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

111,266 views 157 replies
Reply #76 Top

Quoting mqpiffle, reply 73

jamming

Raspberry?
End of mqpiffle's quote

There's only one man who would dare give me the raspberry:

:cylon:

LONESTAR

Reply #77 Top

Oh man... so many good stuff... looking forward to it. Hopefully tomorrow?

Reply #79 Top

Just pointing out a bug that wasn't in 0.982, but has plagued me (and a few others) since launch.

Just checking to see if it will be addressed in 1.01, or if it will take further work...

 

Link to bug report

Reply #80 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

 

Yep, especially the city level up popup! It should not prevent me of looking around before I choose the level up.

Reply #81 Top

Quoting Ihfacny, reply 74
------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


End of Ihfacny's quote

 

Better yet, look at the latest iterations of Paradox Clausewitz engine that allows the player to customize all the alerts and notifications - you can specify if you want popup, pause, or just sidebar notification, or nothing at all, or combinations of these, for each event category. Now that is what I call "mature interface".

Reply #82 Top

When it comes?

 

Theres a bug with custom hero/faction, some tech dont work, you research it but it never get researched. Happen most time with Refined (food, production arcana) the last tech from civ.

Reply #83 Top

Quoting selmuwar, reply 83
Theres a bug with custom hero/faction, some tech dont work, you research it but it never get researched. Happen most time with Refined (food, production arcana) the last tech from civ.
End of selmuwar's quote

Refined techs are supposed to be continuously researchable. Their bonuses stack.

Reply #84 Top

Christmas, I say.

 

How about we get info how are the sales doing?

Is it possible for you guys to get 4 packs on steam so I can give them up to my friends on steam?

 

4 pack buyers get DLC for free?

Reply #85 Top

DLC?  I've never known Stardock to do DLC.

Reply #86 Top

The fact that Stardock hasn't released this patch yet can only mean one thing ... invasion!

Reply #87 Top

Quoting Trojasmic, reply 87
The fact that Stardock hasn't released this patch yet can only mean one thing ... invasion!
End of Trojasmic's quote

Operation Foothold.

They've been replaced!

:cylon:

 

or....

 

:moo:

 

 

Reply #88 Top

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

Not on Dense setting I hope? :(

Reply #89 Top

Oh god, he is taming the monsters again... I can only hope that they still rock on challenging/hard (where I play). And PLEASE let dense monsters still be dense :)

Reply #90 Top

Since this is the incomplete log for the yet unreleased version... What about https://forums.elementalgame.com/434583

Going through them only 2, 6, and 7 on the list are being fixed for 1.01

Here are the remaining:

1. Sandbox is no longer allowed (I can no longer disable conquest victory!) while "just one more turn" is still not available after winning a non sandbox game.

2. Fixed

3. I attacked a bandit camp that granted me a scroll of fireball when I won it. I did not have such a scroll before attacking them. During the fight against them, the scroll of fireball (which I did not yet have) appeared in my sov's usable battle items list. So basically what happened was A. step on bandit camp. B. get awarded scroll of fireball. C. fight bandits (scroll in inventory) D. get combat won window. E. get item found window (scroll of fireball)

4. Attacking an enemy spends 1 move point to attack them, and an extra move point to walk BACK to the square you started from. Then a third move point has to be spent to walk unto the square they occupied... Just consume 3 move points on the attack but let me end on the square I walked into.

5. Having 2 salted porks in inventory and using one via the quick item (on the main map) consumes 1 but does not update the quick item list (it still shows 2 in inventory). going into main char inventory shows only 1 being carried, going back out of it it still shows 2 in the quick item list. Not sure if its actually called a quick item list or what. Ending turn, win a battle, still showing 2... only when the second item is consumed does it update (and remove the item from the list since i now have 0). EDIT: Having more then 2 (tried up to 14) works correctly until you are down to 2, and then this issue manifests again

6. FIXED

7. FIXED

8. Hiergamenon spells cannot be sorted by spell school/level. Instead they are just all listed alphabetically.

9. Blood curse cannot be cast on a city that has no open essence slots for enchantment.

10. Blood curse prevents the spell regeneration from having any effect (blood curse is supposed to stop NATURAL healing. The regeneration spell is a spell). I bet it also affects troll charm (I have not yet tested a troll charm)

11. Glyph of life gives old description of regeneration. (1 HP / combat turn)

12. UI: Repeated uses of a spell that stacks with itself show as individual entries when hovering over the related stat. for example, blood curse will show a line saying "blood curse" for each time you cast the spell.

Reply #91 Top

Quoting taltamir, reply 91
11. Glyph of life gives old description of regeneration. (1 HP / combat turn)
End of taltamir's quote

According to Derek, this is not a bug. 

Reply #92 Top

Oi!! Hurry up with the patch already.  I want to play the scenario, but I don't want to play a bugged scenario. :p

Reply #93 Top

here is another bug that I reported, although probably not pqrticularly well since I was using my phone:

If you enter the option menu (small button on the upper left of the screen) during tactical battles and press escape to exit the option menu, you will exit combat entirely. No units will have been lost during the battle. If you do this during the AIs turn (you were attacked) then you won't just end the battle, but will end the AI turn entirely. I have been using this exploit to keep from defending my cities since I can cancel any fight I dont want to fight.

Reply #94 Top

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

Don't make the campaign even easier....else you might as well call it a tutorial.

Reply #95 Top
Quoting taltamir, reply 91

4. Attacking an enemy spends 1 move point to attack them, and an extra move point to walk BACK to the square you started from. Then a third move point has to be spent to walk unto the square they occupied... Just consume 3 move points on the attack but let me end on the square I walked into.

End of taltamir's quote

Hmm, not according to my experience. Normally, if army has 2 movement points, then attacking a square that is plains only consumes one movement point. So i can attack, win battle, then move where the monster was, or attack twice.

Only time i lose 2 movement points on attacking is when the target square is a 0.5 square, like forest or hill.

Reply #96 Top

Quoting Frogboy, reply 2

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

What? Nooo!

That's it. Back to the store!
End of Frogboy's quote

Hey, get to work on giving darkling shamans a dance for when they idle!

....

~ Kongdej

Reply #97 Top

I suggest changing the darkling shaman ability from 'shrink' to 'shrink head'.

Reply #98 Top

Since you're working on custom factions, could you please fix the bug where your primary and secondary colors are not saved. On a random reload, the colors go back to default and stay that way for the rest of the game.  Not only is it annoying for the current game but since we can't edit factions (like we could in WOM), we have to make a new faction if we want to replay that faction - altho the custom colors will not last a full game. It's not game breaking but I like to look at my cities. Maybe I'm in the minority, but I would love to have a tooltip stating the name of the building and what it does, on the strategic map. I don't know what most of the upgraded buildings are as you can't manually place them. You put so much work into making these beautiful buildings, I would like to know which one is which! Love the game, by the way!

Reply #99 Top

Quoting mywhiskey, reply 99
Since you're working on custom factions, could you please fix the bug where your primary and secondary colors are not saved. On a random reload, the colors go back to default and stay that way for the rest of the game.  Not only is it annoying for the current game but since we can't edit factions (like we could in WOM), we have to make a new faction if we want to replay that faction - altho the custom colors will not last a full game. It's not game breaking but I like to look at my cities. Maybe I'm in the minority, but I would love to have a tooltip stating the name of the building and what it does, on the strategic map. I don't know what most of the upgraded buildings are as you can't manually place them. You put so much work into making these beautiful buildings, I would like to know which one is which! Love the game, by the way!
End of mywhiskey's quote

 

Yes please!  Asked for many times!

Reply #100 Top

Quoting mywhiskey, reply 99
Since you're working on custom factions, could you please fix the bug where your primary and secondary colors are not saved. On a random reload, the colors go back to default and stay that way for the rest of the game.  Not only is it annoying for the current game but since we can't edit factions (like we could in WOM), we have to make a new faction if we want to replay that faction - altho the custom colors will not last a full game. It's not game breaking but I like to look at my cities. Maybe I'm in the minority, but I would love to have a tooltip stating the name of the building and what it does, on the strategic map. I don't know what most of the upgraded buildings are as you can't manually place them. You put so much work into making these beautiful buildings, I would like to know which one is which! Love the game, by the way!
End of mywhiskey's quote

I've entered a big for this, thanks.