*** 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
Ummm, I think this should give a bonus to Plate Mail?
I was wondering how the removal of encumbrance would affect trained units? Do they just get the initiative penalty (wasn't extra weight one of the troggs benefits?).
Also whats to prevent me from having all platmail with no helmet? Would i still get an initiative penalty?
Lastly, mqpiffle, while do you have a picture of a constipated person as your avatar?
I think it's going to be -.5 init for each chain piece, -1 for breastplate. Plate mail -1 init for each piece, -2 for breastplate
Does the game support fractional init?
That is a great idea and if you combine it with proficiency traits in the general tree and not in the path trees you would avoid:
and it could look like that:
- A full suit of Leather Armor gives - 2 init and - 10 dodge without proficiency
- A full suit of Leather Armor gives + 0 init and + 0 dodge with proficiency
- A full suit of Chain Mail gives - 5 init and - 20 dodge without proficiency
- A full suit of Chain Mail gives - 3 init and - 10 dodge with proficiency
- A full suit of Plate Mail gives - 8 init and - 30 dodge without proficiency
- A full suit of Plate Mail gives - 6 init and - 20 dodge with proficiency
Hard to fully say what the removal of encumbrance will do to the game, but as of right now I've always made slow heavy armored armies. That's the best way to play. Sure your army will be slower on the battlefield, but that doesn't matter when they can be both heavy armored and massive damage. If removal of encumbrance increases strategies then this is a good thing.
Time will tell.
Removed Encumbrance.
Holy crap!
I'm sure the encumbrance system will still be available for the intrepid modder
Not sure about that, if they get rid of the encumbrance bar thing on the unit screen it'll make it rather difficult and/or clunky
Well. Guess we'll wait and see how it plays out. But count me in as skeptical.
Count me in too. I don't understand what we're trying to solve my removing it. Can think of lots of concerns but will wait and see I guess.
Count me in among the encumbrance skeptics. We'll see how it plays out.
This is a dumb question I am afraid, but I have bought Fallen enchantress legendary heroes on Steam, is there any way for me to get the yet unreleased 0.80 beta?
Would it be feasable to add unreleased betaversion as "DLCs" on steam?
The "unreleased" means it is not released at all on Steam. When it changes to released Steam will automatically download it. This changelog is evolving as they add more and more changes to it, so the .80 release is not something that is just laying around and not being released to us. I think when this thread first started, there were only about 3 or 4 lines in the changelog in the originial post.
the removal of encumbrance is definitely an interesting change... not sure how it will turn out, but i'll give them the benefit of the doubt and test the changes before i decide if i like it
i can see this new system adding some more variety to the game, at least. right now, armor on trained troops is almost a no brainer - put them on horses, add strenght and muscle and fine tune the armor pieces to game the stepping stone encumbrance system (40/80%) to minimze the drawbacks. with the new system, you actually have to make decisions - gamble on cheaper "glass cannon" troops that try to take out the opposition before they can react vs. tough units that can (and will) take some hits due to the low initiative.
Good point. I think they should provide an Initiative or a Damage boost. Which would fit its title. Warhorses should fight or be better trained for exercises during war.
Actually, some mechanism for auxillary attacks could be a most excellent thing, as it would also make same spot retinues for heroes moddable.
To be somewhat more balanced, a dude on a warhorse could first land his own attack, and then his horses attack.
Example: Sir Smashsalot the Gilden Sovereign on his trusted warhorse attacks a bunch of darkling warriors. Sir Smashalot first hits with his hammer (attack of 14), doing 11 damage vs the darklings 3 defence. Now his horse hits with its attack of 10, the darklings 3 defence is against factored in and hurts for about 7. The horse would be quite important against weakly armoured targets, but not do much against a Golem.
This would also help to bring fast lightly armoured troops better in line. Leather armour can get hurt by horses, plate cant, meaning that plate becomes more competetive.
One could also add some buyable "Squire" auxillarys (for Altar?), that add singular extra attacks to heroes.
Given that Brad is off playing the game and posting about that game, it can only mean one thing... INVASION! That, or the patch is coming out today.
Just downloaded, now on to a new game!
I like the new armor idea. Encumbrance was a bit clunky... heh...And that'll mean no more mage sovereigns/champions running around in plate armor... which was always annoying to see.
hm ok the old strength and muscle unit traits (now +1 att each) are placeholders i guess - they still have the same cost as before. 1 att aor 4 production is not exactly in line with +1 att -1HP at 6 prod (fury) or +1 att for 12 prod (muscle)
the new system will require quite a bit of work before it's fully functional...
It seems they did. Hadn't noticed it until I moused over the strength, but it's +1 physical attack bonus.
Edit: And also mentioned in an earlier post.
Yeah, a whole +1 attack bonus is definitely not worthwhile, though the Bazaar is a bit better now. The Weak sovereign weakness is also a lot less crippling with encumbrance gone.
Yeah, I agree with that. The warhorse attack bonus is pretty weak compared to the encumbrance bonus - needs a little adjusting.
I decided to dig into the files for LH, comparing them to my modded FE files to see what was still broken (in my personal preference), and much to my astonishment... I ended up changing almost nothing. At the end of the day, the only change I decided to be still necessary were my adventurer's guild changes.
Just to put this in better perspective for you... I spent 60+ hours modding typos, broken abilities, unbalanced items, level 7 and 9 heroes (big project!), weapons (huge!), hero item level requirements, etc in FE. To say that all of these things are fixed in LH is a stunning leap forward for the base game to my eye. Players who do not heavily embrace mods are getting a much better game in LH overall. GREAT WORK.
This is not to say that hero xp (balance), and your work on the trees is finished quite yet, but I am mightily impressed by the advances that have happened in LH, and I say that as someone who has done part of the work myself.
I've decided already- encumbrance system for FE needs work when it comes to champs. It's kinda dull to not be able to wear armor.
Leather/Chain/Plate mastery for heroes should reduce init penalty (though I don't see anyone picking it), Init penalties for heavier armors should be higher.
I can't see anyone wasting a level point to wear heavier armor, when high-lvl abilities give more, so many armors will end up going to waste.
We should also get higher-end leather armor further up the tech tree. Maybe make it a special resource from Dragon lairs, and dragon-type creatures. (like how Ophidians gain crystal)
Also, I'd love to see a quest that would allow spectral chainmail to be built.
It's released!
I thought we all agreed this would be a muggle-free zone!
Encumbrance is the first thing I change. I don't care if it's not "real like". A small Elf carrying a pair of huge swords is the way my character goes. I feel I lose chances at good stuff due to encumbrance. Same with Gold. In real life I'm old as dirt and on a pension. So my character is going to be wealthy and strong.
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