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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

59,631 views 158 replies
Reply #126 Top

I dont see a fix for the Altar bought quests sometimes not triggering. Hope its in soon :o)

Reply #127 Top

Quoting parrottmath, reply 124
hehehe.... must have given them the chuck norris thumbs up pose
End of parrottmath's quote

Nah, they probably have now a Mr. T-Mohawk. ;)  

Reply #128 Top

Quoting joasoze, reply 126
I dont see a fix for the Altar bought quests sometimes not triggering. Hope its in soon )
End of joasoze's quote

Dam :(

~ K

Reply #129 Top

Please urgently look at the autoresolve problem in this thread: https://forums.elementalgame.com/432819

Currently it appears that the enemy is not using magic either when fighting the player (or AI) using auto-resolve.  The mana restriction should be ONLY on the player doing autoresolve, not the enemies (especially since the enemies in most cases don't use mana).

Reply #130 Top

*** Unreleased *** 
New ZoC colors for Krax and Magnar
End of quote

:O and they didn't even tell us what colors they chose... :hrmph:

Why no color change for Resolin? She screams 'purple'!

Reply #131 Top

Quoting StevenAus, reply 130
Please urgently look at the autoresolve problem in this thread: https://forums.elementalgame.com/432819

Currently it appears that the enemy is not using magic either when fighting the player (or AI) using auto-resolve.  The mana restriction should be ONLY on the player doing autoresolve, not the enemies (especially since the enemies in most cases don't use mana).
End of StevenAus's quote

 

Indeed, this is gamebreaking if it is true.

Reply #132 Top

Out today lads? I can see some excellent changes that will improve gameplay, like a new starting tech that is tempting to start with + pluss more low level stuff as common loot + some nerfing of hp (adventures boon etc) and dodge (spell etc) and initiative (horses) heroes can get etc etc. This will be fun to test out :)

Reply #133 Top


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

Per air shard? I think Stoneskin should protect the target against all kinds of damage, because the effect is much lower.

Reply #134 Top

Quoting Wizard1200, reply 134




quoting post

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



Per air shard? I think Stoneskin should protect the target against all kinds of damage, because the effect is much lower.
End of Wizard1200's quote

per air shard? Was that a typo? Shouldn't it be earth shard?

Reply #135 Top

Quoting Wizard1200, reply 134
Per air shard? I think Stoneskin should protect the target against all kinds of damage, because the effect is much lower.
End of Wizard1200's quote

Yes, a typo. The problem is that when cast on already high armor units it made them nigh invulnerable. A lot of spells need to scale less, stonskin is no exception. Of course the damge spells are the worse because using traits and items you can triple their damage.

Reply #136 Top

Quoting Wizard1200, reply 134

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


Per air shard? I think Stoneskin should protect the target against all kinds of damage, because the effect is much lower.
End of Wizard1200's quote

 

It's basic defence, not just air defence, if that was what you meant? 

Reply #137 Top

Quoting NorsemanViking, reply 137
Quoting Wizard1200, reply 134
quoting post
Stoneskin does 3 (+1 per air shard) in defense instead of 4+2


Per air shard? I think Stoneskin should protect the target against all kinds of damage, because the effect is much lower.

 

It's basic defence, not just air defence, if that was what you meant? Increases now with +1 defence point, instead of 2, per air earth shard you own.
End of NorsemanViking's quote

Fixed that for you.

Reply #138 Top

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

 

air?

is this a typo or the school of magic of stoneskin changed from earth?

Reply #139 Top

Of course stone skin needs to be earth..... The whole mother earth is a huge stone planet...... ;)

Reply #140 Top

Quoting NorsemanViking, reply 137

It's basic defence, not just air defence, if that was what you meant? 
End of NorsemanViking's quote

No, i forgot to enter a blank line between my question and my opinion of the change :)

 

Quoting DsRaider, reply 136

The problem is that when cast on already high armor units it made them nigh invulnerable. A lot of spells need to scale less, stonskin is no exception. Of course the damge spells are the worse because using traits and items you can triple their damage.
End of DsRaider's quote

You are right, but at the end of the game the bonus of Stoneskin is much smaller compared to the beginning of the game. It should be possible to improve spells like Stoneskin without shards, too.

Reply #141 Top

Hmmm, seems like the update will be late today compared to the last ones.... Hopefully not delayed.....

Reply #143 Top

Hurrah

Reply #144 Top

Custom sovereigns look 25% less dorky on the intro book


I was hoping for 50%...

Reply #145 Top

Why nerf the building for production? Gildars  nerfed last patch. In this production. I have one life, I do not want to spend it on one game in this  so slow game!

 And, Sorry, weakened bows. In a game against the bows have a ton of counter. Shields, spells, perks, perks for speed and horses etc. Well, why should they weaken? Because someone wrote that archers killed the dragon? So the problem probably in the dragon, not an archer. Do not want to play this game. = ( 

New perk assassin. In the game, any class can wear any armor and weapons. You know what I mean? Will go hero with a huge ax or mace in heavy armor on horse  and crit and ignore armor. Assassin, yes. Sorry again. Just see the game has potential. But I doubt that you are going in the right direction. 

Reply #146 Top

Quoting zhukodim, reply 146
Why nerf the building for production? Gildars  nerfed last patch. In this production. I have one life, I do not want to spend it on one game in this  so slow game!
End of zhukodim's quote

You get the Workshop potentially quite a bit earlier in the game now.  It's called balance.

Reply #147 Top

Quoting mqpiffle, reply 147
You get the Workshop potentially quite a bit earlier in the game now. It's called balance.
End of mqpiffle's quote

 Balance of what? The game became slower. Who calls this balance? Where will continue to balance the game? Explain it to me.

 Nothing has changed. Need to learn tehlology for food and products. Decided to play a quick study, why? You have full queue  of buildings for many many saesons ahead.

 Please add the configuration reduces the cost of all the buildings and units. There is a setting for the study. But definitely need for production. Otherwise they will learn new technologies over the years, but some market based forever! And maybe with this setup, +1 bonus from buildings will not look so ridiculous.

People should bring gildars and products in %. And on spell +2 gildars taxes should not work. After all, a simple and logical things.  Trust me. 

 

Reply #148 Top


Depends what they expect to get out of the game.

On normal map settings, are we looking at 1000 seasons? 500?

Then on large map settings, is that relatively increased?

Same goes for small. Can I finish a small map in 300 seasons?

Combine that in with duration of gameplay; quick, normal, epic; and you have quite the variety to consider when attempting to balance a game.

 

Part of me wants to finish the game I'm playing with Altair, but I just can't say 'no' to a new beta. XD  Downloading now! 

Reply #149 Top

finally i got my ass kicked! All of the AI's declared war on me. This was earlymid game. one of them came with all of his army, I had no chance!

I had 3 heroes but only 6-7 level. In early builds i could defeat this army with my 3 heroes and steamroll the AI, but not now.

Expert game, on medium map 5 AI and me, dense monsters. I never use ctrl-N. in pervious builds i can win these settings even if there were 1000-200 civ points against me, without any builded units, only with 3-4 heroes!

Reply #150 Top

Wicked update is available - just log in from work onto my home comp and do the update.