DerekPaxton DerekPaxton

Fallen Enchantress 1.3 Changelog

Fallen Enchantress 1.3 Changelog

*** Released on 2/26/2013 ***

 

Features

Added the Majesty spell


Fixes

Fixed the quest that reduced the occupation unrest penalty (bonus: modders can now modify any elementaldef attr)

Fixed the Blood Season event

Fixed an issue that caused Deorcnysse to not have any production or food

Fixed Shadow World to be castable anywhere

Fixed an issue keeping the Confusion spell from showing up as a spell

Fixed a gamesave corruption issue

Fixed crashes

Fixed an issue that can cause bounding boxes to get offset (ie: you click on one tile/unit and it selects a different tile)

Fixed an issue keeping the Cloak of Thorns spell from working

Fixed the Strange Noises quest to correctly give the wolf pups

Fixed a hang issue (game goes not responding)

Fixed an issue not allowing players to settle in the Ruins of the Imperium wildland (and therfor be unable to conquer it)

Fixed the Loner trait

Fixed an issue cuasing plague stalker lairs to look like empty tiles (this is why many people thought the asaq wildland was broken, there were other goodie huts you needed to clear but there was literally nothing in the tile displaying them or icon indicating they were there)


Balance

Conclaves generate more Research but less Gold

Forts generate more Production but less Gold

Animal Husbandry gives +10 food per grain

Granary gives +35 food per grain instead of +25

Mill gives +4 production per material instead of +3

Slave Pen gives +4 production per material instead of +3

Labor Guild gives +6 production per material instead of +5

Refined Agriculture gives +10 food per grain instead of +5

Overhauled the tile yield system, in general the crappy tiles no longer show up, the good tiles do and are more varied (no more oceans of tile yields, instead you see 5-6 spots with different yields)

Increased the base production per material from 6 to 8

Towns people automatically destroy the Forge of the Overlord components when they're conquered to prevent them from falling into enemy hands

Champion Recruitment cost gets gradually more expensive based on the # of champions the player has

Tireless March can only be cast on one unit at a time

Blindness lowers the victims Accuracy by 25% instead of 50%

 

AI

AI is more aggressive about researching and completing the Spell of Making victory (maybe to likely, beware)

AI more likely to value lumber improvements as production boosts

AI players now sell their loot to the item shop

Reduced AI valuing of various treaties to get rid of the "If you pay me 120 gildarn I'll give you tradea greement worth 1 gold per turn" popups

AI is more likely to ask for peace in war based on larger strategic considerations (rather than a simple military might calculation)

AI is more likely to bribe player (human or machine) to go after other players IF the other player already has poor relations

Modified AI relation weights

AI players will try to acquire mounted units more effectively on normal and higher difficulty level

Updated Diplomacy Relations system: Relations are now longer calculated. Instead, each turn, a player's opinion of a player is measured and then trickles into an overall bucket that results in relations slowly changing over time

AI interacts more with players

AI Sovereign does a better job of searchinh for a good place for its capital rather than relying on its starting tile

Only certain types of AI personalities will aggressively target the spell of making victory path

AI Sovereign and champions more insistant on having support units before going out into combat

AI is smarter about where and when it builds the various Forge of the Overlord components (more defensible)

Fixed glitch that caused the AI not to "see" certain tiles as being able to be settled on

Added 115 new unit designs for the AI to use (designs from Kongdej, thanks!)


UI

We've add an indicator on the faction power panel when a player controls the towers for the spell of making victory (so players have an earlier indication that the AI is about to end the game)

Lots of good typo and desc fixes from TBS Gamer (Thanks!)

321,926 views 106 replies
Reply #51 Top

I have noticed in 1.29 that when an AI champion ends his turn on a goodie hut, the goodie hut does not get consumed.  No save or screenie unfortunately.  If I see it again I will save and post it.

Reply #52 Top

Quoting mqpiffle, reply 51
I have noticed in 1.29 that when an AI champion ends his turn on a goodie hut, the goodie hut does not get consumed.  No save or screenie unfortunately.  If I see it again I will save and post it.

 

It can happen with players- especially when you move through a goodie hut on your way to somewhere else.  Also happens occasionally otherwise.

 

 

Reply #53 Top

Quoting Alstein, reply 52

Quoting mqpiffle, reply 51I have noticed in 1.29 that when an AI champion ends his turn on a goodie hut, the goodie hut does not get consumed.  No save or screenie unfortunately.  If I see it again I will save and post it.

 

It can happen with players- especially when you move through a goodie hut on your way to somewhere else.  Also happens occasionally otherwise.

 

 

That's an issue as well.  If the unit's destination takes him through a goodie hut, then the hut should be consumed.

Reply #54 Top

Some really good stuff on the unreleased list! Fix for the non-settling AI and even better AI sovs and champs won't wander out alone so much anymore. That was the biggest AI issue in my book. Hopefully the AI understand the difference between going out solo early on and in the late game, especially when at war.

Liking the forge of the overlord change too.

Reply #55 Top

Balance
Unreleased: Champion Recruitment cost gets gradually more expensive based on the # of champions the player has 

UNbalanced since this will simply make the adventurer trait a must have (it' already quite OP), or make the use of the "steal siprit" spell systematic to avoid excessive hiring inflation (keep only the best heroes, use the dud heroes equipment & traits - it's still good value). Please find a better fix...

Reply #56 Top

what if the adventurer trait just gave a huge discount, so the price could still increase a little?

Also, i think I saw somewhere that pioneers now cost gold (haven't had a chance to play this update yet).  if that's unpopular, what if they cost a combination of gold and population (e.g. 15/15 or some combination)?

Reply #57 Top

The new Tile Yield System makes no sense at all.  

Places you can settle are not desirable as locations and the areas that you would like to settle like next to woods or rivers are often blank. More often next to forests than rivers.

Also essences made sense when they were tied to magic or crystal nodes. Now essence is random and makes for very few choices if any to get essence.  Also sometimes taking a good tile was not good tactically, like blocking a choke point or allowing you ZoC to include strategic resources.  Now you have no choice at all.

Also I have started multiple games where I am in lush fertile lands with lots of nodes and no yields on any tiles. This is not the graphic bug either, it just won't let you settle.

Please revisit this as it makes placing cities less fun.

Reply #58 Top

Quoting Chronobomb, reply 58
The new Tile Yield System makes no sense at all.  

Places you can settle are not desirable as locations and the areas that you would like to settle like next to woods or rivers are often blank. More often next to forests than rivers.

Also essences made sense when they were tied to magic or crystal nodes. Now essence is random and makes for very few choices if any to get essence.  Also sometimes taking a good tile was not good tactically, like blocking a choke point or allowing you ZoC to include strategic resources.  Now you have no choice at all.

Also I have started multiple games where I am in lush fertile lands with lots of nodes and no yields on any tiles. This is not the graphic bug either, it just won't let you settle.

Please revisit this as it makes placing cities less fun.

Yeah, something is definitely fishy with the new tile yield system.

Reply #59 Top

Quoting mqpiffle, reply 59

Quoting Chronobomb, reply 58The new Tile Yield System makes no sense at all.  

Places you can settle are not desirable as locations and the areas that you would like to settle like next to woods or rivers are often blank. More often next to forests than rivers.

Also essences made sense when they were tied to magic or crystal nodes. Now essence is random and makes for very few choices if any to get essence.  Also sometimes taking a good tile was not good tactically, like blocking a choke point or allowing you ZoC to include strategic resources.  Now you have no choice at all.

Also I have started multiple games where I am in lush fertile lands with lots of nodes and no yields on any tiles. This is not the graphic bug either, it just won't let you settle.

Please revisit this as it makes placing cities less fun.

Yeah, something is definitely fishy with the new tile yield system.

+1

+1 Loading…
Reply #60 Top

Quoting Chronobomb, reply 58
The new Tile Yield System makes no sense at all.  
.....Also I have started multiple games where I am in lush fertile lands with lots of nodes and no yields on any tiles. This is not the graphic bug either, it just won't let you settle.

Please revisit this as it makes placing cities less fun.

 

+1

Reply #61 Top

In my game magical staffs don't appear to upgrade anymore on designed units. If you click the upgrade button in unit design it selects nothing.

The AI also built a conclave in a spot with no essence. That should never happen.

Reply #62 Top

Quoting bbr91, reply 41



Quoting Frogboy,
reply 40
Probably the only real solution would be to get rid of auto-resolve.


Please don't. Broken as it is, it's still very very useful in dealing with small threats.

autocombat works just fine for small threats...so long as you can have the option to choose whether or not you want mana to be consumed during that combat.

Reply #64 Top

Quoting DsRaider, reply 62
In my game magical staffs don't appear to upgrade anymore on designed units. If you click the upgrade button in unit design it selects nothing.

The AI also built a conclave in a spot with no essence. That should never happen.

 

Not neceesarily anymore, the change to production yields makes it viable.

 

Reply #66 Top

See this is the problem with tile yields.

That's my start and I have nowhere to settle. The Essence and Materials are crowding out the Grain. There is too much crowding out in general especially near woods which are usually either totally unsettleble or 2,5,0. I don't see any high material tiles with essence ever.

Reply #67 Top

We have updated the beta patch in the first post to include all the latest fixes, be sure to check it out and let us know if you have any issues (by posting a bug in the Support forum please).

Reply #68 Top

Added 115 new unit designs for the AI to use (designs from Kongdej, thanks!)

*Feels very important*... Yay :D

Sincerely
~ Kongdej

Reply #69 Top

Quoting Kongdej, reply 69

Added 115 new unit designs for the AI to use (designs from Kongdej, thanks!)

*Feels very important*... Yay

Sincerely
~ Kongdej

So does this mean the AI will actually have good units to use?

Reply #70 Top

Quoting Gorhaax, reply 70
So does this mean the AI will actually have good units to use?

They were designed by me... So no ;)

Sincerely
~ Kongdej

Reply #71 Top

Quoting DsRaider, reply 67
That's my start and I have nowhere to settle. The Essence and Materials are crowding out the Grain. There is too much crowding out in general especially near woods which are usually either totally unsettleble or 2,5,0. I don't see any high material tiles with essence ever.

This definitely needs to be re-thunk.

Reply #72 Top

Again,  Im always late to the party.

I know you guys are making game improvements all the time.  Much appreciated.

After this 1.3 can you cool it down with updates and such...?  I always want to get into a game, but with the possibility of an update in a week or two I keep waiting to play and just read the forum.

Im not using Steam for this game.

I'm sure I'm not the only one holding off for the next update.  This game takes time to play.

Thanks.

Reply #73 Top

Quoting mfrast, reply 73
After this 1.3 can you cool it down with updates and such...? I always want to get into a game, but with the possibility of an update in a week or two I keep waiting to play and just read the forum.

Just play a game, and update when its finished?

I for one like the quick updates :thumbsup:

Sincerely
~ Kongdej

Reply #74 Top

Quoting Kongdej, reply 69

Added 115 new unit designs for the AI to use (designs from Kongdej, thanks!)

*Feels very important*... Yay

Sincerely
~ Kongdej

 

Nicely done, grats  :grin:

Reply #75 Top

First game I load up with 1.921:

Do you seriously think this is fun, Derek?

I mean just look at Ceresa, she's like "WTF?"