DerekPaxton DerekPaxton

Fallen Enchantress: Legendary Heroes 0.80 changelog

Fallen Enchantress: Legendary Heroes 0.80 changelog

*** Released 04/11/2013 ***

 

Features

Added Kulan of Umber as a starting sovereign.

Added General Carrodus of Capitar as a starting sovereign.

Added a new empire champion, Corinne the Archivist (a ghost champion)

Added a new kingdom champion, Pellion the Bright (a lightbringer champion)

Added a new construct, the Armored Sentinel, an animated suit of armor with immunity to poison, crits and swarm and the archign Shield Bash ability

Added Battle Cry as a new Commander trait

Removed Encumbrance.  Instead we have chain mail proficiency and plate mail proficiency that enables the use of those armor types.  Defenders get chain mail for free and plate mail early on.  Warriors get chain early and plate in the middle of their trait tree.  Assassins get chain mail in the middle of their trait tree.

Added new tactical maps

Redid the Defender trait tree

Defenders get to use Chain mail armor for free
Defender I trait increased from +5 to +10 defense when defending
Defender II trait increased from +10 to +15 defense when defending
Removed the Defender III trait
Endurance trait gives +10 hit points instead of +1 per level
Added the Endurance 2 defender trait (it gives +15 hit points)
Converted the general Graceful trait to the defender Stand Firm trait
Removed the Guardian III trait
Added the Arching Shield Bash defender trait (shield bash 3 adjacent units)
Added the First Aid defender trait (heals an ally within 1 tile)
Added the Hold the Line defender trait (sets all allies defending and gives them bonus Dodge until their next action)
Added the Invincible defender trait (caster becomes immune to physical damage until its next action)
Removed the Spell Resistance III trait
Added the Summon Sentinel trait (summons an Armored Sentinel into tactical combat and boosts the defense of all surrounding allies
Added the Eternal Guard defender trait (+5 levels for summoned sentinels)
Added the Ironskin defender trait (+3 defense)
Added Plate Mail Proficiency, it enables the use of plate mail armor 

 

Fixes

Fixed an issue that was keeping new champions from spawning with their special consumable gear (potions and scrolls)

Fixed an issue causing the hit chance for dodgeable special abilities to be incorrect

Fixed an issue keeping the Pariden spellbooks form showing up in on the choose sovereign window and in the tech tree

Fixed an issue keeping Krax’s Ice Spear and Lightning Pike form showing up in the choose sovereign window and tech tree

Fixed the provides tages on the Berserkers Axe and Berserkers Broadsword

Fixed an issue where the AI can ask for peace even if you aren't at war

Fixed an issue with the Tremor spell not removing Dodge correctly (fix by Parrottmath)

Fixed an issue that could allow a troll Shaman to kill himself by casting Barbs

Fixed an issue with the tactical spell Command, where depending on when it was cast, it could cause the target unit to always go next, over and over and over

Fixed an issue causing swarm bonuses to be exponential (it was normal with 1 allied units, but 2 did x4 the bonus, 3 did x9 the bonus, etc)

Fixed some broken tactical maps

Fixed an issue that could cause to many guardian statues, catapults or assassin demon city defenders to be spawned

Fixed crashes

 

Balance

Remade all the level 7 Empire champions

Remade all the level 7 Kingdom champions

Remade all the level 9 Empire champions

Remade all the level 9 Kingdom champions

You now have visibility for 1 tile outside of your borders

Lethal 1 increased from +1 attack to +2 attack

Lethal 2 increased from +2 attack to +3 attack

Lethal 3 increased from +3 attack to +4 attack

Warrior Muscle trait also gives +1 attack now

Increased the default players on the Huge map from 8 to 10

Administrator III trait lowers the unrest in all cities by 10% (instead of just the city the champion is in)

Increased the CityCountUnrestPenalty from 2 to 3

Reap II increases the damage form damaging an opponent from 1 to 3 and Reap III increases it from 3 to 6

Enchanted Backpack gives an init bonus

Golden Belt gives 25% Splash damage

Strength and Muscle traits give bonus attack

A full suit of Chain Mail gives -3 init

A full suit of Plate mail gives -6 init

Warriors get an Endurance trait that increases their hit points

Spell Leech has a 5 turn cooldown to fix an infinite mana exploit

Broke magic staves in Fire and Cold staff categories for unit design

Eye of Abeix trophy increased to +50% growth and +5 init for defending units

Head of Amhah trophy increased to +50% growth and -50% unrest

Heart of Delin trophy increased to +50% growth, defending units are immune to fire and trained units get fire resistance

Heart of Morian trophy increased to +50 growth and +50% hit points for trained units

Horn of Sarog trophy increased to +50% growth and +1 fame per season

Head of Torax trophy increased to +50% growth and +3 attack and defense for defending units

Fist of Vetrar trophy increased to +50% growth, defending units are immune to cold and trained units start with Cold resistance

Storehouse increased from +40 food per grain to +50

Rusty Armor gets increased defense but becomes rarer

Aegis Robe Defense increased form 5 to 6 and it gains +5 Dodge

Increased the CombatRatingToExpMultiplier from .05 to .06 (ie: increased the amount of xp gained from combat)

 

AI

AI smarter in relations

AI smarter about when to ask for peace

Monster AI tweaks

 

UI

New waterfalls from Parrottmath

In tactical combat the button for the spell or ability you are using remains highlighted

Fixed the Spearman Expert and Master icons (they were reversed)

Even better water

New selection tiles in tactical

 

442,055 views 139 replies
Reply #26 Top

Quoting Derek, reply 17


Quoting parrottmath, reply 16
A feature request to highlight the explorer button when exploring is activated. Less of an issue now that I see the path that a unit is taking, but it would be nice to know that it is because they are exploring.

Yeah, thats a big one.  Its on our list too.  Brad submitted it in his feedback.  Soren submitted it in his feedback.  Everyone wants it.

 

Thank goodness for that, because I for one was getting sick of it, just sick of it, totally sick of it.  I was that sick of it it was making me feel sick.  :puke:

Reply #27 Top

Could you give a small bonus defense for Defender for three step traits?  Like +1 Defense, +2 Defense, +3 Defense, for a total of 6 extra defense?  Then you have the option of choosing Warrior for higher Attack starting at +2, or Defender for higher Defense starting at +1.  Defense allows more survivability, so it is only fair that the bonus is lower.

Reply #28 Top

Quoting StevenAus, reply 27

Could you give a small bonus defense for Defender for three step traits?  Like +1 Defense, +2 Defense, +3 Defense, for a total of 6 extra defense?  Then you have the option of choosing Warrior for higher Attack starting at +2, or Defender for higher Defense starting at +1.

Please make it a % bonus.  Also please make the Forge > Blacksmith > Armorer improvement defense boni percentage based.

I know the game isn't about realism, but it seems kinda silly to me that a forge would give an unarmored unit some defense.

I also understand it's easier to balance raw numbers.

Defense allows more survivability, so it is only fair that the bonus is lower.

Defense doesn't affect damage linearly, so for each point of attack you would counter it with equal or more defense, not less.

Reply #29 Top

Quoting mqpiffle, reply 28
Please make it a % bonus.  Also please make the Forge > Blacksmith > Armorer improvement defense boni percentage based.

I know the game isn't about realism, but it seems kinda silly to me that a forge would give an unarmored unit some defense.

I also understand it's easier to balance raw numbers.

I do not like abilities with a % bonus, because they can get out of control (warlock + evoker + item), but i think if such a bonus is used carefully it would improve the game balance.

For example lethal is too weak at the moment and even with the next patch it will be probably weak, but if lethal would increase the damage by 25 % / 25 % it would be easier to balance the weapon damage. In that case the bonus of the axeman, bruiser, spearman and swordsman abilities should be reduced to 25 % / 25 %. These traits should be available to the following paths:

Assassin: marksman (damage of power shot is increased by 25% / 25%) and swordsman

Commander: archer (damage of rain of arrows (bow ability) is increased by 25% / 25%) and bruiser

Defender: bruiser and swordsman

Mage: evoker (damage of overcharge (staff ability (next attack ignores fire, ... resistance)) is increased by 25% / 25%)

Warrior: axeman, bruiser, spearman and swordsman

 

Reply #31 Top

Added the Invincible defender trait (caster becomes immune to physical damage until its next action)

The Turtle trait... I love it. "Are you turtle enough for the turtle club?"

Reply #32 Top

Quoting Kobracan, reply 20
* In the skill tree when leveling up heroes, it's is very hard to tell between the skills you already have and what you can select. Make the highlight / outline whatever more distinct.

This.  I have the same problem.  Sometimes I have to select a trait to see whether I've already got it or not.

Reply #33 Top

If you're looking at heroes, can you pay special attention to the Trogg hero As a'Zoth if you haven't already reworked him?

He turned up in my game with the weak trait + a chain shirt + twin battleaxes and was so ridiculously encumbered that he could barely move until I stole his gear and left him with lighter stuff more suited to a caster (albeit one with Path of the Warrior). I guess this is from when PotW had an innate weight bonus and didn't place so much restriction on learning magic abilities - but he was kind of rubbish back then and is even worse now!

Reply #34 Top

Redid the Defender trait tree

Defender I trait increased from +5 to +10 defense when defending
Defender II trait increased from +10 to +15 defense when defending
Removed the Defender III trait
Endurance trait gives +10 hit points instead of +1 per level
Added the Endurance 2 defender trait (it gives +15 hit points)
Added the Eternal Guard defender trait (+5 levels for summoned sentinels)
Converted the general Graceful trait to the defender Stand Firm trait
Removed the Guardian III trait
Added the Arching Shield Bash defender trait (shield bash 3 adjacent units)
Added the First Aid defender trait (heals an ally within 1 tile)
Added the Hold the Line defender trait (sets all allies defending and gives them bonus Dodge until their next action)
Added the Invincible defender trait (caster becomes immune to physical damage until its next action)
Removed the Spell Resistance III trait
Added the Summon Sentinel trait (summons an Armored Sentinel into tactical combat and boosts the defense of all surrounding allies
Added the Eternal Guard defender trait (+5 levels for summoned sentinels)
Added the Ironskin defender trait (+3 defense)

The new warrior tree is already nice, but the new defender tree is really amazing, but please make the trait lines in every tree as short as posible and give the other paths weapon abilities:

Assassin: marksman (damage of power shot is increased by 25% / 25%) and swordsman

Commander: archer (damage of rain of arrows (bow ability) is increased by 25% / 25%) and bruiser

Defender: bruiser and swordsman

Mage: evoker (damage of overcharge (staff ability (next attack ignores fire, ... resistance)) is increased by 25% / 25%)

Warrior: axeman, bruiser, spearman and swordsman

Since the other paths get weapon abilities the warrior should get the weapon mastery ability that reduces the cooldown of all weapon abilities by 1 / 1. The assassin should be very powerful against single units: the executioner ability should increase the damage against heroes by 5 / 10 and the hunter ability should increase the damage against single monsters by 10 / 20. The assassin should be immune to swarm and should get an ability that increases his dodge and defense for every adjacent enemy, because he should be able to fight behind the enemy lines.

Reply #35 Top

Administrator III trait lowers the unrest in all cities by 10% (instead of just the city the champion is in)

now that's an interesting change. will be interesting to see how this will affect the global unrest percentage balance. i never considered the administrator line worthwhile before, but with this change, it may actually become a solid choice. admin 1&2 are still a bit of a waste, though, since the guy will be out in the field farming XP for admin 3. switching the whole admin line to -global unrest would resolve that little problem...

 

 

Reply #36 Top

You make  good points wizard 1200. All the classes need both damage and defense traits, obviously not the same amount though. If the defender never gets any attack bonus it just wont have the damage to hurt stacks late game. Also with no defensive bonuses, warriors will be very much the glass cannon late game.

Assassins/Defenders should get the counterstrike bonus as well. I am just not sure counterstrike is a good trait compared to cleave or impale (The 25% bonus not the ability iteself). Does anyone find it useful? It seems underpowered to me as many skills and traits ignore it.

While a trait/artifact that ignores resistance seems like a great idea for spells, Staves don't really need them as resistances are so few anyway. I'd much rather we got some kind of short range friendly fire Aoe lines and cones for staves. Staves need abilities too.

Quoting Wizard1200, reply 34
The assassin should be immune to swarm and should get an ability that increases his dodge and defense for every adjacent enemy, because he should be able to fight behind the enemy lines.

First you say assassins should be the master of one vs one fights and now you want them to be masters of the melee? So he would be tougher one vs one and get stronger with every nearby enemy?

 

Reply #37 Top

Quoting Stupidity10, reply 36
Assassins/Defenders should get the counterstrike bonus as well. I am just not sure counterstrike is a good trait compared to cleave or impale (The 25% bonus not the ability iteself). Does anyone find it useful? It seems underpowered to me as many skills and traits ignore it.

First you say assassins should be the master of one vs one fights and now you want them to be masters of the melee? So he would be tougher one vs one and get stronger with every nearby enemy?

I think that the swordmaster abilities are very useful, because you increase the counterstrike damage and if you add the parry ability and a weapon with 2 counterattacks the damage is very impressive.

Not masters of the melee, but they should be able to survive behind the enemy lines to fight someone one vs. one and without the decimate ability the damage of an assassin against units is very low.

Reply #38 Top

Quoting Wizard1200, reply 37
Not masters of the melee, but they should be able to survive behind the enemy lines to fight someone one vs. one and without the decimate ability the damage of an assassin against units is very low.

I think a better way to do that would be increased mobility.

Fleeting Strike Skill: Unit attacks than retreats 1 step back. Cant be Countered.

Swift Trait: +1 movement and ignores enemy engagement (Can walk past enemies)

 

Reply #39 Top

Endurance trait gives +10 hit points instead of +1 per level

 

Note - units made in cities get Endurance too (one of the options for level 3 fortresses). These units will probably now get +10 hp, which is quite a big bonus. At the very least, update the description of the building that provides this.

 

I actually thought Endurance was quite an interesting trait. More so than just +10 hp, imo.

Reply #40 Top

Quoting Stupidity10, reply 38
Fleeting Strike Skill: Unit attacks than retreats 1 step back. Cant be Countered.

Swift Trait: +1 movement and ignores enemy engagement (Can walk past enemies)

These abilities are great assassin abilities, but an enemy unit would still be able to follow the assassin and attack him if he is alone behind the enemy lines. The Shadow Shift ability would be another option if it would work like this:

- Teleports the assassin to an empty square adjacent to an enemy

- The adjacent enemies are dazed for 1 turn

- Costs no action

- 3 turns cooldown

Reply #41 Top

Quoting ben_sphynx, reply 39



Endurance trait gives +10 hit points instead of +1 per level




 

Note - units made in cities get Endurance too (one of the options for level 3 fortresses). These units will probably now get +10 hp, which is quite a big bonus. At the very least, update the description of the building that provides this.

 

I actually thought Endurance was quite an interesting trait. More so than just +10 hp, imo.

 

This is too powerful for units if they indeed get the bonus aswell.

I liked the +1 per level better.

Reply #42 Top

Incredible! Great work, and keep it up.

Reply #43 Top

Quoting ben_sphynx, reply 39




Endurance trait gives +10 hit points instead of +1 per level




 

Note - units made in cities get Endurance too (one of the options for level 3 fortresses). These units will probably now get +10 hp, which is quite a big bonus. At the very least, update the description of the building that provides this.

 

I actually thought Endurance was quite an interesting trait. More so than just +10 hp, imo.

 

Since it is listed under the "changes to the defender tree" I imagine it might be possible that this change affects only the hero trait. So the units with endurance would still get the +1 per level.

Reply #44 Top

8.5:  changed "form" to "from" in all change logs

Oh, and even less ogre crotch.

Reply #45 Top


I'm calling this the Parrottmath patch.

Reply #46 Top

I use a workaround for much of the data that seems hard to find on city level up. First, when I settle the city, I add a prefix to the name. The prefix consists of three numbers, yes, the tile yield numbers. So Hope, if founded on those wonderful 3,3,3 yield tiles becomes "333Hope." Suffix: T = town, F=fort, C=Conclave (also reminds me x-tra crystal possible here). The only suffix I add after the city type is a note about what extra benefits troops get, like first move, or +3move/attk. This makes it easier to decide where to train that new batch of units. Some city names have to be shortened, or changed to get the addons to fit on screen. "333HopeFmove1st" = hope, built on a 3,3,3 yield tile, is fortress, with upgrade building that gives units trained here the first move. BTW, sometimes I forget to change name, so I go in later and add xx# where x means I don't know now, and # is the magic yield amount. Hope this helps a few players.

Reply #47 Top

Added Battle Cry as a new Commander trait

that's nice - looks like commanders are going to be really strong support champions for players who enjoy playing with trained troops. 

 

 

Reply #48 Top

I think you should add the 'muggle' achievement to steam... win the game without losing or using any mana. Or something along those lines ;) I think that would be a feat within itself...

Reply #49 Top

I don't think the trait of a hero and the trait of trained units have to be the same, it is just they are usually the same, but only for intuitive purposes.  Heroes don't get multiple figure boosts to HP, so the hero trait needs to be bigger for the one unit.

Reply #50 Top

Quoting parrottmath, reply 48
I think you should add the 'muggle' achievement to steam... win the game without losing or using any mana. Or something along those lines I think that would be a feat within itself...

I like it.  Just do not call it muggle.  x_x

:grin: