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Fallen Enchantress: Legendary Heroes 1.7 changelog

Fallen Enchantress: Legendary Heroes 1.7 changelog

*** RELEASED IN BETA ***

To download the beta, do the following:

Log into your Steam client.
Right-click Fallen Enchantress: Legendary Heroes and choose Properties.
Select the BETAS tab.
In the drop-down menu, choose "1.7 Beta".
Close the Properties window.

If you don't see "1.7 Beta" in your list then you may need to restart Steam to get it to update.

 

Items marked with a * have been updated since the beta was released.

 

Features

Added support for class requirements on weapons, armor and items

Added the Banner of the Brave accessory, Army gets +1 Attack And +2 Defense, Commander only

Added Walderon’s Banner accesory, Army gets +1 Moves and +2 Initiative, Commander only

Added the Banner of Zad-Zabril accesory, Army gets +25% Fire Resistance, Commander only

Added the Mage's Staff weapons, ranged lightning damage, Mage only

TONS of new conversations

Modders can now create map stamps with starting point locations saved in them

 

Balance

Adept’s Robe is now Mage only and Defense increased from 1 to 2

Archmage’s Robe is now Mage only and Defense increased from 5 to 6

Mage’s Robe is now Mage only and Defense increased from 3 to 4

Impenetrable Tower Shield is now Defender only

Tectonic Bulwark is now Defender only

Shield of the Sentinel is now Defender only

Ring of Mastery is now Mage only

Wage costs are now proportional with group sizes (increased wage costs for larger groups)

Assassin’s Blade is now Assassin only

Sharp Longsword is now Assassin only

Serrated Longsword is now Assassin only

Legendary Longsword is now Warrior only

Brutal Trog Scimitar is now Warrior only

Bashing Maul is now Warrior only

Relations penalty for ambitious civs reduced to -1 from -2

Relations requirements for treaties eased so that you can have unfriendly relations and still make treaties

City population reqs to level up reduced slightly

Towns provide slightly more money per turn

War monger player relations penalty goes away after 10 game years

Wildlands will start to spawn increasingly nasty monsters in the unknown areas of the world the longer they are left around

Capitar faction stores sell things for 20% off

Bell Tower unrest reduction changed from 10 to 5

Fortress production bonus reduced

Reduced odds of Bacco the Beggar quest coming up

Reduced odds of other various quests from coming up (the ones we see 30% of each game apiece are now 10%)

Final quest boss combat speed increased from 22 to 40, HP increased from 500 to 600.

Ranged weapons now convey an accuracy penalty (harder to hit something with a ranged weapon than a melee weapon)

Sovereign mana production reduced from 2 to 1

Town Halls reduced to -10 Unrest instead of -20

Reduced the production cost of Harbors

 

Fixes
 
Fixed the cause of 80% of the 1.6 crashes
 
Fixed bug that caused the battle initiation window to display the wrong battle rating for the armies
 
Fixed weird pathfinding bug that caused rivers to be extremely aggravating to deal with
 
Fixed splash damage on the Greatsword, Titanic Maul and Bashing Maul
 
Fixed an issue with a broken [OtherPlayer] tag in a dialog popup
 
Fixed the Master Archer ability
 
Fixed an issue where the wildland player could spawn champions
 
* Fixed an issue that could cause the AI to fail at casting summoning spells on some tactical maps
 
* Fixed an issue causing Grip of Winter to become permanent
 
 

AI

AI won’t cast negative city enchantments on players it isn’t at war with anymore

Fixed bug that caused the AI to overestimate the city defense value

Made AI smarter about declaring war based on if they are already at war

Fixed bug that would cause the AI to keep units in a city far more than they should

Fixed a bug that would cause the AI to send a unit out of the city when enemies were right there

AI upgrades its outposts

AI is more likely to go for the Spell of Mastery if they are dominating

Adjustments to the city calculation for dtermining whether a city is well defended or not

Fixed a bug that would cause the AI to try (and fail) to cast the same enchantment over and over again resulting in it not casting other strategic spells

AI can summon Arcane Monoliths

Fixed bug that would cause lots of strategic spells not to be cast due to it thinking their value was 0

Fixed a bug that caused the AI to cast expensive tactical spells even when it wasn't supposed to

Modified AI priorities of numerous city improvements

Full, completely rewritten battle ranking system for more accurate measurements of a unit's actual lethality

Fixed an issue keeping the AI from declaring war

113,530 views 99 replies
Reply #26 Top

Quoting GFireflyE, reply 23



I would not like bound-equipment at all.

I agree. Class specific items work in D&D, but in LH, it would just be frustrating. Especially when you come across multiple copies of the same item - that you can't use.

Reply #27 Top

I have to say I would be very disappointed if chance would determine if i could use my reward ( items ). Even if I play a specific class I should still be able to use all ( nearly ) items . 

 

How about for those class specific items to be different for all classes.

for example  a platemail would give 20 defence to defender  plus invul to speed iniative effects

 but only 10 to warrior only invul to slow.

 

This way every class can at least use it but still only one class would get the best effects.

Reply #28 Top

class-specific items will make champion choices at fame milestones more interesting, won't it? Now you'll pick them based not just on spell traits or euipment, but whether they can use an amazing item you picked up some turns earlier.

Reply #29 Top

Just saw this. Awesome! Really looking forward to this now that I've become hopelessly addicted to this game... Some interesting changes that should add a lot of fun to the mix. Can't wait to get my grubby little hands on it. Good job team!

Reply #30 Top

Looks great!  

Not sure about the class specific items idea myself.  Probably not too bad with the default 5 classes.... but once you start to including some of the modded ones... if you have 7 or 8 classes and they all have class specific weapons... hmm, not sure.

I *really* hope that it will accept multiple classes for an item, for example a helm that can be used for either Warrior or Defender (or Paladin).

 

Fixed a bug that would cause the AI to try (and fail) to cast the same enchantment over and over again resulting in it not casting other strategic spells

This is a great fix, might explain some of the lack of spells being cast by the AI at times... should help out quite a bit.

 

Fixed bug that would cause lots of strategic spells not to be cast due to it thinking their value was 0

Any chance we can get elaboration on this.... was there specific spells that weren't being cast that now will....?

 

 

@Derek - Any chance of a beta so we can give it a once over before it's official ?

 

Reply #31 Top

Quoting Hellions, reply 24

First and foremost, thank you for the ongoing support and the cool upcoming features.

 Please consider revisiting AI priorities for items to review some irregularities. Just a few examples:
- Mace_Golem vs Warhammer_Battle. These two items have the exact same stats. The first is set at 210, the second at 176.
- Staff_War and Staff_Casters are considered better items than all the common daggers (Assassins, Shadow, Razor, Butchers, Sharp)?
- The Padded Vest has the same priority as the Leather Breastpiece resulting in some sovereigns and champions keeping the former for the entire duration of a game.
- PlateHelmet_Ivory has better stats than the standard PlateHelmet and yet it has a lesser priority.
- All the DLC03 staves and bows have been lumped at 55, the lowest number, while clearly a few should be reevaluated (Staff_Snake...).

And most of all, a fervent request to add AI priorities for accessories. After forcing an AI sovereign to surrender and looking at his/her inventory, it's quite regretful to find a poison sack equipped in lieu of a neglected Pazuzu's Horn. Primal Savage did an excellent job to compile all these priorities for his XtraDeconstruct mod but for the sake of a better AI, this should be in the base game.

Thanks for reading and keep up the good work.

You are so right. I went through all the weapons, armor and items today and updated their AI priority numbers to more accurately reflect their value. That will be in 1.7.

 

@abob101: I think a beta is a great idea. Let me see what I can do.

Reply #32 Top

Quoting Derek, reply 31


 

@abob101: I think a beta is a great idea. Let me see what I can do.

 

This is a great idea! can't wait!

Reply #33 Top

If one can learn Cloudwalk to teleport caster and army, why can one not teleport items? Researchable skill maybe, or transport for a mana cost? It feels counter-intuitive otherwise.

Reply #34 Top

Quoting Borg999, reply 26

Quoting GFireflyE, reply 23


I would not like bound-equipment at all.

I agree. Class specific items work in D&D, but in LH, it would just be frustrating. Especially when you come across multiple copies of the same item - that you can't use.

Class Specific items is different from Bound items.

I am very much for Class Specific items as it allows for items to be specifically designed to help balance the different classes.

I am very much against Bound items because once the item is attached to a hero, it cannot be transferred to another, despite the dynamics of the game changing.

Reply #35 Top

Well instead of class specific it may be better to make it trait specific.  The only way to wear that heavy armor is to have heavy armor trait hence Warriors or Defenders.  It could also be updated to have a hidden stat requirement that only Warriors or Defenders get when they are chosen.  The same would then make different items available to different classes instead of only one.

Reply #36 Top

Quoting GFireflyE, reply 34


Quoting Borg999, reply 26
Quoting GFireflyE, reply 23


I would not like bound-equipment at all.

I agree. Class specific items work in D&D, but in LH, it would just be frustrating. Especially when you come across multiple copies of the same item - that you can't use.

Class Specific items is different from Bound items.

I am very much for Class Specific items as it allows for items to be specifically designed to help balance the different classes.

I am very much against Bound items because once the item is attached to a hero, it cannot be transferred to another, despite the dynamics of the game changing.

 

Sorry for the misunderstanding.

Reply #37 Top

Quoting Borg999, reply 36

Quoting GFireflyE, reply 34

Quoting Borg999, reply 26
Quoting GFireflyE, reply 23


I would not like bound-equipment at all.

I agree. Class specific items work in D&D, but in LH, it would just be frustrating. Especially when you come across multiple copies of the same item - that you can't use.

Class Specific items is different from Bound items.

I am very much for Class Specific items as it allows for items to be specifically designed to help balance the different classes.

I am very much against Bound items because once the item is attached to a hero, it cannot be transferred to another, despite the dynamics of the game changing.

 

Sorry for the misunderstanding.

np. :)

Reply #38 Top

Quoting halmal242, reply 35

Well instead of class specific it may be better to make it trait specific.  The only way to wear that heavy armor is to have heavy armor trait hence Warriors or Defenders.  It could also be updated to have a hidden stat requirement that only Warriors or Defenders get when they are chosen.  The same would then make different items available to different classes instead of only one.

 

This is an interesting thought.

Instead of having a trait that you need to learn in order to wear heavy armours like chainmail or platemail, could we have those armors instead class limited??? (thus eliminating the levelup requirement to don said armor)

Reply #39 Top

I think class limitations would make sense for some specific weapons. Shield of the Sentinel is a good example. Magic staffs another.  On the other hand things like

Sharp Longsword is now Assassin only

Serrated Longsword is now Assassin only

Legendary Longsword is now Warrior only

just makes me scratch my head. To me, the item really needs to SCREAM class-specific to warrant the limitation. Different types of longswords don't do that.

 

Also, instead of limiting them so that class Y cannot wear item X, how about you turn the tables and say "if class Z wears item X, it gets bonus W". A dagger might ignore some armor if wielded by a rogue. A magic staff would not reduce initiative if wielded by a champion mage. A shield of the sentinel might give you a few extra points of dodge if wielded by a defender. You could still use them for any champion, but it wouldn't be optimal.

Reply #40 Top

I think daggers should be Assassin (and maybe Warrior) only, so we don't have mages running around with daggers just for the init boost.  They should have mage-only weapons for just that reason.  The fact that a staff's ranged damage is usually fully in one element (so they are dodge-able and resistable) is enough of a drawback so their init can be boosted somewhat, as long as they are mage only.

Quoting Heavenfall, reply 39
Also, instead of limiting them so that class Y cannot wear item X, how about you turn the tables and say "if class Z wears item X, it gets bonus W". A dagger might ignore some armor if wielded by a rogue. A magic staff would not reduce initiative if wielded by a champion mage. A shield of the sentinel might give you a few extra points of dodge if wielded by a defender. You could still use them for any champion, but it wouldn't be optimal.

And this would be a really good way of going about things.

Reply #41 Top

Quoting Derek, reply 31
@abob101: I think a beta is a great idea. Let me see what I can do.

 

Yes, please! ;)

Reply #42 Top

Quoting Heavenfall, reply 39
I think class limitations would make sense for some specific weapons. Shield of the Sentinel is a good example. Magic staffs another.  On the other hand things like

Sharp Longsword is now Assassin only
Serrated Longsword is now Assassin only

Legendary Longsword is now Warrior only

just makes me scratch my head. To me, the item really needs to SCREAM class-specific to warrant the limitation. Different types of longswords don't do that.

 

Yes agree completely.

Why can't a Defender have a Legendary Longsword?  Or a Commander have a Sharp Longsword?   Makes no sense.   Shield of the Sentinel etc, yep sure.

Don't force it, create some stuff that makes more sense if necessary, like the Banner items above for Commanders. 

 

 

Reply #43 Top

Derek, can we get also more information on the bigger squads and other stuff elaborated by Frogboy?

 

The patch looks great so far!

Reply #44 Top

P.S. I definitely agree that accessories giving bonuses to certain classes (aka +10 attack for Warrior, +5 crit for Assasin) is more interesting solution than hard class restriction.

Reply #45 Top

Quoting davrovana, reply 28

class-specific items will make champion choices at fame milestones more interesting, won't it? Now you'll pick them based not just on spell traits or euipment, but whether they can use an amazing item you picked up some turns earlier.

 

I see the way it's being implemented as more frustrating than interesting.  Especially since certain nice things are random drops that are done after you make your choice.  If there was a way to dual-class it wouldn't be so bad.

 

Should be bonuses not penalties.  (though I worry a bit about AI being able to handle this, penalties are easier to handle)

 

If you're going to have class restrictions, go whole hog about it- and increase the amount of purchasable options. (found stuff would be better- kinda make it like FFXIV)

 

 

 

Reply #46 Top


Another one:

When you look at a unit's upkeep cost, it will display a Gildar amount. However, when the unit is summoned there is no mana upkeep cost displayed. For clarity, could this be added in? Is it possible to take a generic approach so that if other upkeep fees were modded (Fame as an example), that this too could be displayed in the upkeep of the unit?

Thanks

Reply #47 Top

Sovereign mana production reduced from 2 to 1


8C  - This makes my early game mage/summoner very sad. 

Reply #48 Top

Quoting Murteas, reply 47

Sovereign mana production reduced from 2 to 1




 - This makes my early game mage/summoner very sad. 

but needed I think.

Meditation should also have a casting mana cost of 10 imo.

 

Reply #49 Top

These changes are superb! I can't wait to see the AI going for Spell of Mastery aggressively.

Really good changes overall.  I agree with some of the other posters about class specific items. Class specific items are a great change but I'd also like to see some items that are not class limited but just better for some classes while being usable for others.

 

Reply #50 Top

Quoting Murteas, reply 47

Sovereign mana production reduced from 2 to 1




 - This makes my early game mage/summoner very sad. 

 

Agreed!  Can we find shard/mana dust as loot once in a while?  Or make it a 2 point pick, or couple it with physical weakness instead?