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Fallen Enchantress: Legendary Heroes 1.1 changelog

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".

101,342 views 116 replies
Reply #26 Top

Friendly units can now move through each other in tactical

 

Thank you!

 

The other stuff is nice as well(except the Tornado nerf, boo), but this is a gamechanger.

Reply #27 Top

Friendly units can now move through each other in tactical

Interesting, can't wait to try this.

Reply #28 Top

Fixed issue with the Blood Curse spell

Is this a fix to the ApplyToCaster tag?

Friendly units can now move through each other in tactical

Awesome.

Reply #29 Top

Quoting Tattyhat, reply 24
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.



8C

I do not like this at all.

It will take away from the tactical positioning of your units.

 might as well just select auto-resolve if tactical becomes anymore streamlined.

Reply #30 Top

Quoting Lord, reply 25


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.

Yeah, grass and town streets are buggers for this too.  How many times I have not moved my full movement allowance because of this.  This really should have been sorted ages ago.

Reply #31 Top

Quoting GFireflyE, reply 29


Quoting Tattyhat, reply 24Friendly 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.







I do not like this at all.

It will take away from the tactical positioning of your units.

 might as well just select auto-resolve if tactical becomes anymore streamlined.

 

It's only friendly units mind you. I don't see the problem and think it's a great improvement.

Reply #32 Top

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

Yay!  These have been around for a long time, thanks for fixing them!

And I really like the change to allow units to move through other units in battle.

Reply #33 Top

Quoting LordTheRon, reply 31
I do not like this at all.

It will take away from the tactical positioning of your units.

 might as well just select auto-resolve if tactical becomes anymore streamlined.
 

It's only friendly units mind you. I don't see the problem and think it's a great improvement.

Two big wins here- 1. You aren't as penalized for poor unit placement by the AI. 2. It makes larger armies more effective if you have low movement but fast initiative units in front of high movement, slow initiative units. It takes away the frustrations and should make placing armies easier (both for us and the monster AI). I just hope the AI will be smart enough to use it to their advantage.

Reply #34 Top

Friendly units can now move through each other in tactical

hmm that sounds interesting. i think i will like that change. always a bit annoying when a higher init unit starts behind some slower units and can't move forward since the path is blocked. 

might present some opportunities for abuse, though (retreat wounded guy "through" a friendly unit while the friendly unit blocks enemy movement with its ZOC or something along that line). perhaps only allow passing through friendly units if no enemy unit is adjacent?

Reply #35 Top

Hopefully we can have shield walls that take the initial charge then shield-bash units back and then the damage dealers wade through the shield wall, into the empty tile, and do their thing.

I wonder how consistent the tactic would play out since there's no "wait" command. 

Reply #36 Top

Quoting Azunai_, reply 34

might present some opportunities for abuse, though (retreat wounded guy "through" a friendly unit while the friendly unit blocks enemy movement with its ZOC or something along that line). perhaps only allow passing through friendly units if no enemy unit is adjacent?

I like how Blood Bowl handled it -- if you try to move away from an adjacent enemy unit, you suffered an attack as you tried to pull away. That could work out as well here.

Reply #37 Top

Quoting bortlings, reply 35

Hopefully we can have shield walls that take the initial charge then shield-bash units back and then the damage dealers wade through the shield wall, into the empty tile, and do their thing.

I wonder how consistent the tactic would play out since there's no "wait" command. 

that's not really new. you can already place def units with 1-2 spaces in between (their zone of control prevents enemy units to step into the gaps), and have some axemen waiting behind the "shieldwall", then step forward once the enemy wasted their attack on the defenders and cleave them to hell. 

or form a line with 2-3 def units and flank the enemies with spearmen from the sides. 

i think that new option is intended as a solution for the deployment phase when some of the narrow  gaps in forest and city maps block fast units that got placed in the back row 

Reply #38 Top

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

You must be angry at them at all times :troll:   I like it.

Reply #39 Top

Quoting Azunai_, reply 34
might present some opportunities for abuse, though (retreat wounded guy "through" a friendly unit while the friendly unit blocks enemy movement with its ZOC or something along that line).

This makes ranged attacks much more useful, because you can kill the wounded unit that retreats through a friendly unit.

I think it is a great change and it would be nice if the Assassin could get a passive ability that enables him to move through enemy units.

Reply #40 Top

Friendly units can now move through each other in tactical

NO! SD STAHP. WAT U DOIN?

I don't understand this change at all, you just killed a significant amount of tactical relevance to positioning (now that it was finally starting to matter with weapon abilities!). All for having to not implement proper positioning pre-combat??? Or what is the intent here...

Reply #41 Top

I hope the Blood Curse Spell works properly now. That will allow me to level up my heroes indefinately with Paragon and enough city growth (through Consulates).

Blood Curse should be the ultimate Spell it was supposed to be (well at least on par with Mana Blast/Shield). And now it is!

Reply #42 Top

Quoting Heavenfall, reply 40

Friendly units can now move through each other in tactical


NO! SD STAHP. WAT U DOIN?

I don't understand this change at all, you just killed a significant amount of tactical relevance to positioning (now that it was finally starting to matter with weapon abilities!). All for having to not implement proper positioning pre-combat??? Or what is the intent here...

^This

Reply #43 Top

Quoting Heavenfall, reply 40
Friendly units can now move through each other in tactical

NO! SD STAHP. WAT U DOIN?

I don't understand this change at all, you just killed a significant amount of tactical relevance to positioning (now that it was finally starting to matter with weapon abilities!). All for having to not implement proper positioning pre-combat??? Or what is the intent here...

Yea, this is the game-changer. 

I am not sure how it will work, very bad it was not tested during beta ....

Have a bad feelings about it.

Reply #44 Top

Quoting Heavenfall, reply 40


Friendly units can now move through each other in tactical

NO! SD STAHP. WAT U DOIN?

I don't understand this change at all, you just killed a significant amount of tactical relevance to positioning (now that it was finally starting to matter with weapon abilities!). All for having to not implement proper positioning pre-combat??? Or what is the intent here...

That can't be the reason because it doesn't actually fix that problem.  

I think the reasoning has got to be more about moving units around on maps with choke points?  I'm not really sure.  Guess we'll have to test it out.  

I agree with the general sentiment.  It seems like a major change that should have been in the beta rather than in the first post-release patch.  Potentially changes a lot about how combat plays out. 

Guess we'll see. 

Reply #47 Top

Seems a potentially risky way of trying to fix a problem that could be fixed simply by allowing a default front/middle/back setup that is customizable outside of battle mode.

Reply #48 Top

Hey- if we play it and hate it, they can change it back.

Reply #49 Top

Friendly units can now move through each other in tactical

 

I have to be honest and say that i think this is a bad move. I love LH and i hope this doesn't make it cheesy. I can see some abuse with this mechanic.

I hope they change their mind about putting this one in...

It's bad enough that i'm kicking the computer's butt pretty much every battle even when i'm marginally outgunned, you know why? Because of the SWARM mechanic which i think is too powereful and promotes the (lets all gang up on one unit syndrome). It should at least be nerfed considerably or have other mechanics that promote units spreading attacks around more.

I can almost bet that moving through your own units will promote even more swarming on one unit at a time...

Reply #50 Top

Quoting Lord, reply 25
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.

+1

 

I hate snowy maps for this very reason!