Arguably the biggest patch since Fallen Enchantress: Legendary Heroes’ release more than a year ago, version 1.7 improves CPU-controlled factions’ strategic acumen as well as introducing class-specific items for all five unique hero types, like Commander-only banners that boost the entire army’s capabilities.
Download the patch free simply by signing into your Steam client.
Among other things, patch 1.7 includes:
- Class-specific items – Commanders lead better than ever with unique banners, mages command the elements with new staves, and more
- Significant AI improvements – AI rivals now develop their empires more effectively, for example through upgrading their outposts
- Balancing across the board – Unrest modifiers have been tweaked to make sprawling empires less overwhelmingly powerful, and many unit and item stats have changed
- Revamped army-strength logic – The method used for calculating army strength has been completely reworked, making evaluating threats easier for human and AI players alike
- Much more – see full patch notes below.
Happy conquering!
Want to join the fun? Purchase Legendary Heroes directly from Stardock or through Steam.
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Legendary Heroes v1.7 Patch Notes
Features
Added support for class requirements on weapons, armor and items
Added the Banner of the Brave accessory, Army gets +1 Attack And +2 Defense, Commander only
Added Walderon’s Banner accesory, Army gets +1 Moves and +2 Initiative, Commander only
Added the Banner of Zad-Zabril accesory, Army gets +25% Fire Resistance, Commander only
Added the Mage's Staff weapons, ranged lightning damage, Mage only
TONS of new conversations
Modders can now create map stamps with starting point locations saved in them
Balance
Adept’s Robe is now Mage only and Defense increased from 1 to 2
Archmage’s Robe is now Mage only and Defense increased from 5 to 6
Mage’s Robe is now Mage only and Defense increased from 3 to 4
Impenetrable Tower Shield is now Defender only
Tectonic Bulwark is now Defender only
Shield of the Sentinel is now Defender only
Ring of Mastery is now Mage only
Wage costs are now proportional with group sizes (increased wage costs for larger groups)
Assassin’s Blade is now Assassin only
Sharp Longsword is now Assassin only
Serrated Longsword is now Assassin only
Legendary Longsword is now Warrior only
Brutal Trog Scimitar is now Warrior only
Bashing Maul is now Warrior only
Relations penalty for ambitious civs reduced to -1 from -2
Relations requirements for treaties eased so that you can have unfriendly relations and still make treaties
City population reqs to level up reduced slightly
Towns provide slightly more money per turn
War monger player relations penalty goes away after 10 game years
Wildlands will start to spawn increasingly nasty monsters in the unknown areas of the world the longer they are left around
Capitar faction stores sell things for 20% off
Bell Tower unrest reduction changed from 10 to 5
Fortress production bonus reduced
Reduced odds of Bacco the Beggar quest coming up
Reduced odds of other various quests from coming up (the ones we see 30% of each game apiece are now 10%)
Final quest boss combat speed increased from 22 to 40, HP increased from 500 to 600.
Ranged weapons now convey an accuracy penalty (harder to hit something with a ranged weapon than a melee weapon)
Sovereign mana production reduced from 2 to 1
Town Halls reduced to -10 Unrest instead of -20
Reduced the production cost of Harbors
Fixes
Fixed the cause of 80% of the 1.6 crashes
Fixed bug that caused the battle initiation window to display the wrong battle rating for the armies
Fixed weird pathfinding bug that caused rivers to be extremely aggravating to deal with
Fixed splash damage on the Greatsword, Titanic Maul and Bashing Maul
Fixed an issue with a broken [OtherPlayer] tag in a dialog popup
Fixed the Master Archer ability
Fixed an issue where the wildland player could spawn champions
* Fixed an issue that could cause the AI to fail at casting summoning spells on some tactical maps
* Fixed an issue causing Grip of Winter to become permanent
AI
AI won’t cast negative city enchantments on players it isn’t at war with anymore
Fixed bug that caused the AI to overestimate the city defense value
Made AI smarter about declaring war based on if they are already at war
Fixed bug that would cause the AI to keep units in a city far more than they should
Fixed a bug that would cause the AI to send a unit out of the city when enemies were right there
AI upgrades its outposts
AI is more likely to go for the Spell of Mastery if they are dominating
Adjustments to the city calculation for dtermining whether a city is well defended or not
Fixed a bug that would cause the AI to try (and fail) to cast the same enchantment over and over again resulting in it not casting other strategic spells
AI can summon Arcane Monoliths
Fixed bug that would cause lots of strategic spells not to be cast due to it thinking their value was 0
Fixed a bug that caused the AI to cast expensive tactical spells even when it wasn't supposed to
Modified AI priorities of numerous city improvements
Full, completely rewritten battle ranking system for more accurate measurements of a unit's actual lethality
Fixed an issue keeping the AI from declaring war