*** 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
Downloaded both DLC packs!
Are we at 1.2 now? Because I am still at version 1.1. I thought Steam updated for us?
Where do I go to update from 1.1 to 1.2. Steam is not doing this for me now?
Very much agree here. Not saying 50% is the right number, maybe 75% is better....but some reduction is warranted.
50% is good, cause hammers are the only weapon which could oneshot full stack of soldiers (i think there are some problems with amor when using crushing blow - this big damage negates much of armor and in reality it's not 200%, but 300-400, imho).
After what I experienced the crushing blow attack always did more than double the damage it was supposed to do. Especially on armored units.
So this "nerf" is definately justified.
Do the unit still miss a turn after crushing blow use? Can't remember at the moment. That's at least a penalty.
yes, looks like it's cause of armor mechanic
i think armor works like float number, not percent value
and (for example) without CB damage is 30dmg - 20armor resist =10dmg
and with crushing blow it's like 60dmg-20armor = 40dmg - four times more.
Its not truly a static number but your theme is correct. 1 single high attack is better against armor than multiple weaker attacks, so ultimately crushing blow both so more damage AND negates some armor.
Or even better idea is multiple by 2 TOTAL damage inflicted, not initial.
I mean you should use standart attack number, reduce it by enemy's armor and only after it multiply damage by 2.
Maybe it'll be better to add only 50% of damage BUT this attack will have 100% chance of knocking enemy.
Playing with Crushing Blow reduced to 50% extra damage has made a world of difference. No longer am I just building militia (or skeletons with the Nerco mod) and just running in and swinging. Now I wait and do normal attacks with my hammer dudes....waiting for the right moment before trying to get the edge on my opponents so that lost turn doesn't give the enemy an advantage. I'm also not building only hammer dudes anymore either. I'm finding spears to be very useful for reaching where I normally can't reach. Swords generally go to my defender type units and axes generally go to my initiative type units. I really am using a full spread now.....mostly because there is no blindingly obvious choice anymore.
I got it again in 1.2. I had a quest up, and reloaded a combat I think, while the unit was 1 turn away from completion. After reload it started on new unit, and the "old" unit wasn't produced. 1 turn autosaves as setting.
Maybe I multitask too much.. (well some punishment for reloading is okay now and then ^^ ) Not that common for me anymore so maybe you fixed something inadvertently making it harder to reproduce
My most recent game had the old problem with the Imperium being unable to be completed due to an AI city being built too close to the walls.Edit: Also seeing Ogres using Crushing Blow at range. Ouch
Some more bugs:
-The AI gets the level 7 quest hero Araine near the start of the game very easily.
-Yithril AI builds lots of Brutes even though they totally suck and have no armor.
-Ironeer archers use guarded strike. Questionable.
-Suddenly Darkling modetypes can equip Kiteshields and some leather and chain armor pieces.
Why does an Iron Golem cost 41 metal ? seems a little odd that it's not just 40 metal...
Max Damage = Att * (Att/(Att + Def)) So you're not quite right, but under certain circumstances your conclusion could appear to be correct.
Doing some calculus on the matter you will find that as def goes to infinity keeping attack the same, you will yield a times 4 damage of an attack that is basically 0.
But if you keep the attack always more than the defense, as attack goes to infinite the closer the damage gets to 2, but as attack goes to be equal to defense the attack turns out to be more like 2.6 times more or more precisely the fraction of (8/3)
If this is the function that computes the damage...
At a 75% bonus as was suggested when attack and defense are equal then the damage is about 2.2 times more or more precisely the fraction of (49 / 22)
Can this be related to this specific battle? Quest monsters are often still version 0.xx
Every time I own or fight a dragon, Fear is working very well. So well, in fact, that owning a dragon more or less ensures victory.
I agree something strange is going on with Fear. I fought a battle last night against a dragon, and my units failed their resistance check in the first round, and the dragon got two or three actions in a row. So far so good. However all my units were then able to act normally, despite being officially under the effect of Fear. This was pretty obvious because I moved them, they had their attack, and then a big "-Fear" text would appear above them. Presumably if they had still been under the effect of Fear they should have missed their turn?
The text of the spell says that it should last for three actions. Is this actions of the unit who cast the spell or actions or the unit affected by the spell? If it's the latter, then it's not working correctly. If it's the former, then it may be working correctly, however the way the effect is being removed seems wrong and is confusing.
If it's supposed to last for three actions of the unit which is afraid, that seems a pretty massive increase in effect to how it works now, bearing in mind how high initiative dragons are already. One dragon could get six actions before a single normal initiative unit had moved.
My tests when modding all point to this modifier
<GameModifier> <ModType>TacticalUnit</ModType> <Attribute>ChanceToLoseNextTurn</Attribute> <DisplayName>Afraid</DisplayName> <Duration>3</Duration> <Effect>E_Afraid_Particle</Effect> <Value>100</Value> </GameModifier>
not working more than one turn ever. Perhaps it needs a <PerTurn>?
I've found very similar situations to all the above points. While the spell has very grandiose over-the-top spell effects when cast, and sounds like it's supposed to be quite crippling, castling fear is in fact fairly harmless in my experience.
At this point, I consider the spell Fear to be little more than a pretty purple light show the enemy was kind enough to perform for us.
Heavenfall you are indeed correct, <PerTurn> makes the fear ability work as stated.
https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/Abilities/fearfix.zip
Hey Derek, I bought the Quests DLC Pack and find that the new Assassin clothing is unusable by a lot of the Champions. Not a deal breaker, but it is mildly annoying / inconvenient.
Steam has not (yet) updated my client to 1.3, so what I can contribute here may be outdated by now.
bugs galore:
In my 2nd to last game I had a hero get stuck on the map. I could right click a destination, but it would wipe immediately and he did not move. The problem persisted past a reload. I have saved a save-game file for this, if support is interested.
I have trouble with the (newer) tactical map that's basically a tree-lined corridor on green terrain. The second-from-bottom grid square along the right edge cannot be targeted by ranged (magic or archery) attacks. The AI seems to exploit this, too
Similarly I have trouble occasionally with the new tactical map that has relatively open areas top and bottom and a hill lined canyon connecting them. Trying to move troups into position, particularly along the left edge often results in no movement or movement to an unintended map square. Zooming in and out can fix the movement targeting problem, but doesn't always do so. Selecting an enemy to attack can circumvent this, but can lead to unwanted results (i.e. the unit attacking from an unfavourable position that exposes it hugely. nb: I play in 2560x1600 ... not sure if that has a bearing on this.
I have had problems with my champion not being able to move or act on the first combat turn in a couple of battles. Only pass was an option that actually allowed the battle to proceed. This seems extremely rare though. On the other hand, I've had it happen to a 'mundane' unit also, on one occasion.
On one occasion a city of mine on a green plain area near an icy area was given the opportunity to build a pier and subsequent improvements, despite no river being near by. Sadly I finished that game last week and didn't think to preserve a save-game file.
One balance issues: I feel that skeletons are way OP compared to the experience they give, or vice versa. They are both hard to damage and hard hitting for most of my troups, yet yield very little xp.
Agreed. Not only most sovereigns/champions can't use them, but the new assassin gear is hogging literally HALF of the goodie huts I come across. It would be one thing if new useless gear was popping up on occasion, but it's officially taken over my game.
It's my only issue regarding the DLC (love it otherwise), but in my expereience this is a rather massive problem. I sincerely hope both the goodie hut frequency and usefulness of the new assassin armor is addressed (at least to some extent) in the next update. Otherwise, I'd slightly regret buying this DLC.
Ive checked all the sovereigns and they can all wear the assassin's gear in my tests. There are some special champions that cant wear it (Ascian, the Golem, etc). But that is intentional (they can't wear other armor either). If someone has a save game with a sovereign/champion that can wear other armor but not the Assassin's armor I'd love to check it out.
As for rariety is the same frequency as other common pieces of dropped loot. Though of course the magic of the RNG is that true randomness is clumpy, especially on small samples (random and evenly distributes are very different things). But I am going to drop the liklihood a little bit so they are a little less common.
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