*** 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
Is this beta patch saved game capatable? Thanks in advance
I've read many posts which say that the 1.4 update is going to be a patch that improves diplomacy; but I don't see anything related to diplomacy in the patch notes. Are there any "under the hood" improvements to diplomacy? Thanks in advance
Nah, they said UI for this patch.
In my experience a new game is required to take full advantage of patch changes.
Do you think it could hurt my saved game? Thanks in advance
Isn't this the UI improvement everyone is talking about?
Or is that not enough to satisfy us?
Anything good enough to opt into beta for?
Less bugs, stronger AI... I think it's worth it.
In all my hours of play, I have not come across any bugs except the contrast on tactical squares bug, but when you say stronger AI, does that mean it cheats better?
For that you are better off trying mods... I think there are quite a few things that can easily be fixed by mods that are still left unattended in patches. Just read in another thread that the AI just don't max out their units potential (ie don't design them with all the bells and wistles even if they have the resources for it).
Just looked through the mods but couldn't find the one I was looking for. Thanks anyway
Guys, i've just been having a bit of a play with the tactical squares graphic, if you want to try a much higher contrast graphic, give this a go. Download this file:
https://dl.dropboxusercontent.com/u/100348448/TileSelectionTexture_Tactical.dds
And save it to your \FE Legendary Heroes\Gfx folder (normally the full path would be something like C:\Program Files (x86)\Steam\steamapps\common\FE Legendary Heroes\Gfx).
Just maybe backup the original TileSelectionTexture_Tactical.dds file first (rename it).
This changes the tactical movement graphic to a similar but much more visible version. Might be the sort of thing you're after if you have a hard time seeing the default one.
The main difference as far as I can see (apart from some bug fixes) is the promise that the AI will start using spells better in tactical combat, and will summon tactically. To date the only spells the AI casts which scare me are damage spells. It really loves to cast Burning Blade tactically, which is normally a complete waste of time, and I can't remember it casting the very powerful global spells which don't cause damage, e.g. Mass Curse, Titan's Breath. I don't believe it has ever summoned anything tactically. If the tactical spell AI changes work they could make tactical combat with AI heroes a lot more interesting.
screenshot?
Thank you very much I will go and try it out now.
I'm sorry but I couldn't really see any difference. It was still hard to see my movement range. Thanks for trying though.
Abob101's modded:
Original:
It certainly made a large difference to me. In fact I think it is just a little too much now. Personally I prefer something halfway between original and modded.
@_Flector_
Looks really promising...though it's really easy to green on purple. They contrast pretty good.
Could I bother you for a screenshot from a green tactical map?
Mine looked like the original picture. It looks like the mod wasn't working. I followed the instructions, so it should have.
I don't know what's going on but I can't get it to look like the modded picture. That picture is just how I want it.
[URL=http://www.hostingpics.net/viewer.php?id=764443pic.jpg][/URL]
This is what my game looks like with the mod installed. Can you see my problem?
@GFireflyE: On a green tactical map the difference is also pretty big.@Tattyhat: I simply copied the file and it worked (even from save games). I don't have a clue why it doesn't work for you.
Modded:
Taddy hat as with any mod you must start a new game.
Thought this would be to easy. Started a brand-new game, but no joy, still the same near invisible movement tiles. I really want it like these screen shots, that would be brilliant, but why will this mod not work? It's baffling.
Update: Do you think it's anything to do with opting into beta 1.4
Since it's a mod that replaces graphics only you shouldn't need to start a new game to see it (although you must restart the client)
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