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Fallen Enchantress: Beta 4A scheduled for today

Fallen Enchantress: Beta 4A scheduled for today

Just as we did with Sins of a Solar Empire: Rebellion, the late stage betas of Elemental: Fallen Enchantress will be appearing on third-party digital distribution channels such as Steam and Impulse (GameStop PC Downloads).

We anticipate (but don’t promise) that the betas should go live on those services by this evening, EST.

For those of you just joining us, here’s  a video walkthrough:

 

For those of you in the beta already, here’s what’s new over Beta 4:

Features

  • Added the Road Building unit design ability (Mancer only, Mancer Pioneer's start with it)
  • Added the Road Building champion ability (requires Path of the Governor)
  • Cities get 10% Unrest penalty if they aren't connected to the capital's ZoC
  • New spell display when you mouseover spell perks on the levelup screen
  • New Tactical Combat screen
  • Auto-turn will no longer activate if you have an idle city
  • Added the Arcane Veil spell (strategic, unit enchantment, the unit resists all spells)
  • Added the Diamondskin spell (tactical, makes the unit immune to all physical damage for 5 turns)
  • Added the Glory spell (raises faction prestige by 1, can be cast multiple times)
  • Added the Heart of Fire spell (city enchantment, all units traied in this city get bonus fire attack)
  • Added the Kill spell (high casting cost and casting time, victim has to save or die)

Fixes

  • Memory fixes/optomization
  • Fixed an issue with the Haunter quest
  • Fixed an issue with Arneson not having a weapon
  • Fixed an issue causing Alchemy Labs to give extra materials
  • Fixed an issue where Slave Pens didn't have the benefits of earlier improvements
  • Fixed an issue where melee attack effects (like poison) were applied even if the attack missed
  • Fixed a 0 labor cost on Ereog's Tower
  • Fixed the Guild Gorcer
  • Added a default skin color to the monster faction so units spawned on quests aren't white
  • Fixed an issue causing improvement auto-placement to sprawl out in a single direction instead of wrapping around the city
  • Fixed an issue allowing players to skip movement costs if they right clicked in the tile during movement
  • Fixed deadlock issues
  • Fixed stuck turn problem caused by animation not syncing with moveable status
  • Fixed bug where units would be running in place at the end of a turn
  • Fixed bug where AI units would just be standing there running in place
  • Fixed bug where a monster would be running to another tile when the player attacked
  • Fixed the crash bug in tactical battles where the opposing unit had no defense
  • Fixed path finding bug where a unit would move through a resource improvement (destroying it) to get to what was on the other side
  • Re-did turns so that AI players move 1 player at a time (instead of all at once) which improves frame rate and eliminates weird chasing
  • Fixed bug that caused a unit to think it was done moving before its animation was complete
  • Fixed an issue where ruffians lair upgraded to umberdroth lairs
  • Fixed some missing category issues on some spells
  • Fixed an issue causing Ai only units to show up in the tech tree
  • Fixed a crash in the tutorial
  • Fixed crash related to the build queue being updated from multiple threads
  • Fixed lockup due to multiple threads hogging the resource semaphore too long
  • Fixed crash due to multiple threads looking at the resource improvement costs at the same time
  • Fixed crash due to multiple threads counting the # of outposts for a given player.
  • Units of the same player will pass through one another in path finding rather than try to go around
  • Units will pass through friendly foreign player caravans.
  • Path finding generally improved
  • General performance improvements (update processes moved to twice a second instead of every frame)
  • Fixed an issue with corrupted saves
  • Path finding fixes
  • Fixed an issue where Inspiration and Meditation wouldn’t update if the city gained more Essence

Balance

  • Removed maintenance from some improvements
  • Reduced the labor cost on the Towers of Sorcery
  • Increased the Archivist to +50% research when the city is idle instead of +20%
  • Guild Lendinghouse gives 200 Gildar when it is constructed instead of interest
  • Added a 2nd level upgrade to warg kennels and stables that provides more wargs/horses
  • Increased the Scroll Scribe research bonus form +10% to +20%
  • Added a reward to the Diseased Livestock quest
  • Reduce the mana cost of the Avarice spell
  • Increased the effect of the Destiny's Gift spell
  • Sweep now does the units full attack in damage instead of half (and the cooldown is increased form 3 to 5)
  • Aliiance tech doesn't require Economics anymore
  • Reduced the research cost of Education, King of the Wastes and Literacy
  • Administration tech requires Knowledge
  • Lombard Desert wildland now requires Torax to be killed instead of clearing the goodie huts
  • Increased the free defenders on Villages
  • Limited the Theater of the Wind to 1 per faction (and fixed the icon on it)
  • Sovereign's Call is now available form the beginning (instead of requiring Sorcery)
  • Nature's Bounty now requires Sorcery
  • Default difficulty is Easy instead of Normal
  • Occupation Unrest will drop to 0 if it's given enough time
  • Increased distance from starting location requirement on more powerful monster lairs
  • Increased damage on Blizzard
  • Burning Hands does 8 (+4 per fire shard) damage instead of the casters level (+4 per fire shard)
  • Increased damage on Touch of Entropy
  • Increased the level 1 spell rank abilities form 1 to 2 cost in sovereign customization
  • Inspiration does 2 research per essence instead of 1
  • Reduced the value of influence during wartime from 100X normal to 10X normal
  • Wage Mulitplier now affects the turns required to train a unit for different group sizes
  • Rebalanced metal costs on weapons (generally down)
  • Takes less XP to go up levels
  • XP from monsters is now relatively greater than the XP players get from other players
  • Frostborn trait gives -3 init to units that are struck instead of -1
  • Ice Elementals lose the ability to cast Slow and gain the Frostborn trait instead
  • Darkling and Wilding camps give 3 units instead of 5
  • Reduced the init of the Elemental lords
  • Horses increase init by 3, dodge vs ranged by 25 (instead of 15) and gives 2 moves (instead of 1)
  • Wargs give +6 init (instead of +3, and +10 dodge (instead of +5)
  • Reduced the casting cost of Antipathy and Wall of Fire
  • Sacrifice gives 1 mana per pop sacrificed (instead of 1 mana per 2 pop sacrificed)
  • Increased the attack on the Shadow Dagger and the Sharp Dagger

AI

  • AI less likely to build pioneers and instead focus on improving cities
  • AI less likely to declare war on player after peace is made
  • AI now takes into account essence when deciding where to build a city
  • AI is less likely to offer a non-aggression pact to a player of a different alignment
  • AI more likely to upgrade their equipment
  • AI more aggressive about building research improving city improvements
  • AI fixed bug that caused AI to build pioneers instead of city defenders
  • AI a bit less likely to declare war on player
  • AI more likely to pay others to declare war on those at war with them
  • AI more likely to surrender
  • AI now razes city when they surrender (scorched earth)
  • AI will value player influence more when evaluating relations
  • Wargs cost more to trade
  • AI values its money more when it has less of it when it is trading
  • AI values influence more during trading
  • Influence now greatly affects the overall value of things in trading (the more you have, the better the deal you can cut)
  • Horses valued a lot more in trading
  • Knowledge now valued significantly more during trading
  • AI a bit smarter regarding expansion
  • AI hooked up to new city enchantment system
  • AI a LOT smarter about determining what spells it should cast and when

Cosmetic

  • Fixed the provides tag on Earth Mage
  • Lots of new sfx when discovering goodie huts
  • Improved the quest desc on the Dragongate quest
  • Fixed lots of spell descs to have + in the bonus
  • Fixed lots of typos
  • Added sage hints for the Henchmen, Juggernauts, Spellsbooks and Immortal Codex techs
  • Updated the Siege Weapons tech desc
  • New tile design added
  • New Drake textures
  • Added V/O to the intro for all the default sovereigns
  • Defending units don't move between an attack and a backswing
  • Main menu displays total play time
  • Save games display the total tiem that game was played
  • Victory screen shows the total play time of that game
  • Clicking on a resource shows a line to the attached city
  • Unit dots on Empire tree now color coded (purple = sovereign, green = pioneer, red = normal unit, yellow = champion)
  • Glow color of cities on empire tree color coded. Green means city is growing. Dark means it has reached its max population.
  • Glow color of units on empire tree color coded. Green means they have moves left. Dark means they don't.
  • When foreign cities are conquered, the player is notified
  • Opposing player explains why they won't accept tribute
  • Fixed bug that caused mouse clicks to be lost when a player clicked an item on the empire tree or unit in a city
  • Edge scrolling made smoother
  • Empire tree colors brighter
  • Fixed that annoying double click sound when opening the train unit window
  • Changed and reprioritized some actions (attack isnt in the unit list anymore, rename comes before raze in the city list)

Screenshots

New_Main_UI

We’ve improved the overall visual performance (plus lots of bug fixes from beta 4)

NewResources

We’ve tweaked the pioneering system to encourage more thoughtful expansion (beta 4B will do more in this area)

 

image

Started implementation of more tool tips on level up screens.

 

image

New tactical battle screen provides hot key support, context sensitive attack analysis.

224,531 views 87 replies
Reply #26 Top

Quoting Wizard1200, reply 9

The Arcane Veil spell is great, but it should be a TACTICAL spell as Diamondskin, because otherwise the player can create units that are immune to every magical effect before the combat started. That would reduce the usefulness of magic.

 

yes this didnt convince me but im waiting to try it in awhole

anyway magic has a big problems now because both ai sovereigns AND monsters arent really good at ai

so its quite an overkill

no one really need magic protection atm, so better wait for next balance pass on magic system

 

 

Reply #27 Top

My memory might be faulty, but I just started a game with Procipinee, and she no longer has the +1 mana per season trait. She has also acquired a very harsh "inefficient" weakness that adds 25% to the build time for structures. Pretty good nerf in my mind, and I don't see it mentioned in the patch notes.

Reply #28 Top


Frogboy, I did not see it in the Fixes, but have you looked into / improved the tactical combat slowdown issue? It was quite persistent in Beta 4, and while not game-breaking it is quite frustrating...

Reply #29 Top

Whoa ! ... My calendar says today is Tuesday ... not Thursday ...  :omg:

Anyways:    Happy, happy, Joy, joy ...    :D      XD       :rofl:     

 

[ Later Edit ]          BTW (even though I am very familiar with the game, and thus did not learn much that was new, from Brad Wardell's latest "walkthru", which is attached to this Original Post), I still enjoyed watching and listening to it.  In particular, I got a  *Major Chuckle*  listening to Brad's narration, around about the 10:56 minute mark, when (describing his sovereign and traveling companion), he announced in a gleeful voice

          " Now we're definitely tough enough ... to go around and kill some stuff ... "             :grin:    

Reply #30 Top

Quoting Poko8, reply 23

Quoting NorsemanViking, reply 19
Quoting Poko8, reply 16Sounds great!

 

Any word on the 3-turn minimum build requirement?  Or is that still in there?

 

I sure hope it's still there.

 

Why?  It has bad effects whatever the player does about it:

If you live with it, it makes things take a lot longer to build than they should, and gives the AI an advantage because they just Rush (they do, I've watched them do it)

If you individually rush production in cities when the improvement should be done, the rush gildar cost is negative, you gain lots of money (probably unintended) but are stuck micromanaging every single one of your cities, which is a pain and also probably not intended.

 

1) I don't like buildings that build in 1 turn

2) I like AI getting advantages, but not sure they do in this case.

3) The negative gildar cost while rushing is not intended do you think?

Reply #31 Top

If I have a game save from Beta 4 that is crashing will I be able to play it in 4A, or is it gone for good? I just started playing 4 last night; really like what you've done so far. Could use some polish but overall I think it's awesome. Also, for future reference where do I post crash reports? Sorry for the noob question.

One small quibble: I notice that the watermill will sometimes (always?) spin the wrong direction given the direction the river is flowing. Not something people appreciate done right, but kinda sticks out when done wrong. My watermill was right on the 90 degree corner of the river so maybe that had something to do with it; I sat there looking at it for a minute thinking: wait what? :D 

Reply #32 Top

Oh wow! Few hours of work left and the away we go!!! Thanks a lot guys.

Reply #33 Top

Quoting seanw3, reply 18

Quoting TheProgress, reply 13I didn't realize you were part of the development team.

Well, you could be more appreciative of all the great work that has been done. A large font message of "come on guys" is pretty damn rude after all that patch work they have been doing. But hey, this is the internet. Carry on.

Making some text stand out in hopes that a developer reads my message is rude? Please piss right off.

Reply #34 Top

Quoting Wizard1200, reply 9


The Arcane Veil spell is great, but it should be a TACTICAL spell as Diamondskin, because otherwise the player can create units that are immune to every magical effect before the combat started. That would reduce the usefulness of magic.

 

In the event the AI learns how to use Strategic overland damage spells much more broadly, there need to be strategic counters in place. Otherwise you simply watch in helplessness as the AI burns your army to the ground when it learns how to use Pillar of Flame.  There should always be a counter.

 

I agree there needs to measures put in place to separate strategic benefits, from tactical benefits.

 

[edit] One way might be to instead of making the strategic defensive spell modify the units in the tile, have it affect the tile itself to make it un-targetable by any strategic spells until the next turn.

Reply #35 Top

You fixed one of the most annoying issues!

  • Fixed stuck turn problem caused by animation not syncing with moveable status
  • Fixed bug where units would be running in place at the end of a turn

 

Thank you for that!!!

 

Now, can we get a fix for the resource destroyed message that gives no clue as to where the resource is?

IMHO, that is the next biggest annoyance. (I won't go on a rant about the tile fertility getting destroyed with the city thing again. At least, not in this post)

:)

Reply #36 Top

Quoting TheProgress, reply 34


Making some text stand out in hopes that a developer reads my message is rude? Please piss right off.

Well at least that was rude...

Reply #37 Top

Quoting LordTheRon, reply 37

Quoting TheProgress, reply 34

Making some text stand out in hopes that a developer reads my message is rude? Please piss right off.

Well at least that was rude...

Yeah, but he's being obnoxious and I've no patience.

Reply #38 Top

@progress That is not how it seems to everyone else. You certainly have no patience and you are being unnecessarily confrontational and rude.

Reply #39 Top

Quoting TheProgress, reply 38

Quoting LordTheRon, reply 37
Quoting TheProgress, reply 34

Making some text stand out in hopes that a developer reads my message is rude? Please piss right off.

Well at least that was rude...

Yeah, but he's being obnoxious and I've no patience.

You may have no patience but you have lots of douchebag in you...

 

Reply #40 Top

Quoting Javaslinger, reply 40

You may have no patience but you have lots of douchebag in you...

And yet I've managed to not insulted anyone.

Quoting ChungasRevenge, reply 39
@progress That is not how it seems to everyone else. You certainly have no patience and you are being unnecessarily confrontational and rude.

Sean takes issue with my comment twice, refusing to let it go and I'm somehow being confrontational?

 

How about people start practicing what they're telling others, and we get this thread back on topic?

 

 

Reply #41 Top

Quoting NorsemanViking, reply 31

1) I don't like buildings that build in 1 turn

2) I like AI getting advantages, but not sure they do in this case.

3) The negative gildar cost while rushing is not intended do you think?

On (3), I definitely don't think it's intended, I've been reporting it as a bug since 0.914.  

As for (1), things like outpost stables, armories, and fortifications only take a few dozen production.  My main city might have 100+ mid-game, why should it take 3 turns to crank out 25 production to build an outpost's stables?  All that does is make me less likely to build things like stables.  Or more likely to build more cities rather than focus on a few high-value ones. 

On (2), I agree that the AI needs advantages, but this seems like an unintended consequence, not a deliberate decision to buff the AI.  And it might not be a buff to the AI, you're right, but I think they do rush after 1-2 turns, so they should get the negative gildar from rushing, especially at high levels when their production is really buffed.  Though at those higher difficulty levels they're not exactly lacking in gildar.

Reply #42 Top

Quoting ins2, reply 28

Frogboy, I did not see it in the Fixes, but have you looked into / improved the tactical combat slowdown issue? It was quite persistent in Beta 4, and while not game-breaking it is quite frustrating...

Actually yes, we are looking into that. It's near the top of the list of things to get fixed. We spent a lot of time this week fixing memory related issues.

Reply #43 Top

I am unsure if it is out. My FE game says 0.95. The file in the Startdock store says 0.951.0

Reply #44 Top

Quoting joasoze, reply 44
I am unsure if it is out. My FE game says 0.95. The file in the Startdock store says 0.951.0

Once the update is installed the version number on your main menu should be updated to 951

Reply #45 Top

Frogboy, what about fixing spells that don't have their power increased when you gain more shards so that you don't have to cancel spells and recast them when you gain more shards?

Reply #46 Top

Quoting Poko8, reply 23
If you individually rush production in cities when the improvement should be done, the rush gildar cost is negative, you gain lots of money (probably unintended) but are stuck micromanaging every single one of your cities, which is a pain and also probably not intended.

I usually have to micromanage city production anyway because I rush build anything that will cost <10 gildar regardless of the rush bug.

Reply #47 Top

Quoting malichai11, reply 46
Frogboy, what about fixing spells that don't have their power increased when you gain more shards so that you don't have to cancel spells and recast them when you gain more shards?

If it's not in the change log, it probably wasn't addressed yet.  There's a long list of things still to fix. A LONG list.

Reply #48 Top

Quoting Frogboy, reply 48

Quoting malichai11, reply 46Frogboy, what about fixing spells that don't have their power increased when you gain more shards so that you don't have to cancel spells and recast them when you gain more shards?

If it's not in the change log, it probably wasn't addressed yet.  There's a long list of things still to fix. A LONG list.

Thank you.

Reply #49 Top

Quoting Frogboy, reply 48
If it's not in the change log, it probably wasn't addressed yet.  There's a long list of things still to fix. A LONG list.

 

Really?  And here I thought you and your team were just sitting around all day playing Chris Crawford games, because you didn't respond immediately and in great detail to every request for every change from each beta tester.  Damn.  What a surprise.

 

In other news:

 

New spell display when you mouseover spell perks on the levelup screen
New Tactical Combat screen
Auto-turn will no longer activate if you have an idle city

 

All excellent.  I like the drill-down approach to the tactical combat screen.  Makes better sense than the icon army marching along our lower screens.

 

 

Reply #50 Top

Really?  And here I thought you and your team were just sitting around all day playing Chris Crawford games, because you didn't respond immediately and in great detail to every request for every change from each beta tester.  Damn.  What a surprise.

Well we did just get Balance of Power 1990 and were having a debate over whether it was better than the original. So obviously we won't be talking too much in the coming days and weeks until this debate is resolved.