Released 10/15/2012
Content
Added the Ignys Shortbow
Added the Twisted Ankle injury
Added the Twisted Knee injury
Added the Recruit Bandit spell (only sovereigns with the Bandit Lord profession can use it, converts a bandit to your side in tactical combat for 25 gildar)
Added the Revelation city enchantment (magic tree unlock, +1 research per essence)
Added the Arcane Forge city enchantment (magic tree unlock, +1 material per essence)
Added a pony
Fixes
Fixed an issue where magic immunity was making the units immune to special abilities
Fixed an issue keeping the Sacrifical Altar from being able to be built
Fixed catapults so they work in autoresolve
Fixed an issue keeping multiple word items from linking correctly to the Hiergamenon
Fixed an issue that could cause summoned creatures to lead armies
Disbanded units don't fall dead anymore
Fixed a String Not Found error on the world setup screen
Fixed an issue that can cause the action pane to not showup if autocast spells are used in a battle
Fixed a crash when disabling shadows
Fixed an issue that caused a troll to survive combat if his regen was enough to heal back from his death blow
Fixed the Scarred trait
Fixed an issue causing resources to be hidden under fow after loading a game
Fixed bug that caused units with moves left to not get to their destination (running in place)
Fixed deadlock related to updating cities
When an army without a champion gets loot, that loot goes to your sovereign (instead of being lost)
Fixed an issue with Death Demon animations that would cause missing damage numbers and other wonkiness
Fixed an animation issue with Ogres using the Hurl Boulder ability
Fixed an issue that could allow the AI to stack non-stackable enchantments on a unit
Fixed an issue that was keeping the spell damage displayed in tactical to not take abilities into account
Fixed an issue keeping city defenders showing up in their medallions on the city info screen
Fixed the Guile ability
Fixed a hang if you use Ctrl+Alt+Delete while playing
Fixed an issue that could cause black squares to show up on the cloth map
Fixed a bug keeping some consumables from give item popup (recall spell, etc)
Fixed floating waterfalls (despite tlc's recommendation our art director chased them all down)
Players and monsters no longer move during the same game phase
Fixed a bug where units would play their death animations twice (yes, we get it, you died. We aren't handing out oscars here, get on with it)
Fixed moonwalking units (I wonder if MoM ever had these issues)
Fixed a delay when Haunter's cast the Curse of Cyndrum spell
Curse spell now correctly removes Pierce defense
Fixed a crash when cycling through ai cities on the city info screen
Fixed an issue causing city defender icons to be empty
Fixed an issue allowing you to get special unit traits (juggernaut, iron golem, etc) on normal units
Fixed a bug where spells applied on melee attack or defense only applied the first modifier
Balance
You always have at least a 3% chance to hit a target
You always have at least a 3% chance to miss a target
You always have at least a 3% chance to resist a spell
You always have at least a 3% chance to fail to resist a spell
Reduced the research rate modifier on large maps from 1.6 to 1.5
Switched the bow form the escort noblewoman quest from the ignys longbow to the ignys shortbow
Lowered the gold reward on the escort noblewoman quest
Lowered the gold on the Rats in the ruins quest
Reduced Aura of Grace to +1 init per essence (instead of +2)
Reduced Aura of Might to +1 defense per essence (instead of +2)
Reduced Aura of Vitality to +1 hp per essence (instead of +2)
Reduced Blizzard to +2 per water shard (instead of +4)
Reduced Blood Rages casting cost from 250 to 100
Reduced Burning Blade to +1 per fire shard (instead of +2)
Reduced Burning Hands to +2 per fire shard (instead of +4)
The Cave Bear summoned by the Call Uteran spell is now at the level of the caster
Reduced Contagion damage slightly
Reduced the casting cost on Death Lash
Reduced Destiny’s Insight casting cost from 250 to 100
Reduced the Dirge of Ceresa spell damage slightly
Reduced Drain Life to 2 per death shard (instead of 4)
Reduced Falling Star damage to 3 per fire and air shard (instead of 18) and casting cost increased
Reduced Fireball to 4 per fire shard (instead of 6)
Dragon’s Fire Breath ability does double their attack in damage (instead of just their attack)
Reduced Firestorm damage to 8 +4 per fire shard (instead of 10 +10 per fire shard)
Reduced Flame Dart to 2 per fire shard (instead of 4)
Reduced Flame Wave damage to 4 +2 per fire shard (instead of 8 +4 per fire shard)
Focus has a casting time of 1, and gives the caster +25% to attack and spell damage for the rest of the battle
Freeze no longer applies the move penalty, instead it immobilizes the target for 2 turns
Reduced Gift of Iron to 5 +2 per earth shard (instead of 6 +3)
Reduced Heal to +2 per life shard (instead of 4)
Reduced Hurl Boulder damage to +1 per earth shard (instead of 2) and dramatically reduced its casting cost
Increased Inspirations casting cost
Meditation no longer has a casting cost
Reduced Pillar of Flame damage to +2 per fire shard (instead of 4)
Reduced Shockwave to 10 +2 per earth shard damage (instead of 18 +4)
Reduced Soulburning to 12 +2 per death and fire shard damage (instead of 16 + 4)
Reduced Static Blast damage to +1 per level (instead of 2)
Reduced Storm damage to +4 per air shard (instead of +10)
Reduced the hp cost from summoning imps/familiars to 1 (instead of 3)
Tame doesn’t have a casting time anymore, but does have a mana cost
Reduced Touch of Entropy to +6 per death shard (instead of +12)
Reduced Vetrar’s Howl damage to +5 per water shard (instead of 12)
Reduced Wall of Fire damage to +3 per fire shard (instead of 5)
Reduced Wellspring healing to +4 per life shard (instead of 6)
Reduced Sculla’s Mace to 24 attack (from 32)
Reduced Ice Mace to 20 attack (instead of 24)
Reduced Frore Mace to 24 attack (instead of 32)
Reduced Vetrar’s Fist to 32 attack (instead of 48)
Reduced Burning Battle Axe to 15 attack (instead of 20)
Reduced Ignys Battle Axe to 25 attack (instead of 30)
Reduced Sarog’s Axe to 30 attack (instead of 45)
Reduced the Lightning Pike to +6 Lightning damage (instead of +1 per level)
Assassin’s Longsword gives +10 attack vs Champions
Reduced the Druss Blade to 18 attack (instead of 36)
Reduced the Pyre Brand to 27 attack (instead of 36)
Reduced the Heartseeker to 26 attack (instead of 30)
Reduced the Sword of the Sun and Moon to 36 attack (instead of 54)
Reduced the Heart of the Glacier to 42 attack (instead of 63)
Reduced the Sythe of the Void to 42 attack (instead of 63)
Reduced the Brutal Longbow to 22 attack (instead of 33)
Reduced the Perfect Yew Bow to 18 attack (instead of 22)
Agriculture doesn’t give a food bonus anymore
Removed the metal costs form magical weapons and armor (crystal costs remain)
Reduced the material costs on the forge of the overlord towers
Reduced the default players on Large and Medium maps (more areas to explore)
Cloak of Fear is a tactical spell now with a 5 turn duration
Increased the default Accuracy to 70 (from 60)
Increased the default Spell Power to 70 (from 60)
Accuracy per level reduced to 1 (from 2)
Spell Power per level reduced to 1 (from 2)
Adventurer sovereign profession gives free champions, added the Experienced sovereign talent (+1 level), removed the Natural Leader trait (basically the free champions trait is a sovereign profession now and the +1 level is a talent)
Increased the Bandits given with the Bandit Lord ability to 3rd level (from 2nd)
The "To busy to talk.." responce will only come from the AI if you are at war with them. You are free to enter diplomacy as much as you want when you are not at war (this also fixes an issue where some players couldn't declare war until enough turns had passed)
Gladiator armor is now rare (instead of uncommon)
Warrior Temple grants +2 levels, +4 init to defending units and gives all trained units the Bloodthirsty trait
Attunement increased to +2 mana/season (from +1)
Increased the amount of free city defenders at all levels
Reduced the Black Market Unrest penalty to 5% (from 10%)
Rebalanced armor costs more closely to the amount of defense they provide
Haitan (quest hero) now starts at 4th level and with fire 3
Reduced the cost of Lower Land and Raise Land to 5 mana (from 50)
Iron Golems now use the best weapons and shields available
Reduced champion recruitment costs slightly
Increased Accessory slots to 4 (from 3)
As a’Zoth gains Path of the Warrior (instead of Mage)
Leadanna gains Merchant 2 and loses the Scarred trait
Lisbeth the Light starts with a Monk’s Staff
Courage cant be cast on trained units anymore
Removed the tech requirement on abilities (there wasnt a good way of displaying this info, they all unlocked so early that it wasnt worth spreading them out)
Reduced Leather armor from a total of 8 defense to 6
AI:
AI will reorder its queue if necessary to rush build an improvement or unit if it needs to
AI is more intelligent regarding when to look for places to build cities versus outposts
AI is more diligent about not building cities near monsters
AI is better about going on quests
AI more intelligent about expanding during mid and late game
AI is better at using tactical spells
AI has more dialog when conversing with players
AI has better dialog when discussing surrender options
AI surrender threshold modified to be less stubborn at normal levels when negotiating their defeat
AI vastly more stingy about trading influence
AI asks for less money up front on tribute treaties
Monsters that get freed from their lairs by ZOC no longer wander very fair into the distance
World difficulty determines monster behavior more stringently. Lower world difficulties mean monsters rarely, if ever, attack player cities. At high difficulty, monsters will attack player cities but will not necessarily attack AI cities as aggressively. At "normal" or "challenging" the monsters are equal opportunity killers.
More AI interaction
New, nastier AI algorithms at higher difficulty (for people want a bigger challenge)
AI less aggressive at lower difficulties (dumber)
AI at normal or below will roll to make a "mistake". The lower the difficulty the more likely it is to make a "mistake".
AI makes better use of tactical spells
More conversations added
UI:
Added cooldown information to spell tooltips in tactical combat
Stacked army icons dissapear at a far enough range
Mana Maintenance is now displayed of spell tooltips
Lots of Hiergamenon improvements and fixes
Capitals now have an icon indicator on the city pane and on the city info screen
Switched to using the more informative trait info tooltip anywhere traits are shown
Lots of normalized volume sfx
"Unit Movement Within Tile" now defaults to False (so my default units wont run to the edge of their tile and back when attacking)
Maybe a set of summon bandit spells, unlocked with economic civ traits that cost gold instead of mana. Or maybe building black markets spawn bandit armies?
Those are quite good ideas. Should the summoned bandits have an upkeep cost in gildar? I don't think they should be limited to 1 Bandit though (they could work like the Skath Egg, which creates a new unit in your army).
How about humanoid units (except Sovs, Champs and Henches) that are killed by bandits come back as bandits (like the bandits saying "Join us or else")? It wouldn't be like the splitting creatures, they would create a new bandit unit with the number of figures being the number of figures that was in the defeated unit when it had full HP.
I figured the spells would unlock larger and better equipped bandits. They wouldn't be great troops, but maybe a high level version would unlock a unit with a dodge bonus initiative bonus, endurance, wiled a scimitar, round shield, leather chest, arms, thighs, and feet with a hooded cloak and throwing daggers and poison in a group of 7 and cost 300 gold. It would have to cost less than it would cost to design something similar and rush it. Or have some advantage like not having upkeep.
Or if they kill any unit, they could get a "Loot Materials" ability IMMEDIATELY on finishing off an enemy unit (ie. at that point in the battle)? A bit like the Loot feature of one of the Bandit-types (Pirate I think) in King's Bounty. And it would be a good little meta-game to try and organise a Bandit stack to finish off a low-health unit.
Either that or they would get a low strength or damaged version of a weapon or armor piece that the dead unit had (maybe only for regular units though). So you could outfit your bandits by getting them to kill and loot their enemy's stuff. (And this could also apply if a neutral Bandit killed off one of your regular units too. )
Or maybe a Summon Hedge Knight spell/ability, you summon a group of nights decked out in rusty plate armor on horseback? Not sure what that has to do with the bandit lord, but the idea of a unit a mercenary unit in rusty plate on horse back sounds really cool to me. These could be things added to the civics tree and be able to make armies from it and thus be able to be separate from the other trees. You could simply hire mercenaries. The other abilities in the tree require you finding resources/dens and are not very viable, but being able to summon troops via a spell using gildar would make up for it.
Stardock, do you want to take on any of these ideas?
Gee if you guys keep taking the content out of my mod I am going to have nothing left.
If Bandit Lord is going to be in the game, it's better if it makes sense, is interesting and helps out more than just at the start of the game. Though I understand where you're coming from.
Where is the option to use AI governor to build structures in cities?
This is really tedious when you have 20 cities and a serious flaw in the game.
One idea: bandits who survive a battle increase the gildar from battles, and give a chance of better loot?
Can we get the Bloodthirsty attack bonus to show up on the attack damage tooltip?
It has been indicated that this feature might be added to the game post-release, if the game is a commercial success.
I don't really understand the need for aI govs, you can load the que, and the city will be busy for thousands and thousands of turns.
How do they expect to make the game a commercial success if such a crucial feature is missing? Its boring and tedious and detracts from the game.. And it is going to hurt the game's reviews, and this is going to hurt the game commercially.
Because I research technologies as fast as I build structures requiring me to redo the order of construction after every building. With an AI governor there is no queue, a structure finishes then a new one is chosen from currently available structures, a list that changes after almost every single building finishes.
Plus loading the queue in a non stupid way requires a bit of planning a thinking which I would rather the AI do on the dozens of conquered cities (I am fine with doing it manually on my initial cities but at late game I would rather the AI took over)
Carl Sagan, you are not. But I bet Carl Sagan never had a pony.
It's hard to argue for a situation when you have 20 cities. Just let them idle and finish the game already. Most people and reviewers will be playing on smaller maps where this is not ever going to be an issue. Features that support large games like that seem to be set for after release when they optimize for that scale of game.
Attunement (+1 mana\season), might - trash. they are not worth 1 point talent. how so very easily at the beginning of the game "are a small addition of". they obviously need to be strengthened. + 0,5 mana\season per level. + 0,5 damage per level. for exampleImpulsive, tactician - slight increase. rank at the increase. can they combine?
p.s. tactician occurs as an increase to the level. this is not unique bonus
Yep, Attunement should be + 2 mana per season, but i think Might is very good, because it helps you to level much faster at the beginning. Scholar should be + 15 % research in my opinion.
It's a popular misconception that Carl Sagan used to say "billions and billions". He never actually said it in the media, even though there is a unit of measurement called Sagan, which is defined as "at least 4 billions", the minimum which "billions and billions" could mean.
Anyway, I am pro-governors, because even on a medium map I get to the point where I need them. I never played a large map, since a medium one is large enough. The truth is the game gets kind of boring when nearing the end, and micromanaging conquered cities adds to that monotony. Leaving the cities to idle is saying that you just don't care anymore, which indicates you got tired of improving them, which is where governors come into play. On the other hand, the number of cities in FE is not that huge, so giving them a queue and leaving them be is an option.
GalCiv 2 only got governors after release, but then again, you can have over a hundred planets on a large-huge map, and more on an immense map (governors were already in when they made the immense maps).
Any plan to fix the duration of Tremor? It currently only lasts for a single turn, despite saying it lasts for two.
I wonder if the code is counting the current turn as one of the turns. If so, that's an easy fix. Tell us it's 2 turns in the UI, but program 3 turns in the code. Wow... Maybe I should be a programmer.
Which "higher difficulty" ? Is the AI still at 100% and using these nasty new algorithms at Challenging?
Haha... just one?
Yes, there is only one, and only one way to get it.
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