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)

 

58,957 views 102 replies
Reply #51 Top

EDIT: I"m an idiot, nothing to see here.

Reply #52 Top

hmm, question, is ranged dodge, equal at least to normal dodge?

If not than the standard counter fro wraights would be to use archers, and or always hitting things, like (ogre hurl boulders)

but may be they need even harder hit points reduction to have this viable. creating reall fragile but evasive units.

Reply #53 Top

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)
End of quote

Can't wait to try this out.


Reply #54 Top

Quoting Sentinemodo, reply 52
hmm, question, is ranged dodge, equal at least to normal dodge?

If not than the standard counter fro wraights would be to use archers, and or always hitting things, like (ogre hurl boulders)

but may be they need even harder hit points reduction to have this viable. creating reall fragile but evasive units.
End of Sentinemodo's quote

Yes, currently Dodge works against all attacks (ranged or melee) while Ranged Dodge just helps against ranged attacks.  The wraiths dodge addition will help them against both ranged and melee attacks.

Reply #55 Top

Why not just make them 10% immune to normal weapons? It would be a better lore based attribute I think. Their warriors are supposed to be weak in combat as far as the lore goes. But a wraith like immunity would make sense. At 10% it would be about as effective as 20 Dodge without any stacking abuse issues.

Reply #56 Top

The dodge makes sense to me, but I bet at some point, it will be lowered to +10.  I want to try the +20 and see how much I ca nabuse it, but then again, to compete with races like Men and Trogs, +20 might be right.

Reply #57 Top

20 dodge isn't too bad by itself, the problem is that it is too easy to stack dodge. With 20 from blood, 25 from lucky, 10 from a warg, 6 from a shield (towers are too heavy), 10 from cloak... toss on some dodge traits... who'll be able to hit them?

Maybe it's about time we take a look at implementing some type of diminishing returns on these traits/stats. Or maybe just have some base chance to dodge, and modify that with multipliers instead of additively. That way it won't get out of hand so quickly.

Reply #58 Top

I think the Wraiths should have lost the -1 hp per level instead of Amarians, and had it replaced by an encumbrance penalty.

 

Reply #59 Top

I don't care much for the changes to curgen's volcano. With this it just goes from overpowered, to unuseable. in either case it still fails to be a suitable component of the game.

500 mana for one spell is a rather expensive cost, but 2000 is pointlessly high, so as to be unattainable until hyper-lategame where you're already strong enough to win.

The casting time is a good thing to have on it, although 10 turns is a bit too long, i think 5 is fine.

The main problem with the spell, imo, is that it is unstoppable. It's basically just a "win by mana" button, requiring little in the way of strategy. That's what should change.

 

To fix it:

1. Give it a limited casting range, so that you have to move a soverign/champion near the target location first

2. Make it immobilise the caster while channelling (5 turns)

3. Make killing the caster cancel the spell, but not give the mana back.

4. Make the owner of the targeted tile/city/army aware that the spell is being cast, it's target point, and effect radius. Also reveal the position of the caster.

5. Teach the AI to respond to this information accordingly

 

That provides a way for a potential victim to proactively defend themselves. The spell then becomes useful as a siege breaker, to force entrenched units out of a defensive position, and force them to engage their enemy in the field.

Reply #60 Top

Quoting NanakoAC, reply 60
I don't care much for the changes to curgen's volcano. With this it just goes from overpowered, to unuseable. in either case it still fails to be a suitable component of the game.

500 mana for one spell is a rather expensive cost, but 2000 is pointlessly high, so as to be unattainable until hyper-lategame where you're already strong enough to win.

The casting time is a good thing to have on it, although 10 turns is a bit too long, i think 5 is fine.

The main problem with the spell, imo, is that it is unstoppable. It's basically just a "win by mana" button, requiring little in the way of strategy. That's what should change.

 

To fix it:

1. Give it a limited casting range, so that you have to move a soverign/champion near the target location first

2. Make it immobilise the caster while channelling (5 turns)

3. Make killing the caster cancel the spell, but not give the mana back.

4. Make the owner of the targeted tile/city/army aware that the spell is being cast, it's target point, and effect radius. Also reveal the position of the caster.

5. Teach the AI to respond to this information accordingly

 

That provides a way for a potential victim to proactively defend themselves. The spell then becomes useful as a siege breaker, to force entrenched units out of a defensive position, and force them to engage their enemy in the field.
End of NanakoAC's quote

This; and a disjunction spell for other mana-rich factions to use.

And a protection from magic enchantment or outpost upgrade???  magic damper??  

Reply #61 Top

and the same for spell of makinf (in terms of reveal, and ability to disrupt by killing caster)

Reply #62 Top

btw. did anyone, ever lost a game due to spell of making or master quest done by the ai?

Reply #63 Top

I read a post a bit back that the AI did cast the spell of making in someone's game. It was a complaint thread because on a large map it was difficult to reach it in time.

I play with those turned off.

Reply #64 Top

Frogboy said a long time ago that the AI never attempts the master quest.  But it does attempt the spell of making.  One time I searched for Yithril everywhere and just managed to knock him out the turn before he would have won.  This was on a large map.  I think you need to find the pulsing rainbow magic square to find where the caster is, and that's not easy on a big map.

Reply #65 Top

Derek, I must say that I like the changes in the 1.1 release so far - I think they are more deep and substantial than usual, and will go a long way towards making this game the classic that it deserves to be.

May I humbly suggest, however, that since this is a 1.1 release and all you also add a little content / eye candy as an extra ?

I know you guys are busy with AI, balance and memory fixes, but just a few new weapons, armor, quests or monsters would feel like a great added bonus to make us all even more excited!!!

After all, the artist and writer folks at SD also need something to keep them occupied, right ? ;)

Keep up the great work,

Bendiwolf :)

Reply #66 Top

Quoting Heavenfall, reply 64
I read a post a bit back that the AI did cast the spell of making in someone's game. It was a complaint thread because on a large map it was difficult to reach it in time.

I play with those turned off.
End of Heavenfall's quote

I had the ai cast the spell of making once too, luckily for me I cast it one season before they did :D

Reply #67 Top

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)
End of quote

Since this patch includes a fix to such a game changing bug, might I suggest you release it sooner rather than later.  If all it was was balance adjustment, we could wait, but this sounds like it will significantly increase the AI's ability to play.

Reply #68 Top

Haven't seen any changes lately- does this mean you guys are close to being finished?

 

 

Reply #69 Top

Some good changes. Some...not so much.

I don't like the spell changes. As it is, there's already no correlation (maybe a negative one) between a Sov's spellcasting ability and realm spells and amount of mana. The Magic Tech tree doesn't help spellcasters much either. I like to magically blast my way to victory in battles, which means I don't have any mana left to cast Curgen's Vulcano or even Destiny's Gift. 1 Curgen's Volcano = 20 Horrific Wails ! Admittedly, that last spell might need a nerf. Speaking of nerfs, Destiny's insight did not need a nerf. It's completely useless as it is.

 

Reply #70 Top

Quoting ins2, reply 66

May I humbly suggest, however, that since this is a 1.1 release and all you also add a little content / eye candy as an extra ?
End of ins2's quote

Nooo.....  :omg:

1.1 is already taking a long time... 

(personally I want future features pushed into future versions and 1.1 out sooner rather than later.)   \o/

Reply #71 Top

Any timeline on 1.1? 

Reply #72 Top

Last I heard was before Christmas, which means either this week or next week unless there's a delay.

 

 

Reply #73 Top

Hi,

a new player here, just wanted to say that your commitment to patching the game made me buy Elemental: FE.It's a great game and I am looking forward to further improvements.

Also I wanted to communicate a little worry about a small part of the patch notes. It seems that some of the balance changes are really drastic. E.g. you double the casting cost of Destiny's gift AND decrease its effectiveness substantially. I suspect that a smaller pace of steady balance changes may be better, e.g. if this spell is a problem, first increase its cost by 25-50 % and then see if any more changes are needed? (Personally I find myself using Destiny's Gift rarely as it is, and can't see much use for the spell with double casting cost and less effect)

Thanks for your work!

Reply #74 Top

Quoting Leisola, reply 74
Hi,

a new player here, just wanted to say that your commitment to patching the game made me buy Elemental: FE.It's a great game and I am looking forward to further improvements.

Also I wanted to communicate a little worry about a small part of the patch notes. It seems that some of the balance changes are really drastic. E.g. you double the casting cost of Destiny's gift AND decrease its effectiveness substantially. I suspect that a smaller pace of steady balance changes may be better, e.g. if this spell is a problem, first increase its cost by 25-50 % and then see if any more changes are needed? (Personally I find myself using Destiny's Gift rarely as it is, and can't see much use for the spell with double casting cost and less effect)

Thanks for your work!
End of Leisola's quote

Currently, destiny's gift gives you even odds of:

+10 hp (compare this to Adventurer's boon which eats a level-up perk, note also that you can use some mana and 5hp to level up a champion)

+3 initiative (which compare this to quick -- a +1 initiative bonus which eats a level-up perk, fast which requires quick and another level-up perk and gives +2 initiative, and celerity which costs 250 mana and gives a +1 initiative bonus)

+3 attack (which stacks with any weapon -- also roughly comparable to some level-up perks)

So, currently, for 300 mana you can have (statistically speaking) the benefit of celerity or two level-up perks along with a likely boost in your health and your attack and...  or, for 2100 mana, you get approximately +21 initiative, +21 attack and +70 hp, all permanent and all without maintenance costs... the +21 initiative alone approximately doubles the damage output of your champion or sovereign while approximately cutting in half (sometimes much less damage than that, because the battle will be over) incoming damage, and the +21 attack turns the weakest character into a something better than most warriors, and and the +70 hp is just nice.  Of course, it's randomized, but the law of large numbers mean that you will almost always be getting some of these benefits even when the game gives you extra of another benefit.

Anyways, perhaps now you can see how the skill currently is both (a) useful, and (b) powerful?

Reply #75 Top

Quoting dihir, reply 75


Currently, destiny's gift gives you even odds of:

+10 hp (compare this to Adventurer's boon which eats a level-up perk, note also that you can use some mana and 5hp to level up a champion)

+3 initiative (which compare this to quick -- a +1 initiative bonus which eats a level-up perk, fast which requires quick and another level-up perk and gives +2 initiative, and celerity which costs 250 mana and gives a +1 initiative bonus)

+3 attack (which stacks with any weapon -- also roughly comparable to some level-up perks)

So, currently, for 300 mana you can have (statistically speaking) the benefit of celerity or two level-up perks along with a likely boost in your health and your attack and...  or, for 2100 mana, you get approximately +21 initiative, +21 attack and +70 hp, all permanent and all without maintenance costs... the +21 initiative alone approximately doubles the damage output of your champion or sovereign while approximately cutting in half (sometimes much less damage than that, because the battle will be over) incoming damage, and the +21 attack turns the weakest character into a something better than most warriors, and and the +70 hp is just nice.  Of course, it's randomized, but the law of large numbers mean that you will almost always be getting some of these benefits even when the game gives you extra of another benefit.

Anyways, perhaps now you can see how the skill currently is both (a) useful, and ( powerful?
End of dihir's quote

 

Thanks for the explanation. Yes, I can see why it is useful. But I would argue that its usefulness doesn't warrant an effective such a big increase in cost AND a decrease in effects. This was just an example of a wider trend in the balance changes: something too powerful is fixed by both doubling costs and halving effects, which amounts (in the case of Destiny's Gift) to a 75% decrease in the usefulness of the spell. The comparison to Celerity does demonstrate the relative superiority of Destiny's Gift, but I would draw the opposite conclusion and say that Celerity needs a big buff, and Destiny's Gift needs only a small nerf.

Maybe this is because of my playstyle and preference for small / medium maps, but I find that casting Celerity repeatedly is too costly for its benefit. This requires not buffing my units with enchantments and not using many combat spells. Using 2100 mana for Destiny's Gift would also only be possible in my games when I am already dominating the game. At its current cost it is still usable in the early/mid game. I am worried that the big nerf will make it useless and therefore elimate variety from the game.