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)

 

58,956 views 102 replies
Reply #76 Top

Maybe the devs should consider varying strategic spell mana costs based on map size?

maybe:

tiny: x .5

small: x .75

medium: x 1.0

large: x 1.25

Just a random thought.

Reply #77 Top

Maybe your suggestion will help, mqpiffle.

Personally, my main problem with magic is that non-spellcasters will amass a lot of mana. All they can spend it on are spells like CV or Destiny's Gift. This makes those spells feel cheap and a little cheesy.

Players who like to use magic, like me, create spell-casting Sovs, who use their mana in combat. They will never amass 500 mana, let alone 2000, making it impossible to ever cast Curgen's Volcano, even though their Sovereign is the 'Queen of Magic'.

It would be nice if there were more options at the beginning of the game to create magic/mana heavy Sovs and Factions. All we have now are 'attuned' and 'enchanters'.

Reply #78 Top

will the changes be compatible with existing save games?

Reply #79 Top

Oh, wow, that Watchtower change is huge.  (At least for me.)  That definitely hits me where it hurts on my "hordes of warg-mounted fire/cold staff wielders of DOOM strategy."  Probably a good thing though, overall.

 

I do like that city choices are now more meaningful.

Reply #80 Top

Did not expect release so soon. Yay!

Reply #82 Top

Did Inslow get moved from the list of starting champs with this patch? I hit ctrl-n literally 40 or 50 times without seeing him. He's my favorite one for the +1 research, makes the first 20 or so turns much more crucial. He's absolutely useless in combat, but it's nice to get him up to lvl 2 and stick him in a city somewhere.

Reply #83 Top

Quoting Fallenchar, reply 77
Maybe your suggestion will help, mqpiffle.

Personally, my main problem with magic is that non-spellcasters will amass a lot of mana. All they can spend it on are spells like CV or Destiny's Gift. This makes those spells feel cheap and a little cheesy.

Players who like to use magic, like me, create spell-casting Sovs, who use their mana in combat. They will never amass 500 mana, let alone 2000, making it impossible to ever cast Curgen's Volcano, even though their Sovereign is the 'Queen of Magic'.

It would be nice if there were more options at the beginning of the game to create magic/mana heavy Sovs and Factions. All we have now are 'attuned' and 'enchanters'.
End of Fallenchar's quote

Stay tuned!

Reply #84 Top

Quoting Derek, reply 21
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.
End of Derek's quote

I actually don't understand why you wouldn't do this for heroes too, only loading the necessary weapon/armour graphics and dumping the rest until needed again... I might be silly, and you prolly knows best ;)

New patch = I am going to spin the game around and around again =)... Still hope to see my unspoken wishlist come true though :D (Unspoken and unspoken... I think I can't keep my mouth shut).

Sincerely
~ Kongdej

Reply #85 Top


It is my understanding that if you already have a game started with a previous version you need to start a new game after patching to the new version. I could be wrong but everytime a patch comes out I just delete my old saves and start fresh. Not sure exactly if you patch and load a save game from a previous version if the new changes will be in effect for that game.

 

EDIT: In regards to relmich's question

Reply #86 Top

Quoting sdsmt05, reply 86

It is my understanding that if you already have a game started with a previous version you need to start a new game after patching to the new version. I could be wrong but everytime a patch comes out I just delete my old saves and start fresh. Not sure exactly if you patch and load a save game from a previous version if the new changes will be in effect for that game.

 

EDIT: In regards to relmich's question
End of sdsmt05's quote

 

Thanks....I usually do the same when patches are released, but I have a good game going and would like to keep at it.  Just curious if the AI changes may show up in the old save game.

Reply #87 Top

How about letting us choose which class our first champion will be? It's so annoying to get a weak do nothing champion who I have to babysit the whole game, but I need a body to take damage while I expand and gain levels.

Reply #88 Top

Quoting sdsmt05, reply 86
It is my understanding that if you already have a game started with a previous version you need to start a new game after patching to the new version. I could be wrong but everytime a patch comes out I just delete my old saves and start fresh. Not sure exactly if you patch and load a save game from a previous version if the new changes will be in effect for that game.
End of sdsmt05's quote

I really wish they would make this a part of the patcher though, an option to delete old "custom" content

Sincerely
~ Kongdej

Reply #89 Top

Quoting Leisola, reply 76

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.
End of Leisola's quote

In my late game, I would sometimes be earning 500+ mana per turn so I think this has to do with play style.

Meanwhile... YAY 1.1 IS OUT!!!  \o/

Now I can play Resoln (me along with everyone else!) ... I wonder how effective the AI is now, and if I should turn down my difficulty settngs?

Reply #90 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

 

2000 mana is steep, but consider how powerful Curgen's volcano is. You can instantly murder an enemy sovereign, even if you're at peace with them. It really deserved a big huge nerf.

Reply #91 Top


Well I never use jugs at all in any of my armys but what about a diffrent stupid change of letting the players change or at least see all of the controlls ingame. Or if that isn't enuff of a stupid change I see these acheavements popup now and aggain but can never see them in game either, make them veawable ingame.

Reply #92 Top

IN games where i don;t use a lot of unit enchantments or very many tactical spells, i can get to around 2000 mana late game on a medium map.  i might have taken over many shards by then, but it's doable.

Reply #93 Top

Derek,

Could you help fix the tactical maps spawning points

some maps only have 8 spawning points and when you have 9 units the last unit end up in an isolated / unmovable corner

I experienced this in campaign and reported in a thread, some users saying the same in random maps as well

Reply #94 Top

In a recent game where I played Risoln, I ended up facing off against Gilden where they put on their finest platemail and totally turtled in 4 cities, while trying to win with a spell of making.  I slogged through beating each city down with tactical combat, but it wasn't elegant.  I had total map control but the AI wouldn't budge from its four cities.

I didn't know about Curgen's Volcano at the time, but I wish I had used it.  Yeah, I agree it needs to be nerfed, but you might have gone overboard.

The delay while casting it I can see.  It might be interesting counterplay to have a specific animation for that spell such that the turtling opponent has a chance to try to interrupt its casting.  But 2000 mana I think is too much.

Reply #95 Top

Fixes are good but i don't like the way you change spells mana costs. You should increase the cost with each cast (i.e. 500 first cast, 1000 second time, 2000....)

Reply #96 Top

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

Why is nobody RAVING about this? I, for one, vowed I would not return to FE until this had been fixed. Think about it-- you never saw freeze or tremor being cast on your own stacks. Or pillar of flame. Or anything-- that whole strategic spell book was just yours, which was pretty ridiculous and made me feel like i was cheating on any difficult level.

 

THANK YOU

Reply #97 Top

Quoting Fearzone, reply 95

The delay while casting it I can see.  It might be interesting counterplay to have a specific animation for that spell such that the turtling opponent has a chance to try to interrupt its casting.  But 2000 mana I think is too much.
End of Fearzone's quote

In 1.02, playing pariden, I would sometimes be earning well over 500 mana per turn in my late game.

Reply #98 Top

How about the AI insta-razing bug? Cannot find it anywhere on the list.

Reply #99 Top

Quick question: Have the fonts changed?

 

Reply #100 Top

This sounds great and will definitely have me coming back for a bunch of games!

The mana increase on the spells was much needed, I found myself intentionally not using them late-game because it would have made everything so very trivial (heroes that get 5 turns for every other unit because of broken initiative, over 100 attack and 100s of hp..).

Still needs a fix on the +1 level at (-5 hp on your lord) spell. doesn't take hp below a threshold(~99 hp) so you can easily make lvl 50 champs for just 2k mana. I think it might have to do with the hit points my lord had gained from destiny's gift.. but it was so broken i didn't do it again, so not sure.

 

Also the juggernauts change seems very reasonable, there are actually options now and not just 1 clearly best path.

 

The city adjustments seem great, though you should look at more of the levels. 

 

Thanks for the patch!!