DerekPaxton DerekPaxton

Fallen Enchantress: Legendary Heroes 1.8 changelog

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 #26 Top

Quoting Derek, reply 15
There are a few reasons something may be great for mods, but not good for the base game.

 

Thanks for LH 1.8 and I agree w/ that statement! :thumbsup:

 

 

 

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Reply #27 Top


 
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.

 

If you guys are still into doing more DLCs have you considered adding some content that explores the more sinister motives behind some of the more mysterious factions in the Elemental world?

For instance you mentioned "The Syndicate' and that term always brings back fond memories of the X Files where our 2 FBI heroes were investigating the conspiracy of a shadow organization in the government that was collaborating with an evil race of aliens who were plotting to colonize the human race. During this process they uncover evidence of horrific medical experiments conducted by government scientists and & abductions carried out on an unsuspecting populace.


How could this tie in with Elemental - well I don't really follow the lore but you could use the current quest system to tie in a new sub-plot in the world where you have to discover and stop the actions of secretive evil group of wizards or possibly shape-shifting demons in disguise from unleashing some calamity onto the world. Nothing so game-changing to break the current 4X style but something that could be used to build up the late game tension when often 4X games tend to get boring.


In the early game it might just be the occasional quest to track down some mysterious events such as abductions, demonic rites or other unexplained sinister phenomena (with some quests ending in dead-ends just to keep things interesting) but it would create suspense and possibly be used to build up to more involved quests where the antagonists may even set a trap for your sovereign. And if you escape that you discover evidence that the bad guys are preparing for a major late game catastrophic event.

 

Anyway that's just a side thought.

 

Reply #28 Top


Added the ability for monster lairs to pull from a few random configurations of monsters, instead of always having the exact same monsters.

davrovana mentioned it already, but I just wanted to also say that after playing some 1.8, this is actually a rather cool change.  Definitely helps mix things up a bit.