*** Released 5/16/2013 ***
Fixes
Fixed an issue keeping Guardian Idols form using the sovereigns spells
Fixed an issue causing quest maps to not work
Fixed an issue that could cause units to be placed off of the tactical map
Fixed an issue that would still allow units to cast spells while they were berserk
Fixed an issue with the Heart Of Morian not boosting HP of units trained in that city
Fixed an issue where you could be unable to select a perk if you had traits form other trees
Fixed an issue that would keep you from boarding a ship with a full army
Fixed an issue where the Broken Loyalty spell would cause the unit to retake it immediatly
Fixed an issue that can cause a stuck turn after attacking a city without defenders
Fixed an issue that can occasionally cause barren tiles to appear under water
Fixed an animation issue that caused units to keep running for a second when doing a move and attack action
Balance
Removed the init penalty from all types of chain gloves
Reduced the init of shrills slightly
Switched Crow Demons from Graceful to Stand Firm traits
Knights of Asok increased from a group of 3 to 4
Cindercorpses are now immune to fire
Reduced the mana cost of the Confusion spell from 80 to 40
Propoganda reduced to +1 gildar per essence (instead of +2 gildar per essence)
All spears/boar spears/pikes reduced to 33% armor piercing (from 50%)
Dual Burning Axes is now Uncommon (instead of Common
Book Of Mastery moved to behind the Third Book of the Magi (from a 5th rank tech to a 7th rank tech)
Fixed an issue causing players to Offer Tribute to team members
Lightning Bolt damage increased to 8 (+2 per level) instead of a flat 10. Increased the casting cost from 20 to 25
Storm loses its casting time and its mana cost increased from 18 to 24
Increased the amount of darkling guards on Deorcynsse
Administrator III reduced to -5% faction wide unrest (instead of -10%) and it has a min level of 8
Birth of Summer and Bloom of Twilight reduced to 200 mana casting cost (instead of 300) and moved up to Sorcery (instead of Third Book of the Magi)
Blindness reduces the victims dodge by 25% as well as accuracy
Burning Hands damage increased to 10+2 instead of 8+2
Curgen's Volcano mana cost reduced to 1200 (from 2000)
Casting time removed from Curse
Flame Wave casting time reduced to 1 turn (from 2 turns) and damage increased to 8+2 instead of 4+2
Guardian Wind mana cost reduced to 4 (form 9) and Dodge vs ranged bonus increased to 25+5 instead of 15+5
Nature's Call has its range removed
Storm casting time removed
The Defender version of Plate Mail Proficiency no longer has a level prereq
Medic and First Aid traits have been moved form the Defender tree to the general tree
Removed the Potential 2 and 3 traits
Moved Medic and First Aid form the Defender skill tree to the General skill tree
Increased Champion (and sovereign) base hp slightly
Scenario
Fixed issues that were placing champion versions of normal units (like burning bladed, warg riding, path of the mage pioneers)
Added some additional detail, events and art
Fixed an issue allowing duplicate copies of Jordur and Craul
Don't know about anyone else, but Quest Maps [via Wanderlust] still don't work for me. They're never available for purchase.
Just tested quest maps with a custom faction via the cheat menu, they are working for me. Have you researched the appropriate tech?
With all of the drama that Nintendo has been involved with recently, claiming all ad revenue on Youtube for themselves, I'd love to know: Does Stardock have an official policy on monetizing Let's Plays?
Nintendo plans on never seeing their games get free advertising on Youtube - because that's what the deal is. People who post videos of a game generate interest in that game, which is called 'free advertising', and that ends up making the company money from sales of the game. If I actually got paid like a sales agent, I'd make more money from getting a % of sales from people who bought the games I've streamed than the actual ad revenue.
Derek, do you know that the Unit Upgrade Window is bugged? It auto-closes after choosing a single upgrade, when it seems like it was designed such that you could select all the upgrades you want, then manually close it with the Done button.
I would definitely like this change. Having to open the upgrade window 3 times for a full upgrade seems like a missed opportunity.
Tuned in^
3 helmets in a row... RNG definitely needs attention.
3 leather helmets, 1 compass, 1 recall scroll and an Ice spear. RNG it is, but that RNG sort of balances out the starting location awesomeness (except for the wolves at the door).
It is definately worth it to watch MadDjinn#s Stream!
On a side note:
Official release is only 3 days ahead and I wish the game good luck especially concerning critics.
Sometimes I like to think that we Beta testers would like the game to be even more, when it is already playable as it is now.
I guess the critics will decide upon the matter.
Will 0.92 be the release version?
Edit: There is also still the "form" -> "from" spelling error right in the first line of fixes.
They have another version .95 going about right now (not released to us). They included several small fixes. There are a few more touchups to be made. The coreRandom files have some errors in them. They refer to items that don't actually exist in the game (AmuletOfStrength) and (Scroll_Life), they also refer to a champion that is not in the units folder (Champion_Wilbur) -- that was also an error in FE as well.
I've been playing a game with .92 and I can say it's release ready except for some bugs, grammar and tweaks. Are there some improvements and bugs to squish? You bet. But it hits the mark for release-ready. The biggest dings against Fallen Enchantress have been addressed (lack of fun with strategic combat, prone to easy abuse, lack of tie-in with cities, etc.). Can't wait for 1.0 and beyond!
Agreed. Very stable, rarely encountering any noticable bugs or glitches, and the AI is definitely getting better.
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