*** 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
Google translate is a wonderful thing
Under "View Fallen Enchantress: Legendary Heroes update history" on Steam, a post by Yarlen says that the 1.3 beta has been refreshed today (August 15th, 2013, about an hour ago.)
Does Earth need a lvl 3 spell to replace Pull of the Earth- if so, my sugestion
Sand Jet: does minor damage + chance of blind.
Yep, mine just updated.
Yah you should defidently nerf the crushing blow thing a bit the 50% idea sounded good, i can go on a rampage with a bunch of milita early on in game takin out some pretty heavy units, maybe make i 50% & 3turn cooldown isntead of 100% & 5turns is it , if i remember right.
Thanks for the consistent updates as usually
I'm really not sure if this is the place to start talking about power usage. It's probably part of the engine that nobody wants to fiddle with at this point in development.
My setup is(was) a z77x-ud gigabyte mobo, i5 processor, asus gtx-570 video card. 550W Antec power supply, which is marginal for this hardware at full load. OS is Win7 64bit ultimate.
I've played Civ5 without a problem, and Fallen Enchantress, Divinity 2, Fallout 3 and Skyrim without a hitch.
Since I subscribed to the open Beta of Legendary Heroes, I started to get black screen resets when and after I played FE-LH, as of about 2 weeks ago.
Now, it's just remotely possible that there is a problem developing in my system ... I'm about to put a bigger PSU in to see how that affects things. For the time being I've put another, much lesser video card in (ATI 5570 silent) to the system and it's stabilized - but I think that for a TBS game to use this much power ... is questionable. Normal operating temps here are ~35degrees Celsius cpu and gpu but FE-LH 1.3 pushes those up to >60 degrees. As I said, it seems a LOT of loading for a TBS - particularly if I haven't made a move for 20 minutes and there should not really be any AI calculations taking place. N.B. this has only started after I opted in to the 1.3 beta, but of course that might be coincidental.
*update* I've replaced my 550W PSU with a 750W one and put my GTX 570 back into the box, so far it's stable. Curiously, the GPU temps reported are a few degrees lower with this setup, just sub-60Celsius despite my trying to stress the system by setting everything in basic video options to max.
Still, I found with slightly reduced basic settings the demands on the system dropped dramatically. Either the anti-aliassing or the particle effects really seem to stress the power requirements on my video card immensely with this game.
I do believe AI calculations do take place during your turn. This in turn gives you a faster next turn and a "better" AI. I don't know if this accounts for the push on your CPU, but calculations of the AI are happening and that is what gives this game it's unique power.
Frogboy responded in another thread that this exactly what the AI is doing.
https://forums.elementalgame.com/446996/get;3384421
I did notice an increase in turn times slightly with the new AI stuff, but that's a perfectly acceptable tradeoff, especially when you compare it to how slow Civ V is in comparison (Stardock games are a big reason why Civ V never sat well with me, the lack of multi-threading in Civ makes an obvious difference in how efficiently and quickly the game works)
And while I spammed these forums up between this and the burger thread, another patch went out.
Yep 1.3 is now final!
I would like to see this idea implemented. Perhaps it could be tied to different ranks of the Air spell book and require an unlock in the tech tree.
Quest "the prisoner" - rating "deadly"
I go in with General Carodus (sp?) and a "strong" army.
We beat the death demon, not without losses. Experience gain: 8xp for the General, 4 for the troops.
Quest update window:
fame gain: 0
quest experience gain for the General: 0
no other reward (items or such).
bugged quest? I reckon!
*****
Just got a new update today (23rd of August my time). Wondering if I need to start a new game for the update to 'take' in terms of changes or if it will work with the save files started under the previous version.
dear Stardock thank you for the patch, now take my money where's the lewt pack dlc?
harpo
A "Reveal Land" type spell with oneshot casting cost to select a 5x5 area to be revealed and call it Wizard Eye. Say make it cost 20 mana.
Nature's Eye could be an Earth spell that increases a Town's sight range to 5 tiles. It both reveals any unexplored lands around the town, and allows spotting any enemy unit approaching to within 5 tiles of that town (description shamelessly copied from Master of Magic (http://masterofmagic.wikia.com/wiki/Nature's_Eye)
I am liking version 1.3 so far, very nice gameplay. I see that some of the tactical tiles are still bugged, you have to faddy about around the corners of the tile to get your attack/movement icon to show.
I've noticed that if I blitz an enemy army that;s using a transport ship (using pillar of flame) the ship will sink but the army will persist on the tile.If the sovereign is on board the Faction cannot then be defeated, unless you manage to negotiate a surrender.
Upon surrender you can then send a new transport ship to the location and rescue the champion.
Maybe less of a bug and more of an oversight, but I think an army should go down to Davy Jones' locker with the boat.
I have a minor issue with Ineluctable Vision: When on a huge map with ridiculous amounts of creatures, it slows down the games speed significantly. This would be less of an issue if you could turn it off. (If you can and I just haven't figured out how, then please tell me)
Other than that, amazing game.
If I recall correctly, in the kingdom management screen (accessed from a button on the lower right side of the screen), select enchantments, and then click dispell where Ineluctable Vision is listed.
A quick way to get to the enchantments screen is to click on the place where it shows your available mana at the top of the screen.
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