*** 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
N/A
Those are some concerns that I share with you here.
Especially a better reward for the last challenge in the arena would be great... Maybe a shield which gives magic immunity to the wearer. Would be epic enough and fit the last part of the arena.
Is there any particular reason monster difficulty is +4 levels on Ridiculous, *2 on Insane? As noted on another thread, this makes level 1 monsters much, much easier on Insane than Ridiculous. In fact any monster up to starting level 5 is weaker on Insane than Ridiculous, which seems odd.
If there's no particular reason for it then could it be made a max of the two values, e.g. max(level +4, level *2)? Or failing that maybe have a multiplier and a level bonus, and for Insane set it to + 1 level then double it; that would make all Insane monsters stronger than Ridiculous except levels 1 + 2.
Or +2 levels and then multiply by 1.5, rounding up, would make level one mosters as strong on Insane as Ridiculous ((1 + 2) * 2 = 4.5, rounded up to 5, which is the same as 4 levels on Ridiculous), and all other monsters stronger than Ridiculous. That would slightly reduce the levels of the highest monsters compared to doubling though; a starting level 10 monster would become level 18 rather than level 20, for example.
I noticed BladeRush does not have AIData in the xml. Is that suppose to be the case?
Okay, can you debug my NoXPSplit mods (the one for CoS and the one without) to see what's wrong. As I said, I tried just editing the files of CoS and that didn't work, it still split the XP (AFAIK there were no other mods modifying the core heroes).
The mods are here (ignore I Need To Move mod, that is working fine):
http://fallenenchantress.nexusmods.com/mods/1879
I see it's been updated with some fixes and AI improvements. Very nice.
I LOVE IT!!! Makes me laugh.
I look forward to using your editor for creating rivers on maps.
This is the patch that's supposed to address UI-related issues, right? Therefore, after 3 long years, I figure this is the long-awaited opportunity for that notorious 'glitchy/changing cursor bug' so many of us reported to finally get fixed.
Seeing as the cursor bug is the only remaining problem with this game significant enough to keep me from playing it (seriously, it's just a pain), I'm sure you just didn't get to adding this one to the list yet. I look forward to this update!
Nice new AI updates. Game keeps getting better.
Parrotmath has put together several 'temp' fixes on 1.2 and 1.3: Have they been addressed for the 1.4 release?
1) AI units with no weapons: https://forums.elementalgame.com/446290/page/1
Have weapons been added for all the units listed? (so that I don't need this mod anymore)
2) MAUL DEBUFF CHANGE: https://forums.elementalgame.com/444851/page/1
Has the Maul ability been adjusted so that it can't infinite on proned units? (so that I don't need this mod anymore)
3) AI and Immunity: https://forums.elementalgame.com/444851/page/1
Has the AI been sufficently updated to take into account these types of immunities? (so that I don't need this mod anymore)
4) Armor Attributes: https://forums.elementalgame.com/444851/page/1
Has the game been coded to restrict choosing chain armor ability if the faction does not have access to it.... (so that I don't need this mod anymore)
Thanks
YES!!
I read this^
and thought: now we need UNITS summoning MORE UNITS,
then read this >
and this >
and just...
YES!!!
YES!! YES!!!
nao,
we need faction-specific unit traits that grant summon abilities, accessible in the unit designer.
(Personally, I believe the main mechanical reason that all the factions feel similar is because there isn't enough distinction between their respective pools of available unit traits.)
and moar!
Thank you!!
This has already been fixed in 1.3 (so you don't need that mod anymore)
With 1.4 the last changed item (the wither not used on units with no attack) has been changed. So, you won't need that mod anymore after 1.4
SUGGESTION: _REDEFINE
I think something that would be very useful, is the ability to redefine the abilities of any XML, while leaving anything not specifically redefined exactly the same. This would be hugely useful for modding, and choosing when you want to add abilities/stats but don't want to include the whole file, like when you want to edit DLC items without providing the item to those without the DLC.
This would be done by adding _REDEFINE in capital letters to the end of the internal name. If no InternalName exists without _REDEFINE in it, the code would have no effect. But if it does - say Internal Name is "ChampionInternalNameHere" then the redefine function referring to this Champion would be "ChampionInternalNameHere_REDEFINE" and explicitly changes ONLY those tags/abilities that are included in the _REDEFINE. But if "ChampionInternalNameHere" does not exist in the core or mods folder, then "ChampionInternalNameHere_REDEFINE" would simply be ignored with no error. This is so you can redefine files that may or may not exist in a given installation/associated mod folder without having to create a new version for every combination of core files, DLC and mods that players use.
So if you have a _REDEFINE function with changing the UnitStat_Attack_Pierce of L1 or any other level (in the case of monsters who are not champions), then that would overwrite the existing Physical Attack of that unit. It would never ADD to an existing ability.
Also, to make such an ability truly comprehensive, you would have an ability within a _REDEFINE InternalName section of code to "Delete All Existing Traits", "Delete All Existing Unitstat Level Definitions", "Delete All Existing Equipment", "Delete All Existing Treasure" or "Delete all Existing GameModifiers" and any other ability which can have multiple items, which you would use to delete all the existing abilities in each of these categories, and would be followed by the Traits, Unitstat Level Definitions, Soulbound and Transferable Equipment, Treasure and GameModifiers that actually DO apply to this InternalName.
This would affect any core files, DLC files or mod files loaded before. So you would be able to redefine Quests and RandomEvents too. Each InternalName definition would be affected by any InternalName that is exactly the same except it ends with "_REDEFINE".
So the two functions of _REDEFINE:
1. redefine any InternalName without touching or nullifying anything that has not been specified in the _REDEFINE code; and
2. have an option to delete all the existing characteristics in a category. Such as traits, Unitstat level definitions, equipment, treasure, or game modifiers in the case of spells, techs, and redefining traits (eg. deleting all existing gamemodifiers) - so you could in the _REDEFINE, delete the existing elements in one or all of these categories and then add the ones that will be inserted from a blank slate.
Fixed ******** tactical highlighted movement radius being the same ********** color as the *********** squares themselves, thus rendering the player ******** blind.
Thank you for this fix.
I'd rather SD take there time and get 1.4 as right as possible instead of the alternative of rushing and missing things.
When I right click my legendary heroes in steam and go beta tab, there is no option to opt in. Only opt out is listed. How can I get into the beta for this?
Oh and do I need to make a new game to get the AI features such as more aggressive at hunting monsters?
This is looking really good, but I'm not really seeing "UI" updates in this patch...
Change of plans?
Where it currently says "unreleased" in the original post, it will most likely change to both "released in beta" and then "released" at the appropriate times. As of now, it is just a changelog on a work-in-process. Them posting this does not mean it is available in beta yet.
Let us play it now please! Why oh why even if it's rough we can choose to opt in so the dedicated won't mind..
You just made me reread the notes again, then cry a little.
I would love to dig into your mind and find out why you chose this direction to balance ? ?
In the past it's always been 'nurf nurf nurf'. Is this just a small tweak the other way?
There are many great features available to you once you register, including:
Sign in or Create Account