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

 

300,930 views 159 replies
Reply #51 Top

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

Super! With this and the armor nerf combat balance and unit design has been improved 1000%.

Next on the list is making the upgrade paths for weapons coherent and consistent. Right now only clubs and spears upgrade properly.

Reply #52 Top

I must say that your Fallen Enchantress 0.981 Changelog (for the, as yet, unreleased update) is really looking excellent!  I appreciate that you are updating it almost daily, to keep the Beta-testers fully informed, regarding your progress and priorities.     :thumbsup:          

Now I just wish that more folks would  read  this discussion thread, before posting their  tired,  and  ill-informed, complaints in other threads, or (even worse) starting new discussion threads with those same tired and ill-informed complaints.       :annoyed:       

Ah well ... Life is Good, notwithstanding ...

Reply #53 Top


Out of curiousity, is the release date for this on Thursday, or are you giving us a surprise Tuesday :)

Reply #54 Top

Gildar is always displayed in the resource bar, even if its 0

 

Mana too please.

Reply #55 Top


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

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

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

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

Gildar is always displayed in the resource bar, even if its 0

These new additions are all excellent changes, really really looking forward to playing with the new build, but as cardinaldirection said please do the same to Mana as you have to Gildar.

Reply #56 Top

I had to pick a dozen, and a half, of the best (IMO):

 
Fixes

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

Fixed a font issue on Vista

Fixed bug with the AI treaty offer

Fixed bug that could cause outposts to be built too close to one another     (AI Outposts !)

Fixed a bug with the Receive and Demand tribute treaties

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

Ejecting a unit correctly moves it out of the stack now     (Ancient Bug !)

 
Balance

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

Summoners Boon cant stack

Reduced tech costs

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     (Hallejuah !)


AI 

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     (Yes ! ... fixing the Diplomacy omissions)

 
UI

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

Fixed a string not found error on the custom difficulty level

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

Gildar is always displayed in the resource bar, even if its 0
 

This is Real Progress!  Thank you!      :thumbsup:      

Reply #57 Top


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

By this do you mean that the tax rate is now applied to the gold from Merchants etc too?

If so then I hope you have increased the gold bonuses from these buildings accordingly. If Merchants now give 1 gold x tax rate (ie 0 or 0.1 gold usually early game?) then there is going to be little point in building them.

Reply #58 Top

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

This sounds like a pain, I mean I know that the minimum distance between cities is 6 tiles, so I plan my city construction accordingly, if its going to change on map type I wont know this unless you post a big poster of it during map setup...

That might also help clear up all the hidden rules of the games for the new players ofcourse.... big posters... :)

Sincerely
~ Kongdej

 

Reply #59 Top


"Darling Warriors can cast Blindness"

 

I always thought the whole Darkling thing was a typo

 

Their insane chuckles as they pincushion you are just darling!

Reply #60 Top

Gildar is always displayed in the resource bar, even if its 0

Do it for mana too?

Reply #61 Top

Quoting Heavenfall, reply 61
Do it for mana too?

Ditto!

Reply #62 Top

Quoting Mistwraithe, reply 58

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


By this do you mean that the tax rate is now applied to the gold from Merchants etc too?

If so then I hope you have increased the gold bonuses from these buildings accordingly. If Merchants now give 1 gold x tax rate (ie 0 or 0.1 gold usually early game?) then there is going to be little point in building them.

Yes, gold from them has been increased so that they give the same amount when you are at the normal tax rate.  They give more or less depending on where you tax rate is around that.

Reply #63 Top

Quoting Derek, reply 63
Quoting Mistwraithe, reply 58
quoting post
The tax rate is applied to the entire cities gold production, running with low taxes is much harder now


By this do you mean that the tax rate is now applied to the gold from Merchants etc too?

If so then I hope you have increased the gold bonuses from these buildings accordingly. If Merchants now give 1 gold x tax rate (ie 0 or 0.1 gold usually early game?) then there is going to be little point in building them.

Yes, gold from them has been increased so that they give the same amount when you are at the normal tax rate.  They give more or less depending on where you tax rate is around that.

Excellent, now unrest will fill the kingdoms of many.

Reply #64 Top

Quoting parrottmath, reply 64
Excellent, now unrest will fill the kingdoms of many.

Which makes unrest reducing buildings and spells useful.

Perhaps also lower the mana requirements for Curse City and Bless City spells a little? That would make using them a viable option in waging an attrition war.

Reply #65 Top

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

 

Nice change, thanks!

Reply #66 Top

Some good looking balance changes coming up.

Reply #67 Top

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

Does this mean that we can make a quest to get the city back? you know for modding purposes.

Reply #68 Top

Quoting cardinaldirection, reply 55

Gildar is always displayed in the resource bar, even if its 0

Mana too please.

Good idea, done.

Reply #69 Top

Quick question Derek,

Is a rework of the previous graphics that have carried over from WoM in terms of character clothing, faces, hair, postures, etc a possibility for Fallen Enchantress? I'd love to see those art assets brought up to the same level of quality as the rest of FA.

Reply #70 Top


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

Could you please change magic staves that they use spell mastery for the attack and the target uses spell resistance for the defense?

It is great that you reduced the HP scaling to 33 % of the base value. Could you please increase the base value of the spells and reduce the shard scaling to 33 %, too?

Reply #71 Top

Quoting Wizard1200, reply 71
Could you please change magic staves that they use spell mastery for the attack and the target uses spell resistance for the defense?

It is great that you reduced the HP scaling to 33 % of the base value. Could you please increase the base value of the spells and reduce the shard scaling to 33 %, too?

I like both of these suggestions, one of them since I had this idea myself ;)

The other because spells would feel better if they were less dependant on shards, and meaby more dependant on having the magic skill, and getting better by mage skills.

Sincerely
~ Kongdej

Reply #72 Top

Great changes, especially love the balance tweaks :thumbsup: , really looking forward to try them out.

Masterscout could do with some further nerf, removing the non attack option altogether (maybe, maybe keep it for scout only?), the fast movement is already awesome enough (= on average +1/2 extra movement = 50% faster levelling ...)

Wealthy option should be reduced from 1000 to maybe 600 (700?), very op atm

Faction traits: atm it is possible to choose +10% research together with -10% research weakness, netting u the early tech for no exta costs

Also Faction traits: No ranged  weapons still allows the staves from the enchanters option - wai?

Reply #73 Top

One thing that you may want to take a look at would be balance of the Assassin "class". Seems relatively underpowered at the moment.

Reply #74 Top


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

Hardy and Adventurer's Boon traits need some balance. Adventurer's Boon is must choice now.

Reply #75 Top

Quoting TheProgress, reply 74
One thing that you may want to take a look at would be balance of the Assassin "class". Seems relatively underpowered at the moment.

When you say, Assassin, do you mean Derek and the rest of the Stardock crew? If so, I'd say they're overpowered, 'cause they've been assassinating the crap out of bugs reported this past week!