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)

 

58,959 views 102 replies
Reply #1 Top

Yeah... a changelog. I like fixes.

Reply #2 Top


Neat. Can't wait for the inevitable growth as things are added.

I'm digging the changes to the infirmary and watch tower. I wish the grocer change wasn't a nerf, but I understand how stacking grocers can get out of hand. I'm glad attention is being paid to balancing all the city level up bonuses.

Reply #3 Top


 


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



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



End of quote

 

These are jokes right?  You're not actually listening to stupid suggestions from forum users are you?  If so, then how about implementing a couple of my stupid suggestions.

1.  UI : Show the pathway movement (and how many turns to get there) before I click to move.

2.  UI : Highlight the currently selected unit or city in the empire tree down the left side of the screen because it's too easy for us micro-managers to get lost when you have 30 things in the empire tree and you're trying to go through them one at a time every turn.

P.S.  Instead of nerfing juggernauts, just let me give a class on how to beat them.

P.S.S.  You can't get to 2000 mana unless you play really slow or play a really large map.  Why ruin that spell for people playing small and medium maps or who can win in less than 200 turns?

 

 

 

Reply #5 Top

I think the changes to Jugs are pretty interesting.  Now I think I will make all types of variants.  

 

I would like something added so Diplomats and Betrayers could actually use their influence abilities.  They have silver tongue and broken loyalties, but don't get a lot of use out of silver tongue and probably can't try Broken Loyalties more than once and that would be very late game.

Reply #6 Top

I'd love to see some improvements in Influence and Prestige like Xia mentions, too. Those mechanics could be simplified to be made more useful and understandable (by combining or eliminating them in some fashion).

Reply #7 Top

Of course, we could work to give all races something as viable as Jug's too.

Reply #8 Top

Anything in the Content area?

Reply #9 Top

I pretty much like all of the changes, and the Jugs overhaul seems reasonable. It isn't beating them that's the problem, it's the using them. Won't know for sure until I try, but this seems good.

Reply #10 Top

Quoting Lord, reply 6
I think the changes to Jugs are pretty interesting.  Now I think I will make all types of variants.  

 

I would like something added so Diplomats and Betrayers could actually use their influence abilities.  They have silver tongue and broken loyalties, but don't get a lot of use out of silver tongue and probably can't try Broken Loyalties more than once and that would be very late game.
End of Lord's quote

Silver tongue is pretty good! VVhen attacking enemy cities, you can instantly turn a 4v4 into a 5v3. And novv your conquered city has a guard to help defend it. It isn't useful early game (no influence), but late game it's good and it lets you counter missing things in your army, like no ranged vveapons. I've never used broken loyalties, too expensive, but looks like a great option to take a really fortified city.

Reply #11 Top

Maybe instead of taking over an enemy city, it should just put it into revolt, hostile to everyone.  Since you still have to capture it to make it yours, the influence cost to do that would be a lot less.

Reply #12 Top

Quoting Trojasmic, reply 3
1. UI : Show the pathway movement (and how many turns to get there) before I click to move.
End of Trojasmic's quote

Yea, i am waiting for an expansion/fix myself, before i return to play. Too many rage-quits after random moves ruins the game for me at the moment.

Reply #13 Top

Good call on the Destiny's Gift nerf. I've never really played with it before, when I tried in the betas it didn't work properly. However, in my current game with a high mana income early I gave it a shot and was stunned how big the improvements were. Since then I'm prety much spending all my mana buffing my sovereign with it and it is insanely overpowering (given a big mana income). My sovereign is just waltzing through empires and wildlands on expert.

 

Reply #14 Top

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

While giving a free trait to units trained in a fortress with a watchtower is a good idea, I have to question giving the Charge trait. For two reasons:

1- Since it clashes with a trait that can be given to designed units (I assume you can't get it twice), players will have to design a Charge-less copy of any unit to which they gave the Charge trait to avoid losing the free trait. The same would apply to all traits available to designed units.

2- The Charge trait is quite situational, as only a few units (cavalry) can use both the extra movement and the extra damage. Archers only use the extra damage, and footmen only the extra movement. But Impulsive is the same, so I guess that's not as big of a deal as the first issue.

Anyway, wouldn't it be better to have Watchtower grant a new trait instead? Like a "Watchman" trait (+1 sight range) or an "Anti-Charge" trait (+5 defense, +5 spell resistance on the first turn of combat)?

Reply #15 Top

Quoting Ephafn, reply 15

2- The Charge trait is quite situational, as only a few units (cavalry) can use both the extra movement and the extra damage. Archers only use the extra damage, and footmen only the extra movement. But Impulsive is the same, so I guess that's not as big of a deal as the first issue.

End of Ephafn's quote

In quite a few tactical maps foot troops can strike with charge on first round, it is very advantageous. And in a large tactical map it is still useful as it lets them close the gap faster. Also, by the mid game most troops tend to be mounted - I find mounts are rarely my limiting resource for troops.

 

Reply #16 Top

Excellent!  :thumbsup:

Reply #17 Top

Quoting Trojasmic, reply 3


These are jokes right?  You're not actually listening to stupid suggestions from forum users are you?  If so, then how about implementing a couple of my stupid suggestions.

1.  UI : Show the pathway movement (and how many turns to get there) before I click to move.

2.  UI : Highlight the currently selected unit or city in the empire tree down the left side of the screen because it's too easy for us micro-managers to get lost when you have 30 things in the empire tree and you're trying to go through them one at a time every turn.

P.S.  Instead of nerfing juggernauts, just let me give a class on how to beat them.

P.S.S.  You can't get to 2000 mana unless you play really slow or play a really large map.  Why ruin that spell for people playing small and medium maps or who can win in less than 200 turns?
 
End of Trojasmic's quote

Don't be fooled, it's really not that big of a nerf, as I explained here: https://forums.elementalgame.com/437525

The idea is to make the traits more interesting so that you'd have more varied Jugs designs (which is a good thing). They are only slightly weaker primarily due to brutal nature, but it barely changes anything. Also of note, it takes like 5 minutes to do these changes in xml, to do what you want, it takes a lot more coding. I wonder why one gets in, and one doesn't?

 



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%

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

End of quote

I feel like Pyre went the wrong way on this, I already choose it all the time for the fire power, 2? Dear god the fire spell spam.

Slums unrest penalty isn't the problem, the problem is the bonus isn't really worth it to pick when you can use governors to grow cities.

Curgen's Volcano's cast time might be okay, but the cost is pretty painful. This one might have went overboard.

 

Fixed invalid color settings on the Bard and Shieldbearer henchmen

End of quote

Wow... and here I thought this was intentional to give them flavor... *cries*

Reply #18 Top

Like the changes to city level up- should make things a little harder to decide.

Reply #19 Top

Shieldman henchman starts with the best shield available
End of quote

Does this mean that the shieldman requires the training tech? Namely the wooden shield tech and no longer auto-creates a wooden shield for inventory?

Reply #20 Top

Checked it out, its a bug.  You shouldn't be able to train units with an equipment type you cant make, but you are able to with henchmen.

I'll have to think about this a bit more.

 

Nerd detail:

There is a difference between champion equipment and trained unit equipment.  There actually is no such thing as trained unit equipment, that's just a unit type that has a sword graphic.  Making true equipment is a more expensive process (so equipment can be removed, traded, etc) so we only use it for champions.  (for modders if you see <AutoCreateEquipment> thats the champion version as compared to <Equipment> which is the trained unit version)

Henchmen are the weird middle ground where they are using a bit of both.  The wood shield is always available (even if you haven't researched it) because the prereq requirements are only placed on the trained unit versions of equipment.  Since the Shieldman had the champion version, he could be trained with the shield even if you hadn't researched the tech for the shield.  (the bug only ignores tech reqs, resource reqs are applied correctly).

The "use the best" code uses trained unit equipment (since, except for henchmen and sions that's all that can even use it) so doing it that way means that they inherit those advantaged and disadvantages.

 

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.

Reply #21 Top

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?

Reply #22 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

Agree.  For it costing 50 gold?  Um why?  Isn't it a found treasure item?  Not like I'm going to produce hundreds of these guys.  And they are pretty crappy.  Wallace is mildly useful in the early game, but not worth 50 gold ever.

Reply #23 Top

Thanks for the info... hope you can squash the bug.

FYI if you just make the unit with a woodshield it will upgrade unit design per usual, but it will require the training tech appropriately. Plus, any champion equipment overrides the currently equipped trained version. I've done this with the henchmen female mod in anticipation of what I thought you proposed as a fix to this problem. Namely, change <AutoCreateEquipment>WoodShield</AutoCreateEquipment> to <Equipment>WoodShield</Equipment>.

Reply #24 Top

Quoting Lord, reply 23
Quoting Kalin, reply 22Um... 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?

Agree.  For it costing 50 gold?  Um why?  Isn't it a found treasure item?  Not like I'm going to produce hundreds of these guys.  And they are pretty crappy.  Wallace is mildly useful in the early game, but not worth 50 gold ever.
End of Lord's quote

Thematically it makes a lot more sense to pay a mercenary a wage, as well, over a one-time fee.

Reply #25 Top

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.