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)
Wow. First. Really.
Razing a city makes its zoc barren so a new city cant be founded there
Interesting... I'm not sure about this. Guess I'll have to play and see.
All in all, looks very good.
Why does it say .85 changelog then .80 patch?
Day -1 comments:
The 1000 turn limit seems pointless
love the new toys added
love the removal of caravans and imbue
Have you guys been adding stuff between patches? It seems like some things I haven't seen before have popped up lately.
Are Wildlands still bugged?
Yeah, I love all these changes, but I'm a little confused about the 1000 turn soft limit, as well.
This update is impressive. Particularly for the AI.
Why 50% that's ridiculously high! A 20% boost would be really good, but %50.....
It's probably just so scores are somewhat equal, ie it's hard to judge a game that lasts 100000 turns.
Because fireball doesn't deal enough damage.
People play TBS games for high scores? Huh.
Also, when I say that I'm confused about it, that's really just a polite way to say that I don't like it.
Yea, the 1000 turn thing is basically the equivalent of the Civilization "retire" thing. You can keep playing but the score will be the score.
I'm guessing it's a way to deal with the game getting crash heavy after a lot of turns.
Gotta admit I'm unsure about the "City gets razed - land is now barren" altho it KIND OF makes sense....as it seems like its more of a "scorched earth approach". If your gonna kill the city you don't want, you don't want someone else taking the land period.......
Its funny but I think I just talked myself into liking this change! LOL
EDIT: One concern I just thought of....if a city gets attacked and destroyed by neutral critters does it still go into barren-state? I think it shouldn't but that's just me.....let scorched earth only be a player/non-player thing. I don't think a giant rock spider would want to make the area barren....it would want more morons to come, make some shacks, and be further meals.
With that aside is there going to be any further balancing of the tech-trees?..... i.e. diplomatic cap mattering more, using it to recruit from the wastes, etc. like it was discussed a while back? If its not in this patch please tell me it will be looked at further down the road since I believe it was a wonderful idea. With the new craftables it looks like the magic tree might be back in action, especially if you add in the new towers. But I didn't see any major changes to dip cap
Well, it's not a big deal, and everything else looks great. Can't wait to give it a go.
There seems such few places to even put cities, I don't know if I like the idea that if they get razed, we've salted the earth and nothing will ever live there again.
Wha? Archers and melee units need different lairs?
Didn't they already do this?
How was this post made on January 30th? And why does this list include repeat mentions of changes?
This actually feels like a troll post >.>
Buut.. assuming that it is not: Making the land barren after razing is super silly. Razing cities is already a viable strategy to pin your opponent down, but now after doing so he/she will have no hope of re-establishing a city in that location. I mean in the event the opponent manages to fight back the invasion they should have an opportunity for recovery.
If the reason for this is that pioneers are spammable and the AI (or player) will simply keep refilling that spot, perhaps the ease of their production or the rate at which cities are established needs to be addressed. Tacking on another steamroll mechanic is a bad idea in my opinion.
As far as the injuries are concerned, I am greatly saddened that such a blanket approach was used that will in all likelyhood cause many players to simply reload, and the AI to run around with hamstrung champions. Injuries should be specific to champion skills and they should probably have lesser initial effects that increase as more deaths are suffered. A good example of how rediculous this current system is, is that there is currently a 3/13 chance of actually getting an injury that matters to the champion. Oh wow my archery champion just got -15% strength or my mage just got -10% dodge. It's also worth mentioning how silly it is that the majority of the injuries have an effect on melee champions, when they are the most likely to die.
Injuries as blanket effects are fine before choosing your path, as it may determine what route you take that champion, but afterwards they should only have to do with the path you chose, and their severity should be based on how many times that champion has died. Having a champion recieve -25% xp on his first injury is game-breaking, even -15% strength is pretty terrible. Unless there is some easy way to heal these injuries they shouldn't be 'reload-worthy' on the first death. But later in the game when your level 15 mage protected by his line of melee and archers finally falls there should be some noticable effect other than -25% accuracy.
Besides I thought the whole idea of champions not dying was to make the AI more competitive and to allow for player (or opponent) comebacks. The injuries are admitedly pretty worthless in .77 but this just seems too far the other way. I guess my feedback will have to be that the computer is highly unlikely to be capable of returning fire after their first major defeat. Yay 1 combat wins.. yay..
You do make some good points.
I created the post on Jan 30th but I've had it marked hidden until today. It was an easy place for me to update and make changes as we changed things.
Well, that would explain why there's the odd repeated point, then.
Kind of funny to think Derek is making "troll" post.
Oh, ant the different types of darlings, etc is an awesome touch, btw. Makes getting that Darkling town that is connected to a billion lairs far more interesting.
I wish I didn't have to work tomorrow, or Friday for that matter.
Looking good.
Especially love the attention you guys are paying to the UI.
Now can I have a nifty interface to coordinate the movement of all my armies so that they arrive at a particular tile on the same turn???
I was being facetious. Mostly because frogboy got me with his (about AI) a few days ago >.>
I don't like the 1000 turn thing. Most people don't play epic strategy games like this for any kind of score and randomly having the game try to 'end' after an arbitrary number of turns is just going to be confusing and turn people off.
From the sounds of it, you can keep playing the exact same game, only your score for the game will not change after that.
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