DerekPaxton DerekPaxton

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 #51 Top

Quoting Aviator64, reply 50


Quoting Lord Reliant, reply 25Any 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

 

+1

And it's not only snowy maps. It's also true for some other maps, I think sandy and also some of the ones inside.

So, may be it would be better to draw some sorte of border around the squares.

Also, this should not only be done for movement squares, but also for squares of zone spells (like fireballs, blizzard).

Reply #52 Top

"Friendly units can now move through each other in tactical"

For me, this is ok IF this concern only FRIENDLY units. Indeed, it would be really wrong that ennemy units could do that too cause it wouldn't anymore be possible to use the map to create chokepoints that help you beat more numerous ennemies, etc.

Reply #53 Top

Quoting Aviator64, reply 50


Quoting Lord Reliant, reply 25Any 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!

 

I think the devs must have out of tune monitors because they don't seem to think this a problem.

The mind wobbles.

 

Maybe it has something to do with the lighting.  Any ideas on what to adjust to make the highlighted squares stand out more?

Reply #54 Top

Features

Friendly units can now move through each other in tactical



YES FINALLY

Reply #55 Top

Friendly units can now move through each other in tactical

+1.  Can you fix this on the strategic map as well?

Reply #56 Top

I'm having trouble seeing the green movement ranges on some maps as well.

Reply #57 Top

I also have issues seeing the movement option squares until I zoom in all the way (and I have calibrated my screensfor photo editing)

harpo

Reply #58 Top

I hope we can have this patch soon.  I want to start a new game with the new tactical system.  Being able to move my units through units, should make for very interesting tactical battles.

Please make it soon....pretty please.  :blush:

Reply #59 Top

Please god, the AI needs help still. Going 5+ turns without building anything? 

 

Plus, I shouldn't be able to see what they're building...but nonetheless, I can see that the Tarth went 5+ turns without building ANYTHING in their capital city. 

Reply #60 Top

Wasn't there a thread about "not" building anything and it was discovered by that OP that the game actually couldn't display 1 Turn queues?

So the AI could be building something, but it would only show during turn advancement.

Reply #61 Top

I hope they continue to improve the AI.  Too often, I see the AI sitting on its ass and not making use of its tactical and strategic spells.  Fix this please!

Reply #62 Top

Quoting N1ghthavvk, reply 60

Wasn't there a thread about "not" building anything and it was discovered by that OP that the game actually couldn't display 1 Turn queues?

So the AI could be building something, but it would only show during turn advancement.
I think you're referring to my post reply#7 in THIS THREAD

That's based upon an all-Insane world/AIs that, at that midstage of the game, had most cities 'not constructing' but when I watched a city carefully between turns (ie -- go to AI city, watch the city, hit 'end turn', and continue to watch the AI city) sometimes I'd see a message in that 'where units being constructed are listed' window flicker for a second mentioning a  1-turn units/building then it'd change back to 'no construction'.

So my guess is that (at least some of the time):

-city builds 1 turn unit/building

-city can't build >1 unit unit/building per turn

-city doesn't queue >1 unit (or it does, but the window that shows the next queued unit doesn't update so it's left 'no construction'?)

-after the 1 turn unit/building is built the queue is empty

-city screen is updated immediately after unit/building is constructed to show nothing being built

-so the notification of a 1 turn unit/building being built only flickers for a second during the AI's turn and if we aren't looking at that specific city at that momentary flicker time during the AI turn we miss it, so we think the city didn't build anything.

I could be wrong with my conclusion.  And if I'm right that doesn't mean every 'no construction' city is doing the above (or doing it every turn).

I'm still playing that game and probably 90% of the AI cities I see are 'no construction'.  They may have built all the buildings they can by, but they still could (and should) build units (as I'm coming for them!) and even if not, they could/should build gold/production.

Reply #63 Top

Quoting ioticus, reply 61

I hope they continue to improve the AI.  Too often, I see the AI sitting on its ass and not making use of its tactical and strategic spells.  Fix this please!

only a couple of versions ago during Beta the enemy factions suddenly started to use strategic spells at all, so that was already a major step concerning AI behaviour and challenge.

Reply #64 Top

Regarding 'move thru allied units' change, what I'd prefer is to be able to setup our forces in our 'starting portion' of a tactical map (while not seeing the AI disposition).  That would have several benefits, including obviating the need for a 'pass thru allied units'.  It's a more involved change than flipping the 'collision detection' flag, but in the long run it's an important feature.

The game AI sometimes does a great job of setting up my units as seen here (note this is the starting position of my units at the very beginning of the tactical battle, I haven't moved them at all) :


I have 4 spearmaidens, 1 hero, and 4 mounted mages.  The spearmaidens are up front, the mages in back, and the hero in the middle.  I'm quite happy with this setup.  Note the tactical map is relatively large and open here, allowing this setup.  I think part of the problem with the initial mishmash setup we often get is that the tactical maps in those cases are so small/cluttered with impassable squares that the AI can't set us up as it would 'like' so has to 'shoehorn' us in, resulting in less-than-desirable formations.  Increasing the size of the tactical maps would be very nice to 'fix' this (and for other reasons too).

Tactical maps are really beautiful -- the detail in them is astounding.  A lot of work went into them.

This is a small part of a tactical city map.  The cube at the top of the building rotates!  Each facet is different!  It's obvious loving detail went into these.

Making the tactical maps bigger while keeping the detail level so high is a lot to ask.  Perhaps that can be added in over the next few expansions?  Maybe a tactical map pack expansion?  I understand Frog wants the emphasis to be strategic not tactical, but tactical is so well done on so many levels that it merits more attention :)

Reply #65 Top

I checked again the 'no construction' thing, still happening, and here's a better explanation (with pics!).

This is the Yth city at the end of my Fall 261 turn, just before I hit 'end turn':

This next pic was snapped in-between turns, after I hit 'end turn' and while the AI was processing its turn.  I saw this 'flicker' on for a couple of seconds (it takes about 6 seconds for turns to complete at this point) and managed to hit 'print screen' to capture it (good timing!):

The 'grunt (1)' then flickered off and it went back to 'no construction' while the AI's turn was still being processed.

The next pic is at the start of my next turn, Winter 261:

So, unless one was specifically looking at the city one would think no construction occurred.

Can't say if this is the case for every 'no construction' city, but each of the 4 or so times I've specifically looked I've seen a flicker of construction occur, and the unit/building had a 1-turn construction time.  Again, this is mid-to-late-game in an all-Insane game.

 EDITED IN:

I watched the same city the next between-turn, and saw no flicker, and at the start of the next turn (Spring 262) the city was still 'no construction'.

I watched the next turn and in-between turns I saw the following flicker:

When the in-between turn ended, and so the start of turn Summer 262 it shows:

So, it appears that:

-Winter 261: grunt built

-Spring 262: nothing built

-Summer 262: 1 turn of 2-turn juggernaut built

It's possible I missed a flicker of something being built in Spring 262 of course, but I was specifically looking for it, and the in-between turn goes slowly enough it's likely I'd see a flicker.  I did not inspect the city to see if/what was built.

 

Reply #66 Top

I posted this in a congratulations thread. Seriously, give this some consideration. 

Quoting Burress, reply 3

This is no joke, it is a great game. In the spirit of continuing withering criticism to further greatness, Derek, could you get over your game-fun blindspot and quit balancing spears and nerfing tornado and make sure the title element of your game is as much fun as possible to play? There was a 5000 page view thread on how the hero XP split makes the title element a chore more than a joy, countless complaints of having to park champs in cities for nominal bonuses, and not a move in this direction have you ever made. You even design Altar to be the superhero faction you have to play in the campaign which can churn out high level superheroes out of fortresses with bonuses no quest hero can match, designed how you want them, and they fit seemlessly in to the game unlike the deluge of champs that can't work together. What is the deal? 

This is what happens now, oh great I got Jordur, that guy looks awesome! Oh, he is a chump, I mean a champ, so he will drag every hero in my stack a step in the wrong direction of the XP harmonic sequence. I have to spend 20+ turns managing unit production to build this guy his own army, my grand quest surprise is at least a half-hour chore to get off the ground, or just forget about him. What do you think most people will do? 

 

Reply #67 Top

very true, that mechanic no longer makes sense and something better has to be thought of... it's just counterintuitive :/

Reply #68 Top

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

Sweet. I like this change. Also, did you fix the quest wnd to display the progress through your current quests?

Reply #69 Top

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

This is such a great idea for a new spell. I can finally stop the AI from targetting terrible plots of land near my borders. I hope this doesn't come too late in the tech tree.

Reply #70 Top

I assume it will be unlocked with or very close to the "Sorcery" tech together with the contrasting spell "Bloom of Twilight". And I agree, it is a welcome addition.

Reply #71 Top

SALT THE EARTH ! ?

Can't wait to play around with this versus birth of summer. 

AI birth control!

 

Reply #73 Top

Quoting Revollti, reply 72

Still have 1.0 Ingame - Steam is not loading 1.1

It's almost as if it was

*** Unreleased ***

+1 Loading…
Reply #74 Top

Can haz today??

Want to start a new game!

Reply #75 Top

Salt the Earth will help some with mop-up.