*** Released 04/26/2013 ***
Features
Added the Cautious Sovereign ability (allows the sovereign to escape from battle)
Added Sovereign Bond as a sovereign talent (allows the sovereign to summon familiars)
Added the Soldier’s Boots (available for unit design, +1 init)
Added the Soldier’s Gloves (available for unit design, +5 accuracy)
Added the Soldier's Cloak (available for unit design, +10 magic resist)
Added the Scaled Cloak (available for unit design, +25% fire resistance)
Added the Warboar monster
Added the First Aid Kit (available for unit design, +2 hit points and +1 healing rate)
Added Rations (available for unit design, +3 hit points)
Added achievements for winning as Capitar and Umber
New tactical maps added
Fixes
Fixed an issue keeping the Life V icon from showing up
Fixed an issue keeping pikes from upgraded to lightning pikes
Fixed an issue keeping longswords from upgrading to boreal blades
Fixed bow upgrades
Fixed an issue with chainmail gloves issue that was cuasing them to recolor with cloth color 2 instead of metal color
Fixed an issue with the chainmail hood that was keeping it from being recolorable
Lots of fixed stamps from Parrottmath
Lots of updated tactical battles (blocked tiles set)
Fixed bug where part of the improvement loading process didn't get told it was loading a game, which could cause modifiers to get reapplied when they shouldn't be
Fixed bug where you could get repeat recruited champions after loading a game
Fixed an issue where if you had an army led by a champ that was not the sov, and he died in battle, but the rest of your army won the battle. When this happened the entire army would be transported back to a city and immobilized rather than just have the champ that fell in battle be injured and stay with the army on the map
If a unit is standing on a city at the end of its turn, and it doesn't have a destination set to leave at the start of the next turn, it will auto station that unit in the city
Roads will now not pass through wildlands. When a wildland is cleared, each city reevaluates its connections with other cities and has another chance to build a road if applicable
Fixed yields on captured Deorcnysse
Fixed a clipping issue on cliff corners
Fixed an issue allowing caravans to be killed even if you have the legacy of serrane
Fixed an issue with the Produce Mana project
Lots of fixed tactical maps
Fixed an issue keeping some traits form being applied after a game was reloaded (most notable with the Veteran and Experienced traits)
Fixed an issue keeping Shield Bash from showing the damage
Fixed an issue with guarded strike not proving its defense bonus
Fixed crashes
Balance
Reduced Charge from +3 to +2 and instead the training cost
Scholar moved from a talent to a profession
Padded Breastpiece added as a designable equipment
Reduced Stables from from 1 horse per season to 0.5
Reduced Kennels from from 1 warg per season to 0.5
Moved the Adventurer’s Guild from Heroes to Breon’s Letters
Arctic Wolf Cloaks no longer require a tech
Removed the Resistance bonus form the ring of embers, of the glacier and storms
Increased the training cost of mounts
Removed the init bonus form the Athican longsword
Decreased the amount that increased production pace increases production
Increased the strength of the bandits from the Bandit Lord ability
Increased the Noble profession from -5 Unrest to -10
Increased the Scholar research bonus from +10% to +20%
Reduced Warlock from +50% spell damage to +25%
Reduced the Fame from quests from 20 to 15
Balance gives +10 to dodge and -1 to init instead of +5 to dodge and -1 to hit points
Charge gives +1 moves and +2 attack instead of +3 moves and +3 attack
Defender gives +10 defense when defending instead of +5
Impulsive gives +2 init instead of going first in battle
Muscle gives +1 to attack and -1 to init instead of just +1 to attack
Strength is no longer a unit design trait
Reduced base trained unit accuracy from 70 to 60
Reduced maces init from -3 to -4
Reduced Battle Axe attack from 15 to 12
Reduced Boar Spear attack from 11 to 10
Reduced Short Sword attack from 10 to 9
Reduced Pike attack from 16 to 15
Reduced Longsword attack from 18 to 14 and +2 init
Reduced Great Axe attack from 21 to 17
Reduced Maul attack from 25 to 22
Removed the Heroes tech
The amount of Fame quests grant has been changed to be per quest instead of a global value (so more difficult quests grant more fame)
The army that didn't attack starts in defensive stance in tactical combat
Kasst increased from 1 move to 3
Increased the xp given from combat slightly
Reduced the level and hit points on Hergon Sows
Increased the dragon level int he Ghost Helm quest from 7 to 12
Razing cities does slightly more damage to surrounding terrain
Increased Ascian to 4 moves
Reduced the training cost of the Fast trait form 20 to 15
Horses give +2 attack and Init for their first action in combat (warhorses gives +3 to both instead)
Increased all Sharp weapons form +1 crit chance to +5
Increased all Razor weapons from +2 crit chance to +10 crit chance
AI
Monster behavior improvements
Fixed AI bug that kept it from "seeing" enemy armies approaching its cities in certain cases
Fixed AI bug where AI would declare war soon after having made peace
Fixed AI bug in tactical where it would cast tangled web on a ranged unit (edge case)
Fixed diplomacy bug where the AI would seemingly declare war on you for no reason (there was a reason but not the one given)
UI
Better looking river banks from Kay
Pedestrians are no loner displayed in tactical battles
Added Mountains back to minimaps
Steam notifications now popup in the upper left corner instead of over the turn button
Added a new quest completion window
Consolidated all the upgrade actions into a single upgrade button
Added a new unit upgrade screen
Added icon category icons to the train screen (so you can see what type of unit they are)
Double-clicking on perk or path entries in the two unit level up screen will select the perk and close the screen
New texture for Ongr the Unbound
The spellbook remembers the last strategic spell you cast and starts there when you reopen it
Battle window now states what city is being attacked, if a city is being attacked
The camera will no longer recenter on your unit at the beginning of each turn if that unit was already selected
Previously we hid units in the train window if you didnt have any of the materials needed to train them (but they were greyed out if oyu had at least 1). Now we display them greyed out all the time. This caused issues where oyu would unlock mages or juggernauts but not see them because you didnt have any crystal or metal.
Now all the goodie huts you get tresure form have treasure chests in them (color based on how valuable they are)
Init stacking on custom units is probably the worst feature in FH, game-design wise, as it totally breaks the AI. Why are you adding more of it
Played .85 for a few hours today, noticed a few typos and some strange behaviour such as monks being designed with plate proficiency for some reason.
Crashed about three times on me too.
Auto-turn should wait for you to press 'Done' when building improvements. If you want to build two improvements it takes away control just as you click to build the second one and crashes hard.
You can turn this off in the menu, I always do.
Bug. Mislabeled prereq.
CoreUnits.xml needs some lovin. On top of an internal ability to design units, each AI faction has access to 20+ designs, most of which either make no sense or lead to a waste of resources by the AI... like scouts that upgrade armor (at least now with Armor Prof traits being necessary, not all units will upgrade to something ridiculous).
Wanted to comment, since .85 the AI has vastly improved and now is kicking my arse at the hard setting. Good job.
can you describe the improvements? I'm on expert and haven't seen any improvement.
Can someone please tell me why they removed Oracle Cerresa's Unique staff from her and gave her that shitty queens staff ? i don't see it listed anywhere in the change logs ?
I think it's because she was given Sovereign Bond as an extra skill so they had to remove the Staff of Souls (which costs 1 point when you create a new sovereign) for a lesser weapon. Not sure she got a great deal out of it.
The game is fun, but it could be so much more. Steam shows 59 hours of play and I started with the first (and very promising) release of the LH beta. While progress was made here and there, now especially 0.85 was a huge disappointment to me and while anything was said about the game's weak spots, I want to join the choir nevertheless now.
1) Souvereigns/Heroes suck and leveling them is no fun. Early and mid-game they are outclassed even by cheap troops (leave alone the completely overpowered spearmen) and after chain or plate is availiable together with stronger weapons, the only use I can find for them is tireless march, the army buffs of Commanders or simply reducing some unrest in new settlements.
This could and should be fixed. Make one class strengthening whole armies (Commanders) that naturally avoids the front lines and mix passive army buffs with cool active skills (time limited army buffs, orders like "change place" or "act now", ...).
Make Mages another class that usually stays behind, but let them have an arsenal of spells (and not only scaling through shards!) mainly limited by mana and character level. Spending three funky level-ups on Fire Magic just to get a simple fire dart spell is no fun, but specialization in particular schools could of course give bonuses. To spice Mages up you also need a bunch of new speels, feel free to borrow ideas from any RPG out there, especially D&D comes to mind.
Warriors/Defenders (and if your creativity is endless Assasins) should be designed to fight at the front. Either give them multiple attacks to keep up with growing groups of regulars (lets say one more attack every three levels with a maximum of 5 attacks at level 12) or just add "Henchmen" to their side, so hero units will in fact consist of two, three, four and lastly five equally to the hero itself equipped units.
If you go for Warriors and Defenders, give Warriors a good mix of powerful special attacks as well as active and passive army buffs, while Defenders could get unlimited counterattack while defending and a bunch of defense buffs for their army. Just make every class feel and play somehow different.
Please also consider giving us more then one skill point per level-up, the way heroes are leveling at the moment is legendary slow and boring.
2) Still blocking pop-ups? No need for that, just get rid of it. Give me a notification whenever a city is ready to level-up or some Heroes want to join me and then I will graciously pay attention when I like to and give the corresponding order.
3) Weapon balancing and variety! Spears have the best special attack, have armor piercing and make immune to counter attacks. All you loose is the ability to wear a lousy shield. Maybe shields should counter counter-attacks or whatever re-balancing you like. There are several good ideas on the forums how to balance weapon paths. Anybody using blunt weapons?
4) The new unit upgrade screen did not make me happy. Not that it is worse now, you just managed to make it visually more appealing while still being the same pita. We still have to click around like mad for every single unit in an army and it also is completely unflexible. Please forget about automatic upgrade lines and just open up the upgrade screen to something that literally allows a unit re-design. Calculate the difference in cost of all metal, crystal and horses, add production time as gildar cost and make sure it is at no time and in no regard more cost effective to upgrade units than to build fresh troops.
5) I don't play custom Souvereigns/Races, but even without power gaming I feel Procipinee (?!?§) is absoulutely overpowered due to the instant outposts without population and production cost called Arcane Monolith. Maybe that should not be nerfed, but other fractions could be compensated, let's say pioneers do not get destroyed when building outposts.
6) Horses and Wargs feel absolutely overpowered and are no-bainers. Spice it up by massively nerving them and having new researchable thechs to get them back on track (like armor, saddle, headgear, ...). Basic mounts should still give extra movement, but maybe nothing else or even cause drawbacks within battles.
Well, I know you already set the release date, but if not for LH, mabe you can spice up it's sucessor. LH feels like a polished version of FE and therefore is a good game, but there is so much potential in it.
Where does it say she got this also its not showing up in game she has anything different also her staff was really not that op it was nice tho for stock piling mana off kills and the extra spell damage.Now shes kind of weak also if your going to take her staff take procapinies op crown.
some of the premade sovereigns were changed slightly. for example, Carrodus now has the new "cautious" trait (i think he had veteran before). and Ceresa got sovereigns bond as a new trait. obviously that trait cost 1 point, so the person who changed that apparently decided to remove the staff of souls. i think it makes sense. she's supposed to be a summoner, not a damage caster. now she can summon twice as many creatures thanks to the new trait. you can always just create a custom Ceresa if you miss that staff so much.
What punt said.
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