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%

 

104,422 views 136 replies
Reply #101 Top

Quoting Sarudak, reply 99
It's not true that the situation is the same as it was before.

Ok, you argument is that "When Brad was trying to put together an AI for WoM he was not a dedicated AI developer". And when he became a dedicated developer? In June 2011? So maby after 6 month we must see some results? AI sucks since WoM beta, and there was tons of promises. There is no results, therefore i can tell you that situation is the same.

Reply #102 Top

Patience is needed. Brad said he wanted a 90 metacritic score.

The game will be in beta for a long, long time and the AI is just going to get better and better.

I have faith.

 

Oh and more cowbell is fantastic news. :grin:

Reply #103 Top

He has help guys. Just chill out. If anything I think that the only mistake is not giving the AI a handicap. I think this is something of a mark of pride (arrogance) on Frogboy's part. He doesn't want the AI to have to cheat at the basic level. The thing is the AI ALWAYS cheats in games like this because they're simply too complex for the AI to handle against a human player without a handicap. 

Reply #104 Top

Quoting Sarudak, reply 103
He has help guys. Just chill out. If anything I think that the only mistake is not giving the AI a handicap. I think this is something of a mark of pride (arrogance) on Frogboy's part. He doesn't want the AI to have to cheat at the basic level. The thing is the AI ALWAYS cheats in games like this because they're simply too complex for the AI to handle against a human player without a handicap. 

Well I think A good start would be to give us access to an uncrippled AI to start with and then work out balance and difficulty bonuses/handicaps later as the beta testers 'test' out the actual AI!

Reply #105 Top

Quoting Sarudak, reply 103
If anything I think that the only mistake is not giving the AI a handicap.

I don't think so. The AI can't make logic moves, can't create competition for the player, and his actions still looks ridiculous. For example, when you play Civ 4 you play with AI, and AI play with you. When you play FE you just play with yourself. And this feeling is very annoying. 

And, most of players don't care if AI cheat or not (in FE on high difficulty levels AI is super cheat, but it doesn't matter).

 

Reply #106 Top

Quoting id_est, reply 105

For example, when you play Civ 4 you play with AI, and AI play with you.

I agree.  Civ 4 AI set the bar really high and now I expect that from every game I play.

Reply #107 Top

I am pretty sure Frogboy's estimation of the AI in the beta preview said exactly what we are saying about it. There is no delusion about the state of the AI. If id_est doesn't believe the AI will ever be fixed and that is fine. I think he is wrong, but I understand why he is worried. The last game had terrible AI and looked alot like this one. The AI for this one is already better. The next beta phase will have slightly better AI. If you really are annoyed by the AI, as a beta tester, your job is to report the errors it is making and give the devs a save file. Not much more you can do. The beta has a disclaimer about boredom and disease if I recall. 

Reply #108 Top

Quoting seanw3, reply 107
I am pretty sure Frogboy's estimation of the AI in the beta preview said exactly what we are saying about it. There is no delusion about the state of the AI. If id_est doesn't believe the AI will ever be fixed and that is fine. I think he is wrong, but I understand why he is worried. The last game had terrible AI and looked alot like this one. The AI for this one is already better. The next beta phase will have slightly better AI. If you really are annoyed by the AI, as a beta tester, your job is to report the errors it is making and give the devs a save file. Not much more you can do. The beta has a disclaimer about boredom and disease if I recall. 

I don't have access to the bet yet so.. take my comment with a grain of salt.

 

Frogboy won't let the current AI stand. If Gal Civ II is any indication by the time its released it will have us begging for our mommies on normal. :beer:

 

The ONLY thing froggy has to worry about for this game programming wise is AI.. so if it fails.. he fails. :frogboy:

 

(Fistalis-Poking frogboy with a stick since 2010)

Reply #109 Top

Quoting id_est, reply 101



Quoting Sarudak,
reply 99
It's not true that the situation is the same as it was before.


Ok, you argument is that "When Brad was trying to put together an AI for WoM he was not a dedicated AI developer". And when he became a dedicated developer? In June 2011? So maby after 6 month we must see some results? AI sucks since WoM beta, and there was tons of promises. There is no results, therefore i can tell you that situation is the same.

Well, from a casual players (that's me) point of view, the AI already is much better then E:WOMs was.

It is not making me bleed through my eyes, like GalCivs was, yet.

So there is room for improvement, but there is also progress.

Reply #110 Top

Quoting Vaul_Darkhour, reply 104
Well I think A good start would be to give us access to an uncrippled AI to start with and then work out balance and difficulty bonuses/handicaps later as the beta testers 'test' out the actual AI!

Did you read Brad's reply? He said that the Challenging difficulty level has the AI use all the means at it's proposal, just without any bonuses.

That's what Challenging has always been in Stardock games, as someone else already said on this thread.

Reply #111 Top

Thanks for all the updates guys, the list looks good I'm just missing my "Maul freezes my PC to death" bug :P

 

I'm eager to try out this new patch and see what it brings to the table. Thanks for your hard work!

 

€: Oh it doesn't seem to be in the changelog but all my 10 tickets are marked as RESOLVED/CLOSED! Wow that's some good work, can't wait to try out the patch.

Reply #112 Top

Quoting OneLion, reply 111
€: Oh it doesn't seem to be in the changelog but all my 10 tickets are marked as RESOLVED/CLOSED! Wow that's some good work, can't wait to try out the patch.

Where are you reporting bugs/issues as tickets that they're getting marked as resolved/closed?

I've barely seen any dev response, and I don't think a single one to any of the dozens of bugs or issues I've posted.

Reply #113 Top

Would be nice if you also managed to fix the corruption spell in this patch. But maybe there is to little time to fix this before it goes out. But I really want to get more death shards!!!

Reply #114 Top

Corruption works, but you have to cast it on an uncapped shard.  It only bugs out completely if the shard has already been capped.

Reply #115 Top

Quoting Mtrixis, reply 112

Quoting OneLion, reply 111€: Oh it doesn't seem to be in the changelog but all my 10 tickets are marked as RESOLVED/CLOSED! Wow that's some good work, can't wait to try out the patch.

Where are you reporting bugs/issues as tickets that they're getting marked as resolved/closed?

I've barely seen any dev response, and I don't think a single one to any of the dozens of bugs or issues I've posted.

 

I hope the devs are reading your posts because from what you've been saying you have predominantly listing suggeststions and possible solutions to a lot of the games current mechanics that needs fixing. I mean your really posting som great posts. Your posts across the whole all devs need to take note. Aside from you I look at seanw3 idea for city improvement him and zedongs post for city.

Reply #116 Top

Quoting Vaul_Darkhour, reply 104



Well I think A good start would be to give us access to an uncrippled AI to start with and then work out balance and difficulty bonuses/handicaps later as the beta testers 'test' out the actual AI!

Again, as said before, you can set the game to " Challenging" for this. Ignore the tooltips, they are woefully incorrect ( as to be expected from beta's, cosmetic changes like tooltips are usually low on the change-list). Set the game to "Challenging", this is the uncrippled AI without any bonusses.

Vaul, I think your point is very, very clear by now. Yes, the current AI sucks. Yes, its being worked upon hard. Have you ever tried Galciv II...? The AI was programmed and improved by Brad, its his specialism and, given enough room to do so, he will achieve good results. But if all you do is keep shouting that the AI sucks ( and plenty of people have been pointing this out already) then you're not adding much to the discussion, in my opinion ( mind you, its an opinion of mine, not actual fact). Stardock is aware that their reputation as a game developer has been badly marred by E:WOM. The replay value of this game stands or falls with the computing power of the AI. I'd prefer to be a beta tester for the next year to get the AI up and running.... I do not mind. I've been playing with MoM since 199what3, 4? right up untill this Beta comes out. I can wait for another year ;)

 

Reply #117 Top

So, looking at it the tooltip for challenging is only on the world difficulty (so bonuses there don't even make sense).  There is no tooltip on the individual opponent difficulty.   So Brad's comment of "There's a tooltip?" makes more sense to me now.   No, there actually is not a tooltip for the opponent AI.

 

 

Reply #118 Top

Great screenie Derek!

Reply #119 Top

For updates from 0.75 - 0.76, where will we get the patch?  I assume we won't have to download 2Gig every time there is a version upgrade?

Reply #120 Top

 

  0.76 is released.  I've updated the first post with some download instructions.

Reply #121 Top


Go to the store. There is an update file there

Reply #123 Top

Quoting seanw3, reply 107
I am pretty sure Frogboy's estimation of the AI in the beta preview said exactly what we are saying about it. There is no delusion about the state of the AI. If id_est doesn't believe the AI will ever be fixed and that is fine. I think he is wrong, but I understand why he is worried. The last game had terrible AI and looked alot like this one. The AI for this one is already better. The next beta phase will have slightly better AI. If you really are annoyed by the AI, as a beta tester, your job is to report the errors it is making and give the devs a save file. Not much more you can do. The beta has a disclaimer about boredom and disease if I recall. 

Well put. And just like said above. Galciv II's AI was really good. Sure you could out cheese it, just like Civ IV's AI, but it we're heading for that direction, we'll sure have some very decent AI. Just report, report, report. That's what we're here for!

Downloading update!

Reply #124 Top

Yeah I still can't play either even with the patch I hope the crash on launch gets fixed soon so I can start having opinions lol.

Reply #125 Top

Hey, does anyone know if the capital city disappearing bug, or the improvements disappearing after level have been fixed as part of this patch?