*** 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
If your faction uses masterwork chain mail, is that now enabled by the plate proficiency? Or is the plate proficiency useless in that case? I'm not far enough along in my current game to test it out.
masterwork chain reduces initiative by 3, so i guess it counts as chain armor (likewise, light plate is -6 init so it probably counts as plate)
Masterwork chain mail is chain mail. So plate mail proficiency wouldn't be required to help you equip it. But you may still want it if you fine plate mail in the world you want your champion to wear.
Perhaps consider requiring chain proficiency or even plate for tower shields?
I would second this...
That sounds reasonable.
That makes sense, especially for the champion's armor further along in the magic tree. Thanks.
Would it make more sense to change it to medium and heavy armor proficiency instead of chain and plate? Seems like that would also accommodate adding in the requirements for shields better. I'm all for having a tower shield require plate proficiency, but the term doesn't make as much sense. You could then also make it so that some/most shields require the medium armor proficiency, too.
Yes, I think Medium and Heavy Armor Proficiencies is a good way of doing the armor proficiency thing. It allows a lot more tailoring and customising for balance.
It would allow modders to not have to change the name of these proficiencies.
Great patch!
Forgetting multiplayer, LH seems to be stripping away all the legacy baggage FE carried over from WoM. Its just amazing how much more of a polished experience it is overall, its like playing an entirely different game (ignoring bugs that happen with beta development of course). I don't mean to nag but it would be nice if we could do something with all that water though, even if we don't have units that travel on it there should be some nice advantages for settling on the coastline even if its basic food/gildar bonuses like river structures. Maybe a medium level port structure that lets you move to another port enabled city at the cost of a couple turns.
I also sign the petition to have Medium and Heavy armor types haha
Sneaky Steam...
I was all set to update my LH to 0.80 today (being mindful of my 5 GB/mo download cap), and I couldn't see an option to update. So I open LH, and see I've already been playing 0.80 for a bit!
So, yeah, sneaky Steam strikes again! Dunno when I had my internet open while Steam was active the last few days, but apparently I wasn't paying close enough attention.
Back to playtesting!
As much as I agree with you about the missing focus on the oceans, I'd rather want them to do it properly in an own expansion pack then spending time on half-OK'ish solutions now.
One of the great plusses for ocean and navy features are that the ocean will never fill up with cities (only on islands). It will be a fun open place to explore much longer much probably. The same can be said for caves and subterranean worlds as well, they could have no possibilities for building cities and mostly have creatures thriving under the ground.
With such features, pluss some sieging rules/features perhaps, this game would be truly epical. The potential here is wast!
But to make these things right we need an own expansion pack with these features as the main focus! Halfway solutions creates more pain then fun I'd say.
I just love defnder class now: its perfect.
Mage sumoner trait is also good done, however id like summoner to have some active skills related to their summons. Because now i summon my elements before combat and during it i am bored, yeah i can probably put hsste or heal them with life what i ussualy do... but its feel to linear after some battles. So i think summoner is nice with his pets but he is bored during combat itself. Pyro the man spell costs 500 mana for 3 actions in battle. Come on... Used it on boss fight at gate quest - he made one hit (for 20 damage) got stunned and dissapeared after stun weared out... yeah i could get more use from 500 of mana Fire elemental lacks either defence either HP compared to air elemental which you can have like 10 or more levels before fire one. Grave and earth elementals awsome and perfectly fits what they are for however. So at the moment i would never took a fire sumoner tree... unles i had points for bouth then why not.
Mage damage tree again is... boring all i see is magic damage and spell hit traits thats all... Damage spells all the same. You could ad to each different effect so it would be damage + effect. For example: lightning does dmg and stuns (reduces initiative for 2 turns). Flame dart does damage and ignites for 20 perc of its damage every turn for 3 turns. Ice shard: has 1 hp and under splash, cleave exploeds by doing dmage, trap - causes damage and makes loose turn and so on.
Warior tree: healing traits to far. I need healing when i am small not when i am 20 lvl with plate. Again plate for warior is even more important than to defender, because warior tends to use 2h weapons and already lacks of defence. Defender can spam heal or his skills because his role is not to do much damage, while warior is damage dealer so i dont like to be forced to take life II in order to constanty heal myself insted of dealing damage.
Assasins damage seucks till very end game because it becomes visible after armor ignoring trait tree which is quite deep and far and seems as a must to take if you want to do some impact at combat at all... I dont want to talk about range assasin because it caused me so many dissapointment.. warior however proved much more effective with bow because of his damage boost traits. And find a bow in game is close to mirracle...
Never tried governors trait, i just dont find idea of keeping hero sitting in town at all. It interfferes with my hero icon. And hero with only passives is something mehhhh... I know every one tells its awsome, but still whats so owsome to bring it just so it could stand and watch ???
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