DerekPaxton DerekPaxton

Fallen Enchantress 1.1 Changelog

Fallen Enchantress 1.1 Changelog

 

*** Released 12/13/2012 ***

Fixes

Fixed Armor Piercing on all the Pikes, Shadow Broadsword, Druss Blade and the Ram’s Head Longbow

Fixed warg sweep animation

Fixed lots of crashes

Fixed the Heart of Stone ability

Fixed a bunch of clothes that had invalid color settings

Fixed a hang if you have Blood Sigil on a city

Fixed invalid color settings on the Bard and Shieldbearer henchmen

Big change to reduce memory usage in the late game

Fixed blue lines (they look like straight rivers) on the cloth map

Fixed an issue that could cause the AI to autocomplete all improvements when under threat.

 

Balance

Amethyst Vault provides 2 crystal/season (instead of 1)

Base city Gildar is reduced slightly

Guild Grocer bonus hit points reduced from +10% to +5%

Units trained in a city with an Infirmary start with the Endurance trait

Mining Guild provide 2 metal/season (instead of 1)

Pyre of Anniellum gives +2 fire power (instead of 1) but doesn’t give mana

Reduced the unrest penalty from slums from 10% to 5%

Guild Warehouse gives +4 gildar/season along with the existing bonus when the queue is empty

Watchtower gives units trained in the city the Charge trait (instead of bonus init to defending units)

Curgen’s Volcano has a 10 turn casting time and its casting cost is raised from 500 to 2000

Destiny’s Gift casting cost raised from 100 to 200 and the buffs were decreased

Earthquake casting cost raised from 100 to 300

Destiny’s Insight casting cost raised from 100 to 150

Pralius no longer has a sword that’s too high a level for him

Brutal Nature juggernaut trait reduced from +100% Attack to +50% and its training cost increased from 16 to 60

Frenzy juggernaut trait adds +1 Moves and its training cost increased from 10 to 50

Ignore Pain juggernaut trait reduced from +40 hp to +30 hp and its training cost increased from 35 to 50

Maul juggernaut trait training cost increased from 0 to 60

Uncontrolled Rage juggernaut trait training cost increased from 16 to 30

Juggernaut base hp increased from 40 to 50

Reduced the base cost of Juggernauts from 400 to 250

Reduced the Training Time on the Cook trait from 20 to 6

Heroic trait now gives +20 Influence when completing a quest (instead of 50)

Heroic trait gets +40 base Influence

Diplomat trait gives +40 base Influence (instead of +20)

Henchmen Influence cost reduced from 50 to 40

Bard henchmen starts with the best armor available

Shieldman henchman starts with the best shield and armor available

Torch Bearer henchmen starts with the Ring of Embers, Ring of Life, Belt of Speed and the best fire staff possible

Mercenaries dont have a Wage cost anymore

Tweaked the formula which determines the threat rating of units/armies

Modified the combat rating calcualtor to consider defense a bit more

Wraith race gains +20 Dodge

Amarian race loses the -1 hp per level

Quest scrolls now cost 100 gildar (instead of 50)

 

AI

AI trait weighting reduced from 1000 to 100 for researching techs purposes

AI checks to make sure a given unit isn't a city guardian unit before doing AI on it (to keep the AI from taking city defenders out of cities)

AI calculates the battle rank of its champions and sovereigns each turn afresh to accurately reflect how strong it is prior to operating on it

AI caps how much it will count crystal, influence and metal when factoring what it should research

AI vastly better at choosing technologies to research

AI is more protective of its cities

Fixed bug where AI pioneers couldn't build outposts if they were in an army with a champion or a sovereign (hence, armies of pioneers late game)

Fixed AI bug where sovereigns and champions, late game, would tend to lone wolf attack cities

AI pioneers better about staying put if there is an area threat around them (i.e. will stay inside a city)

AI values armor more than before when designing units

AI champions now care more about whether the city is defended well enough before leaving a city

Fixed bug that prevented AI from casting strategic attack spells on enemy units

AI interacts more with players

Fixed path finding bug that caused any AI units that intersected during movement to cancel their destinations. This prevented AI units from being able to effectively create armies or get around late game (basically crippled AI movement late game)

 

58,958 views 102 replies
Reply #26 Top

Quoting Kalin, reply 22
Um... that merc from the letter of Mark (Wallace)... is he really suppose to be worth 50 gold? Unless you changed something... he's so useless that I always sell the letter for the 18 gold instead. So basically, you'd be losing out on 68 gold for a really crappy unit. Maybe change him into a champion without DividesBattleExp (basically a henchmen) and use UnitJoinArmy instead?
End of Kalin's quote

Yeah, you are right.  He was pretty awesome last time I got him, game changing.  But I forgot I moved the letter to be uncommon instead of common.  So i'll cut the gildar cost.

Reply #27 Top

:inlove:  

When will this be released?

Reply #28 Top

Quoting Derek, reply 21

Hard core nerd detail:

You are probably wondering how you can upgrade trained units if their equipment isnt real.  That took some clever coding by someone smarter than me, in effect what happens is we create an entirely new unit type and convert them to that, it isnt really just switching the weapons or armor.
End of Derek's quote

Could we use this piece to advance level 10 bear cubs into level 1 bears and furhter on to cave bears?

 

Reply #29 Top

Quoting Lord, reply 26
I would hate to create a thematic choice that prevents me from wanting to make a game choice in actually using it.  Thematically costing money to use a merc is a good idea, but game wise, it better be a good choice or his mark is getting sold and unused.
End of Lord's quote

 

unless those mercaneries were good units instead of crappy ones.

Reply #30 Top

Derek, seriously, why is Alliance tech so late in the tech tree? I would love to wage wars between pacts of kingdoms vs empires, or to face the threat that small civilization I am about to sack has powerfull ally. I remember both things from Galciv II and it worked great, spicing up the late game. But now, by the time alliances are possible, its usually all over.

Also, there should be more options for diplomacy/influence rich sovereign, like breaking NA treaty, Alliance and more...which should, in reverse, be not available for the non-diplomacy/influence poor nations (no more AI cancelling the NA treaty at will, please!).

Diplomacy needs some love!

Reply #31 Top

alliance tech unlocks a victory condition and it would be too cheap to achieve if it were unlocked earlier.

Reply #32 Top

Quoting Derek, reply 21


Hard core nerd detail:

You are probably wondering how you can upgrade trained units if their equipment isnt real.  That took some clever coding by someone smarter than me, in effect what happens is we create an entirely new unit type and convert them to that, it isnt really just switching the weapons or armor.
End of Derek's quote

So, in theory, is possible to convert the unit in anything other? And tranform the actual upgrade mechanism in something more similar to GalCiv's one? (So you can convert your old units in new designed ones, with a cost in gildar/material/crystal and maybe turns?)

I ask that, because the actual upgrade is pretty obsure (usually I save the game before upgrading a unit, because i'm never sure about the outcome of the upgrade)

Reply #33 Top

I still wish to see an upgrade size of unit option.  (so you can make a unit size 4 if they're 3)- should only work with trained units, not Panca Archers or Brothers Sparus.

 

Reply #34 Top

Mkay, did not registered about that victory conditions. But arent we sacrifying big and funny part of the game, by getting alliances soo late?

Reply #35 Top

Quoting Alstein, reply 34
I still wish to see an upgrade size of unit option.  (so you can make a unit size 4 if they're 3)- should only work with trained units, not Panca Archers or Brothers Sparus.

 
End of Alstein's quote

It is in core elemental defs. You can upgrade unit members number in master affliction mod.

Reply #36 Top

Quoting jirkaesch, reply 35
Mkay, did not registered about that victory conditions. But arent we sacrifying big and funny part of the game, by getting alliances soo late?
End of jirkaesch's quote

That could be helped with defense pacts and trading military units for gildars resources etc.

Reply #37 Top

Mercenaries dont have a Wage cost anymore
End of quote

Does this apply specifically to the units called Mercenaries which spawn from the village resource, or does it include Hunters and Knights of Asok as well?

Reply #38 Top

Quoting jirkaesch, reply 31
Derek, seriously, why is Alliance tech so late in the tech tree? I would love to wage wars between pacts of kingdoms vs empires, or to face the threat that small civilization I am about to sack has powerfull ally. I remember both things from Galciv II and it worked great, spicing up the late game. But now, by the time alliances are possible, its usually all over.

Also, there should be more options for diplomacy/influence rich sovereign, like breaking NA treaty, Alliance and more...which should, in reverse, be not available for the non-diplomacy/influence poor nations (no more AI cancelling the NA treaty at will, please!).

Diplomacy needs some love!
End of jirkaesch's quote

 

Yes!  And if people are concerned about the alliance victory, you can make it have to be cemented by 25 or 50 turns of being allies to win the game.  Or add an additional layer called Unity or Assimilation or Resistance is Futile  :borg:  that reflects the victory condition.  But this game can use  much more diplo depth.  Who were those manipulators in GC2?  They were sneaky bastiches!

 

As far as Wallace, no Braveheart is he :|   I suggested that he be a 3-stack or a henchman-like character who can recruit other shady types to your banner here:

 https://forums.elementalgame.com/437702

 

Or at least make him an Archer to give him a little longevity.  Then he would be worthwhile.  Thanks for the nerd stuff, Derek, and keep on with the tweaking and fixing, you all are doing a heck of a job!

Reply #39 Top

Quoting jirkaesch, reply 35
Mkay, did not registered about that victory conditions. But arent we sacrifying big and funny part of the game, by getting alliances soo late?
End of jirkaesch's quote

You do have other diplomatic options.  I cannot manage this on insane and have not tried it on ridiculous, but in lower difficulties you can have a non-aggression pact, trade agreements and caravans and this combined with a higher "power rating" than the other sovereigns will be sufficient to keep all of them from fighting you (so your power rating can be based on puffed air useless troops, because they will never see combat except if you need some of them to fight monsters).  Once you've gone a few rounds of this you can also start charging significant coin (and when they run out of coin, small bits of influence) to for the privilege of not fighting you. Charging them gildar also helps keep them alive because if you are doing it to all of them you are hampering their abilities to kill each other off...

Reply #40 Top

I see. But i still think that making alliances (not the victory condition) earlier would be a great thing though. It would create delicate situations (aka GalCiv II) and also help the AI - weaker kingdoms/empires could have powerfull allies, making it even more interesting for player to decide, whether to sack them... Pacts could be created, waging wars along different fronts with differents allies. Few other ideas: https://forums.elementalgame.com/437881/page/1/#3290390.

Its not about holding AI off my back, I can do that perfectly with other options (military and sov, mainly ;) ). Its about making the game more interesting and intrigued.

 

By the time I/AI get alliances tech in my current games, its usually all over (and I have already won).

Reply #41 Top

Quoting jirkaesch, reply 41
I see. But i still think that making alliances (not the victory condition) earlier would be a great thing though. It would create delicate situations (aka GalCiv II) and also help the AI - weaker kingdoms/empires could have powerfull allies, making it even more interesting for player to decide, whether to sack them... Pacts could be created, waging wars along different fronts with differents allies. Few other ideas: https://forums.elementalgame.com/437881/page/1/#3290390.

Its not about holding AI off my back, I can do that perfectly with other options (military and sov, mainly ). Its about making the game more interesting and intrigued.

 

By the time I/AI get alliances tech in my current games, its usually all over (and I have already won).
End of jirkaesch's quote

That powerful allies mechanism exists already, though it's slightly different -- you and the AIs can both pay another sovereign to go to war on your behalf.

The game interest thing needs better AI coding, but can be approximated by increasing the AI difficulty.

Reply #42 Top

This mechanism can still not replace full-scale alliance. By the time he would pay other sov to declare war on me (1) I am usually at war with him already, (2) considering I have at least mediocre power rating, it would require him to pay lump sum of money, which is okay. Alliance, on the other way, could be cheaper to get and would act preventinely.

P.S.: I have never seen AI doing so anyway, or at least good old "Other power has paid as to destroy you..." notice from GalCiv was not implemented.

Reply #43 Top

Yes, the game gives you no notices when one sovereign pays another to declare war on you.

Reply #44 Top


Something I'm sorta wondering...

 

Normally incrementing from 1.0x to 1.1 is a fairly major step for any software. What is the 'centerpiece' change for FE that is, for lack of a better term, justifying the .1 increment? Everything we've seen in the changelog so far looks like a .03 level change.

Reply #45 Top

Quoting CogBurn, reply 45
Something I'm sorta wondering...

Normally incrementing from 1.0x to 1.1 is a fairly major step for any software. What is the 'centerpiece' change for FE that is, for lack of a better term, justifying the .1 increment? Everything we've seen in the changelog so far looks like a .03 level change.
End of CogBurn's quote

I have to agree with this. This seems like a fairly small patch.

Reply #46 Top

I´m sure the changelog will grow until release. :)

Reply #47 Top

Quoting Lantros, reply 47
I´m sure the changelog will grow until release.
End of Lantros's quote

I'm sure it will too, I just haven't seen a log note or really even dev journal that has talked about what the signature change of the .1 version increment is focused around. So far its just fixes and some numbers balancing.

 

EDIT: I guess this dev journal says it's memory & AI, and the changelog says there are lots of crash fixes. I suppose I was just hoping for something a little more sexy, which is probably my own fault for having my hopes up.

Reply #48 Top

 

From our perspective 1.1 means that it spends longer in QA and gets more attention.  It is a significant update, as compared to a .01 update which is assumed to have a smaller risk level.  In this case the memory fix is awesome but so big that when I asked the developer what was the chance it would introduce new bugs his answer was 100%.  And he was right, we had lots of issues to fix with it.  But that answer meant that there was no chance it was going out in a .01 update.  It was held for 1.1.

 

Reply #49 Top


Thanks for the answer. From outside the industry, we're used to a .0x update being some little fixes and minor balance changes and a .x update being some sexy new features. Obviously we see it in a layperson's fashion.

Reply #50 Top

Wraith and Amarian buff, yay!