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Fallen Enchantress: Legendary Heroes 0.87 changelog

Fallen Enchantress: Legendary Heroes 0.87 changelog

 

*** Released 5/2/2013 ***

 

Features

Added the Calloused Hide trait (+1 defense per level)

Added Equinox (longsword granted from killing Morian, +20 hit points, enables the Autumnal Equinox ability, enables the Vernal Equinox ability)

Added the Autumnal Equinox ability (heal all allies half of the units current hit points)

Added the Vernal Equinox ability (poison damage to all enemies for half of the units current damage)

Added Sunderer (great axe granted from killing Abeix, each strike reduces the targets defense by half for 5 turns)

Added Tectonic Bulwark (tower shield granted by killing Torax, unit is immune to swarm, enables the Tectonic Shift ability)

Added the Tectonic Shift ability (teleport to any location on the battlefield, surrounding enemies take damage equal to half the units defense, and stinking mud surrounds the unit)

Added Delin's Ember (accessory granted from killing Delin, +12 fire attack, +50% fire spell damage, +100 fire resistance)

 

Fixes

Fixed an issue keeping some traits form being displayed in the unit ui

Fixed an issue keeping the Double Strike skill from applying its accuracy modifier

Toggleable actions like auto-explore and guard now correctly show their current state by highlighting the action button if the action is enabled

Fixed bug where auto-explore was not cancelled if you explicitly set a new destination on the main map

Fixed bug where enabling auto-explore or guard didn't disable the other action

Fixed the bug that if given a unit for completing a quest, it would not be displayed on the Quest Complete Wnd if he couldn't fit in your army (ie. your army slots were full)

Fixed bug where dead rat would show up on Quest Complete Wnd when finishing the Rats in the Ruin quest, even though you no longer have the rat upon completion of the quest

Fixed issue where treasures from some specific quests, (such as Ghost Helm), did not show up on the Quest Complete Wnd. These quests were giving their treasures in a way unlike most other quests

Fixed an issue keeping the guardian statues from showing up in props and improvements

Fixed an issue keeping pedestrians from showing up in goodie huts and resources (most notable with being unable to see horses and wargs on their resource tiles)

Fixed an issue where page back/forward buttons were not updated correctly when autoselecting the last selected spell in the spellbook.

Fixed an issue where IntroBookWnd would not use the custom backstory written when the custom sov was created

In the tactical wnd, with a spell selected and mousing over a target unit, it now correctly shows modified hit chances from the spell, and the effects of multiple damage modifiers in the spell, and the troop multiplier

Fixed bug where if an outpost adjacent to a city built upgrade modules, those modules would be absorbed into the city and allow double building of a module

Fixed a crash if you happened to press Shift+W while in a popup window like the unit design wnd

Fixed an issue messing up graphics on the research screen

Free level bonuses from some perks in the unit design wnd are now reflected in the stats in the unit design screen

Fixed an issue keeping the Adventurers Boon trait from being selectable

Fixed a bug causing the Treasury Vault to give to much gold (fix by ParrotMath)

Fixed an issue keeping Mages from being buildable

Fixed an issue causing headless slaves

Fixed an issue causing invisible goodie huts

Fixed an issue making Guard unavailable if their were enemies int he area of effect

Fixed an issue allowing non-grouping units (juggernauts and iron golems) to be grouped on the upgrade screen

 

Balance

Reduced Bread to 8 healing

Reduced Healing Nectar to 20 healing

Reduced Mushrooms to 8 healing

Reduced Healing Potion to 30 healing

Reduced Iru Elixir to 40 healing

Reduced Salted Pork to 12 healing

Reduced Restoration Potion to 60 healing

Reduced Tilda Herbs to 12 healing

Increased the Aid spell to 8+2 healing instead of 4+2

Reduced the accuracy penalty on Double Strike from -30 to -20

Increased the Heal spell from 8+2 to 16+2 healing

Fixed an issue with the Leech Dagger and the Butcher’s Axe not stealing life

Increased Thunderstrike mana cost from 28 to 38

Thunderstrike damage increased form 5+2 to 10+2

Wellspring increased healing from 12+4 to 24+4

Removed the casting time from the Wither spell

Increased the damage on the bleed ability form 1/2/3 to 3/6/9

Increase Vital Strike critical hit chance form 1/2/3 to 5/10/15

Spectral Chain Shirt made uncommon instead of rare

Ophidian Scale Shirt made rare instead of ultrarare

Mirror Shield made uncommon instead of rare

Obsidian Shield made rare instead of unltrarare

Shrill Shield made rare instead of ultrarare

Champions Cuirass doesnt randomly drop anymore

Impenetrable Plate Cuirass made rare instead of ultrarare

Obsidian Helm made rare instead of ultrarare

Impenetrable Tower Shield made rare instead of ultrarare

Obsidian Tower Shield made rare instead of ultrarare

Shield of the Sentinel made uncommon instead of rare

Defeating Sarog rewards Sarog’s Axe

Defeating a War Boar grants a war boar mount

War board mounts give +3 to attack and init for the first action of combat

Ophidian from the Alchemists Offer quest starts at 3rd level

Fixed an issue raising burning hands for 8+2 per fire shard instead of 4+2

Regeneration heals all damage each season instead of fixed amount

Tweaked tactical unit battle placement

Increased the Lethal traits from +2/+3/+4 attack to +3/+4/+5

Added the Revenge trait to the Warrior tree

Removed the level prereqs from armor

Treasure chests always give uncommon items now (instead of having a chance to give uncommon or common)

Tax Office now gives +20% gildar when producing wealth instead of +25% gildar when the queue is empty

Increased the reward from the Ghost Helm quest to an Ivory Helm

Added the Calloused Hide trait to Tuatha

Generally increased the attack on champion only weapons

Generally decreased the level requirements on champion weapons

Commanders can learn Chain Mail proficiency

Shard Altars require Shard Harvesting (Shrines moved to Immortal Codex and Temples to Ereog's Journals)

Stables reduced from 1 horses per 2 seasons to 1 horse per 5 seasons (same with wargs)

Removed the Bonus Dodge and Bonus Dodge vs Ranged from Mounts

Reduced the amount of Warg and Horses resources in the world slightly

Decreased Pike to 14 attack

Decreased Boar Spear to 9 attack

Added the Incineration Staff and the Ice Staff to sovereign customization

 

UI

Curses are now displayed on the city details screen

The player is now notified when someone casts a curse on his cities

Started adding back some light props (you will need your amount of groundcover set above 'None' to see them)

Fixed an issue where resources could show redundant information in the info pane

Added a crest, faction name, and tint area to the conversation popup wnd for when a nation speaks to you

281,089 views 105 replies
Reply #51 Top

Quoting NaytchSG, reply 45
 

Much better!  Army of three or less is really tough.  Can Tarth have basic bows unlocked at start of game?

Basic bows might be too much.  How about Slings with range of 4 (same as throwing knives, but unlimited ammo) at start of game?

Reply #52 Top

Quoting parrottmath, reply 49
I think with the swarm mechanic in place, that the small army is not a very good bonus. Easily overwhelmed defeating the purpose or even the extra strength of the attack bonus. I think it should include an immune to swarm effect, or swarm effect reduced by 50%. That way it is completely viable to run a small army.

I do believe that is the purpose of the double strike, so each unit may count as 2 in a pinch, but the Tarth bonus is not enough to combat the swarm bonus against them in the small scale.

Imo the swarm bonus should simply have it's +1 atk removed. It would still be a powerful ability increasing the accuracy of all who are hitting. It would simply remove the extra abusive damage that goes along with the mechanic.

 

Reply #53 Top

 

*** Unreleased ***

Started adding back some light props (you will need your amount of groundcover set above 'None' to see them)

THANK YOU FROM THE BOTTOM OF MY HEART!

<3   

and now to have pedestrians added for 32-bit users. *_*

Reply #54 Top

Quoting Trojasmic, reply 51


Quoting NaytchSG, reply 45 

Much better!  Army of three or less is really tough.  Can Tarth have basic bows unlocked at start of game?



Basic bows might be too much.  How about Slings with range of 4 (same as throwing knives, but unlimited ammo) at start of game?

 

I can live with that.  But that gives me the idea that successive research should unlock:

short bows with a range of 8,

long bows range of 12,

advanced fletchings, + range/accuracy

broadhead arrows, + damage

 

leading to:

dragon femur composite recurved bows of fiery death. }:)

 

Arcane arrows:

Frostshafts:  +2 ice damage and reduced init on hit (add the reduced init to all cold damage, see ROTM)

 

Lightning

 

Fire

 

Poison etc.

Reply #56 Top

Quoting SBFMadDjinn, reply 55


Quoting Frogboy, reply 28
Some AI tweaks too regarding diplomacy.

 

Something to fix this issue:

https://forums.elementalgame.com/443837/page/1/

 

basically, the output of a treaty should have weight in the costs of the treaty.

 

Nice to see you here old chap. Love your FE LP's on Youtube, and the fact you play high level difficulties (alot more exciting to watch when the LP'er have a risk of not winning). ;)

Still missing encumbrance? I do. :) Not because it's really needed if armor and huge weapons gets initiative maluses etc, but it made for some nice strategical flavour seldom seen in such games. Not at least when it came to how you chose to level up your champions.

Reply #57 Top

Quoting GFireflyE, reply 52
Imo the swarm bonus should simply have it's +1 atk removed. It would still be a powerful ability increasing the accuracy of all who are hitting. It would simply remove the extra abusive damage that goes along with the mechanic.

I think the attack bonus is the important part of the swarm mechanic, because it scales perfect with the group size and makes the swarm mechanic useful at the early, mid and late game.

Reply #58 Top

Unique thematic rewards for defeating an Wildland?  Very nice!

Heal spells actually might do something?  Very nice!

Better diplomacy?  Always welcome!

 

Reply #59 Top

Its released, let us know what you think.

Reply #60 Top

Quoting Derek, reply 59

Its released, let us know what you think.

 

Wonderful! I'll shut down my laptop and run to my gaming PC right now!

Reply #61 Top

Quoting Derek, reply 59
Its released, let us know what you think.

Woah! Will have to test it out tonight.

Reply #62 Top

Quoting Derek, reply 59

Its released, let us know what you think.

Does it have a high chance of breaking .85 saves (or messing sufficiently with balance stuff that a game started on .85 will break?)

Reply #63 Top

Got a chance to test it out very briefly and noticed 1 bug:

*Tarth's Double Strike ability description still listed accuracy as having a -30 modifier instead of -20

Looks like the description just needs to be updated (assuming it was changed as in the changelog)

Reply #64 Top

Quoting NorsemanViking, reply 56

 

Nice to see you here old chap. Love your FE LP's on Youtube, and the fact you play high level difficulties (alot more exciting to watch when the LP'er have a risk of not winning).

Still missing encumbrance? I do. Not because it's really needed if armor and huge weapons gets initiative maluses etc, but it made for some nice strategical flavour seldom seen in such games. Not at least when it came to how you chose to level up your champions.

 

Thanks ;)

 

As I've said elsewhere, I'm ok with the encumbrance change if everything related to it gets rebalanced properly.  Initiative is a rough one to balance against as Wargs/speed boosters really shouldn't be the plan for plate armour.

Reply #65 Top

Please fix the memory leak problem. Playing a large map (not huge), 7 players (total), getting to mid game the game will crash (program stops responding) and memory usage is at 87% on a Windows 7 premium (fully updated) with 8gb DDR3 ram, it's usually ~40% memory usage, but at a point something goes bad (I have no idea what is causing it and can't reproduce it). The sound / music keeps playing, but cursor reverses back to windows busy / not responding (the swirling circle) cursor, screen is frozen while music / sounds continue to play, and clicking once will give the program is not responding -> end task.

 

We shouldn't have problems (memory especially) after playing for 3-4 hours on a large map (heck I haven't even uncovered more than 30% of map, only have 3 cities with an AI next to me with 4 cities).

Reply #66 Top

Anyone know any graphics option I can alter to make the highlighted movement squares  stand out more?

Most times I have to zoom and spin the map to see them.

Reply #67 Top

Quoting SBFMadDjinn, reply 62


Quoting Derek Paxton, reply 59
Its released, let us know what you think.

Does it have a high chance of breaking .85 saves (or messing sufficiently with balance stuff that a game started on .85 will break?)

It will work with 0.85 saves.  But you won't get a lot of the new stuff that is in the patch (since a lot of it is xml changes and the xml is stored in your save).  In fact that aren't many changes that don't rely on an xml change (except ofr a few things like the fix for the explore action).  I would recommend that if you wanted to finish your game you do so before patching, just in case (since patching and playing the old version won't really buy you anything anyway).

Reply #68 Top

Quoting Derek, reply 67


Quoting SBFMadDjinn, reply 62

Quoting Derek Paxton, reply 59
Its released, let us know what you think.

Does it have a high chance of breaking .85 saves (or messing sufficiently with balance stuff that a game started on .85 will break?)

It will work with 0.85 saves.  But you won't get a lot of the new stuff that is in the patch (since a lot of it is xml changes and the xml is stored in your save).  In fact that aren't many changes that don't rely on an xml change (except ofr a few things like the fix for the explore action).  I would recommend that if you wanted to finish your game you do so before patching, just in case (since patching and playing the old version won't really buy you anything anyway).

 

thanks for the answer. 

Unfortunately I auto-patch (on purpose) and won't be streaming that game until tomorrow, so that won't work too well.  I guess I'll see if it has any issues and restart if problems arise.

Reply #69 Top

Excellent, excellent.
Now to see the militia bug/mechanic fixed, so that they will defend settlements more than once ever.

Reply #70 Top

Looks like I'll need to recreate most of my custom Heroes, Only seeing two of the six/seven I'd made.

Reply #71 Top

Interesting. I hope this rapid patch means the patches come faster before the upcoming release on May 22nd?

Reply #72 Top

great news! unfortunately i was just in the middle of a really fun .85 game. i'd love to finish that, but on the other hand that new patch looks great. no point clearing a few wildlands with the old version and get rusty boots as a reward for defeating a god when i could actually play a .87 game and  get something epic instead :)

Reply #73 Top

BUG report:

Assassin path:

 

-Break skill does not work. It graphically applies the debuff on targeted enemy, it is shown when inspecting said enemy in tactical screen, but it's effect is not applied, target retains full defense (against all attackers, including the Assassin who used Break).

 

This needs to be fixed because is one of the reasons an Assassin sovereign or champion would work, since all undead and many boss / champion type of creatures are immune to critical hits (which negates a whole line of specialization). Being able to remove one enemy defense (has  a 5 turn cooldown) is what makes them viable past mid-game. This is most especially vital to Kingdom players who don't have easy access to Death spells to remove the defense of enemies.

 

Also another execution glitch with Rain of Arrows from Assassin path, sometimes (often) instead of firing instantly the caster remains stuck for 10-15 seconds with no casting animation then the damage happens instantly.

 

And finally archery bug. If my Assassin uses bows, and I researched end of the line longbows (including magical ones) who supposedly ignore 50% of target defense, that coupled with my 75% target defense ignore from Assassin path, should give me 100% Defense ignore on enemies. Yet the damage displayed on tooltip and actual damage dealt in combat reflects that neither are applied at all. With a Sovereign with 24 attack, with a bow that deals fire damage and amulets that add fire and ice damage (2 each), with 75% + 50% Defense ignore, with Break used, should do more than 1-5 damage on a Statue Lord (or what he's called, the ones leading the golem bands in scrapyard).

 

This is a serious detriment / handicap to ever making currently Assassin's be it melee or ranged ones. If you are forced to pick / learn spells and specialize in those because your attacks deal pathetic damage, that's a problem Houston! :)

 

Appreciated!

Reply #74 Top

Quoting Brago, reply 46
Very good! But please, give the infantry 3 moves, right now is too slow.

The Altar ability rush is awesome for getting into position with infantry, and Mancers get +1 move with all units. If you need more moves, change race.

Reply #75 Top

Quoting Anelyn, reply 73
Also another execution glitch with Rain of Arrows from Assassin path, sometimes (often) instead of firing instantly the caster remains stuck for 10-15 seconds with no casting animation then the damage happens instantly.

This was reported in .85 and seems to be introduced in there (although maybe others could confirm/deny it back in .80)- https://forums.elementalgame.com/443604