Fallen Enchantress: Legendary Heroes 1.8 changelog

 

Released 11/25/2014

 

Features

Added the ability for monster lairs to pull from a few random configurations of monsters, instead of always having the exact same monsters. (ex: instead of always having 3 Ruffians at a Ruffian Camp, sometimes it will have 3 Ruffians, sometimes 2 Ruffians and a Wolf and sometimes 2 Ruffians and Barren's Witch).

Added the Barrens Witch unit. This unit is a spellcaster who can heal allies, curse enemies and cast contagion. She can often be found aiding bandit camps, or in larger covens in service to demons.

Added the Gilden Lion unit. This unit a strong fire elemental that does fire damage, including burning anyone that attacks it. Like other types of fire elementals it is vulnerable to cold. It shares the speed and high dodge of the cats it resembles, and gets an Attack bonus against Champions. It is typically found in service to Wilding Shamans or around ancient desert temples.

Added the Obsidian Legion unit. These are powerful warriors wield 2 scimitars and gain a charge each time they are struck in battle. If they get at least 5 charges they go into a frenzy that gives them 3 free immediate actions. It is good to kill them quickly. The Obsidian Legion are mercenary's and though they can occasionally be found in their own forts they can also be found working for Syndicate or more powerful organizations.

Added the Malayan Devilman unit. They claim to be ambassadors from a distant continent. They are powerful fire casters, lobbing flame waves and fireballs with equal ease. They have no stronghold of their own but can sometimes be found meeting with other creatures like the Brood, Dark Wizards and Demons. It may be worth skipping a mnster lair if a Malayan Devilman is in their ranks. Or at least be sure to bring some protection against fire magic.

Added the Darkling Overseer unit. Only found in the largest gatherings of Darklings the Overseer grants bonuses to his entire Darkling Army. A horde of Darklings can be a nuicance, headed by an Overseer they are much more dangerous.

Added the Coal Golem unit. Like the rest of his kind this Golem is a sturdy, if not slow, unit. But the fire burning in this one gives him a unique vulnerability. If he is struck 3 or more times he will explode, doing damages to anyone with 2 tiles of him, ally or enemy. They can also breath out a choking gas that blinds and poisons nearby units. Coal Golem's are fairly rare and used by other armies when more reliable golems aren't available (sometimes to their misfortune).

 Balance

Stalkers gain +5 Attack vs champions.

Plaguestalkers gain +10 Attack vs champions.

Increased later game tech costs slightly

Increase Improvement costs slightly

54,119 views 28 replies
Reply #1 Top

Cool. Add some new epic enemys (hard to kill with nice loot)

Reply #2 Top

Cool stuff! I take it this also means that the map stamp dlc is around the corner?

Reply #3 Top

 

Yes. I was actually testing the new DLC (Brad made it, it's really cool) when I noticed that I was running into the same group of monsters and I wanted a little more variety there, which lead to me mixing up the monsters that show up on the lairs, which lead to me making some new monsters to spice things up. It's been fun.

 

 

Reply #4 Top

This is awesome! Love the additions!

Really glad you still tinker on FE:LH from time to time. :)

 

Question: Will the coal golem be another available unit for Gilden in an effort to give their golem production some variety?

 

 

In addition for 1.8, is it possible to review some of Parrotmath's additions that have applied to the improvement of core/central aspects of the game?? I've personally found that having these included provide an improvement in the gameplay experience.

- Can city defenders receive upgrading armor, dependant on your tech advancement? (see Armored Militia: https://forums.elementalgame.com/444851/page/8/#0)

- Can Henchmen be killed, as they are a unit and not a hero? (see Henchmen May Die: https://forums.elementalgame.com/444851/page/8/#0)

- Can Henchmen have access to Death Adepts in the event of custom sovereign design? (see Death Adepts: https://forums.elementalgame.com/444851/page/8/#0)

- Can the Life Shard produce a Binding creature in the event of customer sovereign design? (see Kingdom Bindings: https://forums.elementalgame.com/444851/page/8/#0)

- Can Maul be fixed to correct the Prone-Maul infinite loop? (see Maul Debuff Change: https://forums.elementalgame.com/444851/page/8/#0)

- Can the AI make some better decisions about when not to attack units with high resistance? I know this has been touched on before, but there may be a few more opportunities for improvement. (see AI and Immunity: https://forums.elementalgame.com/444851/page/8/#0)

- Can factions that do not have access to chain/no armor not be given access to them: (see Armor Attributes: https://forums.elementalgame.com/444851/page/8/#0)

- If the Wildland Bossmen still leave their wildlands and cause that wildland cannot be destroyed bug, could this fix be applied? (see Wildland Boss Fix: https://forums.elementalgame.com/450208/page/1/#0)

 

 

Also, while I understand that it is Stardock's intension to provide more faction variety by 2.0, for 1.8 is it possible to include aspects of the Unique Defenders mod into the game, enabling Towns, Conclaves, and Fortresses to have a bit more variety when it comes to city defenders and combat?

https://forums.elementalgame.com/451304/page/1/#0

 

 

For DLC4, there has been a great deal of community support in an attempt to further improve the Undead faction and have the AI competitively play it. Could these additions/changes be reviewed and if found worthy, added to the game in an effort to improve DLC4?

https://forums.elementalgame.com/451323/page/1/#0

 

For DLC5, is it possible to allow for Asha's fire particle effect and Renge's spider body to become available options in the custom sovereign creation? Icing on the cake would be to also include a ice particle effect and perhaps a horse body and snake body to also be available options for the custom sovereign creation.

Could you reduce Magesta's start weapon from the Leht Staff to the Lightning Staff in an effort provide better game balance?

Could Renge receive the penalty and not be allowed to ride mounts?

Could Renge receive the bonus and not be able to be knocked prone?

Is Verga Reborn to be considered undead? Should he receive the undead traits?

For the custom sovereign creation, could we have a horse and a warg available for selection?

 

 

Lastly, I've reviewed all the available staffs within the game. Since Class restriction is now an option, I recommend the following changes:

  • The Leht Staff should have it's damage increased from 13 Lightning Attack to 15 Lightning attack. (as it should be better than the Mage Staff)
  • The Leht Staff should have it's initiative penalty reduced from -6 Initiative down to -3 Initiative 
  • The Leht Staff should have the Mage's Only class requirement 
  • The Hailstone Staff should have it's initiative penalty reduced from -6 Initiative down to -2 Initiative (similar to the Mage Staff) 
  • The Hailstone Staff should have the Mage's Only class requirement 
  • The Hellfire Staff should have it's initiative penalty reduced from -6 Initiative down to -2 Initiative (similar to the Mage Staff) 
  • The Hellfire Staff should have the Mage's Only class requirement 
  • The Mage's Staff has not had its hiergamenon updated to include the Mage's Only class requirement 
  • The Queen's Staff does not have a hiergamenon description 
  • The Sindarian Staff does not have a hiergamenon description 
  • The Spellstaff should be a Ranged Attack 
  • The Spellstaff should have the Mage's Only class requirement 
  • The Staff of the Serpent should have the Mage's Only class requirement 
  • The Winter's Staff should have the Mage's Only class requirement

 

Again, can't wait till 1.8.

Reply #5 Top

Pictures please!

Also I'm looking forward to seeing the xml for these new charge based abilities. 

Reply #6 Top

I´m less interested in new content, but more into stability fixes. Will you fix the remaining crash issues also?

Reply #7 Top

 

@GFireflyE- That's a great list, I'll go through it. Some of the changes are cool but are definitely the realm of modders. Like the changes needed to support the upgraded armor on the city defenders (its a very clever way to implement that with mod tools, but a little "modtastic" for the base game). But I'm looking through them all today.

@DSRaider- You will like it, its completely moddable and so much can be done with it, the above abilities are just the tip of the iceberg.

@Dani2250- We will go through the crash reports. As you may recall 1.7b was all crash fixes (we resolved the causes for 80% of the submitted crashes). But its something that we always watch.

 

 

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Reply #8 Top

Oh buddy, this sounds awesome! Thanks Derek.

Reply #9 Top

Thanks Derek, thats great to hear :-)

Reply #10 Top


Good Morning Derek

Came across an old thread I started that may be worth a read if you are still looking to further improve FE:LH in the 1.8 update. It has to do with the city level up choices and their balance. It seemed that abiessener thought it worth your time to read. :)

https://forums.elementalgame.com/451323/page/1/#0

 

 

Another very important question: Will we be able to rotate our buildings with manual placement option active once again?? (currently we cannot rotate them)

Reply #11 Top


Good Morning Derek

 

If you are willing to entertain further considerations from me, I have two more in relation to new/adjusted units:

 

1)

Catapults really seems to be a misplaced unit. It's late game unit from late game tech; yet a very weak unit considering it's cost and placement in the tech tree. It would be really cool if you were willing to expand the availability of siege weapons in the game, even if siege mechanics is not part of FE:LH. Perhaps, have the catapult made available earlier in the game for starts. Then throughout the tech tree, provide upgrades to the catapult, either in different types of ammo (fire barrage, sticky glue shot, etc) or in range (increasing blast radius or distance tossed). Perhaps introduce a Ballista unit as well, a spear that can be shot damaging through units to a 3 square depth (or something like that); again with tech tree upgrades that further improve the unit. If you would be willing to consider this for 1.8, that would be really cool.

2)

Sions really fall short. That they require a tech to build I would think should mean that they provide some significant impact to the game. However, they do not. Could this unit type be expanded on so that it becomes more competitive compared to the other mid-late game units?

 

Thanks.

Reply #12 Top

Please give us an ETA. I need this. I need it yesterday.

Reply #13 Top

Quoting abiessener, reply 12

Please give us an ETA. I need this. I need it yesterday.

Quite the opposite for me.

 

Take all the time in the world to put together a fantastic product. :)

Will be buying DLC to support this endeavor.

Reply #14 Top

I don't see how something being mod tools means it shouldn't be given in the base game- it's more options for folks who don't mod.

Not everyone wants to download and install mods, and LH is less mod-friendly on the install side than Civ 4 was (Civ 4 did it the best)

 

Reply #15 Top

Quoting Alstein, reply 14

I don't see how something being mod tools means it shouldn't be given in the base game- it's more options for folks who don't mod.

Not everyone wants to download and install mods, and LH is less mod-friendly on the install side than Civ 4 was (Civ 4 did it the best)

There are a few reasons something may be great for mods, but not good for the base game.

 

1. It may be someone else's IP.

2. It may not appeal to the base. For the base game we always have to consider the average player, the silent majority that aren't reading the forum. Mods may be to complex, they may highlight certain aspects which some players love, but others don't. They may be a bit "janky" which people expect from mods but will offended form the base game. They may introduce some complexity that the hard core love, but makes the game less approachable for the average player.

3. Mods may introduce issues. Especially at this stage of the game I have to weigh every change against the potential to cause problems. I'm not to worried about the literal "it doesn't work" I can test for that. But the worst issues are the weird interactions between systems (when we locked guardians down to not be able to leave monster lairs and you tamed a beast from a monster lair, and then you went through a city the tamed beast would get stuck in a city).

 

For me it was a little bit of 2 and 3. The mods I was looking at are using the systems in unusual (and clever) ways. They got around the city defenders armor by creating a new Unit Model type. So those guys aren't Ironeers (or whatever) under the covers, they are the new definition. That may not have had any issues. But in my opinion the benefit of adding the mod (getting partially armored defenders later in the game) wasn't worth the risk of the change. I may just be to risk adverse at this stage (or I don't attach enough value to having partially armored city militia which I see as nice, but not huge).

Reply #16 Top


Added the Barren's Witch unit. This unit is a spellcaster who can heal allies, curse enemies and cast contagion. She can often be found aiding bandit camps, or in larger covens in service to demons.

Assuming that you want this unit's name to imply a witch residing in the barrens, a more appropriate name would be Barrens Witch rather than Barren's Witch. The former uses "barrens" as an adjective indicating the place of residence, whereas the latter implies that the witch belongs to someone or something named Barren.

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Reply #17 Top

Quoting joeball123, reply 16



Added the Barren's Witch unit. This unit is a spellcaster who can heal allies, curse enemies and cast contagion. She can often be found aiding bandit camps, or in larger covens in service to demons.



Assuming that you want this unit's name to imply a witch residing in the barrens, a more appropriate name would be Barrens Witch rather than Barren's Witch. The former uses "barrens" as an adjective indicating the place of residence, whereas the latter implies that the witch belongs to someone or something named Barren.

...or perhaps the "Barren Witch" which implies that this is a Witch that cannot bear children? ;)

Reply #18 Top

Quest: Escort Barren Witch to the fertility clinic

Reply #19 Top

Quoting joeball123, reply 16

Assuming that you want this unit's name to imply a witch residing in the barrens, a more appropriate name would be Barrens Witch rather than Barren's Witch. The former uses "barrens" as an adjective indicating the place of residence, whereas the latter implies that the witch belongs to someone or something named Barren.

Yep this, good spot joeball.

Reply #20 Top

@Derek

My #1 suggestion for a small balance tweak, do something with the dang Fast unit design trait, pls.  It's boring and used on 90% of custom units.

Great to see an update coming.

 

Reply #21 Top

Quoting abob101, reply 20

@Derek

My #1 suggestion for a small balance tweak, do something with the dang Fast unit design trait, pls.  It's boring and used on 90% of custom units.

Great to see an update coming.

Seconded.

Reply #23 Top

Quoting Derek, reply 15


Quoting Alstein,

I don't see how something being mod tools means it shouldn't be given in the base game- it's more options for folks who don't mod.

Not everyone wants to download and install mods, and LH is less mod-friendly on the install side than Civ 4 was (Civ 4 did it the best)



There are a few reasons something may be great for mods, but not good for the base game.

 

1. It may be someone else's IP.

2. It may not appeal to the base. For the base game we always have to consider the average player, the silent majority that aren't reading the forum. Mods may be to complex, they may highlight certain aspects which some players love, but others don't. They may be a bit "janky" which people expect from mods but will offended form the base game. They may introduce some complexity that the hard core love, but makes the game less approachable for the average player.

3. Mods may introduce issues. Especially at this stage of the game I have to weigh every change against the potential to cause problems. I'm not to worried about the literal "it doesn't work" I can test for that. But the worst issues are the weird interactions between systems (when we locked guardians down to not be able to leave monster lairs and you tamed a beast from a monster lair, and then you went through a city the tamed beast would get stuck in a city).

 

For me it was a little bit of 2 and 3. The mods I was looking at are using the systems in unusual (and clever) ways. They got around the city defenders armor by creating a new Unit Model type. So those guys aren't Ironeers (or whatever) under the covers, they are the new definition. That may not have had any issues. But in my opinion the benefit of adding the mod (getting partially armored defenders later in the game) wasn't worth the risk of the change. I may just be to risk adverse at this stage (or I don't attach enough value to having partially armored city militia which I see as nice, but not huge).

 

I see your point entirely on #1

 

On #2, I see your point with the base game, but as options for custom factions, I think it's fine

 

On #3, I see your point there.  

 

Certain things like Binding and Life Shards I don't see how it would cause a problem- though I don't know how it's done under the hood.

(That said, life/death shards itself has been problematic throughout the series)

Reply #24 Top

Thanks for the 1.8 patch. :)

Was hoping some of the items discussed above would have made it in....but from the speed at which this patch was released, I'm guessing it was tucked away for QC pretty quick.

Hopefully the above discussion will make it into 1.9 patch? :inlove:

Reply #25 Top

Derek- the new monsters, and new monster armies for goodie huts are a breath of fresh air, thank you.