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".

101,349 views 116 replies
Reply #76 Top

The patch has been released as a Beta patch.  Check the first post for details on how to update to it.

Reply #77 Top

I know I haven't heard word yet on those map fixes, are these pre-made maps with rivers going to be fixed? I understand that you need to check through them to ensure that they are good fixes; just curious on the status there.

Also, the impale - cleave - crush skills

is it intended to be only normal (piercing) damage no matter the weapon? I've a fix for that floating around too.

Reply #78 Top

Keep em coming, Derek! Really freaking liking this game!!

Reply #79 Top

It says I need a beta code.  Where can i find my code.  Sorry.

Reply #80 Top

Quoting jwerano, reply 79

It says I need a beta code.  Where can i find my code.  Sorry.

restart steam and try it again.

Reply #81 Top

"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"


Love this!  Really makes wounded troops stand out.  Medic!!   :waaaa:


Haven't encountered any bad effects from the move through friendly units mechanic.  Quite handy, so far...

Reply #82 Top

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

MOTHER OF GOD THIS IS EPIC!

please allow this spell to be castable on frendly territory, including frendly towns, to wipe town permanently.

 

 

opt-in right now to test 

Reply #83 Top

Unable to find Salt the Earth.  Looked in spell books and hero traits.  Do I have to start a new game?

Reply #84 Top

Quoting FuzzyGold, reply 83

Unable to find Salt the Earth.  Looked in spell books and hero traits.  Do I have to start a new game?

After a patch to see new changes, you ALWAYS need to start a new game. When this game starts it puts a copy of the xml into the save game, that is why patches rarely break the saves. The saved games work, they just don't get the changes.

Reply #85 Top

Why is Destiny's Insight so expensive?

 

And why does everyone have so much metal? :)

Reply #86 Top

Tried to get the beta, but steam is asking for an "access code for the private beta".

 

Can someone please tell me what the code is?

Reply #87 Top

Quoting Borg999, reply 86

Tried to get the beta, but steam is asking for an "access code for the private beta".

 

Can someone please tell me what the code is?

leave it blank

Reply #88 Top

Quoting Leo, reply 87


Quoting Borg999, reply 86
Tried to get the beta, but steam is asking for an "access code for the private beta".

 

Can someone please tell me what the code is?

leave it blank

Thanks. It worked. There was a delay between selecting beta, and the data downloading.

Reply #89 Top


Fixed the Bleed ability for Assassins

Yay!

It does show up now at least, but:

1) it has no icon, just an empty circle.

2) the damage-over-time effect is healing the enemy instead of damaging them (the initial hit does normal damage, however).
It's not just a display effect either, checking hp before and after reveals it does actually heal.

This gets particularly amusing when you kill something with the regular damage: it shows up as surviving the fight with 3 hp and can then be killed again. And then you can repeat the process for infinite exp, or probably even items in some cases XD

3) the upgrades don't appear to do anything. Bleed will just heal 3 hp no matter what.

Reply #90 Top

The problems lie within the xml code

<SpellDef InternalName="Bleed_Ability">
        <DisplayName>Bleed</DisplayName>
        <Description>Attack that does normal damage and 3 damage per action to the victim.</Description>
        <FormattedDescription>Attack that does normal damage and %d damage per action to the victim.</FormattedDescription>
        <IconFG>Ability_BleedI_Icon.png</IconFG>
         <Cooldown>5</Cooldown>
        <SpellBookSortCategory>Unit</SpellBookSortCategory>
        <SpellBookSortSubCategory>Other</SpellBookSortSubCategory>
        <SpellType>Tactical</SpellType>
        <SpellClass>Offensive</SpellClass>
        <SpellSubClass>Debuff</SpellSubClass>
        <SpellTargetType>EnemyUnit</SpellTargetType>
        <HideInHiergamenon>1</HideInHiergamenon>
        <IsCastable>0</IsCastable>
        <CanBeDodged>1</CanBeDodged>
        <IsSpecialAbility>1</IsSpecialAbility>
        <UseWeaponRange>1</UseWeaponRange>
        <GameModifier>
            <ModType>Unit</ModType>
            <Attribute>DefendableDamage</Attribute>
        </GameModifier>
        <GameModifier>
            <ModType>Unit</ModType>
            <Attribute>CurHealth</Attribute>
            <IsForFormattedDescription>1</IsForFormattedDescription>
            <Duration>-1</Duration>
            <Effect>Bloody_OnHit</Effect>
            <PerTurn>1</PerTurn>
             <Calculate InternalName="Calc" ValueOwner="CastingUnit">
                <Expression><![CDATA[3 + [UnitStat_BonusBleed]]]></Expression>
            </Calculate>
            <Calculate InternalName="Calc2">
                 <Expression><![CDATA[[Calc] * -1]]></Expression>
            </Calculate>
             <Calculate InternalName="Value">
                <Expression><![CDATA[[Calc2]]]></Expression>
            </Calculate>
            <Calculate InternalName="ValueForFormattedDescription">
                <Expression><![CDATA[[Calc]]]></Expression>
            </Calculate>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
        </AIData>
        <HitSoundFX>Spell_Knockback_01</HitSoundFX>
        <SpellDefEffect>
            <EffectName>Ability_ShieldBash_Particle</EffectName>
            <LocalPosition>0,0,0</LocalPosition>
            <EffectScale>0.25</EffectScale>
            <EffectDelay>0</EffectDelay>
            <SnapToTerrain>1</SnapToTerrain>
        </SpellDefEffect>
    </SpellDef>

The following needs to be added to fix the ability appropriately. The orange text color indicates that a new icon needs to be drawn to represent the ability in combat, since the 'I' shouldn't appear on the spell when selecting the ability. Hope this helps the devs out in fixing this ability.

The problem with the abilities not adding to the bleed is the fact that they were using UnitStat_BonusBleeding instead of the actual stat of UnitStat_BonusBleed

If you put this in an xml file and put it in your mods folder you will have a fixed version for your game.

+1 Loading…
Reply #92 Top

Quoting parrottmath, reply 90

        <GameModifier>
            <ModType>Unit</ModType>
            <Attribute>CurHealth</Attribute>
            <IsForFormattedDescription>1</IsForFormattedDescription>
            <Duration>-1</Duration>
            <Effect>Bloody_OnHit</Effect>
            <PerTurn>1</PerTurn>
            <Value>1</Value>
            <Calculate InternalName="Calc" ValueOwner="CastingUnit">
                <Expression><![CDATA[3 + [UnitStat_BonusBleed]]]></Expression>
            </Calculate>
            <Calculate InternalName="Calc2">
                 <Expression><![CDATA[[Calc] * -1]]></Expression>
            </Calculate>
            <Calculate InternalName="Value">
                       <Expression><![CDATA[[Calc2]]]></Expression>
            </Calculate>
            <Calculate InternalName="ValueForFormattedDescription">
                <Expression><![CDATA[[Calc]]]></Expression>
            </Calculate>
        </GameModifier>
 

I think it is strange that the value is first 1 and later calculated.

Reply #93 Top

I am really loving the additions that this patch has brought to the game.

Reply #94 Top

Quoting Wizard1200, reply 92

Quoting parrottmath, reply 90
        <GameModifier>
            <ModType>Unit</ModType>
            <Attribute>CurHealth</Attribute>
            <IsForFormattedDescription>1</IsForFormattedDescription>
            <Duration>-1</Duration>
            <Effect>Bloody_OnHit</Effect>
            <PerTurn>1</PerTurn>
            <Value>1</Value>
            <Calculate InternalName="Calc" ValueOwner="CastingUnit">
                <Expression><![CDATA[3 + [UnitStat_BonusBleed]]]></Expression>
            </Calculate>
            <Calculate InternalName="Calc2">
                 <Expression><![CDATA[[Calc] * -1]]></Expression>
            </Calculate>
            <Calculate InternalName="Value">
                       <Expression><![CDATA[[Calc2]]]></Expression>
            </Calculate>
            <Calculate InternalName="ValueForFormattedDescription">
                <Expression><![CDATA[[Calc]]]></Expression>
            </Calculate>
        </GameModifier>
 

I think it is strange that the value is first 1 and later calculated.

Good catch, didn't notice that other problem. Fixed in my post. I just copied and pasted and added edited the few extra lines that were already in the code, that's what I get assuming other parts of the spell were fine ;)

Reply #95 Top
Quoting Revollti,

Still have 1.0 Ingame - Steam is not loading 1.1

It's almost as if it was

*** Unreleased ***

 

Have you read the instructions ? Steam only gives you this beta release if, in the Steam options, you selected that you agree/choose to receive beta versions. By default, you don't receive them, so you need to change the option in question if you want to get those beta versions.

Reply #96 Top

I ditto prior comments about the tactical movement radius being too hard to see sometimes. Also, there are times when the clicks register in the incorrect tile in tactical combat - I think this may only occur when zoomed out.

Reply #97 Top

Quoting RobC04, reply 96

I ditto prior comments about the tactical movement radius being too hard to see sometimes. Also, there are times when the clicks register in the incorrect tile in tactical combat - I think this may only occur when zoomed out.

 

We have been bringing this problem up for quite some time.  They must have some reason to leave it as is, that we don't know about, because we have had no acknowledgement so far that they are even aware of it. 

Reply #98 Top

Did this just go live, I see steam downloaded something?

Reply #99 Top

Just a comment about this change: Increased the casting cost of Tornado form 45 to 150

I think this is a bit too much of a over correction. You need to draw a line between abuse and non-use and the 150 cost makes the spell too expensive to use IMO. The Tornado spell is a great Doom stack busting spell, but at 150 it won't get used enough by the player. I put this in the same spell range as Cloudwalk and I would expect this spell to be around 80-100 mana. What I would add is a cool down feature that allows it to be used only every 3-5 turns instead of the increased mana cost much like Freeze has.

JMO.

 

 

 

 

 

 

 

 

 

Reply #100 Top

Quoting Leo, reply 98

Did this just go live, I see steam downloaded something?

 

Guessing another beta patch.