*** 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
I tested it (rolled back to 1.2 and then re-opted to 1.3), and it seems not to be the case. (80 seaons in, and no AI pioneer even queued)
I guess Brad meant he checked it in internally.
Just got a new update from Steam. Hoping this is Brad's latest iteration.
Is the revised 1.3 version definitely out? I've started a new game and was really hoping to test it, however last night I hadn't seen any AIs after an hour or two of gameplay, so I was a bit concerned that this was still the "bunker mentality" 1.3a version.
Ok, new update (10.6MB large) has the AI building pioneers.
Yea I opted out of beta then right back in and got the update seems to be working now.
Yes, the updated beta went out today at 1pm EST. Let us know if you find any issues.
PLAY IT! PLAY IT NOW!
I've noticed a bug with the monster AI code. Sometimes they will move twice in the one turn. I've even seen one move onto a river and then move onto another river square on the same turn.
Also, there is a bug, I know it applies with Henchmen items. I'm not sure if it applies to regular units (probably not, since they don't have an inventory). If you edit a Henchman unit, and train the edited design, the Henchman seems to get bonus equipment of what what there before. I've even had Dragon Scale Cloak and Aegis Robe show up on a trained Henchman before I got the tech for those items in the game, because they had them previously and/or the design was edited.
I AM! I AM! I'm happy to report that the AI is building more than 1 city now. I have noticed some funny pathing issues during tactical battles tho.
1) The sand golem didn't move for several turns. It looked like he had targeted somebody in the back of my armies that he couldn't get to so I just pinged him with range. I felt bad so I spread my troops apart and then he started moving.
2) I had that issue where one of my units walked on top (same tile) as another unit so I had 2 units in the same tactical battle tile.
3) I clicked on an enemy unit and my guy walked over behind a fence and got stuck instead of walking towards the unit I had targeted. For his next turn, I did the same thing and again he went to the fence instead.
Not sure if the Spiders have stopped "Web"bing ranged units, but they are "Web"bing units that have already been "Web"bed.
Nothing was touched with tactical. Just strategic.
The spiders have stopped beguiling and webbing ranged units.
Note to Frogboy: I have seen regular Wildland monsters are still going outside their territory, as well as the bosses. I just defeated Delin, Pyre of Man outside his territory, and I don't think his Wildland unlocked. If Wildland monsters are going to continue going outside their territory, have them linked to the territory they came from, so if you need to defeat all the monsters or defeat the boss, you can still do that. And if they get killed by others, it should still count as if they are killed (for completion of Wildlands without bosses, and clearing Wildlands that have Defeat Boss objective).
https://dl.dropboxusercontent.com/u/8710134/Delin%20Out%20of%20Territory.EleSav
https://dl.dropboxusercontent.com/u/8710134/Delin%20Defeated.EleSav
Note to Frogboy 2: Also, monsters can still do Crushing Blow on non-adjacent units. I think what happens is they have to be next to a non-preferred unit of yours, and that allows them somehow to attack any unit. I would check the code for allowed targets when an ogre that has Crushing Blow is next to a unit he doesn't really want to attack and there is a distant unit he would rather attack.
Reply to parrotmath (and Note to Frogboy 3): Yes, they are no longer targeting ranged units, but they still sometimes Web the one unit multiple times. It's like they have already chosen to Web before their turn, so after the first Web succeeds, they still continue casting Web on the same unit.
Hi Frog,
You may not have touched tactical but somebody did. Read the changelog. It says that units will no longer end up on the same tile in tactical and I'm saying this is not fixed. There are other issues in tactical (see my post above). I'll throw one more out there. The "Command" trait is no longer giving units an immediate turn. I'm seeing it give them 2 turns when its their time to go, but it used to give them an immediate turn.
Yes, I have seen the double webbing too.
I've tested something like 15-20 startups yesterday, generate a huge map, set to 'easy', play 30-50 turns to see what happens.
I noticed an abundance of "hard' to beat monsters wandering around the map in this early timeframe - so many wandering bears it's just not funny, one doesn't dare walk in the woods any more for fear of stepping into something, but Lord of Flame? Spawned from a lair of all things, with a fire elemental being left behind, pursuing my 1st additional hero across the map, on easy setting? I've seen a wandering Haunter that early as well. Ice elementals.
Bears seem to spawn from lairs before I've finished research on my 2nd technology. I've also seen spider lairs level up quite early.
Monster frequency is on 'moderate', world on 'easy', production on 'fast', research on 'fast', map is 'huge'. 4 Opponents, balanced, 'normal' difficulty. Don't think any other factors should matter for this.
Wonder if this is intentional ...... I think this would possibly make it a bit frustrating if I were just starting out with the game. In fact, I've found myself several times in a position of "you're so screwed" because I could not expand at all, due to high level wandering monster density; in one instance playing as Tarth I had my first pioneer village levelled by a wandering monster. (they don't attack your troups, but still attack towns?)
@Peter: World difficulty doesn't change what monsters there are, just what level they start at and how much HP they get.
The Stealth faction trait (the one Tarth has) does not protect cities, only units (and unless they fixed it, it doesn't do that very well).
Just had three units on the same tile in tactical combat.
All of them tried to attack a unit at the back and in route where stopped by moving next to the same enemy unit.
Nakisisa
Edit It can also happen with straight movement if they don't reach their target in one move. ie moving around a chasm where they all pick to move along the edge but don't reach their target.
I can confirm the issue as Nakisisa describes it.
Me too. If you try to attack a unit your current unit can't get to that turn, they will possibly walk on another one of your units. I'm not sure who gets attacked when there are multiple units on one square.
Yithril is withering my caravans every other turn on Ridiculous AI setting.
I'm not sure if this is supposed to happen but it seems a bit of a waste of mana to me.
could easily have been avoided if 'moving through squares' wasn't implemented in 1.2
Could you be bumping up the version number. I can't tell if i have the latest update.
Well, the moving on the same square could also be avoided by checking to see if the closest path ends on another unit, and stopping on an empty square. I quite like the movement through friendly units, and I think it would be possible to prevent multiple units on one square. If Wesnoth can do it, then LH can do it.
I'm a relatively short way into my Ridiculous game, but I did seem to have quite a tough time with wandering monsters (on default settings). A few wandering cave bears, a few wandering Stalkers, lots of wandering Air Shrills, up to and including a Fire Elemental + 3 Ignys (I think the stack was officially Deadly) walking up to my town. I was able to beat that stack with a Freeze and the loss of most of my army. I also had the wild boar (Bonesplitter?) event and the panther (Ascian?) event, both of which started prowling in my territory. I've survived, and completed the Bonesplitter and Ascian quests, which should make things easier, but it's been slightly hair-raising stuff. I didn't feel comfortable building more than three towns for a while, and one of those was near a lair of those monsters which are immune to magic (ophidians?), which my borders did eventually expand over, and they did eventually attack my town, although I had moved my best stack there and was able to beat them with some difficulty.
I haven't started 15 games like Peter, but based on a sample of one, it certainly feels like the monsters are harder than I remember.
The other thing I've noticed is that on several occasions monsters have been next to my stack and not attacked, but there is no message. I don't know if this is normal or not; I thought they always sent you a message if they did not attack. I don't know if this reflects a change in the AI logic or is something more trivial.
In terms of the AI opponents, I've encountered two AIs, one has a power rating of over 100, one has a power rating of over 200, this when I have a rating of about 40, so that part of the game seems to be working fine! It remains to be seen whether I can beat them on Ridiculous, bearing in mind the slightly cramped start.
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