DerekPaxton DerekPaxton

Fallen Enchantress 0.76 changelog

Fallen Enchantress 0.76 changelog

 

  The beta is out, time to start fixing stuff.  :)

Patch 0.76 (released 01/26/2012)

Download:


Fallen Enchantress Beta 1 patch 1 (version 0.76) is available for download from the Stardock store.  You should find a patch update if you already have the game installed (so you don't have redownload the whole game).  Players installing for the first time will need to apply the "Full Beta" download and then download and install the "Beta Update".

https://store.stardock.com/myaccount/products


Features:

+ Added Edge Scrolling (defaults to on, can be disabled in game options)

 

Bugs:

+ Fixed an issue that kept players with captured drake and forest drake lairs from being able to train them

+ Added temp tile designs for Drake camps, Forest Drake camps, Mercenary camps, Naja camps, Ogre camps, Ophidian camps, Troll camps and Wilding camps

+ Naja, Ogres and Ophidians are now recruited as single units.

+ Fixed an issue that was causing swamps in the players ZoC to look like forests.

+ Fixed a lost device crash in desktop mode.

+ Fixed an issue with the arena tactical battle arena.

+ Fixed a crash attempting to fill the environment map if the sectormapper isnt initiated.

+ Fixed a bug with the Run Wild (Varkana's) quest.

+ Ring of Storms isn't available for unit design anymore.

+ Fixed a bug with Mantle of Oceans that was causing it to increase tactical spell cost instead of decrease it.

+ Fixed Throwing Knives.

+ Fixed the Powerful custom faction ability.

+ No more pauses when Air Elementals cast spells.

+ No more pauses when Troll Shamans cas spells.

+ Fixed bug where if a leader of an army was killed, their surviving sub units were not reformed into a new army, which was manifested as if you killed the leader in an army, but ended up losing the battle, the entire other army still died.

+ Fixed an issue that allows the build button to work on resources that are outside of your ZoC.

+ Fixed an issue with a conversation tag from Resoln to Yithril.

+ Fixed an issue with a conversation tag from Gilden to Resoln.

+ Fixed AI bug where pioneers would never look for a city unless they had escorts, even if the destination area is safe

+ Fixed bug where AI would declare war on players it has never met

+ Got rid of several repetiative debug messages.

+ Fixed crash bug that would occasionally occur on loading a saved game

+ Optimized load save game code to reduce big game loading times from >2 minutes to <30 seconds

+ Fixed crash bug where unit stats were being modified by multiple threads at once

+ Fixed crash bug where modifiers were being modified by multiple threads at once

+ Removed critical seciton around GetHarvestPerTurn() that caused deadlocks

+ ProcessEvents only occurs every other frame to improve framerate (this should be followed-up with more cleaning of the event queue)

+ Auto Saving now has a Debug.err message around it so we can easily tell if a crash occurred during autosave

+ Fixed bug that caused turns to get stuck on occasion

+ UpdatePioneerImpAssociatedCities() moved to a background thread so that late game animation remains smooth

+ Fixed crash bug related to Pioneer Improvements being reassociated

+ Fixed bug that caused AI to cast strategic spells from the main game thread

+ Fixed AI bug where it would send a pioneer unit to a location too close to a city and try to build there and get stuck

+ More cowbell

+ Fixed crash bug where background thread was trying to update the UI

+ Fixed crash bug related to a unit being added to a city in multiple threads at once.

+ Fixed crash bug related to a unit being clicked on in a city at the same time as a background thread was accessing the unit

+ Moved Increment Hitpoints to the top of the event list because it's one of the most common events (performance)

+ Rewrote OnEndGame() to clean up data more cleanly

+ Fixed deadlock related to GetCityByIndex()

+ Fixed deadlock related to GetCityCount()

+ Fixed AI bug where it would go to a quest location that has already been visited

+ Fixed a missing tile design for the clay quarry

+ Fixed the clay quarry so it correctly gives a material

+ Fixed the empty lairs on the Northern Waste wildland

+ Fixed some empty lairs on the Burning Lands wildland

+ Fixed memory leaks

+ Fixed the white particle effects in the Fog of War

+ Torax's head trophy will now correctly increase the gildar of your city

+ Fixed an issue that was keeping you from casting tactical spells if you didnt have the original mana cost (you couldnt cast fireball for 15 mana with bonuses if you didnt have 30 mana because its original mana cost is 30)

+ Fixed an issue that was keeping army bonuses form being applied unless it was from the armies leader

+ Fixed a hung tactical battle issue when an ai opponent couldnt get to an enemy

+ Fixed a hung tactical battle issue when an ai archer tried to make a melee attack

 

Balance:

+ Regeneration also works in tactical combat (instead of just on the world map).

+ Magical Bows are more common as loot drops.

+ You can recruit more darkling and wilding warriors from those lairs

+ You can design units with Ignys Bows now with Arcane Weaponry (and archer will upgrade to them).

+ Giant Form and Growth can only be cast on sovereigns or champions.

+ Berserker's Axe reduced from 20 Attack to 10.

+ Berserker's Broadsword reduced from 22 Attack to 11.

+ Made the following level changes to monsters:

Abeix: 15 -> 18
Ashwake Dragon: 10 -> 15
Clambercoil Dragon: 7 -> 12
Delin: 15 -> 19
Drake: 8 -> 11
Fell Dragon: 9 -> 13
Forest Drake: 6 -> 9
Giant Rock Spider: 6 -> 8
Hoarder Spider: 8 -> 10
Morian: 15 -> 19
River Slag: 5 -> 9
Sarog: 12 -> 17
Shrill Lord: 9 -> 12
Slag: 7 -> 10
Storm Dragon: 9 -> 13
Torax: 15 -> 18
Vetrar: 15 -> 20

+ Might now gives +3 Attack instead of +1 Attack per Level

+ Discipline is now a custom sovereign ability

+ Verga starts with Discipline instead of Might

+ Increased the XP needed between levels

+ The Hallowed Rite trait is only available to Resoln (or custom factions using the Wraith race)

+ Caravans are limited per city.  2 become available with Trading, an additional one is added with economics

+ Road Warriors faction trait is renamed Legacy of Serrane and it also grants an additional Caravan per city

+ Champions get injuries if they fall in combat (even if you win the battle)

+ Warrior Temple and Warrior College are both 1 per Faction

+ Late game tech costs reduced

+ Many Mid/Late game Improvement costs increased

+ Ice Elementals can cast Slow

+ Apothecaries produce 3 research per material instead of 1

+ Lightning Pike doesn't require metal to produce (crystal cost increased)

+ Boreal Blade doesn't require metal to produce (crystal cost increased)

+ Maul gives -4 Accuracy per strike instead of -3

+ Merchants reduced from +3 Gildar per season to +2

+ Added a Research cost modifier by map size (tiny is 0.7, small 0.9, medium 1.0 and large 1.1)

+ Town Hall moved form city level 3 to 4

+ Almshouse produces Diplomatic Capital instead of reducing Unrest

+ Hedge Walls and Wooden Walls require city level 3, Forts and Castles requires city level 4, Fortresses require city level 5

+ Theater is limited to 1 per Faction

+ Arena is limited to 1 per Faction

+ Watermills only give +2 Production per Material instead of +5.

 

Cosmetic:

+ Added a description tag to the Adventurer ability

+ Added icons for the Horn of Sarog, Fist of Vetrar and the Eye of Abeix trophies

+ Fixed a minor word wrapping issue with the civics ability

+ Tarth males cant wear the ladies satin shirts anymore

+ Fixed a missing cloth map icon with the Rats Nest

+ Made the prisoner quest text more clear.

+ Fixed a text overlap issue on the Unit screen.

+ New shield idle for the equipment screens (so it doesn't obscure the characters face).

+ Clarified the description text on the infirmary.

+ Fixed a typo in the Vetrar conversation

+ Fixed a typo int he Slave Lord ability

+ Added a "+x research" to goodie huts that give you research, before it was hard to tell what they were doing

+ Notification stay maximized for 15 seconds instead of 3

 

AI:

+ AI less aggressive in dealing with trespassers on its territory

+ AI more aggressive about recruiting champions

+ AI Scouts will now move towards unrecruited champions that it finds to recruit them

+ AI less cautious about going on quests

+ AI will defend its bigger cities better

+ AI handles strategic spells much more intelligently

+ AI sovereign will cast spells that only can be cast on champions

 

Hot Patch (streams automagically):

+ Acrobat ability gives +4 dex instead of +1 dex / level

+ Fixed the Lucky faction ability

+ Added a cost to the Endless Legion faction ability

+ Reduced the likelihood of getting Path levelup abilities

+ Fixed the Quick faction ability

+ Fixed the Vulnerable faction ability

+ Fixed the Weak faction ability

+ Corrected the description on the Wealthy faction ability

+ Telescopes aren't available for unit design anymore

+ Fixed a type in the growth potion description

+ Salted pork now correctly heals 8 damage

+ Corrected the description on the Blight scroll

+ Fixed an issue allowing Csilla, Irdael and Norak to get Acrobat twice

+ Increased the amount of XP required per level (especialy at higher levels)

+ Halved the amount of the players Dexterity that feeds into Dodge

+ Increased Tech Cost Percentage Increase Per Tech from 5% to 10%

 

104,349 views 136 replies
Reply #26 Top

+ Increased the XP needed between levels

Derek,

Please think about changing the xp gained after battles from the current system of

every unit involved on the winning side gains the full xp value of the defeated party

to

every unit involved on the winning side gets a share of the full xp value of the defeated party.

As it is now, the system promotes a "kitchen sink" party banding method, where the more the better is the name of the game.

Changing it to the latter would promote the elements risk and strategy on who to bring into a battle and how many to bring, as it would effect every units xp gain.

Thanks.

Reply #27 Top

I totally agree.  Could you put it in the first patch to try it out?  I think it would make a big difference to balance out heroes so you can't get full XP just be surviving a battle.  Balance and simplicity are important.  Balance by not giving full XP to all surviving winning units, and simplicity by simpling dividing the experience between all surviving winning units, so it's easy to understand and still allows units to get some experience for participating in a battle.

Reply #29 Top

Quoting mqpiffle, reply 26

+ Increased the XP needed between levels


Derek,

Please think about changing the xp gained after battles from the current system of

every unit involved on the winning side gains the full xp value of the defeated party

to

every unit involved on the winning side gets a share of the full xp value of the defeated party.

As it is now, the system promotes a "kitchen sink" party banding method, where the more the better is the name of the game.

Changing it to the latter would promote the elements risk and strategy on who to bring into a battle and how many to bring, as it would effect every units xp gain.

Thanks.

 

Agree! I just assumed it was split...

Reply #30 Top

Looks awesome , hope we get it this week.

Reply #31 Top

+ Increased the XP needed between levels

Such a relief to see the devs are listening to testers and making solid improvements to the game.  :thumbsup:


I hate to be a bother, but could we either get the XP to divide to each unit equally or hear some logic as to this design decision? I like getting XP in huge amounts, but it makes for a more interesting strategy game if smaller armies are getting more XP per unit than larger ones. Especially since Lord Verga is the best example of a Sov I would like to get more XP for going into a battle solo. I would even be happy with a simple multiplier to increase XP based on the number of units in the army. 

Right now I am just filling my armies with units that don't need to be there, except that they are getting XP so why not?

Reply #32 Top

Quoting Vaul_Darkhour, reply 28
Derek, can we all get a fix on the crippled AI in the next patch?

Referring to this thread.\/

[Suggestion] AI Needs Fixing
https://forums.elementalgame.com/415706
AI isn't simple enough to fix with one patch. Frogboy has been working on it and will continue to do so, but AI improvements will continue until (and probably past) the game's release.

Reply #33 Top

But having the full unassisted AI in difficulty levels normal and above is an option for the first patch.  Whatever the AI we've got at a certain time, we've got to have a mode where the AI is playing the best it can at that time, without any bonuses.  So we have a baseline, and we can hopefully help the unassisted AI gets better.

Reply #34 Top


My wish

+AI gets an extra champion and two militia to start with on the highest difficulty level

+AI gets two extra militia to start with on the second highest difficulty level

Reply #35 Top

Derek, I've got this bug in FfH2 I need you to... I KID, I KID!

 

Seriously though, have any of you others had your unit(s) go the exact opposite direction from where you clicked on the screen? It doesn't happen often, but every now and then it just takes off the wrong way, don't believe it is anything like trying a different way around mountains or something like that either. I'd really love if NUMPAD movements were allowed, or even highlighting the square you are getting ready to click on where you are sending your units would even be great.

Btw, love the changes in this list you are accumulating.

Reply #36 Top

Quoting Leo, reply 35
Seriously though, have any of you others had your unit(s) go the exact opposite direction from where you clicked on the screen? It doesn't happen often, but every now and then it just takes off the wrong way, don't believe it is anything like trying a different way around mountains or something like that either. I'd really love if NUMPAD movements were allowed, or even highlighting the square you are getting ready to click on where you are sending your units would even be great.

Yes! I've experienced this a few times. For me, it happens when I'm on the default zoom level. Zooming in seems to somehow fix it. I think it has something to do with the presence of mountains/hills like you said. Instead of going right next to the tile, it will try and go around (if even possible). I've even had it where I couldn't even click on the unit I wanted to send it to. I'll create a bug for this now. Thanks for the confirmation I'm not the only one!

Reply #37 Top

I have noticed that accidently clicking on the edge of a mountain will cause the unit to go the opposite direction. I will try and post a video of it when I get some time. 

Reply #39 Top

Quoting seanw3, reply 37
I have noticed that accidently clicking on the edge of a mountain will cause the unit to go the opposite direction. I will try and post a video of it when I get some time. 

 

I ran into this bug as well, I think it's a holdover from WOM.

 

Reply #40 Top

Quoting Leo, reply 35
Derek, I've got this bug in FfH2 I need you to... I KID, I KID!

 

Seriously though, have any of you others had your unit(s) go the exact opposite direction from where you clicked on the screen? It doesn't happen often, but every now and then it just takes off the wrong way, don't believe it is anything like trying a different way around mountains or something like that either. I'd really love if NUMPAD movements were allowed, or even highlighting the square you are getting ready to click on where you are sending your units would even be great.

Btw, love the changes in this list you are accumulating.

 

I've had the same issue. As a side note, NUMPAD movement works, that's what I use when that bug occurs...

Reply #41 Top

Like the balance changes, I killed Torax in 3 turns with Mana Burst.  Poor thing was only able to get 1 Fireball off; raising level's on the Wildland Lords helps give that epic feeling.

 

Has anyone had a discussion about having Sovereign only traits?  Obviously champs need beat with the nerf stick, but having some exclusive abilities will help make the Sovereign's feel special rather than just being the oldest channeler in the kingdom.  Maybe some MoM style wizard abilities that affect the entire Kingdom / Empire?

 

Reply #42 Top

Also nice to have monsters at a higher level. Lairs will now have a chance to spawn weaker armies  to roam about.  :troll:

Reply #43 Top

Quoting mqpiffle, reply 26

+ Increased the XP needed between levels


Derek,

Please think about changing the xp gained after battles from the current system of

every unit involved on the winning side gains the full xp value of the defeated party

to

every unit involved on the winning side gets a share of the full xp value of the defeated party.

As it is now, the system promotes a "kitchen sink" party banding method, where the more the better is the name of the game.

Changing it to the latter would promote the elements risk and strategy on who to bring into a battle and how many to bring, as it would effect every units xp gain.

Thanks.
 

Big plus 1! This is xp is handled in all rpg's and it's gonna make a big difference.

Reply #44 Top

Quoting mqpiffle, reply 26
+ Increased the XP needed between levels


Derek,

Please think about changing the xp gained after battles from the current system of

every unit involved on the winning side gains the full xp value of the defeated party

to

every unit involved on the winning side gets a share of the full xp value of the defeated party.

As it is now, the system promotes a "kitchen sink" party banding method, where the more the better is the name of the game.

Changing it to the latter would promote the elements risk and strategy on who to bring into a battle and how many to bring, as it would effect every units xp gain.

Thanks.

 

Yep, this is so important, and it's gamebreaking as it is now. This is also how they did it in Heroes 4 when they introduced more then one heroes per army. It's the perfect way of doing it. The game will improve alot from it.

Reply #45 Top

I effing love you, Stardock. My faith is restored...

Reply #46 Top

^^ Also completely agree with the XP divvying as stated above. 

Reply #47 Top

SO are the Frozen North treasure chests still empty in this patch?

 

Reply #48 Top

Quoting StevenAus, reply 33
But having the full unassisted AI in difficulty levels normal and above is an option for the first patch.  Whatever the AI we've got at a certain time, we've got to have a mode where the AI is playing the best it can at that time, without any bonuses.  So we have a baseline, and we can hopefully help the unassisted AI gets better.

That level is currently "Challenging". Challenging uses a little more CPU without getting bonuses.

Every time I play I work to make it better.  However, the monster "AI" (if you can call it that) is working as designed. They'll attack if they think they can take you out and they tend to avoid attacking cities (especially early game).  Their behavior is controlled via the World Difficulty setting.  Note that world difficulty has nothing to do with the player AI's which are set on a per player basis (I've seen debug logs from people claiming they're beating the AI players on high difficulty only to see that the AI is set to normal but the world difficulty was set to hard).

Reply #49 Top

Quoting Tomasp3n, reply 40
As a side note, NUMPAD movement works, that's what I use when that bug occurs...

Ah-hah! Just had to switch my num-lock off. Never thought to try that, duh! Thanks much for the heads up on that!!

edit: and I guess good to see that it bugs using that method also. At least that means it wasn't some weird mouse input bug, I'd imagine that should make it easier to track down knowing that.

Reply #50 Top

Quoting Frogboy, reply 48

Quoting StevenAus, reply 33But having the full unassisted AI in difficulty levels normal and above is an option for the first patch.  Whatever the AI we've got at a certain time, we've got to have a mode where the AI is playing the best it can at that time, without any bonuses.  So we have a baseline, and we can hopefully help the unassisted AI gets better.

That level is currently "Challenging". Challenging uses a little more CPU without getting bonuses.

Every time I play I work to make it better.  However, the monster "AI" (if you can call it that) is working as designed. They'll attack if they think they can take you out and they tend to avoid attacking cities (especially early game).  Their behavior is controlled via the World Difficulty setting.  Note that world difficulty has nothing to do with the player AI's which are set on a per player basis (I've seen debug logs from people claiming they're beating the AI players on high difficulty only to see that the AI is set to normal but the world difficulty was set to hard).

 

I think the Challenging AI tooltip needs to be updated then, as it implies that the ai gets bonuses as well as getting full ai smarts.  :)