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)

610,010 views 357 replies
Reply #76 Top

Quoting Emperorjarin, reply 68

A mid-level warrior or assassin champion can do ~100 damage per attack, and have an initiative of almost 40 before magical buffs currently, depending on their traits and luck with item drops.  A Kingdom fire mage, even at a fairly high level, cannot approach that kind of single-target damage.  Sure, said mage can clear away the trained army a fair amount faster than his more mundane brethren, but with the cooldowns or cast times of almost all damaging spells, he will fail poorly against a comparable melee champion, who has no mana limits, no cast times, and better scaling.  It's been months since I've played as vanilla Resoln, so I don't know if her Death Worship magic is still insta-gibbing, but that strategy also requires converting nearly every shard you find into a death shard to give you some unbelievable bonuses to death spells.  That's how I want magic to be balanced; requiring a lot of focus on a single champion or two, as well as a decent number of traits, and lots of mana, but letting that caster single-handedly change the course of a war.  I'd also like to see more spells with cast times, a way for path of the mage to improve initiative while casting a spell, and a mana-free counterspell for assassins (they should be the natural counter to mages).

Another Shadowbane vet?

Reply #77 Top

Can we get a UI to display the Zone of Control for Outposts within a city's ZoC? It's hard to know the area where the outpost will have influence. Love to see a ZoC displayed when you highlight Settle or Outpost.

The improvements from this patch look really excellent. I hope it doesn't reduce the effectiveness of magical civs too much (like Procipinee, for example).

Reply #78 Top

Quoting seanw3, reply 76
I wish we could get money for attacking caravans and then double it for bandit lords. That is mod logic though. 

 

For the vanilla, Bandit Lord just needs some early power so that fighting monsters on turn one is very easy. Being able to kill tough beasts early has multiplicative effects on the whole civilization. More Sov levels means more prestige means more city levels means more research means better tech means world wonders means massive game advantage.

It would be nice to have those units work as a free monster resource so that if they die, you can retrain them in 10 turns or so.

 

well the point is that monsters should be all thougher

so without bandilord you should struggle early

who has it on the other hand start leveling faster and basically dont stop taking a good advantage

 

i dont know about respawning, anyway those guys are going to be weak next times

also i dont really like neverending respawns like resoln summons, and other camps, i want troops to be hired

Reply #79 Top

Quoting cardinaldirection, reply 76
Another Shadowbane vet?

Never played Shadowbane, and didn't even realize it was an MMO until I looked it up just now.  I just want magic to be as beefy as my warrior champs.

Reply #80 Top

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

Brilliant!! Thanks Derek, we've been waiting for a solution to this forever!

Reply #81 Top


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)

One word: Cool :)

I guess that the bandit remains at your side after the combat right?

Reply #82 Top

Quoting Wizard1200, reply 82

quoting post
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)


One word: Cool

I guess the bandit remains at your side after the combat right?

Yes.

Reply #83 Top

Quoting Derek, reply 24

 - an item vault, shop option or item teleport spell to move items between heroes (even at a gildar or mana cost)

No. The problem with this option is that incents "item sharing" (ie: give the item to hero 1, fight a battle, give it to hero 2).  Or I use the sword when Im out exploring and I have some low level champion back in town, my town is about to be attacked so i transport all the high level goods back to him.  Or I teleport all my best items to my best unit before a big battle.  Its nearly impossible for the ai to deal with, and the side effects of the intended change (to be able to give an extra accessory that was just found to a remote hero) are worst than the benefit.

I know we could tie costs to it, balance on it, make sure their aren't items that are more suseptible to this kind of behavior.  A whole list of stuff and work we could do.  But in the end it isn't worth it for a relatively minor feature (and each of those limits that are put in place seem arbitrary).

I agree with this, but I still think we need a vault--no item teleportation, have it be per-city or even only in the capital, and require the hero to be physically present to drop off loot. I realize it's new code, but it would be great for a 1.1 release. It just feels silly to have my sovereign carting around all this crap in case I get a hero later on.

Reply #84 Top

Quoting Derek, reply 83

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)


One word: Cool

I guess the bandit remains at your side after the combat right?

Yes.

HOORAY!!!

Reply #85 Top

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)

 

 

Really smart way to let us build magic cities without going into civ too far.

Reply #86 Top

Quoting Heavenfall, reply 86

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)

 

Really smart way to let us build magic cities without going into civ too far.

Awesome!

Odds are they'll be higher up the tree, but I'm glad such potential wasn't completely lost.

It also gives a few options for changing your enchantments periodically throughout the game.

Reply #87 Top

Nice change, thanks. How about a better form of Meditation for the third shard upgrade tech?

Reply #88 Top

When an army without a champion gets loot, that loot goes to your sovereign (instead of being lost)
finally it is possible to send army stacks without champions to clear the various huts for when you do not have enough champions

harpo

 

Reply #89 Top

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)

I think this should say "...bribes a bandit..." vs. "...converts a bandit..." But that is just a quibble of terminology. I like this change to the Bandit Lord... to which I might rename the Pirate King :)

Reply #90 Top

Quoting Derek, reply 24
- an item vault, shop option or item teleport spell to move items between heroes (even at a gildar or mana cost)

No. The problem with this option is that incents "item sharing" (ie: give the item to hero 1, fight a battle, give it to hero 2).  Or I use the sword when Im out exploring and I have some low level champion back in town, my town is about to be attacked so i transport all the high level goods back to him.  Or I teleport all my best items to my best unit before a big battle.  Its nearly impossible for the ai to deal with, and the side effects of the intended change (to be able to give an extra accessory that was just found to a remote hero) are worst than the benefit.

I know we could tie costs to it, balance on it, make sure their aren't items that are more suseptible to this kind of behavior.  A whole list of stuff and work we could do.  But in the end it isn't worth it for a relatively minor feature (and each of those limits that are put in place seem arbitrary).

I agree with you that the ability of teleporting objects is a no-no, for all the reason you have explained.

Anyway, according to me, an item vault in cities, maybe displayed as an option in the local shop, has none of the negative effects you have listed. Just to be clear: not a unique vault accessible from all the cities, but a different one in each city. Now, if a champion want to give an object to another champion, he has to reach (or be reached by) the other one: both of them have to loose time to do this. With the city vault in place, the champion can just drop the object in the nearer city vault, and then move his way, while the other champion just have to reach that city (now or later) to get the item.

Reply #91 Top

What happens to items that are won in combat with an army without a hero?  Just gone forever?

Reply #92 Top


That reminds me of a problem. If you get a research bonus from a goodie hut with no research selected, that bonus goes into the void. Don't know how you could fix that problem.

Reply #93 Top

Quoting Lord, reply 92
What happens to items that are won in combat with an army without a hero?  Just gone forever?

Currently 2nd from bottom in Fixes section:

 

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

 

 

Reply #94 Top

Quoting Derek, reply 24
We dont want players to have to play with manual placement on. So we try not to support any mechanics that reward manual placement. So we dont allow you to get access to new improvements by snaking to them. As another benefit it makes your choice of city location that much more important. Placed by a river or forest typically doesn't have as much essence, but is better for food/gildar (river) or production (forest).

 

I understand this view. However it is very unintuitive and frustrating that I can build a city 1 tile away from a river / forest and it will not be able to take advantage of those resources. There is also the problem of accidentally demolishing the forest and then losing the ability to build a lumber  camp.

 

My suggestion is to make the city check a slightly wider radius for forests and rivers before deciding not to allow those buildings, as well as to allow lumber camps even if the forest gets destroyed (based on the same check). 

Reply #95 Top

One more thing for .984. Can we delete Fortify from the game? It's human abuse against the AI and needs to be stopped.     No means NO!  >:(

Reply #96 Top

I know this has been said before... but is it possible to implement a feature where you can adjust your lineup for tactical battles? Maybe like being able to drag/drop and rearrange units in the army panel?

Reply #97 Top

Quoting seanw3, reply 96
One more thing for .984. Can we delete Fortify from the game? It's human abuse against the AI and needs to be stopped.     No means NO! 

I don't think Fortify is going anywhere....

 

Reply #98 Top

Quoting GFireflyE, reply 98
I don't think Fortify is going anywhere....

Well, they can balance the game or not. I am guessing they will.

Reply #99 Top

Quoting UmbralAngel, reply 95
My suggestion is to make the city check a slightly wider radius for forests and rivers before deciding not to allow those buildings, as well as to allow lumber camps even if the forest gets destroyed (based on the same check). 

I would like this too. Make it so you city centre has to be within 2 squares of the river/forest and it has to have grown enough to touch it. I guess it is still the case that with a new city the player benefits from manual placement by being able to reach the river/forest on their first improvement. Tricky.

I would still like it though!

Reply #100 Top

"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)"


Great!  Thanks for this and all of the other fixes.  


Keep adding random loot drops... including caches of mana (maybe call 'em shard fragments, perhaps)?  Give us some quests that make use of animal bits, or even a powerful one-time use scroll that lets us add an essence slot to a single city.  

 

Did you have any luck fixing the extra item slot for champs/sovs World Event?  Could that be a level up perk?  Artificer or item Collector?

My eyes are starting to bleed when I play  :drool:   Keep it up!