*** Released 5/2/2013 ***
Features
Added the Calloused Hide trait (+1 defense per level)
Added Equinox (longsword granted from killing Morian, +20 hit points, enables the Autumnal Equinox ability, enables the Vernal Equinox ability)
Added the Autumnal Equinox ability (heal all allies half of the units current hit points)
Added the Vernal Equinox ability (poison damage to all enemies for half of the units current damage)
Added Sunderer (great axe granted from killing Abeix, each strike reduces the targets defense by half for 5 turns)
Added Tectonic Bulwark (tower shield granted by killing Torax, unit is immune to swarm, enables the Tectonic Shift ability)
Added the Tectonic Shift ability (teleport to any location on the battlefield, surrounding enemies take damage equal to half the units defense, and stinking mud surrounds the unit)
Added Delin's Ember (accessory granted from killing Delin, +12 fire attack, +50% fire spell damage, +100 fire resistance)
Fixes
Fixed an issue keeping some traits form being displayed in the unit ui
Fixed an issue keeping the Double Strike skill from applying its accuracy modifier
Toggleable actions like auto-explore and guard now correctly show their current state by highlighting the action button if the action is enabled
Fixed bug where auto-explore was not cancelled if you explicitly set a new destination on the main map
Fixed bug where enabling auto-explore or guard didn't disable the other action
Fixed the bug that if given a unit for completing a quest, it would not be displayed on the Quest Complete Wnd if he couldn't fit in your army (ie. your army slots were full)
Fixed bug where dead rat would show up on Quest Complete Wnd when finishing the Rats in the Ruin quest, even though you no longer have the rat upon completion of the quest
Fixed issue where treasures from some specific quests, (such as Ghost Helm), did not show up on the Quest Complete Wnd. These quests were giving their treasures in a way unlike most other quests
Fixed an issue keeping the guardian statues from showing up in props and improvements
Fixed an issue keeping pedestrians from showing up in goodie huts and resources (most notable with being unable to see horses and wargs on their resource tiles)
Fixed an issue where page back/forward buttons were not updated correctly when autoselecting the last selected spell in the spellbook.
Fixed an issue where IntroBookWnd would not use the custom backstory written when the custom sov was created
In the tactical wnd, with a spell selected and mousing over a target unit, it now correctly shows modified hit chances from the spell, and the effects of multiple damage modifiers in the spell, and the troop multiplier
Fixed bug where if an outpost adjacent to a city built upgrade modules, those modules would be absorbed into the city and allow double building of a module
Fixed a crash if you happened to press Shift+W while in a popup window like the unit design wnd
Fixed an issue messing up graphics on the research screen
Free level bonuses from some perks in the unit design wnd are now reflected in the stats in the unit design screen
Fixed an issue keeping the Adventurers Boon trait from being selectable
Fixed a bug causing the Treasury Vault to give to much gold (fix by ParrotMath)
Fixed an issue keeping Mages from being buildable
Fixed an issue causing headless slaves
Fixed an issue causing invisible goodie huts
Fixed an issue making Guard unavailable if their were enemies int he area of effect
Fixed an issue allowing non-grouping units (juggernauts and iron golems) to be grouped on the upgrade screen
Reduced Bread to 8 healing
Reduced Healing Nectar to 20 healing
Reduced Mushrooms to 8 healing
Reduced Healing Potion to 30 healing
Reduced Iru Elixir to 40 healing
Reduced Salted Pork to 12 healing
Reduced Restoration Potion to 60 healing
Reduced Tilda Herbs to 12 healing
Increased the Aid spell to 8+2 healing instead of 4+2
Reduced the accuracy penalty on Double Strike from -30 to -20
Increased the Heal spell from 8+2 to 16+2 healing
Fixed an issue with the Leech Dagger and the Butcher’s Axe not stealing life
Increased Thunderstrike mana cost from 28 to 38
Thunderstrike damage increased form 5+2 to 10+2
Wellspring increased healing from 12+4 to 24+4
Removed the casting time from the Wither spell
Increased the damage on the bleed ability form 1/2/3 to 3/6/9
Increase Vital Strike critical hit chance form 1/2/3 to 5/10/15
Spectral Chain Shirt made uncommon instead of rare
Ophidian Scale Shirt made rare instead of ultrarare
Mirror Shield made uncommon instead of rare
Obsidian Shield made rare instead of unltrarare
Shrill Shield made rare instead of ultrarare
Champions Cuirass doesnt randomly drop anymore
Impenetrable Plate Cuirass made rare instead of ultrarare
Obsidian Helm made rare instead of ultrarare
Impenetrable Tower Shield made rare instead of ultrarare
Obsidian Tower Shield made rare instead of ultrarare
Shield of the Sentinel made uncommon instead of rare
Defeating Sarog rewards Sarog’s Axe
Defeating a War Boar grants a war boar mount
War board mounts give +3 to attack and init for the first action of combat
Ophidian from the Alchemists Offer quest starts at 3rd level
Fixed an issue raising burning hands for 8+2 per fire shard instead of 4+2
Regeneration heals all damage each season instead of fixed amount
Tweaked tactical unit battle placement
Increased the Lethal traits from +2/+3/+4 attack to +3/+4/+5
Added the Revenge trait to the Warrior tree
Removed the level prereqs from armor
Treasure chests always give uncommon items now (instead of having a chance to give uncommon or common)
Tax Office now gives +20% gildar when producing wealth instead of +25% gildar when the queue is empty
Increased the reward from the Ghost Helm quest to an Ivory Helm
Added the Calloused Hide trait to Tuatha
Generally increased the attack on champion only weapons
Generally decreased the level requirements on champion weapons
Commanders can learn Chain Mail proficiency
Shard Altars require Shard Harvesting (Shrines moved to Immortal Codex and Temples to Ereog's Journals)
Stables reduced from 1 horses per 2 seasons to 1 horse per 5 seasons (same with wargs)
Removed the Bonus Dodge and Bonus Dodge vs Ranged from Mounts
Reduced the amount of Warg and Horses resources in the world slightly
Decreased Pike to 14 attack
Decreased Boar Spear to 9 attack
Added the Incineration Staff and the Ice Staff to sovereign customization
UI
Curses are now displayed on the city details screen
The player is now notified when someone casts a curse on his cities
Started adding back some light props (you will need your amount of groundcover set above 'None' to see them)
Fixed an issue where resources could show redundant information in the info pane
Added a crest, faction name, and tint area to the conversation popup wnd for when a nation speaks to you
Hoping this is given to monster champions???
Edit: One at least
Life magic got some love! Heal spells heal more, regeneration is now easily worth its mana cost. That's awesome, thank you - dedicated healers sound like a strong strategy now.
Nerfing healing items makes a lot of sense with this.
Interesting balance changes here. Looking forward to trying it out.
ah great, the long awaited patch that finally makes the heroes "legendary" the tweaks to random treasure chest loot, item rarity and removed level prereqs for armor will probably resolve most of the issues with the slightly underpowered champion paths (melee specs in general). plus, i like the buffs to healing magic. sounds great. healer is my favorite mage spec and this will make them even better
I like these changes. Looking good.
Hmm, had not anticipated this path, but my initial response is very positive. I had not run a healer in..well, forever, even in FE, due to their becoming weak sauce as the game progressed. Yes, I just used items to heal. Nice change, as I would much rather build a hero to heal rather than buy items.
Also, the removal of armor minimum levels, while shocking at first, makes sense.
In fact, it seems that the way to raise heroes effectiveness is being done by itemization; easier access, fewer restrictions and the nerfing of its competitors, consumables.
I really see alot of these balances being good for FE aswell. Will they be backported?
Now healers just need a turn undead or damage undead spell at Life 3, and move shrink to death magic.
With the reduction in healing power for items, will any of the purchase costs be reduced as well? Purchase price for items has always seemed a bit on the high side and lowering these will make it even more that way.
Yeah, I'd love to see heal spells damage the undead, too.
Liking the balance changes. Will we see some balance changes to the horse/warg problem, too?
ALSO, NEW WAR BOAR MOUNTS!?
I don't think death needs any more help.
Agree. Or give us new ways to lower prices. Could there be a civics tech, like "military subsidy kickbacks" that encourages the merchants to sell items to hero for cheap, in exchange for political favor? Functionally, it'd just be an item cost discount. That'd help heroes overall.
OR let champions "upgrade" their gear just like regular troops, make it cost the resources (and some gold) instead of forcing heroes to buy everything with only gold, at high prices.
"Haggling" as a general level up trait would be spectacular.
Mercenary cost? Cost for maintanance for units like the Knights of Asok and border towns? Please fix, easily just make them free.
What if Life Magic had a spell that gave all allied units the "Enmity" trait for one battle? A way for life magic to get offensive against its opposite - death magic, represented by the fallen.
Not opposed to life magic having a damage undead spell, but life magic by nature is about support and buffing, not direct damage.
I've really found purchase price of everything to be very high. About the only thing that's been balanced is the cost of horses and wargs now.
I'm not at my game at the moment, but I thought shop cost was 4x or 5x value (correct me if I'm wrong). Has there been any consideration in decreasing that amount by 1 multiplier?
Mass Bless to reduce the damage from Despair or Horrific Wail and/or provide some protection from demons and undead?
Also Mass Haste, Mass Slow, etc.
Those changes sure make heroes more hero. Better chances of epic stuff to wear and more damage in general.
I would love to see some of these spells hit the high magic tiers.
Also, I'm really finding that the turf in LH is quite bland. Very much missing the ground cover.
Regeneration should probably have an increased cost, and be a spell that wears off after one turn. It will be OP late game/for rushing.
Or maybe it should be a higher level life spell.
UI suggestion: on cities that are cursed, put a black outside or cloud around the city, some sort of graphical cue.
Why the hate on wargs and horses?
Because there is no drawback for using them, and you get so many of them that it's a no-brainer decision not to use them.
I still don't know why they lack increased upkeep costs. Is there some sort of hardcoded issue that keeps the team from trying this?
I thought upkeep cost were set by labor costs? That means the increased labor costs of mounted troops inherently have higher upkeep costs? I could be wrong but I thought that's how upkeep was calculated.
YES! Finally, Larcenous Kayle's glorious backstory shall be known to all!
There are a series of bugs that I have temporary fixes for that should be looked at.
https://forums.elementalgame.com/443195/page/1/#3350383 (Treasury Vault Calculation Error)
https://forums.elementalgame.com/443192/page/1/#3350380 (Hosten's Library Description Typo)
https://forums.elementalgame.com/443594/page/1/ (A Quest Bug (Minor) I don't have a fix for this, needs to be fixed in the hardcode.)
https://forums.elementalgame.com/443566/page/1/#3351954 (Units with MagicStaff upgrade tag not showing up)
https://forums.elementalgame.com/443648/page/1/#3351486 (Error in the ArtDefs regarding slave head choice)
https://forums.elementalgame.com/443729/page/1/#3351353 (A series of goodie-huts are refering to not made tiles (I'm assuming they are still being designed))
On a seperate note when you upgrade to the treasure vault you get an increase in gildar at the city only when producing wealth. While it's predicessor produces the bonus to gildar no matter whether you are producing wealth or not. I would sugget the Tax Office be changed to a 25% bonus when producing wealth and not always.
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