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Fallen Enchantress: Legendary Heroes 1.5 changelog

Fallen Enchantress: Legendary Heroes 1.5 changelog

*** Released 11/25/2013 ***

Fixes

Fixed an issue the Heart of Morian trophy not giving the Constitution trait

Fixed rivers in the FE scenario from Parottmath

Fixed an issue where Daxus the Slaver won't have weapons on a specific branch of that quest

Fixed an issue keeping the Spikes of Krax from being able to be trained until you learned leatherworking

Fixed an issue where wildland bosses would leave their wildland area and attack cities (causing the area to not be able to be defeated as well as destroying early empires)

Hang (game not responding) fixes

Crash fixes

Performance improvements

 

Balance

Iron Golems can be designed with the Brutal Nature trait

Added the Endurance II trait to the Warrior skill tree

Added the Endurance III trait to the Defender and Warrior skill trees

Added the Endurance IV trait to the Defender skill tree

Adjusted some combat ratings to be more fitting

Reduced the production cost of the Butcher, Storehouse and Tax Office

Reduced the attack bonus on the Armory Outpost upgrade to 25%

A Champion can only use 1 Healing Nectar per battle

A Champion can only use 1 Healing Potion per battle

A Champion can only use 1 Iru Elixir per battle

Reduced the hit points on Syndicate Thugs

Wilding Shamans now summon a small party of Wilding Riders

Burning Hands can now be cast if there are allies in the area of effect (allies aren’t damaged)

Added a 5 turn cooldown to the Demonic Ally ability

Heart of Fire gives the city a 5% unrest penalty

Summon Lightbringer’s blinding effect now correctly effects Dodge

Players giving tribute are no longer treated as if they are under non-aggresion (ie: you can still declare war or kick them out of your lands, declaring war will cancel the tribute)

Caravans can’t be targeted by spells

Cost to rush decreased from 1.5 to 1.33

Techcost increase per tech reduced from 10% to 5%

Familiars will not get bonus levels if their summoner get bonus levels on his summons

 

UI

Added a bunch of improved spell descriptions

Added miss sounds to Arching Shield Bash, Bleed, Break, Channel Lightning, Cleave, Crushing Blow, Deadly Bite, Decimate, Double Strike, Eviscerate, Guarded Strike, Hobble, Hurl Boulder, Impale, Shield Bash, Singing Forge, Spit Acid, Stun, Sweep and Throwing Knife

Cycling through units with 'U' now skips units that are guarding

Fixed stationed unit entry so the eject button is on top of the damage display fill, so it can be clicked when a unit is damaged

World maps loaded from the Setup World screen now display the name tagged in Elemental.str by the name in their filename, rather than using the filename name directly (for translations)

 
AI

Unique monsters always get into the decision queue each turn (so they will try to wreck you)

Modified treaty values so that trading is more fair.

Peace treaties substantially cheaper for factions that are far away from each other.

Relations adjust more slowly than previous

New API: CalcRelationsFromRelationWeights is designed to let us, at a glance see what a given AI feels about another player.

Much more sophisticated relations evalauation (lots of stuff)

New DIplomacy relations evaluator implemented. Now modifiers also take into account the current relations and kick in only if that condition is met as well. (for example, if someone is far away from you, it won't just give you a +1 because they're far away. It'll only give you a +1 if their relations are starting to head towards warfare, the effect is that there's a lot more drifting to neutral rather than extremes)

A lot of new interactions with players to explain why they feel the way they do.

More interaction with the player about what the AI is doing about others.

Conquering a city now reduces the city population by 75% (was 50%)

New attitude modifiers:

We are not competing for territory: +1 (conditional if below neutral)

I don't really know you: -1 (conditional if above neutral)

What you are doing is really not my concern +1 (conditional if below neutral)

You are beyond my sphere of influence -2 (conditional if above neutral)

Same Allegience diplomatic bonus decreased by 1

Tribute treaty does does less bonus if relations are high, more bonus if relations are low

Jealous -1 (conditional: Must be proud, have a lower power rating, above neutral)

Why aren't you trading with me? -2 (conditional: Must be greedy)

AI is more likely to surrender.

Lowered the AI "Too early to surrender" threshold from 10 years of war (40 turns) to 3 years of war.

247,055 views 137 replies
Reply #126 Top

It is a miss perception that the hostile world is not attacking the AI. It is and there are a lot of battles between the AI and the hostile world. They do not get a free ride. But if you decide to play the game on higher difficulty, i.e. the world becomes more difficult for you, then the monsters tend to target you more and more to make things more difficult.

Reply #127 Top

I've only played two 1.5 games so far (on challenging), and it seems to me the AI is much more agressive and war-mongering. I find it hard to get past the late early game without someone declaring war on me. And since I play an isolationist strategy, their reasons make no sense "You decption is well know"...excpt I haven't attacked anyone unprovoked oe entered anyones land...so where does the deception come in?

Despite the new "attitude modifiers" fixes, the AI still seems to start wars for the heck of it.

I prefer to do quests and fight monsters, and then deal with the AI in the late game. The constant focus on fighting the AI factions early on is not what I was hoping the diplomacy fixes would fix.

Reply #128 Top

double post...

Reply #129 Top

Quoting parrottmath, reply 126

It is a miss perception that the hostile world is not attacking the AI.  They do not get a free ride.
End of parrottmath's quote

How does that jive with this?

Quoting dawgs4ever, reply 122
I know that if I have a pioneer and a spearmen running around together and they end a turn next to a wandering mob, that the mob will attack them but whenever I see NPC pioneers running around and they end the turn next to a Mob, the Mob does not attack them
End of dawgs4ever's quote

Reply #130 Top

Mobile monsters will attack the AI. As I understand it on higher difficulty levels it prefers to attack the human player. There is also the issue (mentioned in other threads) that because units move in a set order and monsters only have movement 1, monsters find it hard to hit a moving target.

If it's really the case that mobile monsters are sitting next to AI pioneers, the pioneers are not moving and the monsters are not attacking, then post the save game so the developers can have a look at it, as I don't think that should be happening.

Reply #131 Top

Is that it now, is the game finished?

Reply #132 Top

Think Brad has said they have plans for more DLC and at least 2 more updates/patches.

Reply #133 Top

Yea, they'll be producing a Christmas themed DLC. We'll finally get elves, and have reindeer mounts! :)

Reply #134 Top

Quoting Leo, reply 132

Think Brad has said they have plans for more DLC and at least 2 more updates/patches.
End of Leo's quote

Well, we could use a few important fixes right now.  There are a few bad bugs that shouldn't be too difficult to address, and we haven't heard anything from Stardock for a while.

Reply #135 Top

We all know what is happening when it goes quiet in here don't we?

 

They are making some more of that DLC stuff.    :X

Reply #136 Top

Quoting Tattyhat, reply 135
We all know what is happening when it goes quiet in here don't we?

 

They are making some more of that DLC stuff.   

End of Tattyhat's quote

I hope you're right. but I think the silence has more to do with GC3.

Reply #137 Top

Quoting Borg999, reply 136
I hope you're right. but I think the silence has more to do with GC3.
End of Borg999's quote

...and the half dozen other games they are working on.