*** Released 8/22/13 ***
Features
Ineluctable Vision is now unlocked with the Third Book of the Magi tech.
Fixes
Crash fixes
Fixed an issue where reloading an autosave may miss road building between cities and outposts
Fixed an issue where reloading an autosave may miss the opportunity to choose research
Fixed an issue where reloading an autosave may miss an opportunity to select a perk for a champion on levelup
Fixed an issue where reloading an autosave may miss an opportunity to select a champion at a fame milestone
Fixed some map issues and tactical map issue from Parrotmath
Fixed a broken AI unit design that was causing Peace Keepers (and other units) to show up without weapons
Fixed tactical bug where it was possible for RANDOM_ENEMY_UNIT spells to apply the spell and the particle effect on different units (ie: an Air Shrill casting Static Blast may injure one unit but play the lighting effect on another)
Fixed an issue in tactical that could cause 2 units to end up in the same tile
Fixed a crash that would happen if you viewed the city details of a partially revealed city
Fixed an issue where it was possible to be booted out of enemy territory, and end up trapped in between the gated section of the master quest wildlands area
Fixed a missing icon on the quest version of the ice elemental sanctum
Fixed a missing medallion on the Giant Ravenous Harridan
Fixed the Fear ability to correctly last multiple turns
Fixed Tremor
Fixed an issue that could cause a crash after the intro movie
Updated the riddle quests to not display the choice results on mouseover
Fixed an issue where some maps had features that blocked AI units
Fixed an issue that sometimes caused AI units to not move in battle
Fixed an issue that could cause AI units to be on top of each other in battle
Fixed an issue that could keep you from using Guarded Strike on a unit that last used Guarded Strike
Fixed an issue where the Break ability wasn't doing normal attack damage
Balance
Removed the wage cost form Mercenaries, Hunters and Knights of Asok
Pull of the Earth moved the Geomancy and the casting cost increased slightly
AI
Increased the hp required before the AI will cast barbs
AI won’t Beguile or Confusion on ranged units anymore
AI won’t cast blizzard on units that are immune to cold anymore
AI won’t cast Bottled Fire, Burning Hands, Embers, Fireball, Fire Breath, Flame Dart, Inner Fire or Soulburning on units that are immune to fire anymore
AI won’t cast Call Lightning, Channel Lightning, Lightning Bolt or Soul Spark on units that are immune to lightning anymore
AI Monsters more careful about leaving their lairs unguarded.
AI Updated the area threat evaluation to include stationed units.
AI champions significantly better about taking out enemy outposts and grabbing goodie huts on the way to another destination
AI better at building more lethal armies
AI much better at protecting its cities
AI fixed a bug where certain AI personalities had a chance of not building units when they should depending on the type of city
AI more aggressive about training units when it feels that city is vulnerable
AI no longer has a "auto patrol" system. Instead, the monster AI directly controls monsters and not the mobileobject system.
Fixed a pathfinding bug that caused monsters that were calculating a destination to not be able to set a destination IF the target was 1 tile away and it is a city.
Improved algorithm that allows AI to detect different types of threats to its cities and units
AI prioritizes pioneers more when there is good land its LOS (and less when there isn't)
AI prioritizes maximizing its army size before going into battle
AI more willing to sacrifice non-champion led armies to soften enemies before sending in champions/sovereigns
AI now makes use of a "ready for battle" flag to determine which armies it should send where
AI is less paranoid about distant monsters and more cautious about nearby monsters
AI has less ADD when it comes to targets of opportunity
AI generally less cautious about taking on battles as long as its armies are deemed ready for battle (i.e. AI is less cowardly)
Fixed AI bug where an AI would target a quest in unfriendly territory and then abort destination because of that and get stuck in a loop (result: AI sovereign would just sit there)
Some AI personalities won't try to build improvements early on so that they can focus on expansion while others will do the opposite in order to build up their capitals faster
Improved the AI's decision making for deciding how many units should stay in a city to protect it
AI generally smarter about when to build pioneers vs. other types. SOME AI personalities will create more pioneers than others depending on what strategy they are employing
Fixed AI bug where AI would sometimes not train units because it had improvements in the queue
Fixed AI pathfinding where the AI units could not "find" their rally point and as a result would no be able to concentrate their power.
AI will generally notify player when they've cast an offensive strategic spell on them (complete with snark).
Increased odds of AI interacting with player regarding world situation events
Improved performance of battle engine for autoresolve (makes AI vs. AI battles faster)
More AI weighting if players aren't geographicaly near each other (+1 to +2)
UI
The game now highlights the targeted tile in tactical combat (so you can see exactly where you are going to move to)
Updated all the Hiergamenon entries to current rules
Been playing some games. AI wise the things I have noticed are that the AI is building a lot of troops but keeping them in their cities while they send out their champions alone. The champions then tend to die a lot, or wander around and do nothing. I don't ever send out champions alone so I'm not sure why the AI does it. Please fix this Frogboy. This may be related but the AI is not clearing out many lairs. I'm seeing several bandit lairs that the AI could easily destroy next to their cities.
I see a noticeable improvement Frogboy but the AI still does some things that are confusingly stupid.
I have the beta, but I don't see Ineluctable Vision in the tech tree. Is there a way to see if I have the most recent drop? Any way to force the update?
I don't like it how Steam can update your files without changing the "last time edited" information of files. I found Ineluctable Vision in Core Spells, but the last edited date of the file was not recent. How is it possible to edit or overwrite a file without changing the last edited date?
The spell has been in the spell book since the FE. The problem was that it was never able to unlock for the player as it wasn't tied to a tech or a quest.
Ok, well that means I haven't received the update properly then. Steam does seem to be a bit flaky when it comes to multiple updates for the same beta.
+1
C'mon Stardock fix it!
I would like to see a cure poison spell as well if we are asking for counter effects. Also why are there no diseases in the game (besides the plague event effect) for death magic and their opposite cure disease for life?
Why doesn't the beta version update with each round of fixes? 1.31, 1.32, 1.33 or whatever? This way it's easy to tell which version you have when you launch the game.
I'm beginning to think this is quite important to avoid late game stalemate if the AI is casting strategic spells. In my current game I can't get to either of the AI's two closest towns in one turn even with a move 5 army. I took over an Outpost on the assumption I could get closer, but the city's zone apparently takes precedence, even over the tile that the Outpost is on! Building a High Tower had zero effect.
I guess I could experiment with spamming small armies and trying to attrite down the AI's mana and cooldown periods, but the whole thing does seem to be rather prone to stalemate, as of course I do the same thing to the AI when he invades. With neither of us able to effectively attack the other I guess it then becomes a race to see who can complete the Spell of Making, assuming you have that victory enabled, or alternatively who can get the highest score when the game finishes.
The only other thing I can think of is Call of the Titans. Hmm. That might work. But I'd still like a way to avoid the stalemate in the first place.
That wont be in until this weeks beta.
Thanks for the update on that, Derek. Really liking the direction the 1.3 patch is going. While you're poloshing the hiergamenon to the new LH rules, could you also get rid of those annoying caravans? It's a leftover from FE and they're really just in the way lots of times.
To get the spell now do the following if you really want it.
Go to the Core Improvements folder and open the Techs_Amarian file using either a text editor or an xml editor. Search for <TechDef InternalName="Third_Book_Of_The_Magi">.
Find where it says
and replace it with
That should add the spell now if you re really antsy and also presuming the spell works in it current form.
Please. I hope in one of the future expansions/versions/etc. You will incorporate some sort of Hall of Fame, or score keeping system. I know this has been brought up before but I think it needs to be added in.
That would be the closest we'll get to multiplayer, after all.
Maybe all the graphs and statistics from the whole game could be linked from the scoresheet too, as they tell much more of the game than just the final score. It really shouldn't be too intensive to include either, and it would be great if they could be easily shared with other users (including those who don't want to have to use Facebook).
I have struck the bug again where my champion, unit with the highest initiative in the army, could not be moved and could not be made to do anything. Neither keyboard nor mouse had an effect. It was as though the game was locked up - I could open the drop up lists for spells and skills, but nothing responded. I tried letting the AI take command of my troops and that freed it up. Later in the same battle the shortcut keys for my two grave elementals' "chuck boulder" did not respond, but the mouse worked for using that skill.
While on the subject of shortcut keys, I'd like to repeat that the settle shortcut for the champion does not work. It would be nice to get a shortcut key for road building, and I also think that numpad key movement would be a fine thing, and should be easy to implement - both on the strategic and on the tactical maps.
I did eventually work out a way to take an enemy city, basically I was able to take the Outpost (as originally planned) and then was able to attack in one turn with a 5 move army. There seems to have been a bug with Zone of Control where my capture of the Outpost was not properly registered (in fact I think the enemy city Zone of Control flipped the Outpost the next turn even though my unit was on top of it; I've raised a bug report about this). I was however able to move off the Outpost and back on again, at which point I got control and the Outpost tile itself remained in my Zone of Control, meaning I could just get to the city with a 5 move army. I was then just about able to take the city with heavy use of Blizzard and Ascian, even though I didn't have a full stack.
I still think it would be good to have some sort of Counterspell for immobility spells, though.
On the subject of the AI, I've also noticed in this game that the AI I'm attacking is keeping very strong garrisons now that I'm attacking, which I think is good. Previously AIs used to keep their cities ridiculously lightly defended as I was marauding through their borders. The last garrison I attacked had an Epic army, including the city defenders; that required a reload!
The only comment I have on the AI so far is that the AI seems to be sending a few two unit stacks into my borders. This is not necessarily a stupid strategy, it forces me to keep more defensive forces available in addition to my Stack of Doom. Some of the stacks seem a little light though. Two not particularly strong archer units were pretty much cannon fodder. Two strong cavalry units on the other hand required a hasty rearrangement of defensive forces.
In general this is undoubtedly the hardest struggle against the AI I've had, I've had to reload due to game losing errors several times. Two of the most significant AI improvements I was asking for (defend cities properly when being attacked and use immobility spells correctly) seem to have been implemented well. I'm really enjoying the struggle and I'm being forced to think up new strategies, thank you.
Instead how about using letters? First beta version would be 1.40A, 1.40B, etc. Then when it's final make it 1.40
I don't give a shit if they use wingdings. I just want to be able to differentiate which version of the beta I actually have without playing guess games by looking at tech trees or fixed spells or what have you.
You are able to differentiate between wingdings?
I've been saying since EWOM that this game needs more wingdings! FIX IT!
Quoting smeagolheart, reply 248You are able to differentiate between wingdings?
Not in the slightest, but I can tell there difference between 1.30a and 1.30b. So I'll know if I have the right one or not.
And:
Differentiate patch versions please.
There are many great features available to you once you register, including:
Sign in or Create Account