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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 #126 Top

 

We've posted a hot patch (it will stream automatically, you don't need to download anything to get it).  It makes the following changes:

 

+ 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%

Reply #127 Top

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

Much needed for tiny and small map play, thank you.

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

What does that mean exactly?

 

 

Reply #128 Top

Quoting Vallu751, reply 110

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.

Quoting Barrynor, reply 116

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. 

OMG.. The last time I checked, Brad hasn't directly replied to the issue rather than to comment on being unaware of the tooltips and to state that challenging has 'better' AI than Normal and with no bonuses... 

Here are the tooltips.

Normal Difficulty - Avergage AI

Challenging Difficulty - Increased AI + Bonuses

Hard Difficulty - Very High AI + Bonuses

Ridiculous Difficulty - Ludicrous AI + Bonuses

 

Now regardless of the challenging tooltip being incorrect or not (it wasn't fixed in the patch so..?), the crippled AI doesn't reach its proper level of intelligence until ridiculous difficulty. Just read Brad's previous posts on developing the AI. He wants a crippled AI for normal difficulty because he thinks fun doesnt = cuthroat AI. Now I disagree BUT regardless there should be a difficulty level that just provides the best AI possible without bonuses attached (or sliders so we can choose).

Reply #129 Top


For that last time, it's there and it's called Challenging despite the tooltip. If you don't take my word for it, fine. But if you ever played a Stardock game in the past you know it's just that.

Reply #130 Top

Nice. I'll give it a try in a bit.

 

What about the bug where all my (automated) caravans show up on the unit list to the left of the screen, making it almost unusable? They only way to fix it I found was to run a turn, save, then exit the game completely and come back.

Reply #131 Top

Quoting Vaul_Darkhour, reply 128


OMG.. The last time I checked, Brad hasn't directly replied to the issue rather than to comment on being unaware of the tooltips and to state that challenging has 'better' AI than Normal and with no bonuses... 

SNIP
 

Now regardless of the challenging tooltip being incorrect or not (it wasn't fixed in the patch so..?), the crippled AI doesn't reach its proper level of intelligence until ridiculous difficulty. Just read Brad's previous posts on developing the AI. He wants a crippled AI for normal difficulty because he thinks fun doesnt = cuthroat AI. Now I disagree BUT regardless there should be a difficulty level that just provides the best AI possible without bonuses attached (or sliders so we can choose).

 

Actually, what he said was:

Quoting Frogboy, reply 84


Basically, challenging is the same as normal except I have it (and everything above normal) use some nastier (read: CPU intensive) algorithms.  This will be more significant later on.

(emphasis mine)

 

Challenging and above all have the same AI.

Reply #132 Top

Hang on, I'm a bit confused. The patch is in the "Stardock Store"? You mean used-to-be Impulse? Fallen Enchantress isn't even in my Impulse library. It's in its own folder it made when I downloaded the beta. All that's there is my old WoM install. So even if I download the patch separately, how would I automatically get the hotfix? 

Reply #133 Top

Quoting thebigJ_A, reply 132
Hang on, I'm a bit confused. The patch is in the "Stardock Store"? You mean used-to-be Impulse? Fallen Enchantress isn't even in my Impulse library. It's in its own folder it made when I downloaded the beta. All that's there is my old WoM install. So even if I download the patch separately, how would I automatically get the hotfix? 

Nope, not Impulse/Gamestop. Go to stardock.com and login to your account using same credentials as you had for Impulse. You can then go to the downloads area.

Btw, I'd recommend changing login info on one or the other (or both to be even safer) at this time also. Never good security to have the same login info for now two entirely independent companies.

Reply #134 Top

Quoting Leo, reply 133

Quoting thebigJ_A, reply 132Hang on, I'm a bit confused. The patch is in the "Stardock Store"? You mean used-to-be Impulse? Fallen Enchantress isn't even in my Impulse library. It's in its own folder it made when I downloaded the beta. All that's there is my old WoM install. So even if I download the patch separately, how would I automatically get the hotfix? 

Nope, not Impulse/Gamestop. Go to stardock.com and login to your account using same credentials as you had for Impulse. You can then go to the downloads area.

Btw, I'd recommend changing login info on one or the other (or both to be even safer) at this time also. Never good security to have the same login info for now two entirely independent companies.

 

So... how is the hotfix applied?

 

I guess I can just uninstall used-to-be-impulse, then, yes? If they're completely separate, patches and such will all be from Stardock.com.

Reply #135 Top

Quoting thebigJ_A, reply 134
So... how is the hotfix applied?



I guess I can just uninstall used-to-be-impulse, then, yes? If they're completely separate, patches and such will all be from Stardock.com.

 

The patch was a separate download from the same place. That is correct that if you do not need impulse for any other games, you can uninstall it.

Reply #136 Top

Quoting Vaul_Darkhour, reply 128

Quoting Vallu751, reply 110
..

Now regardless of the challenging tooltip being incorrect or not (it wasn't fixed in the patch so..?), the crippled AI doesn't reach its proper level of intelligence until ridiculous difficulty. Just read Brad's previous posts on developing the AI. He wants a crippled AI for normal difficulty because he thinks fun doesnt = cuthroat AI. Now I disagree BUT regardless there should be a difficulty level that just provides the best AI possible without bonuses attached (or sliders so we can choose).

 

By the way, that is the world difficulty, not the AI opponent difficulty.   They are not the same.  You need to customize your opponents to see the difficulty of your opponents.   Set them to challenging and then post reports. :)