DerekPaxton DerekPaxton

Fallen Enchantress: Legendary Heroes 0.85 changelog

Fallen Enchantress: Legendary Heroes 0.85 changelog

*** Released 04/26/2013 ***

 

Features

Added the Cautious Sovereign ability (allows the sovereign to escape from battle)

Added Sovereign Bond as a sovereign talent (allows the sovereign to summon familiars)

Added the Soldier’s Boots (available for unit design, +1 init)

Added the Soldier’s Gloves (available for unit design, +5 accuracy)

Added the Soldier's Cloak (available for unit design, +10 magic resist)

Added the Scaled Cloak (available for unit design, +25% fire resistance)

Added the Warboar monster

Added the First Aid Kit (available for unit design, +2 hit points and +1 healing rate)

Added Rations (available for unit design, +3 hit points)

Added achievements for winning as Capitar and Umber

New tactical maps added

 

Fixes

Fixed an issue keeping the Life V icon from showing up

Fixed an issue keeping pikes from upgraded to lightning pikes

Fixed an issue keeping longswords from upgrading to boreal blades

Fixed bow upgrades

Fixed an issue with chainmail gloves issue that was cuasing them to recolor with cloth color 2 instead of metal color

Fixed an issue with the chainmail hood that was keeping it from being recolorable

Lots of fixed stamps from Parrottmath

Lots of updated tactical battles (blocked tiles set)

Fixed bug where part of the improvement loading process didn't get told it was loading a game, which could cause modifiers to get reapplied when they shouldn't be

Fixed bug where you could get repeat recruited champions after loading a game

Fixed an issue where if you had an army led by a champ that was not the sov, and he died in battle, but the rest of your army won the battle.  When this happened the entire army would be transported back to a city and immobilized rather than just have the champ that fell in battle be injured and stay with the army on the map

If a unit is standing on a city at the end of its turn, and it doesn't have a destination set to leave at the start of the next turn, it will auto station that unit in the city

Roads will now not pass through wildlands.  When a wildland is cleared, each city reevaluates its connections with other cities and has another chance to build a road if applicable

Fixed yields on captured Deorcnysse

Fixed a clipping issue on cliff corners

Fixed an issue allowing caravans to be killed even if you have the legacy of serrane

Fixed an issue with the Produce Mana project

Lots of fixed tactical maps

Fixed an issue keeping some traits form being applied after a game was reloaded (most notable with the Veteran and Experienced traits)

Fixed an issue keeping Shield Bash from showing the damage

Fixed an issue with guarded strike not proving its defense bonus

Fixed crashes

 

Balance

Reduced Charge from +3 to +2 and instead the training cost

Scholar moved from a talent to a profession

Padded Breastpiece added as a designable equipment

Reduced Stables from from 1 horse per season to 0.5

Reduced Kennels from from 1 warg per season to 0.5

Moved the Adventurer’s Guild from Heroes to Breon’s Letters

Arctic Wolf Cloaks no longer require a tech

Removed the Resistance bonus form the ring of embers, of the glacier and storms

Increased the training cost of mounts

Removed the init bonus form the Athican longsword

Decreased the amount that increased production pace increases production

Increased the strength of the bandits from the Bandit Lord ability

Increased the Noble profession from -5 Unrest to -10

Increased the Scholar research bonus from +10% to +20%

Reduced Warlock from +50% spell damage to +25%

Reduced the Fame from quests from 20 to 15

Balance gives +10 to dodge and -1 to init instead of +5 to dodge and -1 to hit points

Charge gives +1 moves and +2 attack instead of +3 moves and +3 attack

Defender gives +10 defense when defending instead of +5

Impulsive gives +2 init instead of going first in battle

Muscle gives +1 to attack and -1 to init instead of just +1 to attack

Strength is no longer a unit design trait

Reduced base trained unit accuracy from 70 to 60

Reduced maces init from -3 to -4

Reduced Battle Axe attack from 15 to 12

Reduced Boar Spear attack from 11 to 10

Reduced Short Sword attack from 10 to 9

Reduced Pike attack from 16 to 15

Reduced Longsword attack from 18 to 14 and +2 init

Reduced Great Axe attack from 21 to 17

Reduced Maul attack from 25 to 22

Removed the Heroes tech

The amount of Fame quests grant has been changed to be per quest instead of a global value (so more difficult quests grant more fame)

The army that didn't attack starts in defensive stance in tactical combat

Kasst increased from 1 move to 3

Increased the xp given from combat slightly

Reduced the level and hit points on Hergon Sows

Increased the dragon level int he Ghost Helm quest from 7 to 12

Razing cities does slightly more damage to surrounding terrain

Increased Ascian to 4 moves

Reduced the training cost of the Fast trait form 20 to 15

Horses give +2 attack and Init for their first action in combat (warhorses gives +3 to both instead)

Increased all Sharp weapons form +1 crit chance to +5

Increased all Razor weapons from +2 crit chance to +10 crit chance

 

 

AI

Monster behavior improvements

Fixed AI bug that kept it from "seeing" enemy armies approaching its cities in certain cases

Fixed AI bug where AI would declare war soon after having made peace

Fixed AI bug in tactical where it would cast tangled web on a ranged unit (edge case)

Razing cities does slightly more damage to surrounding terrain

Fixed diplomacy bug where the AI would seemingly declare war on you for no reason (there was a reason but not the one given)

 

UI

Better looking river banks from Kay

Pedestrians are no loner displayed in tactical battles

Added Mountains back to minimaps

Steam notifications now popup in the upper left corner instead of over the turn button

Added a new quest completion window

Consolidated all the upgrade actions into a single upgrade button

Added a new unit upgrade screen

Added icon category icons to the train screen (so you can see what type of unit they are)

Double-clicking on perk or path entries in the two unit level up screen will select the perk and close the screen

New texture for Ongr the Unbound

The spellbook remembers the last strategic spell you cast and starts there when you reopen it

Battle window now states what city is being attacked, if a city is being attacked

The camera will no longer recenter on your unit at the beginning of each turn if that unit was already selected

Previously we hid units in the train window if you didnt have any of the materials needed to train them (but they were greyed out if oyu had at least 1).  Now we display them greyed out all the time.  This caused issues where oyu would unlock mages or juggernauts but not see them because you didnt have any crystal or metal.

Now all the goodie huts you get tresure form have treasure chests in them (color based on how valuable they are)

635,018 views 212 replies
Reply #126 Top

Reduced Stables from from 1 horse per season to 0.5

Reduced Kennels from from 1 warg per season to 0.5

Increased the training cost of mounts

Yay! This was something that I personally wanted fixed.

Seems like Stardock is listening to our suggestions after all  :grin:

Reply #128 Top

Now all the goodie huts you get tresure form have treasure chests in them (color based on how valuable they are)

Have you addressed the issue of when one destroys a wandering monster from a lair that the lair then shows itself as a goodie hut instead a lair since the main force is still there?

Reply #129 Top

From my observations, the main issue that arises with auto generated roads is how far it will go out of the way to avoid crossing forest/swamp/river tiles. I've actually seen a road accidentally go through a corner of a cliff to avoid going through a forest. This made an impassable terrain tile have a x4 road on it. Why do this? Just let the roads go through them.

 

Reply #130 Top

The AI updates in this build are pretty significant.

Reply #131 Top

Quoting Draginol, reply 130
The AI updates in this build are pretty significant.

Good to hear. I am looking forward to getting my hands on it.

Reply #132 Top

On beta test strike till I get to play with these new changes  :lol:

Reply #133 Top

Quoting Derek, reply 124

Direct distance isn't a very good indicator because it fails to take things like mountains and lakes into account.  2 cities may be close but separated by a mountain range, and it may make sense to use existing roads between them rather than create a new one.

"Make sense" may be the wrong term.  The hangup is in finding the balance between to few roads and missing some roads in some situations where players want or expect them, or to many roads and having it look bad.

 

Actually, this reminds me of an issue I had recently:

I'd founded a city on the far side of a mountain range from my territory, and had researched the technology that added roads to outposts. I created a "pass" by lowering the mountains between the city and the rest of my territory, placed an outpost in the newly flat land, and no road was created.

 

This was, admittedly, a minor inconvenience and not game breaking at all. However, it would be nice if raised/lowered tiles could have roads. Right now I do not know if they can or not, or if I accidentally left a mountainside blocking the route (I couldn't find one). 

Reply #134 Top

Quoting Draginol, reply 130

The AI updates in this build are pretty significant.

That's great to hear! NOW RELEASE IT TO US! ;)

Reply #135 Top

Thursday is traditionally the patch day, as I understand it.

Reply #136 Top

Increased Ascian to 4 moves

I approve of this change!

Reply #137 Top

Quoting Derek, reply 115
d system was recalculated with new cities?

It is intended that the road system grows out of the way your empire grows. That it may start with a single road

 

One issue with road building is that not all cities connect to each other.  Sometimes that can be really inconvenient.

 

There has to be a middle ground between not turning things into a pile of roads, and avoiding situations where roads would develop but don't.

I'm not sure what the best solution is here, but the current system isn't it. 


Maybe each city should connect its roads to both the capital, and closest non-capital city.  I think that might work.

 

Reply #138 Top

Quoting Draginol, reply 130
.

Awesome! Any chance those AI updates include improvements to the tactical battle AI? I've had several battles where the AI would defend or retreat its units instead of attack, which cost it the battle. That's about the only real tactical error I've seen so far (which is quite excellent).

Reply #139 Top


One more small request:

id like girl heroes could have better look in plate/chain. I remember there was some kind of warior girl in FE with short plate armor and helmet like lightbringers one. It made her look decent.

I guess it takes some time, but maybe in future they could look more fit in heavy armor :blush:

Reply #140 Top

Quoting Lord, reply 138


Quoting Draginol, reply 130.

Awesome! Any chance those AI updates include improvements to the tactical battle AI? I've had several battles where the AI would defend or retreat its units instead of attack, which cost it the battle. That's about the only real tactical error I've seen so far (which is quite excellent).

I saw that too tonight. I asked Derek to see if someone could check that out. I have no idea what change caused that.  My changes were in the strategic area.

Reply #141 Top

I've noticed that Champions with XP Bonus traits/items (Tutelage, etc) gain more than 25 pts from Destiny's Insight.  Not sure if that's WAI or not.

Reply #142 Top

Quoting BernieTime, reply 141

I've noticed that Champions with XP Bonus traits/items (Tutelage, etc) gain more than 25 pts from Destiny's Insight.  Not sure if that's WAI or not.

Think any +exp source is modified by the exp modifier, such as training books and such.  Think its working as intended, just a subtlety.

 

Reply #143 Top

And they get more than one level from the spell that makes the hero increase a level (and gives the sov -5 hitpoints).  It's like all level or +XP increases are done as XP increases and thus subject to XP bonuses.

Reply #144 Top

Quoting Frogboy, reply 140
I saw that too tonight. I asked Derek to see if someone could check that out. I have no idea what change caused that.  My changes were in the strategic area.

Thanks, Brad. Glad it wasn't just my game. You can give whoever is working on the tactical AI some kudos. Overall, it is quite good, which is saying something given the challenge of all of the new features. It seems like some of the actions and movements still need a bit of refining.

Reply #145 Top

Wohoo.  Really looking forward to the changes...and the AI updates (although I am not very good at the game, and the AI regularly beats me on challenging) :(

Reply #146 Top

Fixed diplomacy bug where the AI would seemingly declare war on you for no reason (except to grief and gank the player)


This makes me so happy that I want to sing a song while skipping along under the beautiful blue sky.  :D

Reply #148 Top

Quoting Koalab, reply 147

Do you have a release estimate?

 

 

UK; late evening on a Thursday.

Reply #149 Top

Quoting Derek, reply 117

So instead what the game does is it costs the movement between A and every other road with the existing roads.  If it is ever shorter to go onto a non-road tile to connect any of those cities, then it buidls a road there.  Since our roads give such a big movement advantage, its pretty rare (honestly if were were to reduce the movement bonus on roads you would see more hookups between cities).

Hi Derek,

I think your current algorithm is *almost* awesome, but just needs a small tweak.

How about this: A new road is constructed if the time taken to travel off-road is less than X times the time taken to travel on-road.

At the moment you are using this, with X = 1. This seems to mostly work okay, but from the number of comments clearly causes some frustrations.

If you had X = 2, more roads would be constructed.

If you had X = infinity, all cities would be connected to all other cities - obviously undesirable.

I'd suggest that the optimal value of X is therefore some number bigger than 1. You could try 2, for example.

Although I obviously can't see the code, my guess is that this should be quite quick to test.

Reply #150 Top

Any changes coming to attacking removes all movement for units? This is so highly annoying. Not that I expect 1 unit to run wild by itself, but there were some good suggestions thrown out about how to fix this.