DerekPaxton DerekPaxton

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.

247,063 views 137 replies
Reply #77 Top

The 1.5 beta has fixed the hang in my save  :thumbsup:

Reply #79 Top

Fake pionners --> City growth ("legit cheat") need to be addressed.

It is: u can queue pioneers just to reduce population and thus increase the city growth. I mean, you are never really going to train those pioneers, they are just standing there always being pushed to the end of the queue. This way its really easy to always get the maximum food surplus bonus to growth.

Its clearly a cheating and the game system should not allow it by any means

Reply #80 Top

Quoting arteseleandro, reply 79

Its clearly a cheating and the game system should not allow it by any means
End of arteseleandro's quote

In the mean time, don't do it yourself?

Reply #81 Top

Crashes continues but different way. I could play a bit further then before, but after 5 seasons a had an issue.

I pushed Turn button, there appeared a Message from Resoln, but there were no actual message, only frame - no Cereasa picture, no text, no choice possibilities. First time after some clicking and alt-tab appeared some error message. Next time I tried - nothing happend at all, game was thinking that it works and I interrupted it by force using Cntrl+Alt+Del (don't know how to call this sreen in english).

Save file:

http://files.mail.ru/1E9625DBA3AB4D2791AED961B163D38F

Reply #83 Top

Still seems like the A.I empires are way too aggressive in declaring war with multiple factions at the same time while they have no armies.

Reply #85 Top

Quoting smeagolheart, reply 23
Derek,

Any chance of getting this long standing bug addressed:

   Vetrar (and other wildlands bosses) leaving their territories, then when/(if) you kill them their lands stay wildlands instead of turning fertile

Here are a few reports of it going back to patch .915:
https://forums.elementalgame.com/448233/page/1/
https://forums.elementalgame.com/448454/page/2/#3410006
https://forums.elementalgame.com/426899/page/1/#3178776
https://forums.elementalgame.com/448172/page/1/
https://forums.elementalgame.com/449698/page/1/
End of smeagolheart's quote

 

Yeah, that's probably the biggest fix I'm waiting on before I'm likely to start up another game. If this is really such a difficult bug to fix, then I would recommend just locking the bosses down to their starting tile as an emergency band-aid until you can fix it more properly. Maybe not a pretty solution, but I suspect most of your customers would prefer that as a lesser evil for now.

Reply #86 Top

@ ReturnOfTheZack

Might I suggest trying this Mod Fix.

https://forums.elementalgame.com/450208/page/1/

It will prevent these particular titans from leaving their wildland and thus the wildlands will convert back. (It does not lock them down to one tile)

Reply #87 Top

Quoting parrottmath, reply 86

@ ReturnOfTheZack

Might I suggest trying this Mod Fix.

https://forums.elementalgame.com/450208/page/1/

It will prevent these particular titans from leaving their wildland and thus the wildlands will convert back. (It does not lock them down to one tile)
End of parrottmath's quote

 

Thanks a lot, I'll give it a go. I would think that something like that should be implemented in the update for everybody. Having the bosses not be able to wander around outside the wildlands isn't a huge loss.

Reply #88 Top

 

The empty dialogs are caused by games that are started on 1.4 and then continued on 1.5.  There were a bunch of new dialogs added in 1.5 and the code is attempting to call them, but since they dont exist in your save game it comes up empty.

 

Reply #89 Top

Love the diplomacy updates.

As I play through, thought I'd suggest a tweak in the Foreign Relations screen. The one where you can view the other factions. Might be interesting for the info under Leader Details, Vitals and Resources to be earned, not given. Perhaps a researchable tech gives you the intel? I think it was a HoMM game that had a Thieves Guild feature which did something similar in regards to accessing the military intelligence of your opponents.

The same might go for the Power Rating in general. Should we see this for our opponents? How do I know what they have behind that mountain range? Shouldn't I be making my decisions based on what I see and know through interaction? There is no underestimating our opponents currently. Though we can turn off the Power Rating score in the options screen, it's still there in the Foreign Relations screen. Again, the proposal isn't to remove it outright but provide it as an option the player must earn through research. 

Food for thought. Really enjoying the 1.5 beta changes so far. Thanks Stardock for continuing to support this amazing game.

Reply #90 Top

I started a new 1.5 game yesterday, but I'm not seeing any noticeable updates to the diplomacy? What should I be looking for?

Reply #91 Top

See AI section in patch notes.

Reply #92 Top

Quoting merlinme, reply 91
See AI section in patch notes.
End of merlinme's quote

Yea, a lot of it is "behind the scenes" updates. What I'm not seeing so far is:

"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."

 

Reply #93 Top

Was the monster AI tweaked in 1.5 or was that 1.4. I can't remember, but the world map is a lot more dangerous now. I never liked how the AI would not attack unless you stayed in attack range for 2 turns. Some areas are actually closed off until you have an army now. 

Reply #94 Top

Quoting Borg999, reply 92


Quoting merlinme, reply 91See AI section in patch notes.


Yea, a lot of it is "behind the scenes" updates. What I'm not seeing so far is:

"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."

 
End of Borg999's quote

I believe you should be seeing more of the dialogs that pop up when you hit the turn button, saying things like (not an actual example, obviously):

"Curses! We hate you for your fishmongering ways!"

...vs. just random drops in relations vs. the other factions with no obvious explanation.

Reply #95 Top

Also, Monsters are still hanging around AI cities without attacking.

Mid game, and I'm at war with the an AI. I approach one of the AI cities and there are half a dozen different monsters hanging around the city doing nothing.

By mid game one of two things should have occurred:

-The monters attack, destroying the city, or

-The monters attack, but are defeated...so by mid game there are no monsters surrounding the city.

 

Although, the monsters do seem more aggressive in chasing me. Which isn't necessarily a bad thing, as it allows me to level up faster.

Reply #96 Top

Yeah, and roads are dangerous as hell now. Never know when just outside the fog of war a dragon is setting on the road ready to eat your face. 

Reply #97 Top

Quoting Illauna, reply 96

Yeah, and roads are dangerous as hell now. Never know when just outside the fog of war a dragon is setting on the road ready to eat your face. 
End of Illauna's quote

 

Stay off the road!

Reply #98 Top

If this is the diplomacy patch, is it possible to have a "Make peace with $NAME" diplomacy option? I'd like a way to keep some factions alive or at least a way to stop total war to make the diplomatic victory possible. Sort of the reverse declare war on faction option that already exists. Also, a button for "match trade imbalance with gold". 

Stuff that'd be more difficult:
The ability add outposts and settlements to the trade screen would also be nice, to allow trading territory for peace.
Or being able to give/sell units (or just their equipment) to an other faction, for if I don't want to get directly involved in a war between two factions.

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Reply #99 Top

Quoting veryinky, reply 98

If this is the diplomacy patch, is it possible to have a "Make peace with $NAME" diplomacy option? I'd like a way to keep some factions alive or at least a way to stop total war to make the diplomatic victory possible. Sort of the reverse declare war on faction option that already exists. Also, a button for "match trade imbalance with gold". 

Stuff that'd be more difficult:
The ability add outposts and settlements to the trade screen would also be nice, to allow trading territory for peace.
Or being able to give/sell units (or just their equipment) to an other faction, for if I don't want to get directly involved in a war between two factions.
End of veryinky's quote

 

Yes to both of these.  And can we trade resources and treaties on one screen with access to any means of persuasion?  Why can't i trade knowledge for peace or a technology treaty?

Reply #100 Top

* 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)
End of quote

ooooooo what did you do and how did you do it?