DerekPaxton DerekPaxton

Fallen Enchantress 0.99 Changelog

Fallen Enchantress 0.99 Changelog

Released 10/15/2012

Content

Added the Ignys Shortbow

Added the Twisted Ankle injury

Added the Twisted Knee injury

Added the Recruit Bandit spell (only sovereigns with the Bandit Lord profession can use it, converts a bandit to your side in tactical combat for 25 gildar)

Added the Revelation city enchantment (magic tree unlock, +1 research per essence)

Added the Arcane Forge city enchantment (magic tree unlock, +1 material per essence)

Added a pony

 

Fixes

Fixed an issue where magic immunity was making the units immune to special abilities

Fixed an issue keeping the Sacrifical Altar from being able to be built

Fixed catapults so they work in autoresolve

Fixed an issue keeping multiple word items from linking correctly to the Hiergamenon

Fixed an issue that could cause summoned creatures to lead armies

Disbanded units don't fall dead anymore

Fixed a String Not Found error on the world setup screen

Fixed an issue that can cause the action pane to not showup if autocast spells are used in a battle

Fixed a crash when disabling shadows

Fixed an issue that caused a troll to survive combat if his regen was enough to heal back from his death blow

Fixed the Scarred trait

Fixed an issue causing resources to be hidden under fow after loading a game

Fixed bug that caused units with moves left to not get to their destination (running in place)

Fixed deadlock related to updating cities

When an army without a champion gets loot, that loot goes to your sovereign (instead of being lost)

Fixed an issue with Death Demon animations that would cause missing damage numbers and other wonkiness

Fixed an animation issue with Ogres using the Hurl Boulder ability

Fixed an issue that could allow the AI to stack non-stackable enchantments on a unit

Fixed an issue that was keeping the spell damage displayed in tactical to not take abilities into account

Fixed an issue keeping city defenders showing up in their medallions on the city info screen

Fixed the Guile ability

Fixed a hang if you use Ctrl+Alt+Delete while playing

Fixed an issue that could cause black squares to show up on the cloth map

Fixed a bug keeping some consumables from give item popup (recall spell, etc)

Fixed floating waterfalls (despite tlc's recommendation our art director chased them all down)

Players and monsters no longer move during the same game phase

Fixed a bug where units would play their death animations twice (yes, we get it, you died.  We aren't handing out oscars here, get on with it)

Fixed moonwalking units (I wonder if MoM ever had these issues)

Fixed a delay when Haunter's cast the Curse of Cyndrum spell

Curse spell now correctly removes Pierce defense

Fixed a crash when cycling through ai cities on the city info screen

Fixed an issue causing city defender icons to be empty

Fixed an issue allowing you to get special unit traits (juggernaut, iron golem, etc) on normal units

Fixed a bug where spells applied on melee attack or defense only applied the first modifier

 

Balance

You always have at least a 3% chance to hit a target

You always have at least a 3% chance to miss a target

You always have at least a 3% chance to resist a spell

You always have at least a 3% chance to fail to resist a spell

Reduced the research rate modifier on large maps from 1.6 to 1.5

Switched the bow form the escort noblewoman quest from the ignys longbow to the ignys shortbow

Lowered the gold reward on the escort noblewoman quest

Lowered the gold on the Rats in the ruins quest

Reduced Aura of Grace to +1 init per essence (instead of +2)

Reduced Aura of Might to +1 defense per essence (instead of +2)

Reduced Aura of Vitality to +1 hp per essence (instead of +2)

Reduced Blizzard to +2 per water shard (instead of +4)

Reduced Blood Rages casting cost from 250 to 100

Reduced Burning Blade to +1 per fire shard (instead of +2)

Reduced Burning Hands to +2 per fire shard (instead of +4)

The Cave Bear summoned by the Call Uteran spell is now at the level of the caster

Reduced Contagion damage slightly

Reduced the casting cost on Death Lash

Reduced Destiny’s Insight casting cost from 250 to 100

Reduced the Dirge of Ceresa spell damage slightly

Reduced Drain Life to 2 per death shard (instead of 4)

Reduced Falling Star damage to 3 per fire and air shard (instead of 18) and casting cost increased

Reduced Fireball to 4 per fire shard (instead of 6)

Dragon’s Fire Breath ability does double their attack in damage (instead of just their attack)

Reduced Firestorm damage to 8 +4 per fire shard (instead of 10 +10 per fire shard)

Reduced Flame Dart to 2 per fire shard (instead of 4)

Reduced Flame Wave damage to 4 +2 per fire shard (instead of 8 +4 per fire shard)

Focus has a casting time of 1, and gives the caster +25% to attack and spell damage for the rest of the battle

Freeze no longer applies the move penalty, instead it immobilizes the target for 2 turns

Reduced Gift of Iron to 5 +2  per earth shard (instead of 6 +3)

Reduced Heal to +2 per life shard (instead of 4)

Reduced Hurl Boulder damage to +1 per earth shard (instead of 2) and dramatically reduced its casting cost

Increased Inspirations casting cost

Meditation no longer has a casting cost

Reduced Pillar of Flame damage to +2 per fire shard (instead of 4)

Reduced Shockwave to 10 +2 per earth shard damage (instead of 18 +4)

Reduced Soulburning to 12 +2 per death and fire shard damage (instead of 16 + 4)

Reduced Static Blast damage to +1 per level (instead of 2)

Reduced Storm damage to +4 per air shard (instead of +10)

Reduced the hp cost from summoning imps/familiars to 1 (instead of 3)

Tame doesn’t have a casting time anymore, but does have a mana cost

Reduced Touch of Entropy to +6 per death shard (instead of +12)

Reduced Vetrar’s Howl damage to +5 per water shard (instead of 12)

Reduced Wall of Fire damage  to +3 per fire shard (instead of 5)

Reduced Wellspring healing to +4 per life shard (instead of 6)

Reduced Sculla’s Mace to 24 attack (from 32)

Reduced Ice Mace to 20 attack (instead of 24)

Reduced Frore Mace to 24 attack (instead of 32)

Reduced  Vetrar’s Fist to 32 attack (instead of 48)

Reduced Burning Battle Axe to 15 attack (instead of 20)

Reduced Ignys Battle Axe to 25 attack (instead of 30)

Reduced Sarog’s Axe to 30 attack (instead of 45)

Reduced the Lightning Pike to +6 Lightning damage (instead of +1 per level)

Assassin’s Longsword gives +10 attack vs Champions

Reduced the Druss Blade to 18 attack (instead of 36)

Reduced the Pyre Brand to 27 attack (instead of 36)

Reduced the Heartseeker to 26 attack (instead of 30)

Reduced the Sword of the Sun and Moon to 36 attack (instead of 54)

Reduced the Heart of the Glacier to 42 attack (instead of 63)

Reduced the Sythe of the Void to 42 attack (instead of 63)

Added the Ignys Shortbow

Reduced the Brutal Longbow to 22 attack (instead of 33)

Reduced the Perfect Yew Bow to 18 attack (instead of 22)

Agriculture doesn’t give a food bonus anymore

Removed the metal costs form magical weapons and armor (crystal costs remain)

Reduced the material costs on the forge of the overlord towers

Reduced the default players on Large and Medium maps (more areas to explore)

Cloak of Fear is a tactical spell now with a 5 turn duration

Increased the default Accuracy to 70 (from 60)

Increased the default Spell Power to 70 (from 60)

Accuracy per level reduced to 1 (from 2)

Spell Power per level reduced to 1 (from 2)

Adventurer sovereign profession gives free champions, added the Experienced sovereign talent (+1 level), removed the Natural Leader trait (basically the free champions trait is a sovereign profession now and the +1 level is a talent)

Increased the Bandits given with the Bandit Lord ability to 3rd level (from 2nd)

The "To busy to talk.." responce will only come from the AI if you are at war with them.  You are free to enter diplomacy as much as you want when you are not at war (this also fixes an issue where some players couldn't declare war until enough turns had passed)

Gladiator armor is now rare (instead of uncommon)

Warrior Temple grants +2 levels, +4 init to defending units and gives all trained units the Bloodthirsty trait

Attunement increased to +2 mana/season (from +1)

Increased the amount of free city defenders at all levels

Reduced the Black Market Unrest penalty to 5% (from 10%)

Rebalanced armor costs more closely to the amount of defense they provide

Haitan (quest hero) now starts at 4th level and with fire 3

Reduced the cost of Lower Land and Raise Land to 5 mana (from 50)

Iron Golems now use the best weapons and shields available

Reduced champion recruitment costs slightly

Increased Accessory slots to 4 (from 3)

As a’Zoth gains Path of the Warrior (instead of Mage)

Leadanna gains Merchant 2 and loses the Scarred trait

Lisbeth the Light starts with a  Monk’s Staff

Courage cant be cast on trained units anymore

Removed the tech requirement on abilities (there wasnt a good way of displaying this info, they all unlocked so early that it wasnt worth spreading them out)

Reduced Leather armor from a total of 8 defense to 6

 

AI:

AI will reorder its queue if necessary to rush build an improvement or unit if it needs to

AI is more intelligent regarding when to look for places to build cities versus outposts

AI is more diligent about not building cities near monsters

AI is better about going on quests

AI more intelligent about expanding during mid and late game

AI is better at using tactical spells

AI has more dialog when conversing with players

AI has better dialog when discussing surrender options

AI surrender threshold modified to be less stubborn at normal levels when negotiating their defeat

AI vastly more stingy about trading influence

AI asks for less money up front on tribute treaties

Monsters that get freed from their lairs by ZOC no longer wander very fair into the distance

World difficulty determines monster behavior more stringently. Lower world difficulties mean monsters rarely, if ever, attack player cities. At high difficulty, monsters will attack player cities but will not necessarily attack AI cities as aggressively. At "normal" or "challenging" the monsters are equal opportunity killers.

More AI interaction

New, nastier AI algorithms at higher difficulty (for people want a bigger challenge)

AI less aggressive at lower difficulties (dumber)

AI at normal or below will roll to make a "mistake". The lower the difficulty the more likely it is to make a "mistake".

AI makes better use of tactical spells

More conversations added


UI:

Added cooldown information to spell tooltips in tactical combat

Stacked army icons dissapear at a far enough range

Mana Maintenance is now displayed of spell tooltips

Lots of Hiergamenon improvements and fixes

Capitals now have an icon indicator on the city pane and on the city info screen

Switched to using the more informative trait info tooltip anywhere traits are shown

Lots of normalized volume sfx

"Unit Movement Within Tile" now defaults to False (so my default units wont run to the edge of their tile and back when attacking)

610,261 views 357 replies
Reply #251 Top

I wonder if the crits don't maybe belong on each weapon type (blunt, cutting, piercing.) Like +crit along with apprentice swordsman upgrade. That maybe making it a bit to complicated but it would help bring some specialization and heroes wouldn't be able to go from doing massive crits with a sword to massive crits with a mace.

Then also keep magic crits as their own separate crit as well.

Reply #252 Top

Quoting Leo, reply 244



Quoting NorsemanViking,
reply 231
Reduced the cost of Lower Land and Raise Land to 5 mana

 

Oh no, that's almost free.... why? Is it supposed to be easy to play God?


Agreed, much to low IMO.

Agreed. 5 mana is WAY too low.

At 50 mana, it felt like a pretty good balance as it usually costed 200-400 mana to adjust a section of terrain to your liking. Means that those who are not magically inclined, will be less inclined to change terrain. Gives added benefit to factions like Resolin and Pariden.

At 5 mana, it'll be the same game everytime. Lower land, islanding yourself and then go for the reseach win. BORING.

I understand, though unfortunate as it is, that spells and ranged attacks are kinda the same thing, which makes assassins' crit damage apply to spells. A shame as I agree that crit should NOT apply to spells. Perhaps there is a way to have  crit only apply to melee weapons? I know that reduces the assassin's ability...but mages should be getting their power from the raw magics.

In addition, has the abilities problem been fixed? When a character gains an ability, for example "Crushing Blow", that ability is attached to the character as if it were an enchantment. This means, unfortunately, that NO ONE else with that ability can attack another hero with that ability because "that hero already has that spell cast on him". I think this one can be a game stopper...cause there are many abilities to be had...

 

 

Reply #253 Top

Apparently they made these spells level 1 (Earth Adept) for a reason.

I would prefer they made these spells level 3 and keep the 50 mana cost, but that is not their design goal I guess.

Reply #254 Top


Derek - I like to play games on large maps that take a long time to develop.  Right now I can play as a custom magic based Sov, and with a few trusted champions (with melee and healing skills), pretty much take on anything the game throws at me.

Please remember that this game is really about Magic.  I don't have any problem with people being able to play without a true Magic user, but at the end of the day if we can't use magic to rule the world you're not being true to the reason this game exists.

 

Reply #255 Top

Quoting seanw3, reply 247
The goal should be to avoid spells that one-shot powerful enemies. Magic attacks should do less damage, but be affordable to cast every turn. I think the problem with firedart is that it is the only ranged spell. Focus makes that spell do double damage. It gets way out of hand because none of that is tied to Path of the Mage and firedart increases in power per level. And none of this is going to miss or be resisted or is currently reduced by AI elemental defense. They don't use counters to magic, so you get to do max damage pretty much always. Perhaps that is why we can't get the scale to feel right?

Why not apply partial resistance to spells that deal damage as damage reduction?

That way spells like haste have a chance to be resisted by resistance. While spells like firedart compare the caster's magic skill and the victims resistance and based on the difference reduce/increase damage.

That way it will deal reasonable damage to same level enemies, low damage to stronger enemies, and one shot weaker enemies.

Reply #256 Top

With the change to the max accessories from 3 to 4, was the Global event that modifies that setting also changed? Does it now go 4 to 5? Was the text updated?

I loved it when I got that event, although it mentions something about technology which sounded kind of ridiculous (better technology means I could wear an additional ring? Give me a break!) How about we change it to be fashion-related (I think it was Heavenfall's idea). 

If the text hasn't been updated from 4 to 5 - when you fix that can you guys change it to be about fashion instead of technology? It would be way cooler. And not just because I work in fashion.

Reply #257 Top

Or it could be a tongue in cheek thing where we claim it is technology, but we all know the whole concept is a little illogical. One way to make the limit more logical is to tie the number of items to the unit's innate magical affinity, but then it would open up questions about why even high affinity units are limited by the same restrictions of low affinity units. Sometimes good game concepts just don't have a logical basis. Better to acknowledge it and give the game some humor. 

Reply #258 Top

Quoting scifi1950, reply 255

...
Please remember that this game is really about Magic.  I don't have any problem with people being able to play without a true Magic user, but at the end of the day if we can't use magic to rule the world you're not being true to the reason this game exists.

I've been saying that about essence since 0.951. No change yet.

 

Reply #259 Top

I like the level of magic we have. Path of the Mage needs some work, but the overall flavor and variety of magic is just right. Of course, it's pretty clear that the focus of the game is on starting off mundane and working your way to a magical fairyland. I would bet that a MoM mod would satisfy those who want the primary aspect of the game to be magical. I plan to play both.

Reply #260 Top

Quoting mqpiffle, reply 253
I would prefer they made these spells level 3 and keep the 50 mana cost, but that is not their design goal I guess.

I suspect they did this because there are times when people start in non-ideal locations and need to bridge themselves out of the bad spot. I was thinking maybe 10 mana would be sufficient for the purpose. Because you don't want people to game the map either like GFireflyE says:

Quoting GFireflyE, reply 252
At 5 mana, it'll be the same game everytime. Lower land, islanding yourself and then go for the reseach win. BORING.

Another benifit to this is that the AI is having sight difficulties. If one could add a building a tower of some kind that grants an eagle eye spell or something that allows them to cast on the map to search for goodies for the low low cost of 5 mana reveal a section of the fog of war for a turn. But this spell addition is probably for an expansion. Even a quest to a ruins of a white tower granting this spell as the reward. Something to help the AI find things and help the player out by examining the path they intend to take around the world.

Reply #261 Top

Been playing the betas lately and really enjoying how the game is shaping up.

 

With the path of the Mage,  could you have it so that only Mages have access to the level 4 or 5 spells, while the other paths lead to a cap at say level 3 or 4?

This has probably been mentioned before, but with so much discussion happening, it's easy to miss things.

 

Also, is the Create Faction screen going to get some love?

Some tool-tips on what strength/weakness a race gives when cycling through them would be helpful.

What does selecting ideology do? Is it just that you have more favorable relations with other races of the same ideology?

This info on a tool-tip would also be good.

Reply #262 Top

It sounds like the workshop has an advanced faction creator like the one in WoM.

Reply #263 Top

Ah, so the current faction creation is only temporary, and ultimately faction creation is part of the workshop?

Reply #264 Top

I bet we will have the basic one left where it is and the more advanced one in the workshop, but who knows?

Reply #265 Top

Just fired up the EoM faction editor, and it's basically the same as the FE one, even down to the missing info regarding races!

Reply #266 Top

Now that city defense is more meaningful, let's make sure city defenders are spawning for each battle. For some reason they only spawn once per turn.

Reply #267 Top

Quoting parrottmath, reply 261



Quoting mqpiffle,
reply 253
I would prefer they made these spells level 3 and keep the 50 mana cost, but that is not their design goal I guess.


I suspect they did this because there are times when people start in non-ideal locations and need to bridge themselves out of the bad spot. I was thinking maybe 10 mana would be sufficient for the purpose. Because you don't want people to game the map either like GFireflyE says:




Quoting GFireflyE,
reply 252
At 5 mana, it'll be the same game everytime. Lower land, islanding yourself and then go for the reseach win. BORING.


Another benifit to this is that the AI is having sight difficulties. If one could add a building a tower of some kind that grants an eagle eye spell or something that allows them to cast on the map to search for goodies for the low low cost of 5 mana reveal a section of the fog of war for a turn. But this spell addition is probably for an expansion. Even a quest to a ruins of a white tower granting this spell as the reward. Something to help the AI find things and help the player out by examining the path they intend to take around the world.

That, and having a spell like Eagle Eye would make scouts even MORE useless than they already are...

Quoting seanw3, reply 267
Now that city defense is more meaningful, let's make sure city defenders are spawning for each battle. For some reason they only spawn once per turn.

I don't think there is anything inherantly wrong with defenders respawning only once/turn. Defenders are only meant to fend off smaller monsters and skirmishers. If you have several attacking your city in the same turn, then maybe you do need a troop or two stationed in that city too.

 

Reply #268 Top

I have 6 defenders in a city. The enemy sends a single wilding to attack it and loses horribly. Then the enemy sends in a single militia and takes the city. You think that is a good balance? There is no reason to have defenders only work once per season. It's a bug and needs to be fixed. Currently I have to teleport multiple stacks of armies away to make sure they don't cheat. I also have to wait a turn before attacking again. It's a real hassle.

Reply #269 Top

I disagree with scouts being useless.  And no not talking about master scouts either.  It's a pretty darn cheap unit at the beginning of the game.  really low wages and can reveal the map.  They can get creamed by armies and big bad lair monsters.  The Idiocy of the monsters I can't help.  Darklings love to clobber them while last game I was able to waltz past a death demon and his army.  Death Demon.  You heard me right.  WTF indeed.  So between my Sov going one way, 2nd champ going another, and scout going a 3rd way - I had 60 to 70% of a medium uncovered by turn 50.

I also disagree with GFireFly again on the militia types defending only 1/turn.  Agree with Seanw3's point there. As long as they weren't killed off, they should show up for any subsequent attacks. 

Reply #270 Top

Quoting seanw3, reply 269
I have 6 defenders in a city. The enemy sends a single wilding to attack it and loses horribly. Then the enemy sends in a single militia and takes the city. You think that is a good balance? There is no reason to have defenders only work once per season. It's a bug and needs to be fixed. Currently I have to teleport multiple stacks of armies away to make sure they don't cheat. I also have to wait a turn before attacking again. It's a real hassle.

Ah, I misunderstood.

My bad.

I thought the defenders still existed through subsequent attacks and only did not if they were killed off.

Yes, this is a bug.

Reply #271 Top

We probably need a little more dev time on city defenders. The current implementation has them spawn after each battle, but it bugs out often and they don't respawn. So sometimes you can kill the same city defenders twice and other times they just up and disappear for the next battle. I am not totally sure what is causing this, but it seems to happen when there are alot of units in the first battle. 

Reply #272 Top

Quoting GFireflyE, reply 268
That, and having a spell like Eagle Eye would make scouts even MORE useless than they already are...

A scout is an early unit builder. You build it in the beginning of the game when you scout out your territory. The eagle eye spell is something I would add to mid-later game, when as you put it scouts are pretty useless and the intent is that the AI is preventing you from seeing some important items on the map. Also, the when I reveal a map (by cheating) there are islands that I would never find without cheating. This spell would allow one to find that level 9 army sitting on an island just out of view with a telescoped unit. My intention was to make it come after a medium quest or after some research down the magic tree.

I use the scouts in the beginning game because I played a lot with epic research. It was basically the only military unit I could get for a long time. It made them an actual choice (having that slow research option, mixed with the normal production). Militia were also a viable build option for the same reason, but I like the mobility of the scouts to avoid monsters.

Reply #273 Top

I made Eyes of the Eagle reveal a 12 tile radius and have Book of Wind always available, with a higher tech cost. The mana cost for the spell is around 100, but it shows you everything you need to know if you choose to invest in it. Later on I have 3rd Book of the Magi unlock a reveal map spell, which is almost a necessity IMO. 

Reply #274 Top

Quoting seanw3, reply 274
I made Eyes of the Eagle reveal a 12 tile radius and have Book of Wind always available, with a higher tech cost. The mana cost for the spell is around 100, but it shows you everything you need to know if you choose to invest in it. Later on I have 3rd Book of the Magi unlock a reveal map spell, which is almost a necessity IMO.

Exactly this :)