Fallen Enchantress 0.85 patch (released 2/23/2012)
Features:
+ Imbuing removed from the game. Champions start with the ability to cast
+ Improved performance
+ Added tactical versions of the Burning Blade and Stoneskin spells
+ Reprisal is an ability high level defenders can use to protect a unit, giving it a counterattack and increasing its defense by 1 each time it is attacked
+ Added the Tower of the Witch-Queen, it provides +1 Air and Water power and is required to build the Forge of the Overlord
+ Added the Tower of the sword, it provides +1 Earth and Water power and is required to build the Forge of the Overlord
+ Added the Tower of the Paders, it provides +1 Air and Fire power and is required to build the Forge of the Overlord
+ Added the Forge of the Overlord, it provides +1 Earth and Fire power and is require to cast the Spell of Making
+ Added Waerloga the Dragonlord, though he remains trapped in the Pit of Lost Voices (watch for future updates on this)
+ New Choose Sovereign Screen
+ New Kingdom report screen (displays victory condition information)
+ Tile the player is mousing over is highlighted on the world map
+ Your units path is now displayed
+ The game now ends at 1000 turns (modified by the game pace). Players have the option to continue playing but their score wont be recorded after this point.
+ Caravans as units are removed (they can be auto-created when you form a Trade treaty with another player).
+ Roads are automatically created between your cities when the appropriate techs are know. The roads don't give economic benefits (the techs do though)
+ Techs can unlock automatic roads to your outposts
+ Tactical battle progression doesnt wait for the ending spell particle to play before switching to the next unit (you switch while it is playing)
+ Lots of new sound effects and music
+ Sounds fades out between screen changes
+ Added the Mite unit, pesky little goblin like creatures that come in hordes and provide a good excuse to test out those early weapons
+ Units with bows also have quivers
+ Added the trigger Fear ability (monsters with it hit enemies with fear before combat)
+ Added the trigger Titan’s Breath ability (monsters with it hit enemies with fear before combat)
+ Added Precision II and Precision III abilities (to support future bow changes)
+ Added the Darkling Archer lair
+ Added the Darkling Warlock lair
+ Added the Banished Ogre lair
+ Added the Wilding Archer lair
+ Added the Wilding Hermit lair
+ Added a trade buttong to the equipment window
+ Removed the Amulet of the Eagle
+ Added the Amulet of Flames (craftable, +3 fire attack)
+ Added the Amulet of Frost (craftable, +3 cold attack)
+ Added the Scar Stone (+1 fire damage, craftable, Quendar only)
+ Added the Summoner sovereign background, summoned units start at a higher level and that sovereign gets access to the Summon Shadow Warg spell (Ceresa and Procipinee are summoners)
+ Added the Incineration Staff, Ice Staff, Hailstoen Staff and Hellfire Staff, they have ranged fire and cold attacks and are craftable
+ Added the Warlock sovereign background (+50% spell damage, Magnar is a warlock)
+ Added the Boar Spear as a mid game weapon between the spear and the pike
Bugs:
+ Blizzard, Blight and Escape scrolls no longer consume mana
+ Fixed a crash when saving games
+ Double clicking an improvement in the build list will auto place
+ Fixed issues keeping some sound effects form being played
+ Fixed bug that caused list box selections to not deselect
+ Fixed the Experienced and Veteran abilities to correctly give the free level
+ Fixed all quests that give out champions (so they are correctly champions)
+ Fixed a bug that destroyed cities when sovereigns were killed in battle
+ Fixed an issue that caused cities to dissapear
+ Fixed an issue allowing the Air Elemental Scroll to be used multiple times
+ Letters are no longer consumable
+ Monster recruits wont show up in the design window anymore
+ Fixed an issue keeping scrolls from working on the strategic map
+ Fixed an item keeping strategic spells form using the random modifier ability (for Destiny's gift)
+ All the tiles in your ZoC are now visible
+ Fixed an issue causing the Touch of Entropy spell to trigger twice
+ Pressing D with a unit selected wont bring up the old unit lorebook anymore
+ City defenders arent multiplied when they defend a city
+ Added the ability for spells to permanently kill champions (for steal spirit and infernal contract)
+ Fixed an issue that allowed tactical summons to sometimes survive after the battle
+ Fixed crashes
+ Fixed a significant memory leak in the sound system
+ Fixed an issue with combat rating (where the leader had the groups combat rating instead of his own)
+ Unit won through quests can now have their level specified (so they arent all level 1)
+ Fixed an issue causing multi-tile creatures to be hit multiple times by spells with a radius
+ Fixed bug where if you only have one item in your inventory, and it’s equipped, that selling it didn’t clear the selection area, which let you re-equip the item, and then resell it.
+ Fixed an issues causing the speak to button to be disabled on the foreign relations window
+ Fixed an issue keeping path of governor abilities from showing up
+ Bows correctly make bow noises
+ Fixed quests that give champions
+ King of the Wastes tech now correctly upgrades future monsters
Balance:
+ Late game tech costs reduced dramatically
+ Experienced earned from battle is split among the winning units
+ All craftable magical accessories now have a crystal cost
+ More injuries added (Afraid of Dying, Broken Leg, Hallucinations, Cracked Skull, Concussion and Rotting Wound)
+ Missing Ear injury now gives -10% to dodge
+ Gangrene Hand injury now gives -15% to strength
+ Flesh Wound injury now gives -10% to hit points
+ Chipped Tooth injury now gives a penalty to poison resistance
+ Broken Nose injury now gives -10% to Constitution
+ Blind in One Eye injury now gives -25% to Accuracy
+ Amnesia now gives -25% to earned xp (thanks to Heavenfall for feedback on this and many of the above)
+ Units cant walk on Mountainside
+ More (low level) monsters around starting locations
+ Reduced the cost of upgrading trained units to have better equipment.
+ Health regenerated reduced by 75% when the unit is immobilized
+ Caravan respawn time increased from 3 to 5
+ When a champion dies in battle and he recieves an injury his hit points are healed back to 25% full (to keep cascading deaths from happening)
+ Mid to late game improvement cost increased
+ You need the Path of the Mage to be able to cast Counterspell
+ Chaos and Pandemonium have no positive effects, just different negative effects of different types
+ Reduced the cost of pioneers
+ Fireball damage reduced from 6 (+3 per fire shard) to 4 (+4 per fire shard) and it takes and additonal action to cast
+ Contagion damage increased from 3 (+1 per death shard) to 3 (+3 per death shard) and it takes an additional action to cast
+ Dirge of Ceresa mana cost increased form 24 to 36, it is resistable and the duration damage increased form 3 (+1 per death shard) to 3 (+3 per death shard)
+ Legacy of Serrane faction ability gives +3 diplo each time a caravan reaches its destination
+ Legacy of Serrane faction ability unlocks the Aura of Commerce spell
+ Ignys are weakened but can now breath fire
+ Quests give much better stuff
+ You can upgrade the armor and weapons on most of the trained units
+ Catapults gain 30 Pierce defense and are larger in tactical
+ Base init is doubled (so we can be more granular with bonuses and penalties)
+ Weapons rebalanced at the new init levels
+ Alliance treaties have a 99 season duration
+ Non-aggression treaty duration increased from 33 to 50
+ Chaos and Pandemonium dont have positive effects anymore
+ Impulsive ability requires level 3
+ High level lairs reduced form 10 to 8 levels away from starting points (they werent able to be placed on some maps)
+ Wolf lairs cant be placed on deserts
+ Spider Venom saces are now accessories that you can equip to add poison damage to your attacks
+ A unit can only have 4 accessories equipped at one time
+ Movement increased on a bunch of monster (most go to a base of 3, anything with 4 legs generally has 4)
+ XP is divided by the amount of champions in your army. If you get 500 xp with an army with 1 champion all untis in that army get 500 xp. If you had 2 champions in that army all the units in that army get 250 xp).
+ Bandit Archer camps can spawn bandits
+ Bear lairs have loot
+ Butcherman lairs can spawn butchermen
+ Crag Spawn lairs can spawn crag spawn
+ Darkling Rider lairs can spawn darklings
+ Death Demon lairs can spawn assassin demons
+ Great Wolf lairs can spawn wolves
+ Ravenous Harridan lairs can spawn black widows
+ Rock Spider lairs can produce rock spiderlings
+ Stalker lairs can spawn stalkers
+ Wilding Rider lairs can spawn wildings
+ Capturing a city halves the population (instead of reducing it to 0)
+ Razing a city makes its zoc barren so a new city cant be founded there
+ You cant trade champions anymore
+ Champions choose their path at 4th level (not 2nd)
+ Reduced the metal cost of higher level weapons
+ Traits and items that increase movement are more rare
+ Amulet of Warding train time and defensive bonus reduced
+ Cloak of Shadows no longer gives a defensive bonus
+ Cloak of the Night no longer gives a defensive bonus
+ Darkling Cloak no longer gives a defensive bonus
+ Longstrider boots aren’t craftable anymore
+ Poison Vial is cheaper
+ Ring of Embers now correctly gives fire resistance
+ Ring of Storms now correctly gives cold resistance
+ Reduced Affinity to -10% the mana cost for tactical spells (from -25%)
+ Gamblers strike now has a 50% chance of doing double damage and a 50% chance to miss
+ Reduced the mana cost reduction from the archmage robes, mage robes and adept robes
+ Mantle of Oceans reduces tactical spell cost by 40% instead of 50%
+ Fireball does 4 (+4 per fire shard damage) instead of 6 + 3
+ Fireballs casting time increased from 2 to 3
+ Added a particle effect to growth and giant form
+ Monster player has plenty of mana to work with, be afraid
+ Removed the Bonding Ceremony tech (darkling and wilding camps require adminstration)
+ Removed the Mercenaties tech (mercenary camps require cooperation)
+ Path of the Assassin gives +3 dex, +3 to crits, and +50% to crit damage instead of +6 to dex and +2 strength
+ Path of the Defender gives +3 strength and +3 constitution instead of +6 strength and +2 constitution
+ Path of the Mage gives +3 int instead of +6 int
+ Path of the Warrior gives +3 str and +3 dex instead of +6 str and +2 dex
+ Diplomat gives +30% to trade value instead of +20%
+ Shards give 3 mana instead of 2
+ Min city level placed on most improvements
+ Dragon hide cloak is craftable
+ Ice Warg cloak is craftable
+ Wing of Embers and Ring of the Glacier moved from enchantments to channeling
+ Lightning Hammer is now craftable
+ Burning Axe is now craftable
+ Ice Spear is now craftable
+ Chain chest and greaves give -1 init
+ Plate boots, helm, greaves, chest and gauntlets give -1 init
+ Reduced the defense on leathur cirass from 3 to 2
+ Reduced the defense on leather greaves from 2 to 1
+ Reduced the cost of armor you can buy in stores
+ Tech costs dramatically reduced
+ Reduced the powerful empire ability to +2 str and +2 con (instead of +3 for both)
+ Reduced Rage to +3 str and dex when under 50% hit points (instead of +5)
+ Reduced the Strength ability to +2 str instead of +3
Cosmetic:
+ Quest location icons turn silver if the quest has been started (indicating there is nothing left to do at that spot)
+ Added notes to the tooltip for improvements (for things like being world or faction limited)
+ Fixed so many typos
+ When the monster is killed remaining lair switch to the treasure icon to show that they can be claimed
+ Tooltip for limited units shows how many the player has available
+ Monster dropped loot (pelts, webs, teeth, etc) no longer have a popup
+ We only show 3 units in a group if they are in an army on the main map (so you dont get those stuffed tiles that look like a wandering mosh pit)
+ New terrain graphics
+ New glow on mana shards
AI:
+ Monsters slightly less aggressive
+ Monster wander radius increased when in player territory
+ AI will now surrender late game rather than dragging things out
+ AI armies more aggressive
+ Fixed AI bug where armies with pioneers would not attack no matter what sometimes
+ AI more willing to attack and lose to wear player down if they have sufficient military might
+ Fixed AI bug where sovereign would get stuck on a quest
+ Increased odds of the AI talking smack talk to player about destroying stuff
+ Fixed bug where AI would go into defend mode rather than attack in tactical
+ AI Empires take umbridge if you attack an empire (-3 to relations)
+ Kingdoms get upset if you attack someone early game (-3 to relations)
+ Kingdoms take offense if you attack a kingdom (-3 to relations)
+ Kingdoms get really made if you are a kingdom and attack another kingdom (-3 to relations)
+ AI will improve relations if you have trade routes with it
+ AI manages its tax rate more effectively via an internal credit score system
+ AI trash talks player slightly more
+ AI places a lower priority on shopping for equipment based on how much money it has
+ Fixed AI bug where units would stick around at a rally point too long
+ Fixed AI bug where sovereigns and champions would head back to rally points even if they were powerful
+ Fixed AI bug that prevented the AI from going on quests as often as it should have
+ Fixed AI bug where champions wouldn't attack unless they had overwhelming superiority
+ AI more aggressive about founding new cities further away
+ AI more aggressive about constructing outposts
+ AI uses AI traits to determine what units it will train
+ AI evaluates area threats based on distance and how fast threats can move
+ AI is biased to train units over building improvements during war time depending on what traits it has
+ Fixed AI bug where cities wouldn't train pioneers if they were at war if they didn't have the right AI trait
+ Fixed AI bug where it didn't value magical weaponry correctly (thus only mundane units)
+ Fixed AI bug where it was not valuing combat speed correctly
+ AI less concerned about relative military power in diplomacy until later in the game
+ AI makes more use of AI traits when determining diplomatic relations
+ AI will now cast more offensive strategic spells
+ AI can use Curse City type spells
+ AI can and will cast the Spell of Making if it can
+ AI will try to inform players when it has cast a curse on the player OR cast a very powerful spell
+ AI will interact with players more generally
+ Fixed AI bug where it would ignore cities it knows about simply because they're far away
+ AI is less likely to surrender
+ Unstable, Isolationists and War Monger AI personalities will tend to raze cities they didn't found when conquered
+ Fixed tactical AI bug where it would appear to move and then attack a player which is illegal
+ Fixed tactical AI bug where if units were low on mana they would sometimes skip their move even if they had a mundane attack
+ Increased tactical AI evaluation of ranged offensive spells
+ Increased the target value of ranged units (made AI more likely to go after them)
+ Units that aren't particularly powerful are more likely to stand back and let others fight for them first in tactical battles
+ AI better handles dealing with units with particular types of magic resistances.
+ Changed tactical map choosing algorithm to now look at the number of units going into the map (bigger maps for bigger battles)
God damn it rub it in... Can't wait to play it Saturday. Holy crap that list is awesome!
I think I get the 1000 turn thing. Remember GalCiv2 and some of the crazy scores you could milk given the time and patients. The million plus scores. I bet people will still find a way. And yes I get the Civ reference too.
Am I the only one to F5ing my keyboard on the stardock store ?
Damn. So much changes, can't wait to try them.
Can't wait.
Wanted to do my tax on saturday ... but .. yeah. Who needs money anyway.
All I can say is:
Oh, and maybe wonder why the Paths require level 4 now.
Seriously? Am I reading this correctly? If I have more than one champion in the army it reduces the xp the regular units in that stack get too? The change to split xp with only champions (and not regular units) already provides a major incentive to have one champion with a stack of units, but now the whole army gets penalized by having more than one of them in there too? Please tell me this is just temporary until the code is refined, because god damn, this is stupid.
If I didn't read this, I most assuredly would have posted it as a bug!
Yes, I think it would be better if units always got full experience and champions had it divided between them. But I don't think it will be changed from what it is for this next patch.
"+ Units with bows also have quivers"
Are these cosmetic, or are there now equipable quivers for game reasons?
I think the changes look great, but the changes listed above are strange:
- Do ranged units have a limited number of arrows? It would be a bad way to fix kiting.
- Is blizzard changed, too? Otherwise it will be the new fireball.
- Is instant razing gone? With barren lands instant razing is probably even more annoying.
- Why does the path of the assassin grant a dex bonus AND a crit bonus? The dex bonus already increases the crit chance.
- Is the bonus effect of shards reduced? Otherwise the spells will be very powerful with the increased number of shards.
Do we have to download a complete new build (2GB) or is it a smaller patch that updates the previuos build?
Wow....most of the posts have been complaints. What a depressing thing to see after posting about several weeks of work. Some of you need to take some happy pills and get over your quibbles. You haven't even played the game yet and are already predicting doom because of a few of the changes.
I say "Way to go Stardock!". A lot of work, and you have fixed many of the things that the community was asking for. Looking forward to trying it out.
Score is rarely calculated apropriately in these types of games anyway.
I actually like the theory behind this mechanic. Makes you really think about adding additional heroes into an army, doesn't it?
I'll hold my complaints and or praise til I actually play it. Saying X does Y is very different from seeing how it works with all the other dynamics in game.
The only Thing I can comment on is the 1000 turns.. which is just a way to standardize scoring, since you can keep playing after that anyway it really has no effect on the game.
As to the 1000 turn score thing. Are we going to be able to show of our scores like we could in Galciv? I loved doing that. I think the 1000 turn limit on scores is a good way to make sure people are comparing on an equal scale. I used to farm my enemies at the end of the game to jack my score up.
I suspect it will be bigger than previous updates since it adds quite a bit of new content (like music and sounds), but probably no 2 GB.
I like most all of the changes. My only complaint is about the change above.
Please change it so that the land is repaired after 25 or 50 turns so that after we raze it we can build there later on. You can reason this by saying that the land will naturally heal itself over time.
Hmm.
Yea, I like the idea of 'barren land' eventually healing ... but I guess I'll have to play around with the current build to see what I truly think about the system
Derek/Brad, every one of these changes is good no matter what people are saying about raze then barren, 1000 turn soft limit, exp sharing, etc. Don't listen to them. Nice work!
Probably why Derek kept the changelog hidden for a few weeks otherwise there'd be loads more pages of moaning!
The people complaining are probably just starving for some testing. I am sure "great job guys" is implied. We just want to help. Thing is, as soon as .85 is out they will be making .86 and testing it.
Without playing it, I still think every change in the notes are for the better. But there are also things missing. What's being done about city building? Has the trait system changed to allow for more transparency?
I was wondering the same thing. I'd also be interested in some other things, like the issue of timing where pop-ups all happen at the same time, or reloading a game causes the monsters to go first.
I am concerned that "Serpent's Pact" doesn't do anything ... should either do something or be removed imho
(I like the flavor of it ... but if it has no effect then its just a noob trap)
Waiting patiently.....
Nothing wrong about the turn limit, but I would love to see something like Metaverse to track Elemental scores online.
On the other hand this would keep people somehow away from playing modded games so it would be a two-edged sword if not implemented more open than Metaverse with it's strict metaverse-game policy.
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