DerekPaxton DerekPaxton

Fallen Enchantress: Legendary Heroes 0.91 changelog

Fallen Enchantress: Legendary Heroes 0.91 changelog

*** Released 05/13/2013 ***

 

Fixes

Switched the Treasure Map quest to use the new quest dialog correctly

Fixed an issue keeping Abeix from giving Sunderer when defeated

Fixed issue where turn limit achievement did not unlock

Fixed issue where quest complete wnd would pop out of order for completion of the master quest

Fixed some save/load crashes

Fixed an issue causing Rain Of Arrows to cause an animation hang (10 second delay)

 

Balance

Higher level monsters now give more xp to keep leveling from slowing down at higher levels (if you are killing higher level stuff)

Removed the defense from monks robes and increased the dodge form +5 to +10 (this is mostly to get the monks robe out of the auto upgrades since it was making units require crystal)

Shrills are now more likely to be found in mixed groups (not 3 fire shrills but 2 fire shrills and an earth shrill, etc)

Umber loses the Stealth faction trait and gains Warriors

Removed the cooldown from the Fire Shrills Embers ability

Removed the cooldown from the Water Shrills Slow ability

Removed the cooldown from the Air Shrills Static Blast ability

Reduced the damage on Static Blast slightly

Removed some unintended Soldiers Cloaks that were forcing crystal costs on some units (Pariden spearmen, etc)

More variety of tactical maps in deserts

Units don’t start so scattered on desert maps

Lowered the tax rate at the highest setting form 0.9 to 0.8

All the Armor Proficiencies for Defenders, Warriors, Commanders and Assassins are at the front of the trait tree with level prereqs on them instead of being blocked by other traits

Pariden Monk special unit loses Armor Proficiency 2 and gains Lithe

Ward of Health increased to ++7 hp (from +5 hp)

Champion's Spear is now a Common drop (instead of Uncommon)

Ruined Chain Shirt Defense increased to 5 (from 3)

Removed the wage cost form Knights of Asok, Mercenaries (gained from the camp) and Hunters

Rain of Arrows can now be used if you have allies in range (though it won't hurt your allies)

  

Scenario

Fixed an issue causing lairs to spawn monsters every turn (which alos led to some significant late game performance issues)

Fixed an issue causing Magnar’s capital to not get any yields

Fixed an issue that allowed the AI to trigger the Guardian Statues

New final battle

Added a seperate Yithril faction for the invasion forces (and adjusted objectives to better guide the player)

Karavox won't Broken Loyalties your cities in the scenario

193,938 views 62 replies
Reply #51 Top

I just wanted to add a thank you for the all the crash fixes. The game is MUCH more stable for me in v.9. The save/load crash is the last one that is happening to me with any regularity, so hopefully v.91 will take care of that one too.  

Reply #52 Top

Quoting mqpiffle, reply 32

Quoting parrottmath, reply 26

Quoting Wizard1200, reply 17
Quoting parrottmath, reply 16I would prefer the AI to utilize the move and then action.

Enemy archers are doing this already.

Enemy archers are doing a move and attack which the AI is always doing anyway. What it is not doing is move and a special action. For example, a black widow could move and then web, or it could move and beguile... Or an ogre move then throw bolder. The move then attack has always been available, with bows, and swords and such.

Or ruffians could use move then rush, as opposed to rush then move...

But firing a bow is a 'special ability' (spell).

I know it is a 'special ability' but it is automatically 'casts' when you attack (rightclick on the enemy). I've seen the ruffians use rush then move, there is absolutely no point in doing it that way. I'm only suggesting that the program allows a move and then use a special ability, or a stay and use a special ability in tactical combat. (If there is no change to the system, its fine by me, but I wouldn't mind seeing some improvement here. Although, it might not be an improvement, don't know).

Reply #53 Top


Just noticed a new dowload on my Steam menu after turning cloud save back on, and see that .91 is released. Guess it's time for a new game, old one was won anyhow.

Reply #54 Top

"Removed the wage cost form Knights of Asok, Mercenaries (gained from the camp) and Hunters"


Yay!  Praise Kael!  Glory Day, Glory Day!

Reply #55 Top

Quoting Gandalftheredskin, reply 53


Just noticed a new dowload on my Steam menu after turning cloud save back on, and see that .91 is released. Guess it's time for a new game, old one was won anyhow.

confirmed - 0.91 is released. 

 

 

Reply #56 Top

I didn't think that SD would get it done. But here we are having 2 new versions 3 weeks before release.

Good job indeed!

Great respect!

Reply #57 Top

I take it you mean 2 new versions in the last three weeks before release.  Yes, it is pretty impressive. =)

Reply #58 Top

Quoting Lord, reply 54

"Removed the wage cost form Knights of Asok, Mercenaries (gained from the camp) and Hunters"




Yay!  Praise Kael!  Glory Day, Glory Day!

 

Yeah, I'll give them that one. :D

Reply #59 Top

Nice work on the quick patching Derek and team! 

Reply #60 Top


Anyone else finding quest maps no longer work?

Reply #61 Top

Quoting Anelyn, reply 28

Taming, bribing (bandits or trained units) results in you winning the fight (defeating the enemy) and since the newly obtained unit took part in the conflict, everyone gets xp. Its an intended mechanic. You can only use those skills once per fight pretty much, and the rare occasions when you meet a single one (higher level ones) are so rare that they really don't add anything overpowered.

Yes taming early a grizzly bear or w/e is called, or a slag will give you a nice boost in xp and army power. But is a huge gamble (unless obviously you spam reloads until you get lucky rng on resist), and it could mean a bigger setback if it fails - which is a possible chance. After having a simple mite resist 4 blinds in a row with only 4 spell resist vs my 85 spell mastery, am really not taking anything for certain. It's the flavor of the factions who have the traits

Not true.  Yes, its a 10 turn cooldown between casts of Tame, but if you are careful, you can manage it -- if it is a bit tedious.  I do it by way of casting Slow on each of the beasts (aside from the first one I attempt Tame if I can get to it in a single turn), and use web-casting spiders to hold them fast (either previously tamed, or trained if you have Cult Of A Thousand Eyes), or if those don't work (because I don't have enough spiders, or the resistance to Web is too high), a high-HP and/or high-armor tank (ideally one that does NOT have a +Counterattack) to simply absorb attacks while waiting for Tame to cooldown ... and if you go the Mage route, the Mage perks increasing Spell mastery can reduce all resistance to Tame casts to 3% (with the exception of beasts that are fully immune to all spells, such as Ophidians).

Unfortunately, you can only attempt Tame on an individual beast once ... if the beast resists, even waiting for Tame to cooldown will not work to let you attempt again.

Reply #62 Top

Quoting Lord, reply 25


Quoting GFireflyE, reply 18

quoting post*** Unreleased ***

Higher level monsters now give more xp to keep leveling from slowing down at higher levels (if you are killing higher level stuff)

Take care with this one...

I obtained one of them beast collars and took over a Albino Rock spider (strong) with my level 2 hero. Pow! 3 level ups (and the spider)

Made for a very OP start.

Doesn't seem right that taming a high level beast should net you (and the beast itself) XP. I'm not going to complain too much, but seems strange.

Also, I can't confirm this, but do tamed beasts have a maintenance cost?

 

No, tamed beasts do not cost any maintenance whatsoever ... no Gildar maintenance like a trained unit, nor do they consume mana maintenance like a summoned unit.