DerekPaxton DerekPaxton

Fallen Enchantress: Legendary Heroes 2.0

Fallen Enchantress: Legendary Heroes 2.0

*** RELEASED 11/13/2015 ***

 

 

New Features

Stamina

Most combat abilities require Stamina, normal ones require 3 (Impale, Howl), powerful ones require 7 (Trident Strike, Battle Cry). This keeps players from simply using abilities as soon as they become available, forces decisions about saving for special abilities and makes battles more dynamic. It also allows us to make special abilities more powerful since players can’t trigger them all first turn.

Starting Stamina is how much Stamina the unit starts the battle with, it defaults to 1

Stamina Growth is how much Stamina the unit gains per action in battle it defaults to 1, this is given at the end of the units action (to allow enemies to react to it before the unit can use it)

Defending gives the unit +1 Stamina (this gives a bonus Starting Stamina to defending armies since they start defending). This makes Defending more advantageous since it allows the unit to unlock special abilities faster.

Stamina is cleared at the end of battle (it doesn’t carry over from one battle to another)

Being knocked prone removes all Stamina

Many monsters have modifiers based on their stamina. Some get more powerful attacks, some unlock special abilities, some increase their defenses. As the battle goes on, they will increase in power, kill them, or use your abilities to take out their stamina.

Racial Abilities

Sovereigns and Champions have new abilities in their skill tree based on their race. So each unit’s available abilities to select when leveling up will be based on their class and race. Players may prefer Krax Defenders for their ability to stay in battle and knock down opponents Stamina, or Tarth Assassins who can make use of stored Stamina until they launch their powerful Assassin’s Strike. These racial abilities are also available in unit design so you can make your armies even more distinct.

Additions

Added the Hope spell: All allies gain 5 Stamina (Mage tree, unlocked by the Compassion skill)

Added the Hopelessness spell: All enemies Stamina is reduced to 0 unless they resist (Mage tree, unlocked by the Necromancy skill)

Added Assassin’s Strike ability: +3 Attack per Stamina, consumes all Stamina (Assassin tree)

Added Battle Fury passive ability: +1 Initiative per Stamina (Monster)

Added Ambush passive ability: +8 Initiative on the 1st round of combat (Altarian)

Added Dogpile passive ability: +8 Attack vs Prove units (Urxen)

Added Exhaust passive ability: Attacks also do 1 Stamina damage (Krax)

Added Macabre Pleasure passive ability: Killing an enemy provides 3 Stamina (Wraith)

Added Lament ability: Do 5 Stamina damage to all adjacent enemies (Wraith)

Added Trip ability: Knocks adjacent victim prone unless they resist (Urxen)

Added Fire Eater passive ability: Double damage from Flame Tongue (Quendar)

Added Halt ability: Stops Stamina growth for 3 turns (Altarian)

Added Furnaceborn ability: Does Fire damage to all adjacent enemies (Quendar)

Added Immune to Poison passive ability (Ironeer)

Added Momentum passive ability: +1 Stamina on a successful attack (Warrior tree)

Added Naja Dance passive ability: +2 Dodge for point of Stamina (Tarth)

Added Outrage passive ability: +1 Attack per Stamina (Monster)

Added Predator Stance passive ability: +3 Accuracy per Stamina (Tarth)

Added Preparations passive ability: +1 to the Army’s starting Stamina (Commander tree)

Added Rally ability: Allies gain +2 Stamina (Commander tree)

Added Rally II passive ability: Allies gain 3 Stamina instead of 2 when using Rally (Commander tree)

Added Rally III passive ability: Allies gain 4 Stamina instead of 3 when using Rally (Commander tree)

Added Readiness passive ability: +1 Starting Stamina (Mancer)

Added Recoil  passive ability: +1 Stamina each time the unit is struck in battle (Defender tree)

Crushing Blow now is an attack with +1 per Stamina instead of double attack that costs a turn

Added Arcane Bond ability: Consume mana to gain 3 Stamina (Amarian)

Added Amarian Legacy passive ability: Soul Spark does double damage (Amarian)

Added Pommel ability: Melee attack that reduces the victims Stamina to 0 if it hits (Ironeer)

Added Second Wind ability: Heal 14 hit points for 7 Stamina (Mancer)

Added Take Aim ability: +4 Stamina (Assassin tree)

Added the Trident Strike ability: Launch 3 attacks for 7 Stamina (Krax)

Added Zephyr Boots: +1 Stamina Growth (item)

Added Necklace of Teeth: +1 Starting Stamina (item)

Added the Forge Guard unit, replaces the Quendar Defender unit, and starts with the Furnaceborn ability

Added the Nightwatch unit, replace the Tarth Defender unit, and starts with the Naja Dance ability

Balance

Clan of the Crow gain the Predator Stance ability

Knights of Calder gain the Readiness ability

Marrowguard gain the Dogpile ability

Redwatch gain the Ambush ability

Disciples gain the Arcane Bond ability

Carrion Men gain the Trip and Dogpile abilities and lose Rage

Tower Mage gain the Amarian Legacy ability

Platinum Knights gain the Second Wind ability

Witchriders gain the Lament and Macabre Pleasure abilities

Blades of Athica gain the Halt ability

Drolgard gain the Pommel ability

Karavox’s Honorguard gain the Exhaust ability

Fire Eater replaces the Quendar Scout unit, and starts with the Fire Eater ability

Cenotaph gain the Immune to Poison ability

Spikes of Krax gain the Trident Strike ability

Reduced level requirements for armor proficiency for commanders and assassins

Fervor ability now costs Stamina instead of “charges”

Amhah gains the Battle Fury and Lament abilities

Ashwake, Clambercoil, Sarog, Storm and Fell Dragons gain the Readiness ability

Assassin Demon gains Assassin’s Strike ability and lose Immune to Counterattack

Banshees gain the Hopelessness ability

Coal Golems gain the Recoil ability

Coastal Skath and Silt Skath gain the Momentum ability

Earth Elementals gain the Recoil ability

Fire Elementals gain the Furnaceborn ability

Hergon and Hergon Sow gain the Exhaust ability

Timber, Ice and Shadow Wargs gain the Readiness ability

Ignys, Naja and Ophidian gain the Naja Dance ability

Lurk gain the Second Wind and Macabre Pleasure abilities and lose Cloak of Fear

Obsidian Legion gain the Recoil ability

Plaguestalkers and Stalkers gain the Predator Stance ability

River Slags and Slags gain the Outrage ability

Sand Golems gain the Exhaust ability

Cindercorpses gain the Vulnerable to Cold ability

Torax gains the Recoil and Invincible abilities

Umberdroths gain the Outrage ability and lose Overpower

Vetrar gains the Momentum ability

War Boars and Wilding Riders gain the Battle Fury ability

Killing Titans (including the Titan of Gold) now gives better loot

Fixes

Performance optimizations

Fixed crashes

Fixed the bug where Tactical AI Units could stand on the same tile as one another

Fixed a DX error that can show up if the computer goes to sleep (if you leave the game on while watching the Bachelor… okay that may just be me)

Optimization for billboard sorting to prevent unnecessary sorts if the camera has not moved

Fixed some usage of uninitialized variables to prevent crashes and/or unpredictable behavior

Fixed bug where SetTransform and GetTransform trickled through switch to other types of transforms (this is probably how Megatron was created)

When looping through your monitors, game will not complain about ones that do not meet the minimum resolution, unless they all don't meet it.

Fixed a crash in UpdateZOCSource() if passed in tile X/Y is out of bounds

Fixed a bug where 3d sfx would play even if sfx volume was set to 0

Addressed some situations with goodie hut guardians that caused invisible units

Added code so that auto-patrol units do not accidentally army-up with goodie hut guardians

Fix for invisible units (most commonly shown in enemies that became armies under the FOW)

Fixed issue where non-infocard tooltips would not obey the tooltip delay set by the user in the options wnd

Fixed an issue where once the highlight gfx in a text entry field were told to show up, a single mouse-click did not make it go away, such as it does in Windows.

Custom list box and entry usability tweaks

When clicking a listbox entry, listbox would first unselect the entry that is currently selected, and then select the new entry (if it was selectable).  Now, it only unselects the first entry if the second one can be selected.

Added engine support for UI scaling

Fixed a logic issue in a debug message, where it would always say "Trying to access [buttonName] as a button but it's not a button", even if the control in question was actually a button

Commented out some output that was spamming the output Wnd of VS and/or the debug.err file

Improved performance of edge scrolling

Added code to run game in "high performance" mode (meaning do not use embedded gfx chip)

Fixed a bug in DxAtlasWin that prevented force regen of screens so screens could get garbed in some situations

Fixed a bug that caused particle effects not to play, under certain circumstances

Fixed an issue where the AI will use their ranged action before waiting for their move to end

Fixed bug where formatted description of spell entries in the spellbook would not show a caster-specific value when viewed from tactical battle.

Fixed bug in the context area of the spellbook in tactical, where spell damage was added to the listbox with an entry that was too wide

Fixed some typos

Fixed an issue keeping the AI from building some Sion’s

Fixed an issue blocking the AI from using some Trog units

Fixed the Thunderstrike ability on the Star Forged Greaves

Fixed the Mysterious Pit to not spawn 3 stacks of Naja

Fixed the Choking Breath so that it doesn’t do fire damage if resisted

Fixed the Mantle of Oceans to correctly lower mana costs by 40%

Fixed a bug where you couldn't build world achievement's in a 2nd game if they had built built in the 1st game and you hadn't restarted

Fixed an issue where enchantment count was displayed incorrectly in the ledger.

Fixed a crash from a missing string

Fixed an issue with the Dogpile ability

Fixed an issue with the Macabre Pleasure ability

Fixed an issue keeping the Fire Eater ability from correctly applying its bonus

Fixed an issue keeping the Rally upgrades from applying their bonuses

Fixed an issue keeping the Amarian Legacy ability from applying its bonus

Fixed an issue keeping Assassin's Strike from doing it's full damage

Fixed an issue where the AI was ignoring cooldown times (ie: Darkling Shamans would summon darklings each turn)

Fixed an issue keeping some unit design traits from correctly unlocking their abilities (Trident Strike, Trip, etc).

Fixed an issue causing the Dagger of the Leech (and other items using the Reap effect) to give the leeched hit points to their opponent instead of the wielder.

Fixed an issue causing the Imprison scroll to require stamina

Fixed the description on Rain of Arrows to the actual effect

Fixed an issue keeping Morian from showing up on the Asaq map

Fixed an issue causing Momentum and Recoil to give the stamina to the enemy instead of the user

More crash fixes

Fixed an issue causing some abilities to show up in the action list twice (once as an ability and once as a spell)

Fixed the Slow effect to correctly lower initiative by 5 (it was lowering by 3 instead)

 

UI

Added a blue bar under the hit point bar in tactical combat which shows how much Stamina a unit has

Lots of tooltip and help info on Stamina, entry about it in the Hiergamenon, it shows in the stat display in the battle queue in tactical, etc

381,936 views 112 replies
Reply #26 Top

Hey Derek, I've purchased every stardock game since galciv 2 because of you and frogboys work, along with everyone else at the studio. I saw some complaints that annoyed frogboy in the galciv 3 forums and just wanted to let you know that stardock is my go to company for strategy games because of attention and continued support for its games like this patch.

 

A quick question, by titans do you mean the wildland bosses because they could definitely use better loot. And also, I remember that stuff like adventurer and bandit lord were a bit underpowered. Any ideas for buffing underused options?

Reply #27 Top

My main problem so far is that I don't know how much stamina I have at an easy glance and that I don't know how much stamina an ability costs. 

Reply #28 Top

Not sure why, but I just found out about this.  So, I just downloaded the beta and will get to it as time and my obsession with GC3 allow.  Thanks again to everybody at Stardock for your continuing attention to your games and your fans.  This is so very cool.  Thanks!

Reply #29 Top

I can't find the option to adjust the UI size anywhere. Can anyone help?

Reply #30 Top

Quoting XWerewolfX, reply 27

My main problem so far is that I don't know how much stamina I have at an easy glance and that I don't know how much stamina an ability costs. 

 

There is a Stamina bar under every units hp bar.

Stamina is also in the mouseover tooltip for every unit as well as on the info card for the active unit.

http://screencast.com/t/Z9mDhpsu4v

Stamina cost is also listed in the information for every ability that uses it, as a mana cost would be.

http://screencast.com/t/iV3U5Vp3Gs

Where are you looking for it to be displayed?

 

 

Reply #31 Top

I'm a moron, Derek. Sorry!

Reply #32 Top

Hahahaha. No problem :)

Reply #33 Top

Hey Derek, you really can't say anything new about the famous definitive edition like if it's still going to happen or?

Since I am still lacking some DLCs I wanted to buy that one to get the whole package, especially if that would somehow help you gather the funds needed for the extra features you were hypothetically planning to do like a rework on the diplomacy and the dynasties.

Reply #34 Top

Quoting pendr4gon, reply 33

Hey Derek, you really can't say anything new about the famous definitive edition like if it's still going to happen or?

Since I am still lacking some DLCs I wanted to buy that one to get the whole package, especially if that would somehow help you gather the funds needed for the extra features you were hypothetically planning to do like a rework on the diplomacy and the dynasties.

I suspect we will see a definitive edition with all of the DLC included at some point.

I don't think we will see a significantly new diplomacy system or the addition of dynasties. Putting in a new stamina mechanic this far after release with new skills, spells and monster abilities is already pretty crazy (but no one said we were sane). Adding larger systems and making them good would be a pretty big overhaul. We are probably better off spending that time and energy making new titles better, imo. (that's not to say that I don't love LH, that's why I made this update after all).

 

 

Reply #35 Top

The new Tactical AI got "stuck" trying to get to my unit. I suppose it really wanted to go after the weak unit, but couldn't stack on other Spiderlings so it didn't know what to do. Had to auto-resolve.

Reply #36 Top

Quoting Derek, reply 34


Quoting pendr4gon,

Hey Derek, you really can't say anything new about the famous definitive edition like if it's still going to happen or?

Since I am still lacking some DLCs I wanted to buy that one to get the whole package, especially if that would somehow help you gather the funds needed for the extra features you were hypothetically planning to do like a rework on the diplomacy and the dynasties.



I suspect we will see a definitive edition with all of the DLC included at some point.

I don't think we will see a significantly new diplomacy system or the addition of dynasties. Putting in a new stamina mechanic this far after release with new skills, spells and monster abilities is already pretty crazy (but no one said we were sane). Adding larger systems and making them good would be a pretty big overhaul. We are probably better off spending that time and energy making new titles better, imo. (that's not to say that I don't love LH, that's why I made this update after all).

 

 

 

Please do not take my words the wrong way, I never wanted to be unappreciative for your support and dedication to LH through the years, and truly apologize if the way I worded my post sounded like some sort of demand. You deserve praise for that and I plan to keep buying and enjoying all your elemental based games, so far especially sorcerer king which I consider a small gem that will become truly great as the dlc/expansions start coming out if you follow the planned schedule I read in a post made by Frogboy.

I thought however that the definitive edition was a great idea to give some incentive for the most loyal fan base to buy the game again for the dlcs and at the same time giving LH some love in one of the areas it suffers the most in my humble opinion which is diplomacy.

Nevermind dynasties, it would have been nice to have for flavor, but a better diplomacy would have been fantastic.

 

Still props to you for having stuck with LH so long and for having released the latest update after so long with a new mechanic.

I guess I just wish I could finally see some real diplomacy system in a 4X game I love (unfortunately for me, anything with a futuristic setting just isn't my cup of tea, and not just for 4X games).

Reply #37 Top

Assassin's Strike is not working as advertised.

As an example: The skill may say 'Execute a 42 attack', and the infocard will say 12-24 dmg after taking into account defense, but the result will be much below that, approximately 6 or 8 dmg.  Usually the listed damage range on the infocard is accurate, so I'm not sure why the low damage results.

Reply #38 Top

Quoting Derek, reply 34


Adding larger systems and making them good would be a pretty big overhaul. We are probably better off spending that time and energy making new titles better, imo. (that's not to say that I don't love LH, that's why I made this update after all).

 

no chance to get system where neutrals and ai-factions move different time to get this game more symmetric?

not saying this isnt best strategy game i played anyway

Reply #39 Top

Derek, do you think it would be possible to fix the building rotation issue for 2.0?

Reply #40 Top

Quoting mqpiffle, reply 37

Assassin's Strike is not working as advertised.

I can confirm this: attacks w/ Assassin's Strike against 0 defense units consistently produce LESS than UnitStat_CombinedAttack, even when stamina is 5+

Reply #41 Top

I've added a bunch of fixes based on your reports that will go out in the next optin update. Keep them coming!

Reply #42 Top

Seeing a new issue. ZoC borders disappear, but quitting LH and reloading fixes the issue. Don't ever remember seeing this happen before.

Reply #43 Top

I like the idea of the stamina mechanic; this can add new depth to tac battles.

One suggestion; in addition to stamina bonuses from defense, how about a bonus for units that do not move on the strategic map during a turn....this would represent a rested army/unit; also possibly a penalty for units moving multiple consecutive turns on the strategic map (representing fatigue). 

Reply #44 Top

Quoting highwayhoss, reply 43

One suggestion; in addition to stamina bonuses from defense, how about a bonus for units that do not move on the strategic map during a turn....this would represent a rested army/unit; also possibly a penalty for units moving multiple consecutive turns on the strategic map (representing fatigue). 

 

cool idea!

Reply #46 Top

Excellent new aspect/add on to FE:EH.  Thank you Kael.  One minor <very minor> bug is the borders sometimes disappear. Have to reload game and steam to get them back.   Very happy with v2.0  :)  ;)  :)

Reply #47 Top

Quoting ElanaAhova, reply 46

Excellent new aspect/add on to FE:EH.  Thank you Kael.  One minor <very minor> bug is the borders sometimes disappear. Have to reload game and steam to get them back.   Very happy with v2.0  :)   ;)   :)

 

Can confirm. 

Reply #48 Top

Follow up:  When playing vanilla undead sovereign,  the undying curse effect does not function at all.  The effect where when a troop kills a figure (soldier) in an enemy troop - a new figure is supposed to be added to attacker troop.  This has happened multiple times  - so is not a fluke.  [Note: no mods ever used (ever) / no custom maps ever - game install has always been totally vanilla.] :) :) :)

 

BTW, I'm finding playing the dead sovereign to be a real challenge now - mainly because I always start near many, many crystal creatures - so expansion is at snails pace.  Perhaps if I don't waste build points on the undying curse thingy (above) - perhaps do better?

Reply #49 Top

A very common bug i get is that the last unit in an enemy army survives reduced to 1 member which necessitates a refight. It commonly occurs when dealing damage to en enemy that the unit dies but the health bar does not got to zero.

Reply #50 Top

The optin has been updated with all the new fixes listed in the changelog. Thanks for reporting the issues, keep them coming!