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 #101 Top


Hey Derek - as a recap of my experience with 0.983, here are the five bugs/issues that I believe NEED to be resolved before the game is release-ready:

1. Autoresolve not using magic or special skills (it was supposed to be resolved in beta 0.983 but it still persists)

2. Floating waterfalls at the end of rivers which end in land

3. Go there button allowing us to zoom to areas where resources are destroyed

4. Memory leaks causing graphical bugs (oceans disappearing, white treetops etc.) and crashes

5. Stacking of flame blade and other buff spells

Reply #102 Top

Stacking of burning blade and other buff spells is resolved in this patch.

Reply #103 Top

Added a pony

 

Wow. Looks like Lord Xia's getting his pony after all!

Reply #104 Top

Quoting impinc, reply 103
Added a pony

 

Wow. Looks like Lord Xia's getting his pony after all!

Doh, you beat me to it! Xia - you know what has frozen over, we have reached the promised land!

Reply #105 Top

Quoting ins2, reply 101
2. Floating waterfalls at the end of rivers which end in land

Once they give me the tile tools creation tools I might be able to fix this problem. So far I've had limited success playing with the numbers on the tile. The main idea that I'm using is switching the clifftileend to spring02. This shows that the rocks sit on top of the cliff, but the river disappears. Hence, I think I can create a waterfall that hids into the ground (shows up on the cliff) and goes into a lake. So when you raise land the waterfall is underground and you see the water flowing into a small lake instead. It's not an ideal fix, but I think I can manage it. Once I get those tools of course, I think that is the first think I'm gonna try to fix.

Reply #106 Top

Oh no, Ponies are so OP! ;)

Reply #107 Top

Ffs nerf ponies, so op.

Reply #108 Top

are they pink?

Reply #109 Top

Derek, I know its kind of late...but are the unit sizes (currently 3/4/5/7) definite? Every reduction in unit size kills the immersion a little bit, at least for me...

 

Have you considered going bigger unit sizes, like 5/7/9/11? Not only it would let us lead bigger armies in the late game }:) , but it would also (i) stress the importance of units in the early and late game, thus help the AI (relies on units) and (ii) keep the smooth differences between unit sizes you achieved in last patch (e.g. 3->4 is a increase by 33%, 5->7 by 40 % - almost the same).

 

Thx a lot for reply, if its worth it :)

Reply #110 Top

how can unit size kill the immersion ???

i dont get it...

Reply #111 Top

Well, the bigger (more epic) armies, the bigger immersion...at least for me :)

It is a small thing, as I otherwise pretty like the game, but when to ask if not now?

Reply #112 Top

Quoting jirkaesch, reply 110

Have you considered going bigger unit sizes, like 5/7/9/11? Not only it would let us lead bigger armies in the late game , but it would also (i) stress the importance of units in the early and late game, thus help the AI (relies on units) and (ii) keep the smooth differences between unit sizes you achieved in last patch (e.g. 3->4 is a increase by 33%, 5->7 by 40 % - almost the same).

I think it would be better to use the following unit sizes:

- 5: As you suggested early game units would be stronger

- 7: A 40 % attack and hp increase

- 9: A 28.5 % attack and hp increase

- I would remove the last unit size, because it would increase the attack and hp too much compared to a unit size of 5.

 

Every level should change the following stats of UNITS and MONSTERS:

- Accuracy or Spell Mastery: + 2

- Dodge: + 2

- Spell Resistance: + 2

- Attack: + 1

- HP: + 2

Reply #113 Top

Wizard1200: Interesting ideas!

+1

Reply #114 Top


What! They added a pony now? To please Xia? :)

Reply #116 Top

It better be a nerfed horse and not a supreme pink space pony with divine powers..... :)

Reply #117 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 like it. It will be perfect for my style of play. 

Reply #118 Top

Pony!

Reply #119 Top

Quoting G_Kar, reply 118




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)




I like it. It will be perfect for my style of play. 

 

A little mana cost would be nice as well. :)

Reply #120 Top

Quoting NorsemanViking, reply 120

A little mana cost would be nice as well.

I think that the gildar cost is more interesting and it fits very good to a bandit lord.

Reply #121 Top

Gildar makes more sense to me and it's a fairly high price to pay for a bandit.

Reply #122 Top

Although you can get them early in the game (plus the starting 3rd level bandits), and I think it does include groups of three bandits in the one unit.

Reply #123 Top

And they are only useful early in game, so if you happen to be  a bandit lord with wealthy in a starting area with a lot of bandits, you could raise a large army of fairly weak troops, maybe enough to rush with.  But I don't think there are any powerful bandits, Are dark wizards bandits?  If so, game over man, game over.

Reply #124 Top

It is necessary to increase the protection of parking of heroes. More protection.

Reply #125 Top

Maybe Upgradeable Bandits if you can encompass a Bandit Lair in your territory.  I don't know, it may be worth making Bandits a unique unit, instead of a basic low armor soldier with few hit points and Throwing Knives.

Maybe they could knock weapons out of opponents hands, leaving them to have a turn without a weapon/lose a turn until the other unit picks it up?