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 #151 Top

Quoting seanw3, reply 151
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...

Do you know if its possible to do the movable UI?  I've been clamoring about it for a while.  I dont get the chance to read the forums that often, so Im not sure anyone has answered.

Just FYI, I alt-tabed because I just got my butt handed to me after 20 or so turns.  Its fun.  It's smooth.  Dont try without a gaming rig.

My Sov grunted all the way to the dirt.

Reply #152 Top

I don't know what you mean by move the user interface. Do you mean you want to customize where buttons are located and mod the UI in general? That isn't possible now, but may be after release.

Reply #153 Top

Yeah thats what I meant.  Wasnt sure how hard coded all of the UI is.  I have to look all over the screen to get my info.  If I could move a couple into better spots (as a personal preference) I would love it.

edit.  The power rank is moveable.  I just want to move everything else because Im selfish. lol

Reply #154 Top

It is possible to mod the UI using desktopX. I did it in E:wom and I done it in FE. They are not compiled or anything, just open up the files and edit away.

Reply #155 Top

Quoting Heavenfall, reply 155
It is possible to mod the UI using desktopX. I did it in E:wom and I done it in FE. They are not compiled or anything, just open up the files and edit away.

I use Stardocks Fences program for every computer I work with.  If you've never tried it give it a whirl.  Again its me being selfish (and lazy).  Thanks for letting me know it is possible with ease.

 

Thanks

Reply #156 Top


Also, are henchmen meant to be male only? Seems that the henchmen button could be an on/off selector and the sex could be picked afterward.

Reply #157 Top

Quoting revcallahan, reply 157

Also, are henchmen meant to be male only? Seems that the henchmen button could be an on/off selector and the sex could be picked afterward.

Agreed.

Sincerely
~ Kongdej

Reply #158 Top

thanks

Reply #159 Top

accomplish your goal here. as a topic not so popular:
https://forums.elementalgame.com/433160



selection of things - almost empty. yet in an interview from the beta "Elemental war of magic" - were shown items (sword, bow, etc.) for creating an avatar. it was said that the list of things to be replenished. but at this point, this list has not changed. that is, nothing has been added (or almost nothing). things - most hopeless attachment points.  whether to add new things and improve the old ones?  whether to add animals (those that are 0. for example "Ravehous Harridan (Spider)", "Umbran War Boar". spider is a hired Champions Level 9. he is able to use the web. there are other rare animals )