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

 

300,956 views 159 replies
Reply #101 Top

 

Quoting parrottmath, reply 98


Strategic regen keeps the downtime on an injured hero. If you fight a battle and get pounded with say 4 hp left. You're probably not going to do the next fight until the hero is somewhere around 20 hp for a little cushion. It takes a long time to heal naturally, so regen is saving you time for a healing hero

but you dont need to heal naturally

if you have regen you surely have heal too

and if you save the mana cost and upkeep of regen you have spare mana to heal

 

If I have a high initiative, it doesn't make sense that I heal 3 times before the enemy moves. The regen needed a clock timer for the tatical battle. After so many turns heal, but the current system doesn't support this at present. So the best thing to do is let heal do it's job in tatical

 

yeah i agree

 

and let regen do it's job in strategic.

i just dont see this job, also there are traits doing it, cities doing it

 

but well lets see how next build play

Reply #102 Top

Quoting Derek, reply 99
I'd like to address kiting in another way (turn limit on tactical battles)

Oh no >_<

Quoting Trojasmic, reply 100
Not sure about the turn limit on tactical battles. What's the point? We'll just attack the same group next turn and do our kiting/regenerating stuff all over again. All we've done is slow the game down then. Anyway, keep playing with it. That's what I do.

Sincerely
~ Kongdej

Reply #103 Top

Quoting Derek, reply 99
 

Trolls can still regen in tactical.  Regen has been nerfed because of balance issues (as you guys have noted).  Im not done with regen.  I'd like to address kiting in another way (turn limit on tactical battles) and then return regen to its old function, but its something I have to play with.

I don't think having turn limits is an elegant solution to over-kiting, simply because it doesn't really solve the abuse but it just makes some battles a more drawn out and boring affair, maybe over several turns.

Another poster has rightly raised some valid points concerning turn limits that I think should also be properly considered:

https://forums.elementalgame.com/432506/page/1/#3236373

 

 

Reply #104 Top

 

I dont think the solution is perfect, or ungameable, but it reduces the bar on the exploit considerably.  Streaching it between turns means that you as a player are losing turns when you could have been doing other things.  Finghting other monsters you could beat, gathering form other goodie huts.  The monster will heal, defending cities will get production (and the ability to rush).  Units will move, enemies will attack.

On the negative side you are right, it isn't perfect.  Im not to worried about defenders bouncing attacks by running around enemies.  If an obsidian golem attacks you fast unit on a horse and you want to run around him until combat times out, more power to you.  Better than spending 500 turns running around the golem and pinging it with minor arrow attacks (in my opinion).  And there is no real defensive reward for the bounce (unlike the pinging).

On the positive side I like that it may turn some big city battles into multi-turn affairs.  City heals, rushes production, sneaks in reinforcements between attack waves.  Could be cool.

But there is a reason we havent cut it in yet, we have to play with it, it is being considered.

 

Reply #105 Top

Quoting Derek, reply 99
 

Trolls can still regen in tactical.  Regen has been nerfed because of balance issues (as you guys have noted).  Im not done with regen.  I'd like to address kiting in another way (turn limit on tactical battles) and then return regen to its old function, but its something I have to play with.

 

Turn limits is just a band-aid for the deeper issue: the rock/paper/scissors relationship between initiative, movement, and range (known as kiting).  Crowd control needs to be addressed now that time and space have been introduced through initiative and tactical movement.  All units need strengths in at least one of the above areas, through stats, or abilities to hinder those of opponents.  A unit on one side of the battlefield should not be proficient in multiple methods of crowd control, while the opposition is weak in all of them.  Balancing this mechanic will solve quite a few higher level issues.

Reply #106 Top

Any chance we'll get a UI visual added that would show the ZoC for a pioneer's Outposts or Settlements?

Reply #107 Top

Improving the tactical AI so that it recognizes kiting (or specifically, the dangers of it) would go a long way to improving tactical combat without limiting the player to prevent kiting in the first place.

 

Reply #108 Top

Quoting TheProgress, reply 108
Improving the tactical AI so that it recognizes kiting (or specifically, the dangers of it) would go a long way to improving tactical combat without limiting the player to prevent kiting in the first place.

 
If you focus on initiative and movement there is not much the monsters can do about kiting. 

Reply #109 Top

Quoting Trojasmic, reply 100
Not sure about the turn limit on tactical battles.  What's the point?  We'll just attack the same group next turn and do our kiting/regenerating stuff all over again.  All we've done is slow the game down then.  Anyway, keep playing with it.  That's what I do.

Yes. Turn limit is not enough to stop kiting. We need some additional fixes: adding combat spells (or buff existing spells) and counterattack to powerful monsters, Freeze spell should not affect movement in tactical combat, etc.

Reply #110 Top

Quoting joasoze, reply 109

 If you focus on initiative and movement there is not much the monsters can do about kiting. 

 

Ensure that every unit (& monster) in the game is proficient in at least one of the following: initiative, movement, or range; either statistically, or via abilities that weaken an opponent's stats.

Reply #111 Top

Quoting Derek, reply 105
 

On the positive side I like that it may turn some big city battles into multi-turn affairs.  City heals, rushes production, sneaks in reinforcements between attack waves.  Could be cool.

 

I love this part of time limits.  

Reply #112 Top

Is .981 going to be released today? I can play a few Demigod matches 'till then...

Reply #113 Top

I don't really like the sound of limits on tactical battles - it sounds terribly arbitrary. I can strike the enemy - which I am in melee range of - exactly 7 times but NOT 8.

I want a REAL siege mechanic instead of that... thing... you are describing.

 

But I guess it could actually turn out to be fun to play with such a rule. Techs could improve the limit. Defensive improvements could reduce it. Special army leader champions could increase it. Mighty spells could extend it.

You absolutely need to come up with a reasonable lore-excuse for it though. The obvious being supply lines for your army. Which means you should have more time when attacking in your own ZoC, and less when in the enemy's. Outposts could help you as well.

Reply #114 Top

Release today, Kael/Derek?

Reply #115 Top

I agree with Heavenfall, if turn limit is to be introduced, an idea which I don't like, at least make it an organic mechanic, not an arbitrary number. You can improve it with technology, you can make a buff like Endurance, which increases turn limit by 50% for a given army, but this is a lot of work, and it has to be done if this mechanic is to be integrated into the game, and not be an annoying arbitrary limit to gameplay.

Reply #116 Top

Quoting Heavenfall, reply 114
I don't really like the sound of limits on tactical battles - it sounds terribly arbitrary. I can strike the enemy - which I am in melee range of - exactly 7 times but NOT 8.

I would rather a 'number of turns of inactivity (other than movement)' instead of 'limited number of turns'. Still can be abusable, but with the regen nurf, to stay in battle you need to take the occasional hit.

Reply #117 Top

Quoting Heavenfall, reply 114
I don't really like the sound of limits on tactical battles - it sounds terribly arbitrary. I can strike the enemy - which I am in melee range of - exactly 7 times but NOT 8.

I want a REAL siege mechanic instead of that... thing... you are describing.

 

But I guess it could actually turn out to be fun to play with such a rule. Techs could improve the limit. Defensive improvements could reduce it. Special army leader champions could increase it. Mighty spells could extend it.

You absolutely need to come up with a reasonable lore-excuse for it though. The obvious being supply lines for your army. Which means you should have more time when attacking in your own ZoC, and less when in the enemy's. Outposts could help you as well.

 

I love the idea of turn limits in tactical battles.  Romance of the Three Kingdoms did it, and when you hit the end of the limits and had to fight the battle next turn with what you had ( + any reinforcements), you knew  things just got real.

 

 

Reply #118 Top

turn limit just mess so many more things that the problems it solve

 

lets follow guide for game designer:

1. Does it match the games focus?

not at all game focus was never supposed to be on hit and run

2. Does it solve a problem?

well arguably yes even if there are 320 better ways to solve it

3. Does it solve multiple problems?

surely not, also it CREATES multiple problems

4. Does it have drool factor?

no, it totally sux and made ppl agry already

5. How difficult is it to implement?

its easy but then youll have to balance it again and also add content to interact with it so its not a deus ex machina setup

so basically while i think its easy it will take a lot of time to fix all accessory settings it will create

 

Reply #119 Top

Since a turn is one season, does this mean that all militia stacks would regenerate in city battles?

And would each side get experience in tied battles?  I think this would be good too.

Reply #120 Top

Quoting Derek, reply 105
I dont think the solution is perfect, or ungameable, but it reduces the bar on the exploit considerably.  Streaching it between turns means that you as a player are losing turns when you could have been doing other things.  Finghting other monsters you could beat, gathering form other goodie huts.  The monster will heal, defending cities will get production (and the ability to rush).  Units will move, enemies will attack.

On the negative side you are right, it isn't perfect.  Im not to worried about defenders bouncing attacks by running around enemies.  If an obsidian golem attacks you fast unit on a horse and you want to run around him until combat times out, more power to you.  Better than spending 500 turns running around the golem and pinging it with minor arrow attacks (in my opinion).  And there is no real defensive reward for the bounce (unlike the pinging).

On the positive side I like that it may turn some big city battles into multi-turn affairs.  City heals, rushes production, sneaks in reinforcements between attack waves.  Could be cool.

But there is a reason we havent cut it in yet, we have to play with it, it is being considered.

 

I love this idea. Not only does it solve some of the lamer exploits involving kiting but regardless of that it will add so much to the game. Multi turn battles would be awesome and add so much real strategy, instead of tactical blobbing. Just think a real intelligent retreat mechanic, instead of every battle being a grind to the death. 

Reply #121 Top

Quoting Derek, reply 105
 

I dont think the solution is perfect, or ungameable, but it reduces the bar on the exploit considerably.  Streaching it between turns means that you as a player are losing turns when you could have been doing other things.  Finghting other monsters you could beat, gathering form other goodie huts.  The monster will heal, defending cities will get production (and the ability to rush).  Units will move, enemies will attack.

On the negative side you are right, it isn't perfect.  Im not to worried about defenders bouncing attacks by running around enemies.  If an obsidian golem attacks you fast unit on a horse and you want to run around him until combat times out, more power to you.  Better than spending 500 turns running around the golem and pinging it with minor arrow attacks (in my opinion).  And there is no real defensive reward for the bounce (unlike the pinging).

On the positive side I like that it may turn some big city battles into multi-turn affairs.  City heals, rushes production, sneaks in reinforcements between attack waves.  Could be cool.

First i thought that a time limit is a bad idea, but multi-turn battles are really interesting, because strategic spells could be cast between the turns to summon new units or kill enemy units.

Three things should be considered:

- The strategic combat spells will be much more important and should be scaled down.

- To encourage multi-turn battles it should be easier to flee. Escape scrolls should be sold from the beginning in the store.

- City defenders could have a higher turn limit and the turn limit could be increased with fortress improvements.

Reply #122 Top


Another option, though this would most likely be a 'feature', would be to decrease the size of the tatical map every X turns. This way, ranged units are welcome to kite...but eventually they're going to run out of room to kite.

Reply #123 Top

do you guys understand that this system totally DESTROY the balance that is already on the edge

with turn limit all melees will be even more useless

the point of melees is that it take N turns to start doing things, but when they do they are strong

making a limit means every melee is so much less effective

 

also its basically a kiting exploit even empowered

basically every battle restart with melee far aways FORCED to take n hits each restart from mages/archers etc etc

 

this is totally uncool

 

 

Reply #124 Top

But wouldn't it be to the advantage of the defending cities for battles to have fewer turns, rather than more?

What about AoW's system where attacking units can flee any unit via any exit square (except for quests like the Arenas or Tombs or Underground Quests in FE)?  So any attacker that reaches an exit square can exit the battle and survive, in return for forgoing battle experience.  As in AoW, defenders (including city defenders) would not be able to escape the battle this way.

However, in this case, you could still have rare escape scrolls that could be used by attackers or defenders, that would always return you to your capital, like it said originally in the Escape scroll text.  If it was an attack on your capital that you are escaping from, the escape would take you to the city that would be your capital next, or if you were escaping from your last city, a selected place (which you would set before battle) up to 10 viewed squares away from your capital that you would escape to?

Having attacker escape squares and the ability for (rare) escape scrolls to actually take you to your capital would be an asset to the game, I think. What do others think?

Reply #125 Top

Quoting cardinaldirection, reply 111

Quoting joasoze, reply 109
 If you focus on initiative and movement there is not much the monsters can do about kiting. 

Ensure that every unit (& monster) in the game is proficient in at least one of the following: initiative, movement, or range; either statistically, or via abilities that weaken an opponent's stats.

I agree with this with some additional caveats.  For example I don't care if players kite weak monsters.  If a banished ogre doesnt have a good defense against a fast ranged unit, that's fine with me.

But it is a bigger deal for higher level monsters, and I will go through and review them all with an eye to figuring out which ones are vulnerable to kiting and what can be done to address that, especially if it makes the monster more interesting.  For example, drakes movement may need to be increased.  Powerful ogres may gain the Hurl Boulder ranged attack ability.  Obsidian Golems may gain an Imprison spell that removes a units movement for a few turns and does damage each turn.  All worth looking at regardless of the larger issue 9and it will feed into that larger issue as you note).