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 #127 Top

Quoting Derek, reply 126

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).

 

just add more magic and skills

monster compart is so lacking there

combats are so cool when enemies are balanced, i made high lvl ogre trolls etc with shamans and stuff and fights are so much better

there is no need to truncate fights, just balance them and youll see everything will work

Reply #128 Top

Tactical Turn Limits

1. Does it match the games focus?

It could if the mechanic is balanced to make each move count as one battle and battles are set up to seem like engagements over the course of a season.

2. Does it solve a problem?

Yes. It does make Initiative based kiting take a lot longer. 

3. Does it solve multiple problems?

No. It makes kiting take lots of moves to initiate lots of battles, which is already something a kiting unit has plenty of. It adds many more battle initiations, which increases some current memory leak problems. It requires a ton more balance for all monsters and units. City defense units will have problems, as they either disappear after one battle in season or regain all their health currently. Movement will become too dominant on the strategic side, making Tarth so much more OP and screwing over people with low movement and no mount resources. It makes it so that monster attacks can be avoided in the battle, making monsters that are easily kited totally irrelevant. I can just bypass them by escaping the battle. It adds hours of tedious gameplay in a game that already has too much of that.

4. Does it have drool factor?

Only if it comes with other major features that really integrate a sense of time to the strategic gameplay. More likely it will piss light users off.

5. How difficult is it to implement?

Easy enough if we are considering it in beta 5. But adding anything this fundamentally different should have been done six months ago if you really want it to be balanced and well integrated into the game. It is almost certainly going to feel like you are gluing my camera to my phone and calling it a cameraphone. Better off to get it right and add it in the expansion.


Reply #129 Top

As long as Freeze is in the game, every enemy without a constant ranged attack can be kited.

Reply #130 Top

Quoting StevenAus, reply 126
Derek, what do you think about the ideas in my post just previous to yours?

I don't like being able to escape from every combat, it takes the pressure off of battle (specifically when to attack) and it doesn't help with kiting issues.

Teleporting back to your capital is cool, Recall scrolls were added in this patch that do that.

Reply #131 Top

Quoting Derek, reply 126
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).

While you're there have a look at some of those high level monsters' stats. I have killed a ogre with a single champion 25 turns into the game on expert difficulty, yes a real none banished ogre. Their initiative is so low you get 2 attacks for their every one. Slow them and you get 3.  Very very very few monsters are a serious threat to even a basic group of spearmen in leather. 

Reply #132 Top

Rebalancing Monsters to Prevent Kiting on the Large and Powerful

1. Does it match the games focus?

Yes. Large, one unit monsters are part of the game. Making them impossible or nigh impossible to kite seems a must have.

2. Does it solve a problem?

Yes. With the right amount of extra moves, counterattacks, teleports (called flying strikes and burrowing), random charges and deadly ranged attacks the problem is effectively solved.

3. Does it solve multiple problems?

Yes. It fixes lots of imbalance with hero leveling, human advantage, mount superiority and general monster easiness. The fight against the world factor affects all other areas of gameplay and is really screwed over by kiting. It also makes a nice distinction between monsters with lots of units and monsters with lots of power.

4. Does it have drool factor?

Yes. Seeing a dragon fly up and then come crashing down on a wimpy kite unit would be very worthy of the gameplay trailers.

5. How difficult is it to implement?

Easy. I have pretty much done it for my mod. Just a few number changes and maybe 10 new abilities to thwart the kite.

Reply #133 Top

Quoting Derek, reply 126

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.

I think improving the balance of monsters and spells is a much better way to remove the kiting problem. For example Air Shrills could stun the target for 1 round if it doesnt resist or Water Shrills could remove the movement of the target, too, if it doesnt resist.

Reply #134 Top

Quoting Heavenfall, reply 130
As long as Freeze is in the game, every enemy without a constant ranged attack can be kited.

 

well that just one of the non balanced spells in the game

 

try putting 150 mana on it and see if you can kite each fight :P

Reply #135 Top

Or have Freeze only affect strategic movement like Tremor and reduce Initiative slightly. Kind of a bad idea to let me spend mana on freezing a Clambercoil Dragon and getting 4 levels for my new hero. 

Reply #136 Top

Quoting seanw3, reply 133
Rebalancing Monsters to Prevent Kiting on the Large and Powerful

1. Does it match the games focus?

Yes. Large, one unit monsters are part of the game. Making them impossible or nigh impossible to kite seems a must have.

2. Does it solve a problem?

Yes. With the right amount of extra moves, counterattacks, teleports (called flying strikes and burrowing), random charges and deadly ranged attacks the problem is effectively solved.

3. Does it solve multiple problems?

Yes. It fixes lots of imbalance with hero leveling, human advantage, mount superiority and general monster easiness. The fight against the world factor affects all other areas of gameplay and is really screwed over by kiting. It also makes a nice distinction between monsters with lots of units and monsters with lots of power.

4. Does it have drool factor?

Yes. Seeing a dragon fly up and then come crashing down on a wimpy kite unit would be very worthy of the gameplay trailers.

5. How difficult is it to implement?

Easy. I have pretty much done it for my mod. Just a few number changes and maybe 10 new abilities to thwart the kite.

 

yes this pretty much its the point

balancing monsters (and other units too) solves so many problems at once all other options fall apart

and having cool dragons be a menace to your empire is so much cooler than soloing them with a stupid human warrior

Reply #137 Top

Quoting Derek, reply 126
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.

I do like the ability to see ogres chuck a huge rock at the person.

Obsidian Golem get a crushing imprison spell would be rather neat too. I think an obsidian spike being shot to impale the kiting unit would be just as neat too.

Reply #138 Top


For the regen arguments, regeneration was only broken because it occured on the units turn, making very high initiative units heal for insane ammounts. Changing regeneration to a fixed timer irrespective of the units combat actions would make the effect much less broken, and considering that setting a limit on combat turns available would require making a fixed timer anyway I don't see why it couldn't be implimented this way. That said, if regeneration no longer works in combat, it's effect on the strategic map needs to be much more powerful than it is currently. Healing the unit to full (or practically to full) after each turn would make this enchantment worthy of the mana cost per turn.

For the combat turn limit arguments, a reduced number of turns actually encourages different tactical behavior and adds more strategic depth with the possibility of reinforcements. Turn limits should be imposed that directly impact the ability to defeat units however, rather than just designed to prevent kiting over long periods of time. That is to say 20 turns is long enough to prevent excessive kiting, but doesn't provide any opportunities to reinforce a group against a reasonably sized army. If turns were limited to say 6 or 7 then defeating defenders might take several attacks, and rushing your soldiers in to suicide to take that city before reinforcements come would be a viable tactic as would simply having all your defenders use the 'pass' turn option to increase defense while waiting for backup from another location.

However... armies can attack multiple times per turn, and this would place an unbalanced priority on strategic move speed. A fix of this nature would likely require a limit of 1 attack per turn per army (that does not consume movement and the unit can still move afterwards) and would require units to form armies on tiles they pass through and are not simply told to enter, to prevent multiple units in seperate armies from blocking enemy advancement.

There is a secondary issue that might be overlooked however, and that is completing quests that force the player through multiple tactical stages. The arena quest and several dungeons would be impacted through a turn limit timer and if the only reason for a turn limit is to prevent kiting, this could very easily be resolved by requiring the unit to expend movement points (or remain stationary) to fire.

Reply #142 Top

Is Quendar blood going to be boosted by removing the cold vulnerability so it is comparable to other blood traits that don't have any downsides?

Reply #143 Top

Quoting parrottmath, reply 142

Quoting Derek Paxton, reply 141Poor Miredesi and her crappy armor: http://screencast.com/t/UEZy3JtG6 

Oh now you are just teasing us....

get a rope!

Reply #145 Top

Released!

Reply #146 Top

Quoting Derek, reply 126

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.

 

Initiative / Movement / and Range have become the heart of tactical strategy in this game, this must be brought to light: EVERY unit must be balanced in regard to this rock/paper/scissors relationship, or buffs that manipulate one of them to an extreme will be taken advantage of (as in the case of regeneration and the banished ogre in your example), potentially even by the AI.  A turn limit on battles will indeed solve this specific problem (and create new strategies), but it does not address the core issue at hand, which will have to be considered with every new addition.

 

Thank you very much for all your time spent with this community by the way.

Reply #147 Top

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.

 

Nice.  Just got my first enchanted collar and Pariden (not Quendar) wine.  Can't get enough of that, and I'd love to see more variety on all levels, since it varies the experience in replay.

Reply #148 Top

Encumbrance bar color will change with stats ? 

now only blue  ->

Light : blue

medium : yellow

heavy : red

 

Reply #149 Top

holy jebus.  hard to get a word in edgewise here.  6 pages of comments in a few hrs?

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

You've already thought and done everything I like but 1.

Can we get a movable UI?  It would make the game feel so slick.  It already feels slick.  Im asking for olive-oil-on-a-tarp-on-a-hill-in-your-front-yard slick.

Having to look at all 4 corners of the screen before you hit "turn" is a little annoying.

 

If it aint possible please let me know.  Anyway, looks darn good.

Reply #150 Top

I don't have access to a gaming computer for 3 hours. I guess everyone will just have to wait until then to play. Wouldn't be fair otherwise...