DerekPaxton DerekPaxton

Fallen Enchantress 1.01 Changelog

Fallen Enchantress 1.01 Changelog

Released 11/07/2012 

Content

Add the Iru Elixir (replaces the Strong Healing Potion), it heals 80 damage and removes a random injury from the champion that drinks it, it can be found as loot

Added ability to have spell-like effects with no casting (i dont want pariden units to do their spellcast animation at the start of every battle)

Custom factions get a music theme now

The Flesh Bound Tome faction ability unlocks the Consume spell, which allows a player to destroy a shard in his territory for 200 mana

Added Dragonfly Bracers as a custom sovereign item (increases init by 2)

Added Rebels as a faction weakness (increases unrest)

 

Fixes

Fixed a crash if you create a sovereign with mods enabled and then disable mods

Fixed an issue where if you got a new unit form a random event and your sovereign was in a city it would be lost

Fixed an issue where negative enchantments could stick around on a city even after it was conquered

Fixed an issue where you may still be paying a summons maintenance even after the summon was dead if you save and reload before the end of the turn after the summon dies

Fixed a crash if you go from the tutorial to the scenario without restarting

Improvements that level up trained units now allow units that can select their level-up traits to pick all their level-up traits

Changing the game pace now also modified production times

Fixed an issue causing Trog Pioneers to go Beserk in battle (and then run away)

Fixed Propaganda to update if the cities essence changes

The Darkling Shaman's shrink ability now has a cooldown of 3

The Spellbooks tech correctly unlocks with the Decalon faction ability

When placing random quests during the game (like by using the Quest Map item), no longer chooses non-repeatable quests that have already been completed or are assigned to an existing quest location

Fixed an issue where shrunken units would play their death animations twice

Fixed a issue where units would play their last spell animation when shrunk

Fixed an issue where only the group leader would be grown/shrunk by spells with units with multiple members

Fixed a bug where units with shrink and growth both cast on them could get wonky

Fixed bug with paths where sometimes path dots would skip first tile

Fixed bug where path was not updated to show newly uncovered tiles when FoW was cleared

Fixed a memory leak that occured on each reload

Fixed bug where parchment background image of kingdom window would disappear after game within game

Fixed crashes (if anyone has had a crash with FE we have gotten the log and checked it out)

Fixed a crash in the custom faction color picker window (if you click a tab to leave that screen incorrectly)

Fixed tactical battle hang if you tamed the creature you are fighting, causing there to be no one left on the opponent's side of the battle

Fixed an issue where you units would be healed if you tamed a unit in combat (the "Jesus Bear" issue)

Fixed Death Ward (it was working before but now it displays it particles to give an indication of what is happening and correctly removes itself)

Fixed floating waterfalls

Fixed an issue where jamming on some keys (like the 'E' hotkey) can open multiple redudant windows

Fix for deadlocks (hangs)

Fixed the duration on the Prismatic Potion

Fixed an issue where you got no score if you won by the time limit

Fixed an issue keeping Raise Land from being able to be cast on ocean tiles

Lots of performance improvements both in between turn time and in smoothness of animations while other actions are occuring

Fixed bug that caused the loading screen not to show when loading up saved games

Spell Damage modifiers now work on CurHealth spells (like Shadowbolt)

Fixed a bug where negative player bonuses weren't being included in stat calculations (like the Vulnerable to Magic faction weakness)

Fixed the Infection spell

fixed Ritressa and Miredesi so they wouldn't be offered redundant Spell Resistance traits at levelup anymore

Fixed bug where if you went from one scenario map to another, then loaded a save from that second map, the champions that were carried over from the previous map would duplicate

Fixed bug where sometimes the AI would force complete all of its construciton projects on the first turn after loading a game because it was using stale city defender power ratings (these are now recalced and cached while the game is loading)

Fixed an issue with some champions getting the Spell Resistance trait option twice

Fixed weapons that give mana from kills

Fixed a mod bug where random event quest mods would spawn the wrong quest when randomly chosen

Fixed an issue where you oculd get more than 6 points for sovereign customization

 

Balance

Procipinee gets the Weak sovereign weakness instead of Inefficient

Marked the random even that spawns THE Dark Sorcerer as Epic (anyone who has faced him will agree)

Added Call of the Titans spell unlock on Breon's Letters tech

More quests made available to be placed by the Quest map

You have to have the Dances with Dragons tech to recruit Ashwake Dragons from the Temple of the Dragon

Typhoid Fever gives -1 to the army's hit points instead of -2

Ice Elemental Sanctum now gives loot

Novice difficulty level reduces AI money starting from 75% of base to 50%

Beginning increases HP penalty against AI from 1.0 to 0.75 of what the player has

Beginner reduces AI money starting from 100% to 50%

Easy reduces AI money starting from 100% to 50%

Fixed AI bug where challenging was rated at 1.25 instead of 1.30

Expert AI increases HP advantage of AI from 1.0 of player to 1.1

Ridiculous AI reduces HP advantage from 2.0 to 1.5

Ridiculous AI reduces sovereign HP advantage from 3.0 to 1.5

Ridiculous AI reduces intelligence from 10.0 to 3.0

Insane AI reduces economic advantage from 5X to 2X

Insane AI reduces HP advantage from 3.0 to 2.0

Insane AI reduces Sovereign HP advantage from 5X to 2X

Reduced the Krax blood trait to +8 defense (from +10)

Reduced the HSieldwall trait to +3 defense (from +5)

Stealth faction ability now costs 2

Increased the min distance between Ashwake and Clambercoil dragons and starting locations

Reduced the base level of the Great Wolf to 3 (from 5)

Tarth starts with the Rebels faction weakness

Irane starts with the Dragonfly Bracers instead of the Impulsive trait

Reduce the amount of lairs placed in the world at the default level slightly

Reduced the amount of monster placed arounf the players starting location slightly

Obsession's production bonus is no longer multiplied by the amount of materials in the city (I'm going to pretend like this is a balance change because it makes me feel better than admitting that I implemented it incorrectly)

Changed the starting positions on all tactical maps so that units arent squished together and blocking each other

Units that are immune to spells will be immune to spells even if they are marked as abilities

Tilda Herbs can be used in battle

Increased the duration of the Freeze and Tremor spell to 3 turns from 2

Fixed an issue with some champions getting the Spell Resistance trait option twice

Reduced Dagger init to +3 (from +4)

Reduced Maces to 15 attack (from 16), and increased init to -3 (from -4)

Increased Battle Axes to 17 attack (from 15) and decreased init to -1 (from 0)

Increased the Great Axe to 23 attack (from 21)

 

AI

Improved AI's decision making on what unit is best for a given city based on its cost

Monster AI is generally slightly less aggressive about attacking

Monsters are harder difficulties are even tougher

Monsters on easy difficulty (or lower) are less aggressive

Fixed bug that allowed monsters to roam far away from their original lairs

On challenging or less difficulty the lair monsters are less inclined to attack passing units

Verified Monsters on challenging or less attack humans as much as AI opponents

Fixed bug where recruiting champions wasn't charging them appropriate $$$

Made AI more aggressive about getting goodie huts when on challenging or higher difficulty levels

AI now determines when it is done "farming" monster lairs and eliminates them when they've..outlived their use.

Increased value of the Towers of Magic to encourage AI to more aggressively pursue the spell of making victory

 

UI

Better display on the outpost window (showing whats building, and when it will be complete)

Mousing over the race on the custom faction screen shows you the race information

Build/Train window won't close when you auto-turn

Fixed the tooltip on the Enchanters faction ability to include the Scrying Pool

Fixed the tooltip for the Fire Adept III trait

Fixed tooltips on the Town Hall and Palace to reflect their ZoC bonuses

Fixed a typo with the Ram's Horn Longbow

Equipped accessories now show up in your unit window like weapons and armor

Some info card tweaks to make more item type info cards throughout the game show either shop cost, labor cost, or customization cost as appropriate, since most tooltips were just defaulting to shop value even when it wasn't really relevant

Fixed bug where if you opened the kingdom wnd while the build list wnd was open, it didn't get hidden and it went back into the city construction mode in a bad state

Faction power window is no longer dragable (players were accidently getting it dropped places)

When you finish the tutorial, instead of rolling the credits, added a message box that says basically "thanks for playing the tutorial" and then takes you to the title wnd when you hit the OK button

In the customize faction and create sovereign screens, the race/faction spinner tooltip now updates when changing the spinner selection with the buttons

Fixed bug in the intro book where only 4 of the 5 available slots were used to show faction traits

The "Improvement Destroyed" message now includes a button to go to the site of the former improvement

Amarian units don't need to pause to activate their Noble Legacy ability at the start of combat anymore

 

Scenario

Items don't "transform" in the scenario anymore (most commonly the Yew Longbow into a Banishing Staff)

Fixed a missing icon on the Lannarg Plant Seeds

Fixed a missing map icon on the Umberdroth Lair

Fixed bad references for the Krax faction in the campaign

Gnarri starts with the Muscle and Strength traits so he can wield that Maul

Fixed Blessing of Restoration to give a viable Heal ability

Fixed an issue allowing K'uo Sian to get the Finesse trait twice

Fixed a crash loading the 2nd map of the scenario if the player didn't have rights

Added functionality to the KillChampion trigger so that we can give all of the dead champ's items/equipment to the sovereign

Updated custom campaign versions of the city to match the sandbox game, so they now produce Research

Weakened Cutting stat on the Sword of Wrath from 25 to 15

Fixed bug where ‘dummy’ versions of the human villages of Ammarkan and Bruka were spawning in each other’s spots instead of their own

The naming of the “Timber Warg Meat” is now consistent throughout “Taevish’s Quest.”

Fixed bug where the Crystal Shield didn’t provide defense like other shields.

Changed the model scale on the custom campaign version of the Lurk from 1.0 to 2.0 on the main map, and 1.5 to 2.0 in tactical combat. This makes it easier for players to spot them when trying to complete the Abbey quest chain

Added a few triggers that fire when a player’s champion dies, and bring up a conversation to remind the player that he can buy a potion in the minor civ city which will heal injuries

The chapter 5 campaign book no longer lists “found new settlements” as an objective

Added Optional Objective entry to “The Fugitive” campaign book screen

Empty Objectives panel no longer appears for the map 3 “The Crypt of the Tazzars” campaign book

Can no longer purchase “Quendar Wine” quest item from the map 3 minor civ city

Fixed bug where map 3 “Demon Lair” cloth map icon wasn’t showing

Fixed bug where map 1 “Traveler’s Tent” cloth map icon wasn’t showing

Fixed “the the” & “also and” in the map 1 “Journey’s End” campaign book

Changed “taken back” to “taken aback” in the map 1 “The Path” campaign book

Changed “fine breastplate” to “fine piece of armor” in the map 1 conversation with Garen

Fixed “saly” to “slay” in “The Gates of Redstone” Quest

Added missing word to the description for Procipinee’s Amulet

Fixed a shadow that appeared on the medallions of some of the scenario units

Fixed an issue that could cause units to get dropped if you had more than 9 going into a tactical battle

Reduced the level of the River Slag on map 2 and reduced the amount of Mire Skaths in that battle form 4 to 2

111,254 views 157 replies
Reply #51 Top

PLEASE, CHANGE THE FACTION COLOR OF RESLON (or Pariden).

In my last game was very difficult to distinguish one from the other (I was at war with Reslon, but I have both as neighbors) and I often move my armies in the direction of the wrong territory.

In the end I declared war also on Pariden, only to avoid the problem...

Reply #52 Top

Change Resoln to a darker blue.

Reply #53 Top

Thank God for the quest map fix... I'm getting pretty tired of mopping up the wildings and not getting a pioneer unit.

Reply #54 Top

I don't think that has been fixed though - if you pay the 100 gildar you get the pioneers, but if you win the fight you don't.  So it still needs to be fixed, even if more of the other quests show up from Quest Maps now.

Reply #55 Top

Quoting Frogboy, reply 20
Well the AI doesn't get to complete quests automatically. They simulate the quest (rolling the dice) and they aren't allowed to go on tons of quests like you humans are! And they don't get to save games.  What you're seeing is the tirene taking out a battleship roll.

Blame old man Paxton for letting the AI go get dragons from quests or what have you. XML controls whether the AI is allowed to go on quests. I just take advantage of whatever cheese I can find.

If I had my way, in v1.1, when the human wins a big battle, the game reloads from the turn before so that the AI can get another crack at it!
End of Frogboy's quote

On the 4th time they reload, will it crash the game?  Or maybe after the 4th reload, the tile markers will go away and they won't be able to figure out where to put pioneers...

As long as the AI gets what we get ;)

 

Reply #56 Top

edit..

Reply #57 Top

So.. on the topic of the AI completing impossible quests I am not convinced they always succeed. That is to say they make the attempt and regardless of the success or failure, the quest is removed from the map, and no ill befalls the attempting AI.

If I had to make a wager, I would say that the AI doesn't even participate in the quest at all, it just rolls a dice and succeeds or fails. The fact that the AI is not wounded for completing quests aside, the computers ability to remove quests that they shouldn't be able to complete is annoying. However the real problem would be if the game is just using a dice roll and not actual combat participation, there -is- a chance that the computer will succeed (despite the linked combat being impossible for the attempting army) and suddenly verga is wandering around with a boreal blade..

In any case the computer should only attempt quests with a same strength or higher army.

Reply #58 Top

Well, the combat simulation could be done via autocalc, but I suspect devs know all too well that AI is not cabable of assessing its chances correctly, and it needs all the help it can get, so they went with a simple dice roll.

Which creates the problem you just described - a simple dice roll makes winning possible (though unlikely) in situations, where the actual combat would be unwinnable.

Reply #59 Top

Quoting Kamamura_CZ, reply 59
Well, the combat simulation could be done via autocalc, but I suspect devs know all too well that AI is not cabable of assessing its chances correctly, and it needs all the help it can get, so they went with a simple dice roll.

Which creates the problem you just described - a simple dice roll makes winning possible (though unlikely) in situations, where the actual combat would be unwinnable.
End of Kamamura_CZ's quote

I don't mind the dice roll part, but if there is a battle within the quest, I would like to see a change in the future that the AI must complete a battle. For quests with multiple battles, I would be happy if they gave the AI an average battle. (This should reflect that ... between our quest, we can recover). Forcing the AI to travel to many locations on the map can get cumbersome and possibly lead to problems.  I also wouldn't mind seeing a turn limit timer for quests. That is you have 10 turns to complete this quest or 20 turns to complete this quest.

Reply #60 Top

I second, (or third, I guess,) the comments above about the color of Resoln and Pariden.  They are way too similar, especially when you are seeing the borders out of context, and/or their domains are close together.

Reply #61 Top

Also, anyone have any idea when this is due out?  I'm waiting to play the scenario cause of the number of bug fixes listed on here, and I am looking forward to playing it, so am hoping to see this soon.

Reply #62 Top

Quoting stevelamperti, reply 62
Also, anyone have any idea when this is due out?  I'm waiting to play the scenario cause of the number of bug fixes listed on here, and I am looking forward to playing it, so am hoping to see this soon.
End of stevelamperti's quote

ditto. Patiently waiting for this release, but hopefuly that Derek is putting a slew more fixes, balances, and new content in prior. ;)

(and pedestrians for 32-bit users. :pout: )

Reply #63 Top

given that it is early  monday morning for stardock, we might see more happen in the next twelve hours, but in the past most (but not all )patches have been released on a thursday evening for them.

harpo

 

Reply #64 Top

The "Improvement Destroyed" message now includes a button to go to the site of the former improvement
End of quote

...and there was much rejoicing!

Reply #65 Top

The "Improvement Destroyed" message now includes a button to go to the site of the former improvement
End of quote

Yes! Much appreciated!

Reply #66 Top

Fixed an issue that could cause units to get dropped if you had more than 9 going into a tactical battle
End of quote

How was this fixed? Limiting to 9 or less, or letting more than 9 in?

Reply #67 Top

The "Improvement Destroyed" message now includes a button to go to the site of the former improvement
End of quote

Reply #68 Top

Quoting Leo, reply 67

Fixed an issue that could cause units to get dropped if you had more than 9 going into a tactical battle

How was this fixed? Limiting to 9 or less, or letting more than 9 in?
End of Leo's quote

Letting more than 9 in.

Reply #69 Top

Derek, could you put back the text for achievements (both in the achievements list and when you achieve one)?  At least in my 1.00 installation only icons show in achievements list, not the text, so it's hard to know what means what unless you've memorised them from a beta version.  And when you get a new achievement there is no text about the achievement.

Also with the 10000 population achievement, do you have to finish the game with 10000+ population to get it?

Reply #70 Top

Quoting Derek, reply 69
Letting more than 9 in.
End of Derek's quote

Awesome. Another question too, if you don't mind. As far as the scenario changes go, will they work with existing scenario saves, or will we need to start a new one for these changes?

Reply #71 Top

Quoting CogBurn, reply 68

The "Improvement Destroyed" message now includes a button to go to the site of the former improvement

End of CogBurn's quote

 

Great googly moogly!

This patch needs to get released soon - between this and the Load crashes and the Quest Maps fix, I think basically everything on my list that not balance-related (which I'll fix in mods, anyway) will be checked off.

Reply #72 Top

jamming
End of quote

Raspberry?

Reply #73 Top

------Quote-------------

The "Improvement Destroyed" message now includes a button to go to the site of the former improvement

-------------------


Can't you just eliminate the pop-up altogether?

Pop-ups are:

1. annoying,

2. don't mesh well with the rest of the interface,

3. don't work well if there are more than one pop-up in a single turn, and

4. forces the user to deal with the thing now rather than at their convenience.

I'd much rather have a notification like the "new unit" notification that would when clicked zoom to the tile where the resource was destroyed (or alternatively like the "Enemies in territory" notification and cycle through them).

This could be done for new items too. A notification that when clicked opens the "Equip" screen of the hero and selects the item. Just let these notifications disappear if not clicked on in that turn


Reply #74 Top

I agree. Do it like Civ5 and put *everything* as a notification on the side. Tech advances, enemy spells, whatever! Except for getting attacked, I guess, which happens during the enemy turn.

 

Reply #75 Top

Quoting pomalley, reply 75
I agree. Do it like Civ5 and put *everything* as a notification on the side. Tech advances, enemy spells, whatever! Except for getting attacked, I guess, which happens during the enemy turn.

 
End of pomalley's quote

k1

In other news, this changelog is turning more into 1.1 instead of 1.01!