DerekPaxton DerekPaxton

Fallen Enchantress: Legendary Heroes 0.92 changelog

Fallen Enchantress: Legendary Heroes 0.92 changelog

*** Released 5/16/2013 ***

 

Fixes

Fixed an issue keeping Guardian Idols form using the sovereigns spells

Fixed an issue causing quest maps to not work

Fixed an issue that could cause units to be placed off of the tactical map

Fixed an issue that would still allow units to cast spells while they were berserk

Fixed an issue with the Heart Of Morian not boosting HP of units trained in that city

Fixed an issue where you could be unable to select a perk if you had traits form other trees

Fixed an issue that would keep you from boarding a ship with a full army

Fixed an issue where the Broken Loyalty spell would cause the unit to retake it immediatly

Fixed an issue that can cause a stuck turn after attacking a city without defenders

Fixed an issue that can occasionally cause barren tiles to appear under water

Fixed an animation issue that caused units to keep running for a second when doing a move and attack action

 

Balance

Removed the init penalty from all types of chain gloves

Reduced the init of shrills slightly

Switched Crow Demons from Graceful to Stand Firm traits

Knights of Asok increased from a group of 3 to 4

Cindercorpses are now immune to fire

Reduced the mana cost of the Confusion spell from 80 to 40

Propoganda reduced to +1 gildar per essence (instead of +2 gildar per essence)

All spears/boar spears/pikes reduced to 33% armor piercing (from 50%)

Dual Burning Axes is now Uncommon (instead of Common

Book Of Mastery moved to behind the Third Book of the Magi (from a 5th rank tech to a 7th rank tech)

Fixed an issue causing players to Offer Tribute to team members

Lightning Bolt damage increased to 8 (+2 per level) instead of a flat 10.  Increased the casting cost from 20 to 25

Storm loses its casting time and its mana cost increased from 18 to 24

Increased the amount of darkling guards on Deorcynsse

Administrator III reduced to -5% faction wide unrest (instead of -10%) and it has a min level of 8

Birth of Summer and Bloom of Twilight reduced to 200 mana casting cost (instead of 300) and moved up to Sorcery (instead of Third Book of the Magi)

Blindness reduces the victims dodge by 25% as well as accuracy

Burning Hands damage increased to 10+2 instead of 8+2

Curgen's Volcano mana cost reduced to 1200 (from 2000)

Casting time removed from Curse

Flame Wave casting time reduced to 1 turn (from 2 turns) and damage increased to 8+2 instead of 4+2

Guardian Wind mana cost reduced to 4 (form 9) and Dodge vs ranged bonus increased to 25+5 instead of 15+5

Nature's Call has its range removed

Storm casting time removed

The Defender version of Plate Mail Proficiency no longer has a level prereq

Medic and First Aid traits have been moved form the Defender tree to the general tree

Removed the Potential 2 and 3 traits

Moved Medic and First Aid form the Defender skill tree to the General skill tree

Increased Champion (and sovereign) base hp slightly

 

Scenario

Fixed issues that were placing champion versions of normal units (like burning bladed, warg riding, path of the mage pioneers)

Added some additional detail, events and art

Fixed an issue allowing duplicate copies of Jordur and Craul

272,046 views 89 replies
Reply #26 Top

While I do like the balance changes, I do hope to see a large bugfix list in the near future.  I plan on doing a few balance mods post-release, so any balance changes I'd be concerned with at this point are ones that couldn't be adjusted through the XML (like getting rid of the 97% hit cap; or is that also controlled through the XML?).

But, yeah, more bug fixes, please.

Reply #27 Top

Quoting Azunai_, reply 12


Quoting Anelyn, reply 9
 @Azunai: Regarding Hearth of Fire - haven't tested yet, but I suspect it follows same rules like Mage damage, and is reduced by fire resistances, and completely discarded in damage calculations vs immune opponents (at least that would make sense to me, if you have a group of 6 archers made in a fortress with 4 essences with HoF buff which gives them extra 24 atk as fire dmg and their base atk is 60 so 84 in total, if they attack my spearmen unit wearing a cloak that reduces fire dmg by 50%, they should do 12 fire dmg, so their atk would be 72 instead of 84 against my unit). Not sure Aura of Grace it's the culprit here considering you can get initiative boosters from equipment and casting haste (which benefits greatly from your Air power).

yeah the fire damage is probably mitigated by resistance. the problematic part isn't the AI using it against the player, though. it's more that a player can (and many players in fact do) use those buffs to pretty much trivialize the tactical combat system. after all, they stack with all the other damage/init buffs, and they cost you just a one time mana investment, while haste/damage jewelry is with a similar effect is at least balanced by the crystal cost (a single company with fire/frost & haste amulets costs like ~70 crystal, that's not trivial), and haste spells have an opportunity cost (your champ will either cast haste, or do something else, not both at the same time)

 

 

 

the reason Heart of Fire is used so much by players is that the damage added is per figure, rather than a flat bonus to the unit.  So more figures/unit = more damage output.  It's the same with the rings/etc, but those cost you a lot to get (mana is easier to get than crystals).  It's a very easy way to deal with Banshee's.  Toss them on OP spears and you've got a unit that isn't going to die unless it gets overly swarmed by itself.

 

random point -

 

Please move Axes earlier in the tech tree.  They aren't more powerful that maces and spears so should be so late in the tree to use them.

The Juggernaut tech should also be moved forward 1 level as the armoured units that can be pumped out at the same tech level will wipe a Juggernaut out, so the opportunity cost for Juggs is pretty wasted right now.  Technically all you need is a few boar spear units (4 figure squad) to kill a Jugg.

 

I also think the catapult needs some work.  It's a pretty useless 'late game' unit right now.  Possibly increase it's initiative, but preferably allow it to 'cast' mud or caltrops as an action.

Plus, the AI for catapults is self destructive right now.  I fought against a city that had one as a defender and it kept targeting my units that were in melee distance to it's own units.  It targeted the 'weak' unit of mine (Ie, hurt) - but that was also the unit which was being swarmed by the city defenders.  The catapult wiped out it's own defending units.  It also killed itself when I moved a unit right beside it.  This is a unit where 'offset targeting' would be a good addition.  Ie, find the target, then find a tile near that target to attack so that your own units don't get hit.

Reply #28 Top

Heart of Fire costs 100 mana- not cheap. I can see how it is OP in player hands, but the high mana cost is a decent offset.

Aura of grace, on the other hand, is much cheaper. 30 I think?

I think if Aura of Grace also cost 100 mana, it'd be hard to do both.  

Reply #29 Top

@MadDjinn you have access to fire resist early in game from magic research (and if you are low on crystals, you can opt for pursuing warfare techs for weapons and armor, and use the crystals on cloaks). Not saying it completely negates the advantage, but if you spent 100 mana to pump out some units to do more damage, you won't have that mana to heal, debuff, cast dmg spells - at least early - mid game. Maybe they could add a maintenance cost for the spell scaling with number of essences in target city (1 mana / turn for 1 essence, 4 mana / turn for 4 essences etc).

On another note I observe much better responsiveness from AI and adaptability to my troops composition / equipment. Had an early mid game fight (vs expert ai, just trying the huge map in new patch with 10 AI's, ridiculous would be pushing it too hard) vs Altar and I used 2 ice mages. I fended off his attack and he called for peace, just to DOW me again a bit later. This time all his troops (and heroes too) had cold resist gear :) Sadly for him I had switched to fire mages as I was planning to venture in the cold winter wildlands :) (and he switched to fire after that - as well as incorporating a good mix of troops, mounted / pedestrial, ranged archers and mages, tanks and dmg dealers).

 

A plea to DEVS: please if you can put a quick list in the patch notes or make a separate thread, with what abilities from heroes General / Specialization tree are cumulative and which ones are advancing (replaced by the newer one). For example on a commander going for extra gildar traits / season, the latest one only is displayed on hero preview. Does he keep the bonuses from previous ranks, or last one is the only one appliable? How does experience perks work? Are they additive? For example for a caster if I pick 25% exp from spell caster tree, will it add up with the experience bonuses form General panel? And those from General panel are additive or they just increase slightly from one rank to another?

Reply #30 Top

Good changes, except for Propaganda.

Wasn't that already the weakest city enchantment?

Reply #31 Top

Quoting Darxim, reply 26



But, yeah, more bug fixes, please.

what bugs? I thought LH was bug-free ... Except for the take over a converted city then units lock up bug, crashing, and AI building on 0/0/0 tiles.

Reply #32 Top

Reducing the range on nature's call is a good, easy fix. Thanks for listening to us, this game is looking better and better for release. 

Reply #33 Top

Definitely liking the majority of these changes, not sure that I like the nerf to Propaganda.


Dunno if it was just the RNG, or something else, but in my last game(800+ turns), I only ever saw one event, and this was with events set to the highest setting.

 

I also think the expansive trait may need a hard look, AI with that trait still go crazy with the pioneer spam.

Reply #34 Top


*** Unreleased ***


Removed the Potential 2 and 3 traits



 

 

Now make Potential 1 = 25% exp bonus.

Reply #35 Top

Hey Derek, some good changes here

Since we are balancing spells, could you change Giant Form?

Its a good spell at 30 mana to double your attack with no cooldown, but I feel that it fails as a lv 5 earth spell. It would be more fun if it cost around 60 mana and added a health bonus as well. Its seems very strange that the ultimate tactical earth spell that 10x your size adds no health.

Would be awesome if a giant form champion had the same booming steps as the Pyre of Man. They are the same size.

You could even take it further and at 90 mana, also adds 50% splash damage.

 

Reply #36 Top

Quoting Fallenchar, reply 30
Good changes, except for Propaganda.

Wasn't that already the weakest city enchantment?

Definately remember SD increasing Propaganda from 1 gildar/essence to 2 gildar/essence at one point. ;)

Imo, it should stay at 2, but that's because my mod tax system has harsher unrest penalties overall....so the extra gildar is needed.

 

Also... 8(| ... wow Derek! It looks like almost every balance suggestion that has been offered by the community has been incorporated into this patch. They'll get to cut their cake and eat it too, eh? ;)

 

Reply #37 Top

Whoohoo, we are finally getting rid of the Potential traits! I am a happy camper.

 

Reply #38 Top

I'm definitely digging the removal of the extra Potential traits!

Reply #39 Top

Quoting Trojasmic, reply 34

quoting post
*** Unreleased ***


Removed the Potential 2 and 3 traits



 

 

Now make Potential 1 = 25% exp bonus.

 

+1 to this.

Reply #40 Top

Aegis Robes still override armor and make unit designs cost crystal.

Reply #41 Top


Flavor text for the pertinent techs still refers to Missionary Halls and Embassies.

Reply #42 Top

Agree, I would put potential I even to 40%. With all three perks leveling feels good, it is not too fast, it is not too slow.

Reply #43 Top

Quoting bpalczewski, reply 42

Agree, I would put potential I even to 40%. With all three perks leveling feels good, it is not too fast, it is not too slow.

Potential should be gone.  Either it makes sense to take it as your first pick (ie. you get an extra level before level 5), in which case it's mandatory and should be replaced by an across the board increase in XP.  Or it's a waste (ie. you get an extra level after level 10) in which case it's useless and a trap for inexperienced players.  With all the great options you've added with the different paths and the spellbooks there's no reason to encourage players to sink one of their few choices into a useless trait that doesn't add anything to the game.

Having said that, I do appreciate you removing Potential II & III.  :thumbsup:

It occurs to me that everything on the left side of the terribly named "General" trait page is a waste; pick something from the skill tree or a spellbook.

But seriously, change the name of the "General" page.  It's a military title and the name of a trait.  In that context you cannot use it to mean miscellaneous.

 

Reply #44 Top

Quoting sweatyboatman, reply 43
It occurs to me that everything on the left side of the terribly named "General" trait page is a waste; pick something from the skill tree or a spellbook.

I sometimes get strength for assassins and defenders, or adventurer's boon for Mages and Assassins. in fact I would like to see it expanded and a Strength2 added.

 

Quoting sweatyboatman, reply 43
But seriously, change the name of the "General" page. It's a military title and the name of a trait. In that context you cannot use it to mean miscellaneous.

That confused me when I first saw it. I thought Governors and Generals had been split into 2 different things.

Reply #45 Top

Did you incorporate the river fixes to the custom fixed maps one may choose to play?

Reply #46 Top

Are we not getting any more AI improvements with our beta patches?

Reply #47 Top

Quoting sweatyboatman, reply 43



Potential should be gone.  Either it makes sense to take it as your first pick (ie. you get an extra level before level 5), in which case it's mandatory and should be replaced by an across the board increase in XP.  Or it's a waste (ie. you get an extra level after level 10) in which case it's useless and a trap for inexperienced players.
 

 

+1

Reply #49 Top

I think Admin III change is an overnerf.   It wasn't a no-brainer path to go down before, now it's a no-brainer to go down the other path, or to pick Loremaster for the +6 research (and don't sages/cloisters/libraries buff that +6)    One of the nerfs is probably sufficient (I'd say the level prereq is the way to go, not nerfing the impact)  

 

If I had my way, Admin/Loremaster/Merchant would be general tree, Obsidian Guard and Shieldwall would be moved to Commander.

Tactician would be its own tree, with a level requirement for Tactician II/III/IV of 5/8/11

 

merchant needs some love.


I'd also say remove potential and knowledge completely.

 

One last note: I love all these balance changes you're doing, but I think it's a bit last minute.  I think official release of LH should be delayed one more week to get them all in.  Game is ready, but these changes you're doing are helping immensely and another week of rapid feedback/change would help the game out plenty.

 

 

Reply #50 Top

Quoting Trojasmic, reply 34
Now make Potential 1 = 25% exp bonus.

That would make it a no-brainer. You'd have to pick it always.

Throw it away or keep it useful for main heroes only.