*** Released 10/24/2013 ***
Features
Added the Fallen Enchantress scenario.
Added the Slam ability (monsters with this ability get a 25% to cause victims they attack to lose their next turn).
Tech updates now merge if the internal name matches (for modders).
Added the Summon Darkling spell
Added the Summon Spider spell
Added the Summon Harridan spell
Added the Summon Wilding spell
Added the Summon Shrill spell
Added the Summon Plaguestalker spell
Fixes
Fixed an issue that revealed the entire map for human players when the AI cast Ineluctable Vision.
Fixed bug where if main map objects were asked to be selected while the tactical window was up (could cause some odd behavior when exiting tactical battles).
Cities now make sure their hubs match the city's selected state, so that we don't have issues where a city appears to be selected but is not actually selected, and vice versa (usually manifested as difficulty selecting/deselecting a given city hub).
Fixed a bug where sometimes conquering an AI city wouldn't allow you to do certain production projects until you reloaded the game, due to the projects not always getting cancelled correctly.
Fixed some artifacting issues on forests (unfortunately this isn't as exciting as having magical artifacts in forests, the graphics guy tell me that artifacts are a bad thing).
Fixed an issue where Champion Shimsher could get Sweep twice.
Fixed lots of issues with placing rivers in the editor.
Fixed the Gust of Wind ability (not the spell), where it wouldnt knock units back if they resisted.
Fixed annoying issue where the hour glass cursor would show when looking at the tech tree.
Fixed common-ish crash bug due to multiple cities looking at the buildable improvements list at the same time.
Fixed a deadlock issue with regards to cities looking at resources (would appear to player as a lockup).
Fixed an issue where you could have a trait selected in the trait tree from a former champions selection.
Improved performance, especially on late game large maps.
Crash fixes.
Balance
Reduced the Fire Shill's Embers damage slightly.
Tectonic Bulwark can now only be be gotten from defeating Torax.
Crag Spawn hit points and defense from level increased, init was lowered slightly.
Earth Elemental hit points and defense from level increased, init was lowered slightly.
Earth Elementals, Grave Elementals, Ancient Grave Elementals, and Stone Golems gain the Slam ability.
Champion Vasim's given a masterwork chain breatpiece (was incorrectly set before).
Champion Rostyra gains Lethal 2 (had Lethal 1 set twice before).
Champion Ulrik gains the Noble trait.
The Gray March (Trog Spearmen) don't start with Chain Mail Proficiency anymore.
Increased the time it takes to for darkling huts to upgrade
Darkling Shamans can summon Darkling Warriors into battle
Haunters can summon Plaguestalkers into battle
Hoarder Spiders can summon Gatherer Spiders into battle
Giant Ravenous Harridan can summon Ravenous Harridans into battle
Shrill Lords can summon groups of Shrills into battle
Spider Queens can summon Gatherer Spiders and Ravenous Harridans into battle
Wilding Shamans can summon Wilding Riders into battle
Increased the damage on Maces, Battle Axes, Boar Spears, Short Swords, Mauls, Pikes, Longswords and Great Axes (along with magical variants)
Reduced the Init penalty on Mauls form -6 to -4.
You can now cast Burning Hands even if you have freindly units in the radius (they won't be effected).
Light Plate Armor now only requires Chain Mail Armor proficiency to wear.
AI
AI won't cast wither on armies without an attack (caravans) anymore.
Monsters are generally more aggressive in neutral and player territory
AI players more aggressive about going after monsters near their cities
AI much better about using magic in tactical battles
AI much better about using summons in tactical battles
Spoilers should not be on the changelog... hence the ***wink***
umm....does that mean that all the existing creatures are getting an overhaul if Slam is to be warrented?
or does that mean that only the few new creatures added to the game in 1.4 will have Slam?
EDIT: nevermind. reading is tech.
Though, the earth elementals were quite strong in there own right. Giving them further improvement seems....odd.
How's that Pyre of Man improvement coming along. nudge nudge...
In addition, if you are overhauling some creatures, I did post a quasi-review on the Binding elementals. Can be viewed here in reply #21:
https://forums.elementalgame.com/445085/page/1/#3397331
Slam doesn't seem too overpowering, but it will be a nice add to the utility of these creatures when summoned. After all, Earth Elementals are still incredibly slow.
Yes, something to improve Pyre of Man would be great.
Also, like others, I note that the AI also casts spells like Tremor and Freeze on Caravans, but hopefully the fix to Wither catches that.
A slam seems to be a bash without the hammer
slam causes victim to lose turn. bash is the attacker losing a turn.
yer thinking of crushing blow dude.
Haha... you're right, been a little while since I've played.
We just need a thwak and a kapow and we've got ourselves a batman comic.
I read it like Bash is an active ability (the mob/user uses it and activates a cooldown). Slam is a passive effect. 25% chance on every hit to (essentially) Bash an opponent.
Two balance items:
The Summoned Wisp:
I think the wisp is quite powerful. Imo, the flavor and feel of a wisp should be frail, mystical, elusive... and well, a bit of a trickster. Currently, the existing wisp is pretty tanky and can even dish out quite the punishment in the form of attack damage. With the healing spell it also has, this creature seems to be too much for it's current location in the trait tree. I recommend the following:
The Summoned Lightbringer:
This summon seems fairly tough for the AI and monsters to deal with at the early stage at which you are able to summon him. Recommend the following:
Another option to help deal with the early power level of the Wisp and Lightbringer is to move them down the trait tree just a little. Perhaps make a the Ice Elemental Summoning trait the prerequisite instead?
Thanks
I can't tell who's joking in this thread about Vatula's Dragonslayer. The spell does one thing, it says "No Effect!" above a dragon's head.
Sooo... for those that really want to know, I didn't want to say anything to spoil the game so here it is...
Vatula's Dragonslayer spell is a useless spell, it costs you mana and does nothing to the dragon. But you get to keep this spell book in your spell throughout the rest of the game. Not many people like to see a useless spell in their spellbook and thus it would be better served if the dragon spell is a mana drain scroll with no effect on the dragon. Thus, you get the same cost, but you don't have to keep the spell throughout the rest of the game. Just something nice for the players. I hope that clears up my intention of not revealing the spell to the general public, and still keep the mystery for those that haven't tried the spell out.
Ah, I didn't even think about it being a spoiler. Added tags. That said I feel the spell is like a souvenir and I kind of like that I get to keep it. The spellbook is already pretty cluttered and cramped so I don't think that one spell makes a difference.
Re: Balance, is anything going to be done to make the Fire branch of Summoning worth taking? Especially if Earth elementals etc. are being buffed. The big one would be to make Summon the Pyre of Man less ridiculously expensive in terms of mana cost. And last more than two microseconds.
Re: AI, I had the AI use its fire staffs on my Burning Wraith last night. I believe this was fixed for spells, is it possible to fix it for staff troops not to attack units which are immune?
It would be nice if the AI was not allowed to cast strategic spells on units which it has already cast them on. This would be a: fair (because the player can't) and b: more fun. Sitting twiddling your thumbs because your attacking stack is permanently immobilized is not fun. You should have at least one turn to do something, which seems to be true for the AI but not for the player.
Thanks for the continuous improvement, it is impressive how the game keeps evolving.
Thanks for the notes and the continuous improvements. Think there needs to be a bit more AI work added to this patch before I'll be dragged back into playing this though.
Remove my ability to see what enemy cities are building....PLEASE!
Still no fix for the color of the highlighted squares on the tactical map I see.
Never-mind, I guess it's never going to happen, just one of those things that never get's fixed.
You also are confusing Bash with Crushing Blow. Bash is a passive effect given to blunt weapons. So here's the difference: Bash knocks the victim prone (lose 1 turn) based on percentage equal to damage done. Slam makes victim lose 1 turn at a constant 25%. So basically bash is for blunt weapons and slam is for blunt arms/hands of elementals. They have the same effect, but trigger at slightly different rates.
I won't hold my breath, but I would like the following fixed in this release:
yeah that is really strange. I've seen this mostly (only?) with archers
I've seen that error where AI can do this as well.
N/A
...and there was much rejoicing. Thank you Stardock.
I'm with XWerewolfX, and I wouldn't mind it if there was an ability that would allow one to peek at what the enemy is building then (some stealth action type thing)
Me too. Two AI archers ended up in the same tile last night when I was playing. Awkward.
I'll be honest. I have no idea what this one means. What does this one mean?
Also, small item:
The Fiery Wraith seems to have quite the loud sound effect when you select it. Recommed reducing it's volume a smidge.
Another small item:
It appears that the Imprison graphic from the Obsidion Golem seems to be missing details...
https://www.dropbox.com/s/8ilpzaiq10mksh0/Imprison%20Grapic%20Seems%20to%20be%20Wrong.jpg
EDIT: Turns out that after the unit takes an action, the rest of the prison graphic shows up. Maybe not so crucial afterall.
Another item:
When a faction with the Binding trait takes over an outpost/city of a faction that does not have the Binding trait, the harvested shards revert back to their natural state. I understand that there are different improvements that equate Binding and Non Binding mining of the shards, but isn't there some way of transferring the information over so that a Binding faction can conquer a Non-Binding Shard and still have said structure on it??? (vice versa as well I would guess)
Gaining experience against AI is quite dismal. Could some additional reward be given out if the AI has a hero in the field? Perhaps 2xXP if at least 1 hero is fielded. Perhaps 3xXP if the sovereign is fielded? Fighting AI in this game is just very unrewarding as is...
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