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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 #101 Top

Quoting Alstein, reply 100

Quoting Leo in WI, reply 98
Did this just go live, I see steam downloaded something?


Guessing another beta patch.

Couldn't say, since the version number didn't change.

Reply #102 Top

This could have something to do with me sometimes not being able to move my army's.  It's only just started happening.

 

Think I might switch this beta thingy off.

Reply #103 Top

Just had another stealth, secret, sneaky 1.6meg update.

Reply #105 Top

Same thing here.    Steam downloaded something but on running the game it says its version 1.0?????

Reply #106 Top


... and it is still version 1,0... easily tested by going into battle: friendly units cannot move through each other.

 

Where is it released then?

Reply #107 Top

sorry wrong location for post.

 

Reply #108 Top

I'm also not seeing this as released on Steam. I mean, is ANYONE playing 1.1 that didn't opt into beta?

Reply #109 Top

When I started LH this morning Steam did another update.    Now when LH launches it shows as the 1.1 version.   I don't know what happened yesterday but it appears to be fixed today.

Reply #110 Top

Yeah, it's up officially now (for me at least) regardless of the beta.  This is what REALLY bothers me about Steam.  When it comes to updates, it's sneaky, glitchy, and utterly hopeless.  I made a point of telling it *not* to do automatic updates on LH since the beginning.  And what does it do today?  It tries to force down my throat "automatically update" the 1.1 patch the moment I tried to open LH.  Fun.  :annoyed:

 

Luckily, I managed to quickly pause the update before it finished, then had to re-open Steam in "offline-mode", THEN Steam finally allowed me to play my game without forcing the update first.  It's really frustrating and unfortunate I have to do this whole song and dance just so I don't risk screwing up my entire game (due to using various mods that aren't properly updated yet etc).  Why so many people seem to praise Steam is beyond me.

Reply #111 Top

I agree that steam sometimes makes the updating process a mess but we are stuck with it for LH.  This is the only game that is worth all the extra bureaucracy that steam brings.

Reply #112 Top

For those wondering about the Steam update yesterday, there was an update to Steam itself.  Steam will run its own auto-updater when you launch a game that uses it.  That's one of the reasons it takes so long to load.

Reply #113 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.

 

I think if it highlighted the tile that you were hovering over, that would solve this confusion.

Also there needs to be some reworking of the system that determines where a unit stands. I have had trouble finding which square a unit is because the model was standing directly on a corner, or on another tile. Not a serious problem, but annnoying.

And to everyone nay saying the "move through allies" thing, what is the big deal? Tons of other games do it, they still have tactical moving and positioning. Honestly the fact that they blocked your movement always seemed kind of weird. They aren't standing shoulder to shoulder until you get the higher upgrades, there is visibly plenty of room for them to squeeze by.

Reply #114 Top

@Kale:  That wouldn't solve the problem being discussed.  Your problem is a different one that can be solved by changing your view to a more top-down one.  Hold down the middle mouse button and you can rotate your view.  It won't snap-back in tactical view (and you can turn it off for strategic view in the options).

Reply #115 Top

Quoting Darxim, reply 114

@Kale:  That wouldn't solve the problem being discussed.  Your problem is a different one that can be solved by changing your view to a more top-down one.  Hold down the middle mouse button and you can rotate your view.  It won't snap-back in tactical view (and you can turn it off for strategic view in the options).

 

I don't understand how a top down view will solve my problem. My problem is that the mesh for the unit is not standing atop the square that is registered as the unit itself.

Reply #116 Top

I really love this game, it's truly a lot of fun.


In the last bit however, I've noticed a drastic slow down in the game play at the later stages, in fact waiting for about maybe 5 minutes to process a turn...My system is not the fastest in the world, but I've done a few minor upgrades on it in the last couple of years, but Other games I play do not have this exaggerated slow down that occurs...


Also, occasionally it does hang and crash too...


Is there any effort being directed at the slowed down game speed issues?  


Of course I could use this as justification to upgrade to the LGA 2011 chipset and 32 GB of DDR3, maybe....    :wulf: