*** Released 1/22/2013 ***
Balance
Reduced Wealthy from +800 Gildar to +500 Gildar
Ancient Temples are more common and they give +1 Research per turn instead of +1 Mana
Pastures gives +3% hit points to all your units instead of increasing the grains of the attached city
Increased the default players on small, medium and large maps slightly
Increased the labor costs of bows and ranged staves
Fruit Groves, Twilight Bees, Wild Game and Whild Grain are now more common
Increased the amount of resources spawned
Monsters still raze city but it no longer salts the land
Twilight Honey now provides a faction wide -2% to unrest
Gold deposits are more common but produce less gildar
Grain provies 25 food instead of 20 by default
Modified rarity of different world resources and their availability to have more variety
Goodie huts are slightly more common
Shards are slightly rarer
Default turn limit reduced to 800 (from 1000)
Blizzard can be cast in an area will hit your units (and it will damage them)
Pioneers cost 30 population when trained
Fixes
Fixed a bug where the hit point bar wouldn't update when the crushing blow ability was used
Fixed bug where AI units would sometimes get stuck (like watching while their city was taken over or not going out to get goodie huts or going after an easy kill unit)
Fixed bug where AI knowledge trading didn't always reduce tradeable knowledge
Fixed an issue keeping the Growth potion from increasing blunt damage
Fixed an issue where the Paragon spell could be cast indefinitly
Fixed an issue where units will now exit cities in the best way to reach their specified destination
Fixed crashes
AI
AI more intelligent about when and what it builds in its cities
AI evaluates whether it should be training archers/catapults/mounted units more effectively
Fixed but that caused AI to disproportionately choose the first level up perk (like Assassin)
AI more aggressive about getting to goodie huts
UI
Fixed glitch that caused the arrow cursor to show instead of the hour glass when the player dragged the map between turns
Reduced ground cover on terrain with the exception of deserts
Added an icon to all the Refined techs to indicate that they can be researched multiple times
Fixed lots of typos
Resource tooltip no longer lists the tech requirement if the player already has the tech
Removed references to techs unlocking quests in the tech descriptions
Question- did the 1.19 frog AI get put into 1.2, or was it judged to be too slow, or did you find a medium? AI does seem nastier.
Balance between the default factions seems to have been heavily changed by the new rules- think Irane is pretty weak now (unrest penalty hurts worse than before), Procinipee seems buffed, Yithril still always seems to be in the lead.
change the outpost graphic to a little hamlet or burgh so I feel like my population is going somewhere and make the land feel more organic (maybe I'll try that myself)
yes Brad's improved AI is in 1.2. It is a little slower in the late game, but only because it is doing what it should be doing (and since it is working better there are more ai units, cities and battles to process). my tests show an additional 1-5 seconds between turns in the last 50 turns of the game on a large map full of ai players (I didn't have any human cities in my test so the whole world was ai).
nerd stuff: Brad may have mentioned this but the issue wasn't actually an ai issue. The ai knew what it was supposed to do all along. It was that the commands were being canceled if they didn't complete before turn processing was done. Tis would have been worse on slower computers or when playing on larger maps with lots of ai players. The ai would seem to simply stop moving (or partially stop moving if some units got to move before the issue happened). I still have no idea how brad caught it (well I do, he sits and watches endless ai games to catch mistakin) or figured out that the turn was processing before their move. But it was an amazing catch and definitely makes the ai more effective.
Let "create outpost" would be taken from pioneers to scouts? And require no population...
With all this talk about pioneers and city spam, I cannot help to think about how they worked at this in the game "Sins of a Solar Empire". Which funnily also bring a big Stardock stamp in your face when you open the game
It works like this: Each location in where you can have a "city", will usually be guarded by "monsters" (ok its space pirates, but you get the idea, imagine they have tentacles or something), this is pretty similar to FE with monsters dotted around the landscape.
When you have blasted these "poor, defenseless" pirate/monsters, and bring a unit to settle this new city, the city will incur a negative income until you have spent an amount of resources to build up the infrastructure... (Reminds me of some other game... but lets keep it to the stardock game )
This help alleviate the feeling of having to spam each city now and ignoring improvements until after every damn corner have your logo on it. Since if you do this, you will have a massive penalty to gold income, in this concept you have to spend some gildar/resources to build up your cities to atleast reach an equilibrium of income before its really a good idea to expand further (well you can keep 2-3 cities with a negative income if you are an aggressive expansionist, but you get the idea).
If a similar concept was included into FE, it might be a negative gildar income at city level 1, it won't hit outposts, so you won't kill the interest and resource grabbing in the early game. hey I might be even more inclined to put down and outpost instead?also it might make prestige slightly more valuable, I probably still will largely ignore it, but hey, atleast I feel there is a difference. I usually ignore prestige, cause I either need massive amounts lategame, or I hit the city-cap pretty quickly early-game.
Sincerely~ Kongdej
I played with the patch for a while. The gameplay now is much slower. I can't implement technologies which I research because of lack of resources. And I can't expand because of new pioneers. But if I use the spell which builds outposts I break the game and Ai falls far behind. Settling phase now is prolonged and Ai doesn't hurry to attack.
It's strange that I loose population. 30 people go with a pioneer but when a new village is created its population is 3 people. Where are the rest?
I suggest pioneers take 10 population and new villages start with 10 population, 0 guildar income, 0 research. Leader should have bonus of +1 guildar and +1 research. Trait Wealthy should give +2guildar per season instead of 500 at start. Rush production should cause -10 population.
In the 1.20 game I am playing a spider monster army sacked on of my cities twice. Both times the land was salted leaving no resettlement options.
My Henchman can cast spells from the "book of" techs even though they have no magic skills
When a city levels up you are locked on the upgrade screen until you pick an upgrade. This is a problem as you cant look around, move the map and see what resources the city has ect to help you decide which direction you want to go. I also think the city types need more detailed descriptions on what buildings each type can build.
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