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)

610,254 views 357 replies
Reply #302 Top

Ok dinner time here in Holland. Then putting the kids to bed and then... downloading 0.984?

Reply #303 Top

Quoting Frogboy, reply 291
Lower land can't make an island and raise land doesn't make mountains.  Those spels can't isolate you.

That's what I told them, but they won't listen to me.

Reply #304 Top

I´m on vacation. That means plenty time for GW 2 AND FE.  :grin: Haven´t really played 0.983. But i loved every step in the previous betas. This game is shaping up so good. Can´t believe it is over two years, when i bought WoM. Since then regulary checking the forum for any info about WoM Patches, FE News and new beta builds. Good time and great job. Thx! :)

Any ETA for todays patch?

Reply #305 Top

Quoting Frogboy, reply 291
Lower land can't make an island and raise land doesn't make mountains.  Those spels can't isolate you.

 

But it can join an island to the ccontinent and make a passage through mountains (and furthermore to do so normally you can simply affect one tile). It's wonderful to be able to do such things, but... it should be costly.

And apparently you also believed so 'till now... it was 50. If you think it's too much, try to decrease it, but to 25, not to 5... a decrease of 10 times all at once is huge, it can change gameplay.

Another point is about yhe use of this feature done by the AI. In previous beta AI almost never used this spell, but it was almost ok because it was expensive and also player normally used it only sometimes. But now that it's ccheap, if players are using it all the time, also AI should increase it's use of it, and use it smartly. 

Reply #306 Top

If you teach the AI to raise land and invade, I rescind my criticisms. If it's a player only spell, it needs to have a cost. 

Reply #307 Top

50 is way too high for lower land. You can't just cast it once and you are good. In most cases it takes several casts to get a single passageway. You are talking about 300-500 mana used to get one passageway. Too much in my opinion. Perhaps 10-15 mana per cast is good.

Reply #308 Top

Alright, I'm convinced, 5 mana is fine.

Reply #309 Top

What's the point to raise and lower land? Just to reduce/increase movement costs? Does it have an impact on materials or grain?

Reply #310 Top

 

I use it from time to time to cross water when the available paths are full of things I don't want to mess with.

Reply #311 Top

Quoting Derek, reply 311
 

I use it from time to time to cross water when the available paths are full of things I don't want to mess with.

That's all very nice to know mister Paxton, but shouldn't you be uploading something? ;)

Reply #313 Top

hahahahaha

Reply #314 Top

Quoting Derek, reply 311
 
I use it from time to time to cross water when the available paths are full of things I don't want to mess with.

 

I've used "raise land" in similar circumstances.  I once had a map with a large inland lake.  It was large in circumference, but fairly narrow at one point (4 tiles).  I was on one side and an enemy AI that was weaker than I was on the other side.  The edges of the lake were heavily forested, so getting around it was painfully slow!  But by casting raise land, just 4 times, I created a terrific short cut across the lake.  I could then much more easily attack, and capture, the enemy AI's city. 

So, I like these spells a lot, but consider them very powerful; and I think that they should remain quite expensive.  I think 50 mana per cast is about right.  For more interesting discussion on appropriate costs for these spells  see Parrottmath's on-going Discussion Thread, which is conducting a Player Survey on the subject.     :thumbsup:     

Reply #315 Top

Switching Gears off raise land for a minute, at first glance I thought lowering the damage done by the fire spells seemed a bit much... they didn't seem overpowering.

 

However, after watching the Strategic Spells in action, I definitely agree with them getting nerfed - I was thikning to use them so soften up an army enough to let my militia take care of the rest, but the spell DECIMATED opposing armies - none ever made it through with 3 shards on my side. 

I'm not sure about the tactical spells getting nerfed so far.  Quick question though - does turning an altar into a shrine (and then further into a temple) increase the effective "shards" you have?  I can't remember if that's the case here at work - I think they do.  If so, they probably need that nerf.

Reply #316 Top

It doesn't.

 

I think it should- but upgrading a shard should cost much more than making a new one.  (that's an indirect nerf to Ceresa, so make upgraded shard elementals even stronger- lvl 3 shard elementals  should be more powerful than Juggernauts)

 

Reply #317 Top

:beer: :beer: :beer: :beer: :beer: :beer: :beer: :beer: :beer: :beer: :beer:

....this virtual beer does nothing to pass the time.

 

Reply #318 Top

Quoting Alstein, reply 317
It doesn't.

 

I think it should- but upgrading a shard should cost much more than making a new one.  (that's an indirect nerf to Ceresa, so make upgraded shard elementals even stronger- lvl 3 shard elementals  should be more powerful than Juggernauts)

 

 

It doesn't? I recall doing 80pt fireballs with 3 or 4 shards... I must mot be looking at all the variables when calculating magic damage. 

Reply #319 Top

44min until midnight here. Pls. let me play for a while before i have to go to bed. :pout:

Reply #320 Top

noticed the version number changed from .984 to .99

now WHEN do we get it?????????????????????????????????????????

harpo

 

Reply #321 Top

Oooh. The thread updated to .99 now. And there's new stuff listed.

Reply #322 Top

Courage cant be cast on trained units anymore

 

Drat, That was one of my favourites

Reply #323 Top

I don't really get the change to leather armor, but it's minor.

Reply #324 Top

it looks like we might not get .99 today (tuesday the 16th) as it is not past the usual patch release time for stardock releases.

pity. I did want to start the downloads and when I get back from work I would have been able to install and test them.

harpo

 

Reply #325 Top

The pony has left the stable, it is heading toward you.