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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 #76 Top

Quoting dragoaskani, reply 76
My product key doesn't work for the steam version. Whats the deal yo?

 
Quoting Island, reply 68

Quoting Nekromanta, reply 67Its for 100% ? or we have chance 2 get steam key ?



Steam keys are not being given out.  

 

Reply #77 Top

Quoting harpo99999, reply 76

Quoting dragoaskani, reply 76My product key doesn't work for the steam version. Whats the deal yo?

 Quoting Island Dog, reply 68
Quoting Nekromanta, reply 67Its for 100% ? or we have chance 2 get steam key ?



Steam keys are not being given out.  

 

great smart ass, now explain how we are supposed to test the thing through steam if we can't access it? didnt work that way on sins, just an fyi mr stupid fucking quotes.

Reply #78 Top

First of all, congratulations to another improvement on this great Game, and thanks for the lots of work youre doing for us!

 

Then i found three very little "bugs", which should be correctable very easy, and are quite disturbing over time:

 

1. After loading a Game, if you click on the quest-icon on the left side of the screen, the map doesnt scroll to its location.

2. Manually trading (moving) items between Heroes does often not work on the first try, but on the second or third.

3. If an item has been moved from one hero to another manually, means without using the "trade" button, it is not automatically selected.

 

Greetings

 

 

Reply #79 Top

Quoting dragoaskani, reply 77

Quoting harpo99999, reply 76
Quoting dragoaskani, reply 76My product key doesn't work for the steam version. Whats the deal yo?

 Quoting Island Dog, reply 68
Quoting Nekromanta, reply 67Its for 100% ? or we have chance 2 get steam key ?



Steam keys are not being given out.  

 

great smart ass, now explain how we are supposed to test the thing through steam if we can't access it? didnt work that way on sins, just an fyi mr stupid fucking quotes.

Your insults aren't necessary, so please refrain from them.

The game is the same regardless of where it's downloaded.  The keys you have from Stardock are not compatible with Steam unless you purchase through Steam.  Keys are not being given out for Steam otherwise.

 

 

+1 Loading…
Reply #80 Top

The corrupt save I submitted (100% crash on end turn) no longer crashes. Also the bugs I submitted about 5+ essence cities being limited to 4 spells and celerity being castable only 3 times have also been fixed.

Interestingly, when I first loaded a beta4 save in beta4a it reduced my sov's current celerity casts to 1 from 4 (3 counted and 1 not counted).

Bugs:

1. There is still the bug (which I haven't reported) where sometimes city zone of control will break (parts of it will not be displayed) and then disappear entirely. Saving and then loading that save does NOT fix it. Saving, then restarting the game and THEN loading DOES fix it.

2. Adding a unit or building to construction queue does not update it until after you close the construction/training menu.

3. Connecting a city to your capital via outpost's zone of control does not reduce unrest as soon as the connection is made. Only when you end the turn.

4. Hovering mouse over abeix in tactical combat makes him and my own units become invisible until I stop hovering over him.

5. Many improvement upgrades do not show up in city's production list.

6. You can dispel unit enchantments with 0 upkeep costs from enchantment window.

7. Using outpost with high tower can result in a resource being in your domain (and you are told as such with a red exclamation mark above it) but being unable to select it to initiate construction due to fog of war hiding it.

8. Nature's bounty gives a bonus based on essence at time of casting and does not update if city increased essence (for example, building an oracle on my capital increased its essence from 1 to 2. Nature's bounty remained on +1 grain. Only dispelling it and then recasting it changed it to +2)

9. Sovereign's call spell (+1 growth per essence) should automatically end when a city reaches max level.

10. Loading a save from within an existing game often results in crash (out of memory?). The saves are not corrupt and can be loaded just fine from a fresh instance of the game.

Suggestion:

1. When defeating an elemental lord, leave behind their "corpse" which becomes a quest location on which the sov can go and transform the broken elemental land into something usable (and perhaps gain some XP or a special ability in the process for consuming the remaining power of the fallen elemental lord)

2. When winning a game, please allow us to continue playing in sandbox mode.

3. Please allow us to designate an AI governor to automatically construct buildings in our cities.

4. Please remove that silly 3 turns minimum to build something limit.

5. In govern page for cities, please allow us to rush production.

6. In govern page for enchantments, please separate city enchantments and unit enchantments. And allow us to add / remove city enchantments. Ideally a new page should be made for city enchantments which would show all cities, their current output, and current enchantments. Allowing you to quickly and easily add/remove city enchantments. The current "enchantment" page should be renamed to unit enchantments and only show enchantments on units.

Reply #81 Top

Beta 4A = v0.951

I just got via Stardock Central an update to fallen enchantress to v0.952

But I am seeing no mention of said update being released (nor does it show up in the manual download location for fallen enchantress).

Reply #82 Top

Quoting Island, reply 80

Quoting dragoaskani, reply 77
Quoting harpo99999, reply 76
Quoting dragoaskani, reply 76My product key doesn't work for the steam version. Whats the deal yo?

 Quoting Island Dog, reply 68
Quoting Nekromanta, reply 67Its for 100% ? or we have chance 2 get steam key ?



Steam keys are not being given out.  

 

great smart ass, now explain how we are supposed to test the thing through steam if we can't access it? didnt work that way on sins, just an fyi mr stupid fucking quotes.

Your insults aren't necessary, so please refrain from them.

The game is the same regardless of where it's downloaded.  The keys you have from Stardock are not compatible with Steam unless you purchase through Steam.  Keys are not being given out for Steam otherwise.

 

 
Thanks for the clarification. That wasn't how it worked with rebellion and froggy made it sound like the only way to get later betas was through steam by alluding that it would work the same way.

Reply #83 Top

.952 is out. It's real and it's fantastic. I suggest using Stardock Central to get the updates. It is much simpler, the install downloads are more stable and there is not long wait after clicking install. 

Reply #84 Top

I don't really know where to ask this, so here it is:

Is the AI capable of using strategic spells correctly? Can I expect a pissed-off sovereign to come and obliterate my cities with Curgen's Volcano for example?

Reply #85 Top

Come on guys,

have a drink on me!

Seriously, I wanna send you dudes a bottle of something to down when you finish the official release.  The progress you're making leads me to think you're not drinking enough at the present time.  Excellent work, and if anyone wants to holler at you they've obviously never held a real job.

I've never played a large map all the way through, and it was during my first game trying to do so that this save corruption thing happened.  Heartbroken, I downloaded Gods and Kings, swearing to never return to Elemental again.  I did, of course (we always do, don't we...?), and am excited to hop back on the old girl and put some motion back into that pale freckled ocean.  Thanks for all the hard work!

Reply #86 Top

I haven't played much of 4A, my comments are mostly based on beta 4.  If they're no longer applicable or have already been brought up in this thread, I apologize.

  • I am unable to design new henchmen; when i save a new henchman design, it is unavailable for training.
  • Level 4 & 5 cities are too easy to develop thanks to gentle rain and Nature's Bounty.  Large cities should take lots of work
  • Level 4 & 5 unlockable improvements need improvement; they should be really nifty.  Typically i choose the least lame of those available instead of agonizingly deciding which of the options appeals most.  Unrest is not a problem because there are lots of unrest reduction options already.  Troop buffing improvements aren't required because i train 90% of my units in one or two fortresses and don't need buffs in the rest of my cities.  The shard power improvements are decent, though uninteresting.
  • It would be nice if each faction and 1 or 2 unique unlockable improvements.  Even if some were only available to kingdom or empire cities.
  • Call to arms is extremely powerful.  by mid game I can crank out huge costly units every turn in a city with oodles of troop buffs.
  • I like the Foundry, more of these would be nifty.  Maybe a unique upgrade for each of the shard types?
  • The trophies for defeating wild land guardians need to be improved.  After bringing together my best units to slaughter "Delin, the Pyre of Man", i ought to get something that will help me defeat my enemies.  +10% growth in once city is pretty lame.  a couple new city sites available for me to settle upon is nice, but it'll be many turns before those cities develop into anything useful.  A map tile that produces +3 metal is even weaker than a normal source of metal by this point in the game.  A weapon with a required level of 15 is also pretty useless since i never get any champions to that level.
  • The idea of the Path of the Governor is pretty neat but doesn't work out in practice.  After getting a champion to level 4, i have to decide whether i want to use his new path ability by parking him in a city, or continuing to quest so i can get more abilities.  If i choose the former i'll never get any of the other neat things that the path of the governor can lead to (administrator, loremaster).  If I choose the latter, I never get to use his path of the governor ability because he's not in a city.  The adventurer's guildhouse doesn't really help since it'd take about 144 turns to get him from level 4 to level 5 and the guildhouse only fits in one city and that city probably already has enough unrest reducing buildings in it.  Should a governor in a city get 1xp/season so they can slowly develop as they flex their governator muscles?
  • Wolf pelts, bear pelts, drake teeth, etc... are not worth much when selling to a shop keeper.  Perhaps they should sell at half value instead of 20% value.
  • I don't like managing every tactical battle, but often i find my army has cast a lot of expensive spells during an automatically resolved battle even if my army is more powerful than the puny adversaries i'm attacking.  THis means i have to run the battle myself because i want to conserve mana.  Perhaps i should be allowed to specify conservative, normal, or liberal spell casting during the automatic battle resolution.
  • I disbanded a stack of darkling warriors next to a city that was at 199 population, expecting the city to bump up to level 3.  Instead, it bumped to level 6.  Needless to say, i was disappointed that i would never get a chance to choose a level 3, 4, or 5 city improvement.
Reply #87 Top

When a combat unit attacks pioneers they should capture them rather then kill them.