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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)

634,886 views 212 replies
Reply #201 Top



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

Init stacking on custom units is probably the worst feature in FH, game-design wise, as it totally breaks the AI.  Why are you adding more of it :(

Reply #202 Top


Played .85 for a few hours today, noticed a few typos and some strange behaviour such as monks being designed with plate proficiency for some reason.

Crashed about three times on me too.

Auto-turn should wait for you to press 'Done' when building improvements. If you want to build two improvements it takes away control just as you click to build the second one and crashes hard.

Reply #203 Top

Quoting Necaradan666, reply 202


Auto-turn should wait for you to press 'Done' when building improvements. If you want to build two improvements it takes away control just as you click to build the second one and crashes hard.

You can turn this off in the menu, I always do.

Reply #204 Top

Quoting danielxxlee, reply 199

I started a new game as I usually do after each release. I'm wondering, is the Adventurer's Boon trait no longer connected to the Strength trait? Or is there some prerequisite for the trait now that I'm not seeing? At this point, it cannot be selected during the level up screen (or at least for my current level 10 sovereign).

Visually, at least, the traits no longer have a line connecting between the two.

Bug. Mislabeled prereq.

Played .85 for a few hours today, noticed a few typos and some strange behaviour such as monks being designed with plate proficiency for some reason.

CoreUnits.xml needs some lovin. On top of an internal ability to design units, each AI faction has access to 20+ designs, most of which either make no sense or lead to a waste of resources by the AI... like scouts that upgrade armor (at least now with Armor Prof traits being necessary, not all units will upgrade to something ridiculous).

Reply #205 Top

Wanted to comment, since .85 the AI has vastly improved and now is kicking my arse at the hard setting. Good job. :)

Reply #206 Top

Quoting TheBirthdayParty, reply 205

Wanted to comment, since .85 the AI has vastly improved and now is kicking my arse at the hard setting. Good job.

can you describe the improvements? I'm on expert and haven't seen any improvement.

Reply #207 Top

Can someone please tell me why they removed Oracle Cerresa's Unique staff from her and gave her that shitty queens staff ? i don't see it listed anywhere in the change logs ?

Reply #208 Top

Quoting DuchessCorset, reply 207

Can someone please tell me why they removed Oracle Cerresa's Unique staff from her and gave her that shitty queens staff ? i don't see it listed anywhere in the change logs ?

 

I think it's because she was given Sovereign Bond as an extra skill so they had to remove the Staff of Souls (which costs 1 point when you create a new sovereign) for a lesser weapon. Not sure she got a great deal out of it. 

Reply #209 Top

The game is fun, but it could be so much more. Steam shows 59 hours of play and I started with the first (and very promising) release of the LH beta. While progress was made here and there, now especially 0.85 was a huge disappointment to me and while anything was said about the game's weak spots, I want to join the choir nevertheless now.

 

1) Souvereigns/Heroes suck and leveling them is no fun. Early and mid-game they are outclassed even by cheap troops (leave alone the completely overpowered spearmen) and after chain or plate is availiable together with stronger weapons, the only use I can find for them is tireless march, the army buffs of Commanders or simply reducing some unrest in new settlements.

This could and should be fixed. Make one class strengthening whole armies (Commanders) that naturally avoids the front lines and mix passive army buffs with cool active skills (time limited army buffs, orders like "change place" or "act now", ...).

Make Mages another class that usually stays behind, but let them have an arsenal of spells (and not only scaling through shards!) mainly limited by mana and character level. Spending three funky level-ups on Fire Magic just to get a simple fire dart spell is no fun, but specialization in particular schools could of course give bonuses. To spice Mages up you also need a bunch of new speels, feel free to borrow ideas from any RPG out there, especially D&D comes to mind.

Warriors/Defenders (and if your creativity is endless Assasins) should be designed to fight at the front. Either give them multiple attacks to keep up with growing groups of regulars (lets say one more attack every three levels with a maximum of 5 attacks at level 12) or just add "Henchmen" to their side, so hero units will in fact consist of two, three, four and lastly five equally to the hero itself equipped units.

If you go for Warriors and Defenders, give Warriors a good mix of powerful special attacks as well as active and passive army buffs, while Defenders could get unlimited counterattack while defending and a bunch of defense buffs for their army. Just make every class feel and play somehow different.

Please also consider giving us more then one skill point per level-up, the way heroes are leveling at the moment is legendary slow and boring.

 

2) Still blocking pop-ups? No need for that, just get rid of it. Give me a notification whenever a city is ready to level-up or some Heroes want to join me and then I will graciously pay attention when I like to and give the corresponding order.

 

3) Weapon balancing and variety! Spears have the best special attack, have armor piercing and make immune to counter attacks. All you loose is the ability to wear a lousy shield. Maybe shields should counter counter-attacks or whatever re-balancing you like. There are several good ideas on the forums how to balance weapon paths. Anybody using blunt weapons?

 

4) The new unit upgrade screen did not make me happy. Not that it is worse now, you just managed to make it visually more appealing while still being the same pita. We still have to click around like mad for every single unit in an army and it also is completely unflexible. Please forget about automatic upgrade lines and just open up the upgrade screen to something that literally allows a unit re-design. Calculate the difference in cost of all metal, crystal and horses, add production time as gildar cost and make sure it is at no time and in no regard more cost effective to upgrade units than to build fresh troops.

 

5) I don't play custom Souvereigns/Races, but even without power gaming I feel Procipinee (?!?§) is absoulutely overpowered due to the instant outposts without population and production cost called Arcane Monolith. Maybe that should not be nerfed, but other fractions could be compensated, let's say pioneers do not get destroyed when building outposts.

 

6) Horses and Wargs feel absolutely overpowered and are no-bainers. Spice it up by massively nerving them and having new researchable thechs to get them back on track (like armor, saddle, headgear, ...). Basic mounts should still give extra movement, but maybe nothing else or even cause drawbacks within battles.

 

 

Well, I know you already set the release date, but if not for LH, mabe you can spice up it's sucessor. LH feels like a polished version of FE and therefore is a good game, but there is so much potential in it.

 

Reply #210 Top

Where does it say she got this also its not showing up in game she has anything different also her staff was really not that op it was nice tho for stock piling mana off kills and the extra spell damage.Now shes kind of weak also if your going to take her staff take procapinies op crown.

Reply #211 Top

some of the premade sovereigns were changed slightly. for example, Carrodus now has the new "cautious" trait (i think he had veteran before). and Ceresa got sovereigns bond as a new trait. obviously that trait cost 1 point, so the person who changed that apparently decided to remove the staff of souls. i think it makes sense. she's supposed to be a summoner, not a damage caster. now she can summon twice as many creatures thanks to the new trait. you can always just create a custom Ceresa if you miss that staff so much.

Reply #212 Top

What punt said.