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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 #101 Top

When we gonna see this? Next week?

Reply #102 Top

I'm still holding out hope for a Friday night release. Weirder things have happened!

Reply #103 Top

Seems like they are still having a few crashing issues with the latest build... (probably a result of the optimizations). So unless they can fix that real quick, we might have to wait until next week (probably best for stability). It's a bit sad, but I guess we'll get to look forward to the change list growing even longer.

Reply #104 Top

And what about AI rushing buildings non stop. Will they fix it also ?

Glad to hear that death magic now will scale with magic power, cant await to see how it will be now.

Oh and i have concerns about Magnar: in my games it tends to die early if i set dence monsters without even managing to settle first city, and it happens only with his race so now i am ussualy customizing him not to be one of my oponents.

Reply #105 Top

Quoting petrasvu, reply 105
And what about AI rushing buildings non stop. Will they fix it also ?

End of petrasvu's quote

This is still broken in the 1.00Hamster build.  I'm about to post about it.

Reply #106 Top

Quoting Lord, reply 76
                                                              o   o   o

In other news, this changelog is turning more into 1.1 instead of 1.01!
End of Lord's quote

 

Yes.  And in terms of the release timeframe, it is looking more and more like v1.1 !    Here it is late Friday afternoon (Nov 2), and it sure doesn't look like this update will be available this week.     #:(      Even if it was released this coming Monday (and Stardock  NEVER  releases updates on a Monday), it would be almost two weeks (!) since the Official Release Version became available, back on October 23.  (BTW, the changelog  content  cetainly looks very good overall!)

[ Sigh ]   Well ... my Lament, here, is not so much a Complaint, as an Observation ...     8|        

 

Reply #107 Top

Well I think they need to address the AI free rushing and AI free champion recruitment bugs before releasing the patch.  The existence of those mega-bugs makes playing the game a bit troublesome.

Reply #108 Top

I actualy liked idea of fighting every tile from monsters so i dont know why to set them to less agressive, better simply make their agressivness to be equal to me as well as to AI. I dont like to see AI spaming cities non stop just because monsters nearly never atack them, i have never seen monster destroying AI's outpost, or even an improvement. So while i am researching and gathering proper power in order to set my feet to some better spots guarded by strong monsters, AI simply passes there with pioner setles city and monsters simply passes away from their teritory and heads towards mine :O

I also support topics about quests and heroes. I ussualy can take  only few quests around my starting location because others are ussualy done by AI imediately no matter what threat level it offers (except dragon ones, those stays untouched always), i never did an arena because till the time i could be reeady for it AI already takes it out somehow.

Same pattern seems fits for champions, AI recruts them just whenever they getting in contact, looks like they often not even having technology developed. So i often ending only with those which i am blocking with outposts to preserve AI geting to them.

Happy to hear about memory leak being fixed, it caused me restart game every time i wanted to load autosave.

 

Reply #109 Top

Quoting Trojasmic, reply 108
Well I think they need to address the AI free rushing and AI free champion recruitment bugs before releasing the patch.  The existence of those mega-bugs makes playing the game a bit troublesome.
End of Trojasmic's quote

Good Point, Trojasmic !   On a serious note for a moment, those really are some Mega-Bugs; and they really do need to be fixed ASAP.  Good Thread you started on the AI Rush Builds too -- Good to see that someone documented that!

           https://forums.elementalgame.com/435778 

Reply #110 Top

you noticed change in the OP? :)

 

it's kind of released :P

Reply #111 Top

Looks like it's a beta to the 1.01 patch.

Me thinks that means they're still having some glitches with it, such that they don't want to release it as an official patch.

Nevertheless, very pleased.

Thanks SD!

 

Reply #112 Top

Procipinee gets the Weak sovereign weakness instead of Inefficient
End of quote

 

This will give a reasonable and welcome boost to Pariden players throughout the known universe.

 

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

 

k1

Reply #113 Top

Quoting Trojasmic, reply 108
Well I think they need to address the AI free rushing and AI free champion recruitment bugs before releasing the patch.  The existence of those mega-bugs makes playing the game a bit troublesome.
End of Trojasmic's quote

Agreed with that.  The bug where the AI founds 30 population cities without the expenditure of a pioneer is also a game-breaker, especially on the lower difficulties.

Reply #114 Top

are these patches save friendly or should I start a new game>?

Reply #115 Top

not to your cultural needs. i think you should uninstall the game.

Reply #116 Top

Quoting enoeraew37, reply 115
are these patches save friendly or should I start a new game>?
End of enoeraew37's quote

bet on NEEDing to start a new game to get the benefits, if you do not you MIGHT get CTD's and other crashes.

harpo

 

Reply #117 Top

Quoting Glazunov1, reply 113
This will give a reasonable and welcome boost to Pariden players throughout the known universe.
End of Glazunov1's quote

No, it won't. Inefficient only has an effect on the city Procipinee is stationed in. If you don't station her in a city, Inefficient won't do anything. Weak, however, always has an effect.

While I think, that this change is thematically correct, it constitutes as a nerf for her. She already lost Attunement and the Adept faction-trait. Enchanters and The Decalon are very good traits, but they can't offset all of those negative changes.

Reply #118 Top

Still no AI changes, even after release with tons of AI critics. Good bye Elemental!

Reply #119 Top

I think that at least the most serious AI bugs should be fixed in 1.01, and the others fixed as soon as possible after.

Reply #120 Top

Quoting id_est, reply 119
Still no AI changes, even after release with tons of AI critics. Good bye Elemental!
End of id_est's quote

What are these then?

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
End of quote
 

 

Reply #121 Top

Quoting Gaunathor, reply 121
What are these then?
End of Gaunathor's quote

Traps!

Bad humour attack by
~ Kongdej

Reply #122 Top

Quoting Glazunov1, reply 113
Procipinee gets the Weak sovereign weakness instead of Inefficient

This will give a reasonable and welcome boost to Pariden players throughout the known universe.
End of Glazunov1's quote

Is this how you see it?  I see it as a nerf, pure and simple.  "Inefficient" only mattered when Procipinee was injured or defending a city.  "Weak" makes her even worse in combat, and she was already, by far, the worst sovereign.

Reply #123 Top

When is 104 out?

Reply #124 Top

Quoting Tuidjy, reply 123

Quoting Glazunov1, reply 113Procipinee gets the Weak sovereign weakness instead of Inefficient

This will give a reasonable and welcome boost to Pariden players throughout the known universe.


Is this how you see it?  I see it as a nerf, pure and simple.  "Inefficient" only mattered when Procipinee was injured or defending a city.  "Weak" makes her even worse in combat, and she was already, by far, the worst sovereign.
End of Tuidjy's quote

What Tuidjy said.

Weak is such a devastating trait in combat methinks. (all the armor I cant carry, and the penalty to initiative AND damage to archers)

Sincerely
~ Kongdej

Reply #125 Top

I actually think weak fits Procipinee, because I think she's suppose to be a caster/supporter, and not a fighter. Of course I still think she sucks because her magic paths isn't all that great, and summoner is only there to give her a warg so that she isn't completely useless in the beginning... Basically, Procipinee is built to be your typical late bloomer (weak to start, but become useful later), but due to the inherent steam roller effect in the game, this stereotype just fails hard.

They probably need to tweak spell path balance and buff up summoner a bit, or just abandon the idea and turn her into a fire warlock.