*** Released 04/11/2013 ***
Features
Added Kulan of Umber as a starting sovereign.
Added General Carrodus of Capitar as a starting sovereign.
Added a new empire champion, Corinne the Archivist (a ghost champion)
Added a new kingdom champion, Pellion the Bright (a lightbringer champion)
Added a new construct, the Armored Sentinel, an animated suit of armor with immunity to poison, crits and swarm and the archign Shield Bash ability
Added Battle Cry as a new Commander trait
Removed Encumbrance. Instead we have chain mail proficiency and plate mail proficiency that enables the use of those armor types. Defenders get chain mail for free and plate mail early on. Warriors get chain early and plate in the middle of their trait tree. Assassins get chain mail in the middle of their trait tree.
Added new tactical maps
Redid the Defender trait tree
Defenders get to use Chain mail armor for freeDefender I trait increased from +5 to +10 defense when defendingDefender II trait increased from +10 to +15 defense when defendingRemoved the Defender III traitEndurance trait gives +10 hit points instead of +1 per levelAdded the Endurance 2 defender trait (it gives +15 hit points)Converted the general Graceful trait to the defender Stand Firm traitRemoved the Guardian III traitAdded the Arching Shield Bash defender trait (shield bash 3 adjacent units)Added the First Aid defender trait (heals an ally within 1 tile)Added the Hold the Line defender trait (sets all allies defending and gives them bonus Dodge until their next action)Added the Invincible defender trait (caster becomes immune to physical damage until its next action)Removed the Spell Resistance III traitAdded the Summon Sentinel trait (summons an Armored Sentinel into tactical combat and boosts the defense of all surrounding alliesAdded the Eternal Guard defender trait (+5 levels for summoned sentinels)Added the Ironskin defender trait (+3 defense)Added Plate Mail Proficiency, it enables the use of plate mail armor
Fixes
Fixed an issue that was keeping new champions from spawning with their special consumable gear (potions and scrolls)
Fixed an issue causing the hit chance for dodgeable special abilities to be incorrect
Fixed an issue keeping the Pariden spellbooks form showing up in on the choose sovereign window and in the tech tree
Fixed an issue keeping Krax’s Ice Spear and Lightning Pike form showing up in the choose sovereign window and tech tree
Fixed the provides tages on the Berserkers Axe and Berserkers Broadsword
Fixed an issue where the AI can ask for peace even if you aren't at war
Fixed an issue with the Tremor spell not removing Dodge correctly (fix by Parrottmath)
Fixed an issue that could allow a troll Shaman to kill himself by casting Barbs
Fixed an issue with the tactical spell Command, where depending on when it was cast, it could cause the target unit to always go next, over and over and over
Fixed an issue causing swarm bonuses to be exponential (it was normal with 1 allied units, but 2 did x4 the bonus, 3 did x9 the bonus, etc)
Fixed some broken tactical maps
Fixed an issue that could cause to many guardian statues, catapults or assassin demon city defenders to be spawned
Fixed crashes
Balance
Remade all the level 7 Empire champions
Remade all the level 7 Kingdom champions
Remade all the level 9 Empire champions
Remade all the level 9 Kingdom champions
You now have visibility for 1 tile outside of your borders
Lethal 1 increased from +1 attack to +2 attack
Lethal 2 increased from +2 attack to +3 attack
Lethal 3 increased from +3 attack to +4 attack
Warrior Muscle trait also gives +1 attack now
Increased the default players on the Huge map from 8 to 10
Administrator III trait lowers the unrest in all cities by 10% (instead of just the city the champion is in)
Increased the CityCountUnrestPenalty from 2 to 3
Reap II increases the damage form damaging an opponent from 1 to 3 and Reap III increases it from 3 to 6
Enchanted Backpack gives an init bonus
Golden Belt gives 25% Splash damage
Strength and Muscle traits give bonus attack
A full suit of Chain Mail gives -3 init
A full suit of Plate mail gives -6 init
Warriors get an Endurance trait that increases their hit points
Spell Leech has a 5 turn cooldown to fix an infinite mana exploit
Broke magic staves in Fire and Cold staff categories for unit design
Eye of Abeix trophy increased to +50% growth and +5 init for defending units
Head of Amhah trophy increased to +50% growth and -50% unrest
Heart of Delin trophy increased to +50% growth, defending units are immune to fire and trained units get fire resistance
Heart of Morian trophy increased to +50 growth and +50% hit points for trained units
Horn of Sarog trophy increased to +50% growth and +1 fame per season
Head of Torax trophy increased to +50% growth and +3 attack and defense for defending units
Fist of Vetrar trophy increased to +50% growth, defending units are immune to cold and trained units start with Cold resistance
Storehouse increased from +40 food per grain to +50
Rusty Armor gets increased defense but becomes rarer
Aegis Robe Defense increased form 5 to 6 and it gains +5 Dodge
Increased the CombatRatingToExpMultiplier from .05 to .06 (ie: increased the amount of xp gained from combat)
AI
AI smarter in relations
AI smarter about when to ask for peace
Monster AI tweaks
UI
New waterfalls from Parrottmath
In tactical combat the button for the spell or ability you are using remains highlighted
Fixed the Spearman Expert and Master icons (they were reversed)
Even better water
New selection tiles in tactical
Are there any plans to change the trees of the assassin, commander, defender and mage, too?
I think the path of the commander is currently one of the most powerful and most boring paths, because the stat increasements are only passive. It would be better to make them active abilities like Command or Battle Cry.
It wouldn't hurt to make the commander path more active, though I DO like those passive abilities.
Defender is my next tree to focus on sprucing up and I plan on having in for this patch.
Umber and Capitar are back. Umber has been fucking my world up in the last few games. Swarming jerks.
Yeah does this mean they will get some love trait and balance wise. There are a ton of bugs with their unique traits, and as currently implemented they have no racial abilities.
UMBER!!!!!!!!!!!!!!!!!!! The other races are already packing to leave this world.
THANK YOU STARDOCK
Why are you ignoring Fallen Enchantress Support Derek? Its one thing to quickly post that you arnt working on anything for FE atm. Its entirely another to vanish for a month+ and not reply at all to info requests (while posting in the LH forums). For shame.
Thanks Stardock.
Your moving so fast!
Only problem I have is assassins tools is kind of all over the place. Skath claw and scimitar need to be looked at, as they do different things and upgrading from one to the other would be messy. Also last I checked poison cost like 15 points.
I'd fix up the other trait trees before you redesign too many heroes.
Also could we get wildland rewards and glitches sorted out in a patch soon?
Hoping for some look at them.
Think Urxen should get vuln fire res cold to balance out Magnar's res fire vuln cold. Other than that, I think they're ok.
Capitar I'd like to see them be the Kingdom counterpart of Kraxis, though with a horse focus.
Because they are sprucing up LH to 1.0 and than will backport all the upgrades into FE 1.4
We are one grumpy guy.
Looks good so far, keep up the good work.
Love the big changes showing up in the changlogs. It's good to be back in beta!
a great - i was confident that you would eventually make some official/canon version of Kulan and Carrodus. I used custom versions of them for a long time - makes me curious how far off my trait selection for the two guys is
also looking forward to the defender overhaul. they used to be my favourite path in FE, hope you will cook up some interesting perks for them
Looking forward to update on the trees - would also suggest allowing 2 trait selections per level or compressing all traits to be more powerful. Leveling has a great concept and UI now - but the actual "ding" of leveling is underwhelming. +1 research to... +2 research! yeah!
tier 1, something (-15 unrest? Kind of think that should be just for choosing commander)
Tier 2, +2 research
Tier 3, +5 research
Tier 4, +100 research
Tier 5, 10 research.
A feature request to highlight the explorer button when exploring is activated. Less of an issue now that I see the path that a unit is taking, but it would be nice to know that it is because they are exploring.
Yeah, thats a big one. Its on our list too. Brad submitted it in his feedback. Soren submitted it in his feedback. Everyone wants it.
Another one is to actually see on map or in city details screen when there is a harmful spell in effect on it. The way it is now, all you can do is go city by city and try the dispel on it.
Of all the gameplay changes this patch (or even last patch), this is my favorite. I have lost many cities to monsters that I never saw coming.
Each update, it keeps getting better! A few random suggestions / bugs:
* Settle keyboard shortcut ( doesn't work for the sovereign. I am not sure about pioneers.
* In the skill tree when leveling up heroes, it's is very hard to tell between the skills you already have and what you can select. Make the highlight / outline whatever more distinct.
* I always forget to cast city enchantments on some of my cities. A visual indicator (like the Yellow End Turn button indicator recently implemented) to remind the player would be helpful. Same thing goes for research on the first turn (this is not as critical).
* When I decide what to level up my cities to (town / fortress / research city), I usually decide that based on the raw (unsettled) resource count of the tile. But after you settle the city, you can't see that raw count (you see the modified numbers). It would be helpful to show the raw resource count (4/2/2, etc.) along with the city stats.
As always, thanks!
Great work as always Derek. Thanks for your dedication. Also great to see Brad getting stuck into the AI last patch.
One question, when is the Druid hero making an appearance?
You can get that from the city detail window, under Overview (it shows Population, Unrest, Growth, Grain, Materials, and Essence, the last 3 being what you're asking for).
You can also get the information from the resource tooltips. Examples below have 3 as the Grain/Materials.
Food has Grain in the tooltip, looks like: +40 per Grain (3)
Production has Materials in the tooltip, looks like: +14 per Materials (3)
The number of essences is also shown on the city HUD as barely-noticeable dips along the top border (there's a mod that makes them circles, as it should be), and again in the city detail window in the top-left corner (where enchantments can also be removed).
Yes, I know the city level up screen has that info but I thought those were modified numbers (i.e. after the improvements). Are you sure those are the raw numbers? I guess I can double-check but last time I checked they were modified numbers.
The numbers on the City Details screen are modified, but if you mouse over them you will see a complete breakdown of how those numbers are calculated.
Hmm I see I'll check this again. Thanks.
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