for release)

- more items : we can never have enough!

- more summins spells

- more high-level monster bosses with high-level item rewards

 

This list is quite definitive, and (again imho) not hard to implement either before release or during the first expansion :) If most of the above are addressed at some point before release, I personally will give this game a full 100% endorsement and keep it in my hard drive for decades to come !!!

Reply #19 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

I think it is great that you start to reduce the shard scaling, but + 3 or - 3 is too low, because all spells should be useful without shards. Reducing the base effect of the spells removes the "go big or go home" feeling and is in my opinion a knee-jerk reaction to the kiting problem. It would be better to:

- Haste: + 5 initiative and + 10 dodge (+ 3 per air shard)

- Slow: - 5 initiative and - 10 dodge (+ 3 per water shard)

- Evade: The movement of the unit can not be reduced by the enemies zone of control in tactical combat

- Tireless March: Remove the movement bonus and replace it with the ability to move through difficult terrain

Reply #20 Top


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
End of quote

The increased movement is a very good idea, but it reduces the power of ranged attacks. The initiative penalty of ranged weapons should be reduced, because with the higher monster movement and the higher movement of horses it is much easier to close the gap between the archer and the melee unit.

Reply #21 Top

Keep on posting bugs guys. They normally add a few during the week before release on thursday. And the rest go into the que. I am guessing we are at least 4 patches from release.

Reply #22 Top

Yea, this log is only showing 24 hours worth of fixes. By next week it should be something scary. ;)

Reply #23 Top

Quoting seanw3, reply 9
+10Hp, but with a level 10 prereq is fine. At level 2 we are just pissing all over the random trait function.
End of seanw3's quote

Indeed if you grab this right away it is usually a over 50% boost to the overall strength of a champion.

Reply #24 Top

for now all balance changes seems good to me