Fallen Enchantress: Legendary Heroes 1.1 changelog

*** Released 6/6/2013 ***

 

Features

Friendly units can now move through each other in tactical

Salt the Earth- A new spell which destroys tile yields in the area of effect, it can only be cast in neutral territory

 

Fixes

Fixed an issue with a missing medallion when constructing the Pillars of Mascrinthus

Fixed a display issue with the Pyromancy trait

Fixed an issue where only 1 defender was allowed on Abeix battle map

Fixed the Bleed ability for Assassins

Fixed an issue allowing all units to wear the Lucky Skullcap (even if they couldn't wear helms)

Fixed crashes

Fixed bug where if you won the game on the same turn as a research item completes, you could get stuck on the research wnd

Fixed bug where cursor would get stuck as the hourglass if you won by the turn-limit condition.

Fixed bug where 4 digit mana-cost spells like Curgen's Volcano show up as "..." in the spellbook.

Fixed issue with the Blood Curse spell

Fixed an issue in tactical spells like Summon Skeleton Horde, where tiles in the radius that were not valid tiles would still get a skeleton spawned on them.

Fixed bug where each city got an extra turn's worth of resource harvest whenever the game was loaded up

Fixed several bugs with multi-tile units that prevented them from moving towards targets in tactical by targetting the unit directly, and allowed them to occasionally end a turn stepping on a friendly unit

Fixed an issue keeping resoln shard shrines (or any faction with the binding trait) from shpowing up in the tech tree

Fixed a delay when using the Rain of Arrows ability

Fixed a display issues when using alternate DPI settings (such as on a MS Surface)

Fixed lots of typos

Fixed a crash when double clicking to move units around on the army screen

Fixed an issue where the AI may start tribute and then cancel it on the following turn

Fixed an issue keeping the Reprisal bonus form stacking

Fixed an issue keeping archers from upgrading to the Ignys Longbow correctly

Fixed a crash when reloading saves (actually fixed the issue causing it to save invalid info)

Fixed an issue that could cause the AI to go into negative mana

Fixed an issue allowing designed henchmen to give away their equipment and still keep a copy

 

Balance

Increased the casting cost of Tornado form 45 to 150

You can no longer establish a non-aggression pact with an ALLY or TEAM member 

 

UI

Adjusted the ZoC colors for Resoln, Kraxis, Magnar and Umber to look more distinct from other factions

Army Management Wnd will now instruct users how to move units between armies.

Hid the unused DETAILS button on the ECONOMY tab of the LedgerWnd.

"Champions Available" quests are no longer shown on the quests wnd.

On the QuestCompleteWnd, fixed issue on fame statusbar control, where if fame value was negative, (such as -10) it would be displayed as "+-10 Fame".

In the army/city context areas in the main game wnd, units now fill up with red based on how much damage they have taken

 

Scenario

Fixed a team relation with the AI teams

Fixed a negative fame issue form the Jordur quest

Fixed an issue that could cause duplicate Jordur or Craul champions

Fixed issue where world name usage in Scenario was using the random name generator rather than "Elemental".

101,307 views 116 replies
Reply #1 Top

Increased the casting cost of Tornado form 45 to 150

 

Yea, I think that's too much. I agree that the spell is abusable with a mana heavy faction, but that's just too much of a nerf, imo.

Reply #2 Top
Can you be careful with releasing too many fixes if the saved games are incompatible between releases? I remember that some of the beta releases caused problems with old saved games, but that doesn't matter so much when you have a beta release. I don't know if this will be a problem, but because Steam automatically upgrades to the latest version, it is something to take into account.
Reply #3 Top

never had issues with save games. as long as the changes are mostly in the XML, the old save games are pretty much "immune" to compatibility issues, since they keep a copy of the original XML files and don't update to the newest build at all.

Reply #4 Top

I still think after messing with them some, Assassins are weaksauce due to too many Accuracy/Vital Strike and underpowered Dodge skills.

 

Dodge should be +10/+20.
Accuracy should be +20%/+20%

Vital Strike bonuses need to be compressed into 2 levels.

 

They just need something.

 

Reply #5 Top

Quoting random_thoughts_7, reply 2

Can you be careful with releasing too many fixes if the saved games are incompatible between releases? I remember that some of the beta releases caused problems with old saved games, but that doesn't matter so much when you have a beta release. I don't know if this will be a problem, but because Steam automatically upgrades to the latest version, it is something to take into account.

This is a great point.  We do work hard to maintain backward compatibility and havent borken it in any of the LH releases.

But it does mean that you wont get some of the fixes in your save games.  So if we fix an issue with a spell, and you are playing an old save, even if you have the fixed version you may still have the issue.  We do this for exactly the reason you mentioned, because we think backward compatibility is more important than getting the latest fixes.

Reply #6 Top

Quoting Derek, reply 5
We do this for exactly the reason you mentioned, because we think backward compatibility is more important than getting the latest fixes.

 

And I appreciate that.

Reply #7 Top


 
Fixed an issue where only 1 defender was allowed on Abeix battle map

 

O:)

Just a question, though: will the other defenders also spawn down the chasm ? Or on the small land ridge where all your units starts ?

 

On a not-so-unrelated topic: it's just release day and you are already working on 1.1 ? Now THAT'S dedication !  :thumbsup:

 

Keep up the good work (but don't forget to rest sometimes ;))

 

Thanks for all !

Reply #8 Top

Can we have a link to the 1.0 changelog? You updated too fast and I didn't manage to check it! I like to keep track of the changes in the game!

Reply #9 Top

Any manual for LH ?

Reply #10 Top

Quoting Nekromanta, reply 9
Any manual for LH ?

There's a .pdf file in the C:\Program Files (x86)\Steam\SteamApps\common\FE Legendary Heroes folder, named FELH_Manual.pdf.

Reply #11 Top

Also, on the store page you will find the following

Reply #12 Top

Quoting Gandalftheredskin, reply 1


Increased the casting cost of Tornado form 45 to 150

Yea, I think that's too much. I agree that the spell is abusable with a mana heavy faction, but that's just too much of a nerf, imo.
Tornado in itself isn't really overpowered, it's that the AI is lacking and doesn't do a credible job of reforming its army (heck, I can't say I've seen any attempt to reform, and most tornadoed units just sit there turn after turn, at least in .75 and earlier).  All the AI has to do is reform the next turn (or 2 turns, depending on how far flung the units are).  At best this might allow the tornadoer to get a few attacks at a few of the individual tornadoed units before the remaining units reform (and then have the armies be able to 'top off' each other to full strength, which they currently don't do). And if several tornadoed units end up in the same square they should immediately be combined (currently they are not, they remain as single unit 'armies').

Increasing the mana cost is a disappointing way to address this -- it's the quick/easy/dumb way to do it, which I was afraid would happen when I brought this up in the AI thread.

The AI needs to improve its 'form/reform' army ability.  That would help in other areas too, and it would be 'smartening' up the game instead of 'dumbing it down' (or rather in this case, keeping it 'dumb').

Reply #13 Top

ack, hit reply instead of edit, please to delete.

Reply #14 Top

Yes I agree. The power of tornados is not that high, the issue is more that AI have trouble to reform after that.

150 is the cost of a comet strike (or something like that), which is really powerful.

So Tornado cost should be much lower.

Reply #15 Top

Thanks Derek to continue to inform us about your changes to come, even after the game was officialy released.

 

Also I was wondering if we can expect more scenarios.

Reply #16 Top

Regarding the tweaks to faction colors, will there be any sort of setting for a colorblind mode (beyond just setting it to friend/enemy colors, which isn't something i usually like to do)?

Reply #17 Top

I think tornado is still one of the best spells in the game, even at 150 mana. If you cast it when you have a stack nearby, it lets you pick off AI stacks piecemeal. Also, it does DAMAGE too - with over 5 airshards, you're not just dividing and conquering, you're also weakening. This spell + blizzard makes armies obsolete.

Tornado is the ultimate solution to player stacks of doom. Perhaps they are tweaking this to prepare for...you know. 

Reply #18 Top

Quoting davrovana, reply 17
you know.

...zip it.

Reply #19 Top

oh great, now I'm curious about what he was talking about.  :)

Reply #20 Top

MULTIPLAYER?!

Reply #21 Top

Will the patch be released today, tomorrow or next week? I ask, because i would like to mod the core files.

Reply #22 Top

Not this week.

Reply #23 Top


Has anyone seen the AI make peace with each other, not the player, after the Blood Moon event(everybody goes to war with everybody else)?

 

Also, an issue with the AI I experienced last night; A Quendar AI faction lost their only city to monsters, but had several units still roaming about, including a Pioneer, who was right in the middle of a settleable area. Instead of building a new city, the Pioneer plopped down an outpost, it was several turns later before the Sov created a new city. I had noticed on the Relations chart that they were at zero cities, so had reloaded an earlier save and used the map reveal to see what had happened, and if they could recover from it.

Reply #24 Top

Friendly units can now move through each other in tactical

Whaaaa!! This is good, very good.  it will take a lot of the frustration away with tactical battles.


Reply #25 Top

Friendly units can now move through each other in tactical

Holy smokes! We talked about this in another thread pretty recently. This will be a huge help in not worrying so much about unit placement. Still important, but takes some of the pressure off!

Adjusted the ZoC colors for Resoln, Kraxis, Magnar and Umber to look more distinct from other factions

Any chance of improving the contrast for movement squares in tactical combat? Currently, the snowy maps are hard to distinguish where your units can move. I think the same is true of the darker maps, too.