DerekPaxton DerekPaxton

Fallen Enchantress: Legendary Heroes 0.51 changelog

Fallen Enchantress: Legendary Heroes 0.51 changelog

*** Released 3/26/2013 ***

Features

When you create a map with the map editor you can now play it immediately (you don't have to exit the game and reload first)

Changed U and C hotkeys to cycle through all units and cities respectively, regardless of if they are idle

When a city is selected, the 'R' hotkey now rushes production

Changed Tab hotkey to cycle through all idle units AND cities


Fixes

Fixed an issue where point light effects from hits can remains in tactical combat

Fixed an issue where a shadow can appear when starting a tutorial game

Updated the treaties to the latest version in Fallen Enchantress

Fixed an issue where a right click can be processed twice and cause delays in animations (most frequently seen with telling archers to attack)

Fixed an issue where the "New Content" button can show up on the main menu even if new content isn't available

Fixed an Issue that allowed player to skip from Summon 2 to the Summon Ignys in the trait tree

Fixed an issue that caused a String not Fount error in the capture Deorcnysse message

50% less Ogre crotch

Fixed an issue keeping players from casting Tireless March on a new unit after it has been dispelled

Fixed an issue that could cause multiple Guardian Statues and Assassin Demons to show up to defend a city

Fixed an issue keeping Iron Golems from being trainable

Fixed an issue where players can get win achievements when they lose

Fixed map editor problems where former map assets would stick around if you made a new map

Fixed an issue where monsters could be spawned with negative level (and cause all sorts of weirdness)

Fixed an issue where Inner Fire raised the wrong creature

Fixed bug where the AI didn't mark its last interaction with the local player in the case of some interactions, like asking for peace or war against a common enemy, which could have caused these messages to show up more often than intended

Fixed bug where if you started a game with some sovereigns leading the same faction, such that a temporary one had to be set up for them to lead instead, if you used Ctrl+N to get a new map, these edited factions would all turn into Altar

The camera no longer centers on an object that you personally click on unless it is nearly off the screen

The camera now always moves to a selected unit if you click on it in the empire tree, regardless of if it is already selected

Fixed bug where selecting a city through the empire tree or the cycling hotkeys didn't select it correctly, causing you to be unable to select it when you clicked off it, and leaving the last selected unit selected still

Fixed the Dagger of the Leech

Fixed an issue where some units couldn't equip the Glyph Helmet

Fixed an issue allowing players to select Bruiser without getting Brute first in the warrior trait tree

Added the missing Archers faction trait back (we found it in Tijuana, drunk with a handful of singles stuck in it's belt)

Fixed an issue where path costs werent taking free movement through cities into account

Armies cant fly anymore, unless every member can fly

 

Balance

Added a cooldown to the Wisp Healing Light ability

Mounts add additional training time to units trained with them

Reduced Wolves init slightly

Reduced Bragni's weapon to a Boar Spear

Add lots of new AI units

Reduced random event frequency

Reduced Flame Dart damage down to match the description

Lightbringer's blinding light ability when summoned is now resistable

Switched the Treasury vault to correctly give bonus gildar when Producing Wealth

Removed Dodge 3

Moved Rain of Arrows under Precision 3 instead of Charge

 

UI/Art

New Cave Bear model and medallion

New medallion for Huhrus the Ogre

New Gilden Plate Mail

When viewing a units trait tree it doesnt say "Choose Perk" anymore

169,511 views 72 replies
Reply #51 Top

This is still unreleased.   They give the notes prior to release to let us know what they are working on.

Reply #52 Top

Quoting DEY123, reply 50
so Is this pushed to us via steam on Thursday? Just thought it odd we had patch notes but when I played last night I was on version .50 I think.

Look at the first line of the OP. It will stay at "unreleased" until they do release, then Derek will change it to "released" with a date.

Reply #53 Top

It is released now! :) Just downloaded on my Steam.

Reply #54 Top

NorsemanViking said: ...But I can't see it [pioneer-gold instead of pioneer-pop] on the patch list. Am I blind, or just not seeing it because I don't wan't to see it?
It appears to have been removed from the OP, as I no longer see it.

Thank you for listening Mr. Kael et al!

Reply #55 Top

Quoting Leo, reply 52



Quoting DEY123,
reply 50
so Is this pushed to us via steam on Thursday? Just thought it odd we had patch notes but when I played last night I was on version .50 I think.


Look at the first line of the OP. It will stay at "unreleased" until they do release, then Derek will change it to "released" with a date.

 

Thanks for the clarification...I didn't want to start a new game until the update...looks like I won't have to wait

 

:)

Reply #56 Top

Quoting DEY123, reply 55

Quoting Leo in WI, reply 52


Quoting DEY123,
reply 50
so Is this pushed to us via steam on Thursday? Just thought it odd we had patch notes but when I played last night I was on version .50 I think.


Look at the first line of the OP. It will stay at "unreleased" until they do release, then Derek will change it to "released" with a date.


 

Thanks for the clarification...I didn't want to start a new game until the update...looks like I won't have to wait

 

It's already out today :)

Reply #58 Top

Quoting Daynarr, reply 57

Do I need to start new game with this patch?

No you don't. Continuing my 0.50 save without any problems. BTW I can confirm that pioneers still cost pop and not gold! Hurray!

Reply #59 Top

Might be that the patch doesn't affect existing saves though. I just downloaded it and with my saved game the gilden iron golem bug is still there, although it should be fixed according to the patch notes.

Let's see if it's fixed when I start a new game...

Reply #60 Top

Hooray for less Ogre crotch!

Reply #61 Top

How do I update it? I've set the Steam option to "Alwasy keep game updated", but I'm stuck on 0.50.

Suggestions?

 

Edit: nevermind, I was in offline mode, stupid me.

Reply #62 Top

Apparently Steam interprets 'Do not automatically update this game' to mean 'Update this game when you try to run it', rather than updating it when you next start steam.

I was rather expecting that setting to mean that I would get to continue using the current version until I let steam update it to the newer version.

 

So don't make any patches that break peoples saves, as they now have no way to finishing their current game prior to doing the update.

Reply #63 Top

Actually, just after the patch had been released, I started the game up (my settings were "Do not automatically update...") and it stayed at 0.50.  Only when I changed the automatic update setting did the game update itself when I started.

Reply #64 Top

I think pioneers costing pop and scouts creating outposts costing gold is the answer here as suggested by firefly.

 

Two separate threads can be written for the AI for each of them and some sort of check to see whether it's worth building one or the other.

Reply #65 Top

Bah this outposts costing 30 pop business is driving me wild. 

I'm resorting to making my starting city a town on 5 food which solely becomes my pioneer production city. Any cities built after this are actually the rest of my empire. It doesn't feel right being forced to follow same build strategy every new game :(

Reply #66 Top

I feel like some improvements should be moddified to give bonuses based on population to encourage vertical city growth (library - +1 research per 500 populations) I feel like city levels are not enough (I usually don't focus on vertical growth at all) This will help with the city spaming problem (there will be better alternative strategies)

edit: I believe this will also give non-expansionalist AI a chance to compete (They can focus on improving their empire by population if founding new cities is not an option)

Reply #67 Top

Just bought game and it is excellent, but one problem:

is there any way to see easily when there is "upgradeable city improvements", so now I have to click every improvements inside city territory and look if there is any upgradeable improvements....

And another question:
is there any reason NOT to build city improvements (mill, chrystal mine, ore mine....) Because it wont cost any money.... Only time....

 

Thanks

Reply #68 Top

Quoting RApeRR, reply 67

Just bought game and it is excellent, but one problem:

is there any way to see easily when there is "upgradeable city improvements", so now I have to click every improvements inside city territory and look if there is any upgradeable improvements....

And another question:
is there any reason NOT to build city improvements (mill, chrystal mine, ore mine....) Because it wont cost any money.... Only time....

Thanks

Upgradable improvements will show up in your city build lists when they are available.

An no, there is no reason to to build more advanced building of all types if you have unlocked the tech for them.  Its just the opportunity cost of them vs other things you could be doing.

Reply #69 Top

Derek, can we talk skill trees for a second? 

They need some love. There is a pretty awesome thread floating around about a good way to make them more interesting. Have you seen it?

Reply #70 Top

Quoting Fallout386, reply 65

Bah this outposts costing 30 pop business is driving me wild. 

I'm resorting to making my starting city a town on 5 food which solely becomes my pioneer production city. Any cities built after this are actually the rest of my empire. It doesn't feel right being forced to follow same build strategy every new game

I just pace myself depending on what happens. I wait till I'm at level 2 before popping a settler out. It definitely slows the game down, but it is a way to control settler spawn. I prefer pioneers costing gold, but this is an OK approach for me.

Reply #71 Top

In my existing game that was started in 0.50, and has now been updated to 0.51, I've tried dispelling tireless march, and am still unable to recast it, even after ending the turn.

Was this an xml fix, and so the error is baked into my saved game, or is it just still broken?

Reply #72 Top

Was the revalation spell removed on purpose without documenting it here, or just forgotten to re-implement. research-pace is slow enough allready. :(
At least documenting it in the changelog whould have been nice...

And the servers jumble the massenges quite frequently today...