*** 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
I tried everything I can think of, including opt out of beta, but cannot get mod to work allthough it does cause a strange glitch, see middle top of this pic.
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Success! I put the mod in documents/my games/LegendaryHeroes/mods/gfx then selected use mod from in game.
Thanks guys, especially abob101 for this excellent mod. You don't know what it means to be able to play without the frustration of not know where I can go. This has opened up the game for me.
Long live modders, where would we be without them?
[URL=http://www.hostingpics.net/viewer.php?id=166124pic3.jpg][/URL]
@Tattyhat - Cool glad you got it working. I didn't realise it worked from the mod folder, that's even better (thanks for the info).
@_Flector_ - Yep that one was a bit too high contrast for my tastes also. I've done another one that is somewhere in between that I now use... might even turn it down another notch in future. Thanks for posting the screenshots btw.
I anyone want so try these, here are the new links to the two files:
High Contract version:
https://dl.dropboxusercontent.com/u/100348448/TileSelectionTextureHigh_Tactical.dds.highcontrast
Mid Contract version:
https://dl.dropboxusercontent.com/u/100348448/TileSelectionTexture_Tactical.dds.midcontract
Just save the file (removing the .highcontrast / .midcontast from the end) to your documents/my games/LegendaryHeroes/mods/gfx, make sure mods are turned on and you're good to go.
If the Stardock gang don't adjust it officially next release i'll post this in the mod forum properly so others can find it.
Cheers.
I know there are many people who will be over the moon with your mod, they have been after this for as long as I have. I am a very happy Tattyhat.
Update: The tactical battles are now a joy were as before they were very frustrating. I am using the high contrast mod, as I have one of those 144mhz monitors that tends to be bright and vibrant.
Yes, you could do with putting this mod up in the mod section. I don't think the dev's will ever address the problem, simply because I suspect they see no evidence of a problem on their equipment.
I noticed that the population requirements for cities has been modified. 120 for L3, etc. Not listed in changelog.
Also noticed that the population meter shown in the main screen UI no longer has a shaded section denoting how far your population can grow. You can still see the shaded section in the City Details screen.
Hello community,
i have a great problem. Since i have updated this game to beta version 1.4 the game crash when i make a turn. Can anybody help me.
thread: https://forums.elementalgame.com/444871/page/1/#3403748.
I have rollback the game to 1.3 it works fine but 1.4 nothing
thank you
@MozRat, you can follow the instructions of Derek of how to properly report an issue, providing a savegame and a crash report (in your very own topic). But without any specific information I doubt someone can help.
https://forums.elementalgame.com/447542/page/1/ <- I ment this thread.
I get exactly that graphics glitch since I've started the 1.4 beta when I put my mouse cursor on an inaccessible tile at the edge of the map. Sort of looks like there's a shard graphic going from the corner of the tile to the top of the screen. I'm assuming it's a 1.4 bug, as I don't have any mods installed.
Yeah, it seems to have gone away since installing the high contrast mod.
I see the same thing.
being playing the latest update 1.4 - these are some feedback that cause gameplay to become slowwwww.....
1) clearing forest around towns still dont work - why have this feature when it really serve no purpose but to make player do more work?
after a while when i kept trying to clear imaginary foreest, i just ignore this feature and there is no difference in the game
2) setting my army in outpost to guard mode still make them appear when i need to tab between my armies
it is annoying that i have to keep tabbing to cycle thru several outposts which have armies guarding it in order to find a army still on the move
when a army has been set to guard mode. it should not be auto selected
3) because resource and outpost improvements are auto-pegged to some near by towns
i have to keep clicking on built to see if there are any improvements still waiting to be built and it is becoming a lot of click fest and causing me
tired fingers and slow turn rate - the game pace become really slow once i have a lot of towns
it would be good if there is a auto built option to click on once the towns already have all the improvements built and it now only doing on going
research or growth etc. then there is no need to worry if there are a impending improvement to be built because i just click on a resource or outpost nearby
4) now the 1.4 game is more lively because the monsters seems to be more aware and more willing to attack towns and player
to make it more realistic and also brutal at the same time, is it possible to tweak the monster AI so that
a) at empire frontiers - any monsters are aggressive and will attack frequently
only monsters of increasingly ( ? higher ) levels should and can venture deeper ( ? step depth )into a empire - so this will make it more realistic in that only very high level monsters dared to venture deep into civilization. not like now where any monsters can wonder all over the place and most are too weak to take on a city
c) and when a monster is too near ( ? steps ) a city, a count down timer should operate where after a ( ? number ) of turns. if the player did not take care of this monster problem, it will attack that city
again this is realistic because the empire sure be aware that a high level monster is rampaging near by. so the army should have been notified
and should be on the way or else, all hell break loose
using the above method, the monster will behave in a more intelligent manner automatically without having to code complex AI type routines
just get the monsters to keep trying to enter the empires and moving around within their band of comfort levels while more powerful monsters
moving further into the empire into their own comfort band and of course the most powerful monsters running all over the place and
no one can stop then yet but of course the more powerful the monsters, the longer their rampage count down timer is, so since they move randomly. they may not attack a city if they move off before their rampage counter times out
just a simple table lookup will work. in fact this table look up can also be make available to players to tweak to fine tune difficulty levels
all the above suggestion should really make FELH feel like a real life game and also move at a fast pace instead of now where a average sized empire wiht 3 opponents took me 6 hours or more to play - still too much a chore managing the towns and cities
5) any thought on player crafting - weapons and armour. this will be the icing on the cake and will finally crown FELH as the true successor to MASTER OF MAGIC
further to my earlier post
the reason i use built to check on city improvement is because it is a more consistent method to cycle between cities
i can use the page up and down button to move between cities rather than using the mouse to click on the arrow key on the built menu
the arrow key is really a " stupid idea " because the key is not at the same place every time
the built menu kept shifting up and down and the mouse is left pointing either to a improvement or into the map
and i have to make micro adjustment all the time - it gets tiring after some time - don't forget it takes hours to play this game
it is therefore a better idea to have a auto built click option where the AI auto built for us starting with the improvements with the shortest
time onward to the longest - of course players can still insert their own improvements or troops. the AI just simply add on to the built queue
also for starters, please add a keyboard short cut as alternative to the built arrow selector ( INS and DEL ) should do it
in fact, if you dont want to do anything else, please please do this... it really is a pain in the arse and more than once i give up on a huge game because i am too tired managing it
john
still further to my post
one suggestion - i am still playing the game while writing this
move the city name bar where the arrow selector is to the bottom of the built menu
then, this way, the built menu height do not matter any more
but i think it is easier and faster and less changes to just add keyboard short cut
but you may want to fix still for those who only uses the mouse
main idea for long winded games - do not have too much management to do or it will cause player to lose interest eventually
i love playing this game but seldom complete it because it drags after a while due to all this micro management
N/A
Derek, AI still casts Wither on caravans. Experienced that in my current 1.4 game with Resoln. Will try to get screenshot of that...
I had AI Lord Markinn Tremor a caravan instead of an invading army twice in my current 1.4 game. I was pleased that he did successfully declare war AND take one of my cities within 5 turns. Much better aggressiveness.
Keep it up!
Markin was actually able to Tremor me sufficiently even back in 1.3. Shame there is no follow up, like sally from nearest fort.
This way its just a little...delay.
I hate to sound like a downer/complainer, but this patch isn't exactly what I was expecting.
I've said it before, but there just isn't any UI upgrades here.
I was under the impression that the DLC's we're buying were going to towards making LH a better product through patches. While this patch is cool and appreciated, there are still quite a few bugs/UI issues that I was really hoping to see fixed here.
Has the plan changed with LH?
Sorry you're not liking what we have planned for 1.4. Different things take different amounts of time to do. But the release schedule for updates is pretty hard baked (we have to schedule QA time).
I wanted 1.4 to be mainly about UI for instance. But the resources for doing that aren't entirely free so there's a delay on some of that. I have my own rather endless laundry list myself.
Resources are probably being allocated to GC3.
We just have to face the reality that LH is a niche game, and GC3 has a much larger audience, especially now that it includes multi-player.
I'm not saying that they will abandon LH, just that it is no longer the center of their attention.
screenshot of caravan tremor
Thanks for answering. I understand you have a lot going on right now. Hell, I'm super excited about GC3 and as soon as I can, I'm going to purchase the Elite Founder's Club version, but I'm also still madly in love with LH and was hoping to see some of the persistent deterrents fixed.
It's cool, though. I'll just go play another game or two for a bit. I'll come back to LH after a bit and, I'm sure, sink another 30 or 40 hours in to it while waiting for my ex-love, GalCiv, to come back to me.
Yeah. I can only agree. More communication could improve that though.
Fixed, thanks!
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