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 #276 Top

Quoting GFireflyE, reply 252

Quoting Leo in WI, 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 agree, 5 is too low. 100 is ok for having the desired terrain, so 50 for step can be ok, even 25 can be ok, but NOT 5, it's a game breaker!

Reply #277 Top

Have you ever used Lower Land? It takes 6-12 casts to do anything. So that's at least 30 mana.

Reply #278 Top

I think 5 is to low for lower land. I was happy with 50 but if it is to be lowered i think 25 - 30 is fair. At 5 the mountian defense that you may have means nothing. I am fine for the AI to lower mountians to attack me and escape from poor starting locations but it should come at a cost.

Reply #279 Top

Also need a later earth spell that does a radius of 1 and an even later spell with a radius of 3. 

Reply #280 Top


I'm curious as to how the AI is going to use the raise/lower land spells. I too thin k tyhe cost now is waaay to low. I can see myself using this both offensively and defensively.

 

Up till n ow I have used it once.

 

 

Reply #281 Top

Quoting DsRaider, reply 277
Have you ever used Lower Land? It takes 6-12 casts to do anything. So that's at least 30 mana.

Not for me, a maximum of 4 is enough to lower a mountain.

Reply #282 Top

Quoting seanw3, reply 280
Also need a later earth spell that does a radius of 1 and an even later spell with a radius of 3.

Or the devs could be really good to us and have more variables be open to game modifiers. 

+1 radius / earth shard = awesomeness!!

Reply #283 Top

Rather then lower cost for raise/lower it should be made more reliable.

I cast it repeatedly on a mountain without being able to do anything much. It also undoes some of the changes (not to mention some raising/lowering occurs when buildings are built near).

If each tile had a proper "height" figure (that was visible to player) things would have been better.

Reply #284 Top

@mqpiffle: I hope you're not serious about +1 radius per earth shard. That could become a ridiculously coarse brush to be painting the landscape with (especially if it remains 5 mana per cast). If I had no earth shards, I'd be affecting 1 tile at a time, if I had 3 (not that uncommon on larger maps) I'd be affecting 49 tiles at a time, and so on. It might be okay if you wanted the map to become completely uniform, but it'd be unusable for anything else unless you wanted to knock over and rebuild all your earth shrines every time you wanted to make a fine adjustment to the terrain. Tiered spells (i.e., Lower Land 1 affects 1 tile, Lower Land 2 affects 9 tiles (radius = 1), Lower Land 3 affects 25 tiles (radius = 2)) would be better, although even looking at that progression it seems a little fast.

Reply #285 Top

Quoting DsRaider, reply 277
Have you ever used Lower Land? It takes 6-12 casts to do anything. So that's at least 30 mana.

30 mana is nothing compared to the game breaking stuff Lower Land can do.

I fully expect to pay 300-500 mana for the spell, and that's STILL a good deal.

Reply #286 Top

Question by race Gildar (ironeer blood). Why do they spell are 2 times more expensive? According to the description in 1.5 times more expensive should. For example, "haste" 8 mana. In other races, worth 4 mana.

Reply #287 Top

Today is download day, download day, download day.  Today is download day, download day down..........................

^_^

Reply #288 Top

I hope the level requirements changed for these weapons that have been nerfed.  Some of them are like level 18, and now barely any better than a longsword.  

Reply #289 Top

Quoting Lord, reply 289
I hope the level requirements changed for these weapons that have been nerfed.  Some of them are like level 18, and now barely any better than a longsword.  

They probably come with a free pony now.

Reply #290 Top

Lower land can't make an island and raise land doesn't make mountains.  Those spels can't isolate you.

Reply #291 Top


Honestly, I almost never use the lower land spell.  I wonder why, actually, it would seem useful.  Though there is something valuable to the experience of being locked in by land and having to find a strategy to deal with it.

Reply #292 Top

I find that it's quite laborious to only be able to do 1 block as a raise or lower with each cast.  How about a hold and drag box to do several sections at a time, or use control and click to select several squares?

Reply #293 Top

Quoting AndyBarrett, reply 293
I find that it's quite laborious to only be able to do 1 block as a raise or lower with each cast.  How about a hold and drag box to do several sections at a time?

Do you really think it's worth the time and effort to implement something like this for a spell that you'll probably use once every 10 games?

Reply #294 Top

I still haven't found a good use for those spells. What are you guys using them for?

Reply #295 Top

Quoting Colbert30, reply 295
I still haven't found a good use for those spells. What are you guys using them for?

Last play through I had to lower a path through mountains due to the AI setting up a city and boxing in my heroes between the mountains and the AI's territory.

Reply #296 Top

Quoting Colbert30, reply 295
I still haven't found a good use for those spells. What are you guys using them for?

I found myself on a map, where the only way to reach another faction was through a 1 tile wide path, where that faction built an outpost exactly on that path, and I couldn't get past it because I couldn't walk over it, because I hadn't made contact with the said faction, and wasn't even able to declare war on it. This has been fixed since then, you now make contact when you first see a building or a unit of another faction. So I had to raise another path on the water, around that outpost.

These spells are only for situations like these, or perhaps to lower hills to traverse them faster. They're not really strategic since you can't make water or mountains like you could in WoM.

Reply #298 Top

Quoting Colbert30, reply 295
I still haven't found a good use for those spells. What are you guys using them for?

 

I used lower land once. I had a very good spot for a city that was however locked between a river bend and a mountain so it did not have any room for buildings.

Reply #299 Top

any word on ETA of update other than it being today?

Reply #300 Top

Quoting Colbert30, reply 295
I still haven't found a good use for those spells. What are you guys using them for?

I use the raise land spell to make marsh into buildable terrain. Usually that is about it.