DerekPaxton DerekPaxton

Fallen Enchantress 0.981 Changelog

Fallen Enchantress 0.981 Changelog

 

Content

Added lots of new early game common items so there is a greater variety of stuff to find, Trog Blood, Quendar Wine, Bottled Fire, Recall Scroll, Wellspring Scroll, Despair scroll, Dark Candle, Enchanted Collar, Fireball Scroll, Pariden Wine, Ironeer Ale, Prismatic Potion, Curse Scroll, Rusty Helmet, Rusty Curiass, Rusty Greaves, Rusty Vambraces and Rusty Boots

 

Fixes

Fixed an issue where henchmen couldn’t wear cloaks or use ranged items

Updated the threat level on the diseased livestock and the Alchemists offer quests

Fixed Craul’s schizophrenia

Switched Rihanna the Scorpion’s dagger to one she can use

Fixed the Market and Merchantcross Bazzar (so they are now buildable in towns)

All blunt weapons (except staves) Bash now

Fixed a font issue on Vista

Fixed a wrapping issue with the tooltip for the Refuge of the Dark Sorcerer

You no longer get population added to your cities when you disband units

Fixed bug with the AI treaty offer

Fixed bug that could cause outposts to be built too close to one another

Fixed a bug with the Receive and Demand tribute treaties

Fixed slow frame rate/stuttering in cloth map mode

Fixed an issue with the Paragon spell (wouldn't take hp from the caster if he was in an army)

Fixed an issue keeping newly designed Henchmen from being trainable

You can now see the full description on trait abilities on the custom faction screen

Guardian Idols won't show up in the caster list for strategic spells anymore

Fixed a mouseover issue in the ui when viewing resources (could cause the lines to get messed up or strange coloration, possibly cooties)

Fixed an issue where wildlands dont get converted if the AI conquers them

Ejecting a unit correctly moves it out of the stack now

Fixed the Revelry event (finishes research and completes the first unit in the queue)

Fixed an issue where some players dont see the sovereign on the choose sovereign screen (unless they run with the /nomultisample parameter)

Fixed an issue with the Order of the Asok tile design not showing up

Fixed an issue where modifiers that were per Essence weren't being calculated correctly

Fixed crashes

Fixed an issue where city tile designs dont show up when you discover AI cities

Fixed an issue where quest locations aren't linked in the empire tree after a reload

Fixed the Varda quest

Fixed an issue that allowed Summoner's Boon to be cast multiple times

 

Balance

Cities provide production (so your city increases in production as the city level increases)

All sovereigns can cast Paragon and Steal Spirit

Summoners Boon cant stack

Reduced tech costs

Increased Mount costs

Magic staves crystal costs are reduced, they do slightly more damage

Changed hit points from 4 (base) + 4 (per level) to 6 (base) + 2 (per level) so a few levels don't make such a dramatic difference

Monsters were given many traits (Frail, Endurance I, Endurance II, Tough, Large, Monsterous) that impact their hit points per level

Changed Battle Axes, Maces, Broad Swords and Short Swords to be Uncommon items (so they won't be dropped by the early goody huts)

Black Widows get the Beguile ability (spell that causes the victim to have a 50% chance to strike a random target instead of the intended target)

Darkling Shamans can cast Shrink instead of Blindness

Darling Warriors can cast Blindness

Third Book of the Magic now has an appearance chance of 100%

The tax rate is applied to the entire cities gold production, running with low taxes is much harder now

Added the ability to modify min distance between cities by map size.  Cities now have to be slightly farther apart on Large, and can be slightly closer together on Tiny

Master Scoutting ability will not keep monsters from attacking cities

When monsters conquer a city, they destroy it but they no longer raze it

Normalized the cost of armor (basically it used to multiply prod costs, now it increases at higher tiers, but at moderate amounts, if you have access to better armor, you should use it)

Normalized the cost of weapons

Normalized the cost of traits

Regeneration doesn't heal in tactical combat

 

AI 

Fixed bug that caused AI not to "see" good tiles for cities

AI values materials as much as food

Put additional logical in tactical AI for determining whether to retreat

AI surrender threshold now hooked up

AI will now tend to go to war with your enemies if you have good relations

AI will typically go to war with your enemies if you have an alliance

Monsters more aggressive about attacking cities on higher levels

 

UI

New city details screen (http://screencast.com/t/cRWI4yOfUso)

New city ledger screen, shows production, max and used essence, etc

Updated the abilities that unlock techs

Added provides tags to the water adept skills

Fixed a string not found error on the custom difficulty level

Added an icon for the Coal Stones spell

Shortened the desc on the Dark Spire so ol' man Wardell doesn't have to get out his reading spectacles

Mercenaries won't show up twice in the Hiergamenon

Full tooltips on objects in your production queue (rather than just the name)

Gildar and Mana are always displayed in the resource bar, even if they are 0

Added tooltips to the victory screen

The full "Quests" tag now shows up in the empire tree

The empire tree scrolls if oyu have to many entires to fit

Last setup screen button says "Play" now

New dragon textures and updated model

Lots of new sfx

 

300,951 views 159 replies
Reply #26 Top

Quoting Tuidjy, reply 25
If you ask me, everyone but heroes should get more bonuses on level up.  There should be different bonus templates, though.  Beast/monster/dragon/warrior/archer/swashbuckler/whatever.

I was thinking the same, but wasn't thinking about trained units, although that would be nice too :)

Sincerely
~ Kongdej

Reply #27 Top

Quoting Sarudak, reply 26

Quoting Tuidjy, reply 25If you ask me, everyone but heroes should get more bonuses on level up.  There should be different bonus templates, though.  Beast/monster/dragon/warrior/archer/swashbuckler/whatever.

You mean like allowing each unit to have a 'path' some of which would be more powerful than others but would determine level up bonuses? That could be really cool. Then you could put a path on your trained units to determine their nature.

Exactly.  For example, leveling wolves would get less benefits than swordmen, who would get less benefits than say a troll warlord.

And every unit but heroes should have a type... well heroes have types anyway, the "path".

Reply #28 Top

Personally, I think trained units can be upgraded just fine, other than group size and trinket equips.  Giving them attack and defense bonuses on top of their equipment upgrades is a bit too much, IMO.

Reply #29 Top

How about giving my Silver Flute some love and put it in the Hiergamenon?

Reply #30 Top

Since some of you mentioned Summons.  The whole summoner class is woefully weak... one of each type?  For a mere channeler, sure.  

A Summoner has the mental fortitude and physical stamina to bend a multitude of fantastic beasts to his will  It would be better if Summon II, III, IV, V meant that your Summoner could cast that number of creatures either tactically or strategically.  An army of 5 fire elementals would be expensive but very cool.

Reply #31 Top

City hubs provide production (so your city increases in production as the city level increases)

Finally!

Shortened the desc on the Dark Spire so ol' man Wardell doesn't have to get out his reading spectacles

Oh he's not that old!

Reply #32 Top

Quoting sacmanxyz, reply 8
You mentiond UI stuff with higher priority.
I have a lot of tooltip text not displayed correctly.
Either the text is cut off at the end or the window for displaying the text is too small.
It seems that there is a problem with formating the text into the display window.
Are you aware about that? Is that on your list?
I did not see this problem in beta4.

I've seen your post. You've got replies from them and they are on-top of it.

I think this falls under vista font issues on the list above.

Reply #34 Top

Any chance of getting the spellbook associated with each spell into the Hiergamenon for 0981?  And maybe having the entire list sortable by spellbook?

Reply #35 Top

Quoting Kongdej, reply 17

quoting postSummoners Boon cant stack

Is anyone actually using summons? they scale horribly as for what I have seen...

Sincerely
~ Kongdej

You are absolutely correct. Some level bonuses to attack and defense would help.

I think one of the biggest problem with summons is that they have a "one per caster" limit. This coupled with the fact that there are so few summoning spells, makes me wonder why summoner's boon was nerfed in the first place.

Reply #36 Top

Quoting Emperorjarin, reply 28
Personally, I think trained units can be upgraded just fine, other than group size and trinket equips.  Giving them attack and defense bonuses on top of their equipment upgrades is a bit too much, IMO.

 

I agree with this. I think that the current level-up bonus system (just accuracy and health improvements) is perfect for trained units and dragons (which have HUGE attack and defense stats already!). 

 

For non-customizable, "ungroupable" units (ie. summons, wildlings, trolls, etc) an increase in other stats is necessary to help them scale.

Reply #37 Top

Quoting Emperorjarin, reply 28
Personally, I think trained units can be upgraded just fine, other than group size and trinket equips.  Giving them attack and defense bonuses on top of their equipment upgrades is a bit too much, IMO.

It all depends on the numbers, I would never give trained units more than +1 attack per 4-5 levels since they shouldnt get a lot more attack, but again high level combats feel silly since they are going to take forever with the "I attack you, scratch your armor and deal 11 damage, you now have 240 hp left"
I would really hope trained units would get better at killing stuff, instead of just pointlessly scratching armor all the time, but the massive groups makes this insanely hard to balance.

Sincerely
~ Kongdej

Reply #38 Top

"City hubs provide production" -  What does this mean? Anybody can easily be explained? My English is bad. I did not see a bonus to production during the growth of cities.

Reply #39 Top

Quoting zhukodim, reply 39
"City hubs provide production" - What does this mean? Anybody can easily be explained? My English is bad. I did not see a bonus to production during the growth of cities.

The "City Hub" is the center of your city. It didn't grant any bonus to production previously. Now it will.

Reply #40 Top

 

Quoting Gaunathor, reply 40
The "City Hub" is the center of your city. It didn't grant any bonus to production previously. Now it will.

Again. This is a special building, which should be built? The city level and the number of the population now have no effect on production. Maybe a bug again?

Reply #41 Top

This patch hasn't come out yet.

Reply #43 Top

Great, hope you guys can get some more bugfixes in!

Reply #44 Top

When is this coming? Thursday?

Reply #45 Top

Derek - I don't see missing forests or swamps on there. Thread here:waaaa:

Reply #46 Top

Quoting zhukodim, reply 41
 
Again. This is a special building, which should be built?

No, the city hub is the center tile that is created when you first found your city.  It upgrades automatically when you level your city.  

Reply #47 Top



Darling Warriors can cast Blindness

Damn those Darling Warriors they are so damn cute. Got to love them even if they can now cast blindness.

Reply #48 Top

It is the cuteness that causes the blindness.

Reply #50 Top

I'm starting to get shrinking blindness from reading these forums.  Am I a darkling?