*** 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
Consider outsourcing it? Give the modders some reward from their good work, and implement it. Win/Win. I always think companies are too strict with this kind of thing. The energy from the outside can be very rewarding for a game itself, not only on the side (like the current mods are). Hell, let some young coders prove themselves in their job application with this, no shame in using them a *tiny* bit
A well designed ground work enabling this energy, is imo bound to be a success. (with some "direction" from the top obviously) *Hint* GalCiV3
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
Derek: This works for me. Im not sure what you mean by this. You can only clear forests that are adjacent to your cities, are you trying to clear ones that aren’t?
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
Derek: I agree, I will enter an enhancement request for this.
3) because resource and outpost improvements are auto-pegged to some nearby 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.
Derek: This would only be a consideration after a new tech is learned. A governor that does auto-build improvements (with the ability to set preferences on what types of improvements it should prioritize) could be cool. But it could also detach players from their cities (this is a common concern we have about queues allowing player to set 100 turns of build instructions and then forget about their city). I don’t know if overall it would be good or bad, but it wouldn’t be something we would at this stage of the project. It is good feedback though as we consider future designs.
As a suggestion, you may be happier playing on smaller map sizes. I always used to run into a hard empire management wall in Civ games until I realized I was just playing on larger maps than I really wanted (for some reason bigger maps seem better, but it all depends on the type of game you want to play).
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
Derek: We aren’t a simulation so there is no value in attempting to be “realistic”. Instead monsters and lairs have a game function which is to threaten players that haven’t cleared areas. Making some no come into the player areas and adding a counter to delay their attacks would both be in opposition to their design intent. In general it also opens up some UI complexity (how do we communicate which monsters will attack and which won’t) for little benefit.
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
Derek: We have talked about it at various stages. It would be cool but it’s definitely a big system to design, implement and balance (and to teach AI players how to do). It’s also player focus problem (I can tlak about that more if you’d like but it’s a big topic).
6) 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
Derek: What do you mean by the “built arrow selector”? Do you want to be able to use the Insert and Delete key to be able to scroll up and down in the build and train lists?
@ Derek -- there are invisible rivers in the FE scenario campaign maps - the first map and the second map of the campaign. There are also rivers that are not rivers in those maps as well. If you allow I'll post the fix for this.
This is what I mean. Use the ENERGY! Let's not waste and save the planet ok? ^^
That would be awesome, just PM them to me and I will get them updated, thanks!
Sent you a PM about the map fixes. I also include a change log for you to determine the exact changes. The new fixes are shaping up nicely.
I know one big thing in 1.4 is that late game performance should be massively better due to some reworking of how units are rendered.
hi frogboy, if you dont have the resource, at least you can add a keyboard shortcut keys to the build menu arrow key function
that allow keyboard ins and del keys to function like the city switching arrow key
that should be easy since it do not involve any other changes at all
during the original beta of elemental i have already raised this issue because it is really a hassle to use
think about it. after clicking on the arrow key to switch cities, i then have to move the mouse to select the improvements or even if i ignore that part. i still have to move the mouse down to the built button below and then back up to the arrow key in order to move to the next city
for a very long game with many cities, it becomes a chore. remember this principle when you are doing GALCIV3 i.e. DONT MAKE PLAYERS HAVING TO DO LOTS OF MENIAL REPETITIVE WORK, because it will lessen the fun factor and increase aversion to replay after initial eurphoria
same thing happened to the game warlock, master of the arcane. it is a simple game and surprisingly fun to play initially but after a while the hassle of having to click on units and then having to move the mouse to the opposite side of the screen to finish the action was too much and the interest to play died until the patch came where keyboard shortcut were added and it at least help in increasing the fun factor again
also, new bug, the page up and page down key to switch cities do not work on conquered cities
it only works on cities i build. i have to manually click on each conquered cities in order to select it or use the built menu arrow key which worked finally for all cities
also lots of graphic glitches at resolutation higher than 2048 on 32bit OS but ok on 64 bit os
my pc: win 7 pro 32 bit 8g ram ssd drive and win 7 pro 64 bit on another ssd drive with gefroce gtx 680 and 2560x1600 screen resolution on dell
U3011 30 inch lcd display
in reply to derek paxton: on clearing forest
what happened is that after clearing all the forest around the city, the cleared forest notification message still do not appear
so i kept trying to click all over the city image to see where is the forest that i still need to clear and i found that where the cursor turned into
a clear forest indicator, there is nothing at all, no forest -that is why i said, imaginary forest.
since i cannot do anything about it i just ignore this feature and guess what, it made game play faster and less distracted,
that is why i asked, why have this feature at all
if it do not contribute to some essential part of the game. if it is for player immersion experience, try doing this for the umpteen time
when it do not contribute to any actual effect in the game. in fact, it is a time waster and lessen the fun factor
my suggestion is do not bother to fix it but rather remove it if you can since it do not affect the game at all
the city still grow just the same especially in auto placement mode
dear derek,
on item 6 reply) in the built menu when it pops up lists all the city improvement that can be built
if non is selected, when the built key is pressed, automatically the first item on the list will be built
and repeat pressing of the built key will add the next item down the list
if it is possible, sort the items on a ascending scale so that there is no need to click on them
then all we have to do is just to click on the built button and the items will be added in a shortest time to built onwards
but it is a hassle to switch between cities using the city select arrows at the top of the built menu because this city select arrows
moved up and down according to the number of city improvement list inside the built menu
and so every time we have to move the mouse a little to compensate for this movement
that is why a keyboard short cut will be very useful
you already have a example in page up and page down key
then logically, it would but fantastic if you can have the same functionality for the built and even for the train menu
keyboard short cuts are the easiest time to do and do not in anyway affect the gui or any part of the game since it is like a macro
and already doing the function that some buttons are already doing
hope this will make the game more enjoyable and less of a click fest
also, please note my post on the bug on page up and page down
issue regarding faint movement tile highlight
i did not have any issue there but i notice sometimes during strategic battles
that the fireball target tile indicator disappears and only one target tile indicator remains
the one directly under the cursor so i have to move my cursor around and try to estimate where i can place the fireball target so that i will not hit my own troops
this happens after the initial opening battle and after i have already launch some fireballs and enemy have already moved towards my position
Sorry to interrupt, but I thought you might like to know that the DLC is 50% off on Steam.
Yep, I'm ready to find those bunny slippers this weekend.
N/A
I robbed piggy for the quest pack, but not very interested in maps, and even though I did say I wanted the fluffy slippers and party hat, I didn't really want them.
Wanted to give a thank you to Derek and Stardock for doing a good job listening to feedback and continuing to work on improvements and updates. Because of the dedication from staff I have seen in the forums, actually seeming to care about what us players want, I decided to purchase the game today on Steam ($9.99 is solid) after trying it out initially from alternative sources. I would have moved on and not bought the game if it weren't for the dedication and constant improvement/patches.
Don't care for the maps either, but would LOVE as many stamps as possible.
What!. I bought the loot pack on your recommendation. And now you're telling me you really didn't mean it?!? I feel so alienated by you.
But seriously, $2.50 each was the right price for the loot and map pack DLC's.
Sowee! But you mustn't listen to me. Jolly sewn my ears on back to front, and I often say the opposite of what it is I am thinking.
Should the familiar summoned through Sovereign Bond be higher than level 1 if your Sovereign has Summoner 1 or greater? My reborn familiar keeps coming back at just level 1 even with points invested in Summoner.
Pazuzus (don't remember the name, big red demon) summon demon ally spell hang his action so next unit turn never occurred and no demon appeared. Battle could be ended only by auto resolve, also there is no reward after it (should be Pazuzus horn or claw).
are there any plans to fix monster hero traits considering they are not allowed to wear armors? Either remove the armor trait option or allow them to wear armor. Right the option to wear armor is on there but clicking on the trait results in wasted point because they are program to not wear armor.
What about the annoying hour glass when selecting heroes? It's hard to decide what heroes offers what when the hour glass prevents you from looking at their details.
Or How an AI can setup camp next to your city and declaring war on you for being to close to their border?
Same for Resoln troop units. They can't wear armor beyond leather but some have plate armor proficiency. I can create my own versions of them but this will make these troops more expensive for the AI.
pertaining to familiar, it is also no fun to play with the familiar
because we have no control over placement of units in strategic battles, the familiar is almost always placed on the front line
and almost always targeted the first and mostly dies immediately, especially in the early stage, where it is mostly needed
this should not be the case, it is ok to be on the front lines but since the familiar is a spirit, it should be a lot tougher to kill and should have
at least same health as the caster, after all, it is supposed to be a copy of the caster and can cast all the caster's spell, why not also have the caster's attributes?
then it will be a more strategic option to start with
i think it will not be difficult to just tweak it's stats a little to be more like it's owner and still not upset balance
Even with the flaws of the familiar, the truth is that it's quite strong, if only due to being able to recast your Sovereigns Summons on it (without the summoner level bonuses, only the shards count to the 2nd Summons level) to add some more phantom army. Due to the familiars 2 speed (can't keep up with fast armies on wargs/horses) and abysmal hit points/defense - spirit notwithstanding, it's very fragile and risky to use in combat without numerous buffs and extensive support.
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