*** 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
A Dark Wizard tried to cast its summon spell but nothing happened. The battle did not crash, just that nothing was summoned. I know that AI units have only started summoning in this patch, so maybe it's not correctly doing it yet. But this was an existing summon, not one of the new ones that was added in this patch.
Testing the beta, in my first combat my militia begin in a blocked terrain, after he moves, he couldn't move again at same place he had began. But the terrain was normal. And I couldn't use haste to him, but after he moves i could.
Thanks for the update Stardock guys, I've really been enjoying this wonderful game!
Sorry if this has been asked and I missed it, but is 1.4 save compatible? or is it time to start a new campaign?
Also, seem to have found a bug in 1.3, but since 1.4 is out not sure if it's worth posting a save (let me know if you want it). Dragon statue quest army- Arne (can't remember his name ) is stuck in one of my cities and doesn't attack it, but when I attack the army- my army enters my city and only the hero/sovereign attacks by him/herself.
Cheers!
So if I have been playing 1.4 beta, do I need to start a new game now that 1.4 is officially released? Or can I continue my campaign?
@Derek -- did you miss my PM for the river fixes for the FE Scenario map? I'd be happy to e-mail you directly the files, or post them on the forums for all to enjoy the river fixes.
Because you (and everybody on your side) won the battle.
Regardless if you won by standing around and smiling or by killing all the enemys.
I have all your changes checked in here, but it wasn't in time for the patch. It will be int he next update.
Thanks!
Sounds good. I know you there are busy.
the sleeper has woken.
Long hiatus from LH.
Seems now is the time to return.
Heh. 1.4? I'm already knee deep in 1.5!
Will it have those long overdue UI improvements?
Double post
TTTTRrrriple post! Please delete me!!!
You! You're.....such....a...damn TEASE!Goddamn frogs. Give up the goods or frog legs are on the menu!Also, could you confirm or deny that more DLC is in the works?
N/A
After the upgrade, the game sometimes stops completely after clicking at the end of stroke. Work only hourglass. When I tested the beta had the same situation. At the 1.3 version of the game it was not. For example, after removing the beta everything becomes normal. How do I return back to the game version 1.3 or how can I solve this problem? ps Recovery game version 1.3 of backup does not solve the problem because game immediately updated, although the update in the settings disabled.
I have had a similar issue since 1.3. Sometimes the cursor turns into the hourglass, I can interact with the map, including launching sub menus for towns etc. but I cannot move my sovereign and the end turn button is grayed out. I've removed all mods, reinstalled from scratch etc. Now I just check it when new patches come out, it happens every single game. I just shrug and go back to playing Dominions 4.
In my case, a little bit wrong. The game completely freezes and windows closes it, or I close from Task Manager. By the way, if you do wait chain analysis in the task manager, it is very clear that the processes of the game fixated on themselves.
Hah, I explored the same avenue once I saw how much memory the game was using. I wonder if the issues are similar and my system behaves slightly differently because of hardware specs. When I go to task manager, the main game process itself is usually hovering around 1.5 to 2gb of memory.
The game is clearly not enough memory. For example, the more you open the area, the less new load of saved games can be performed.
Yep, AI has cast wither on my caravans a few times.
I wonder if it is noise from the variable comparison with 0.
The xml code suggests that it shouldn't happen, but rounding errors could cause a little issue.
Might try
<AIData AIPersonality="AI_General"> <AIPriority>10</AIPriority> <ValueCalcWrapper> <ValueType>IsTargetWorthy</ValueType> <Calculate InternalName="Calc" ValueOwner="TargetUnit"> <Expression><![CDATA[[UnitStat_Attack_Pierce]]]></Expression> </Calculate> <Calculate InternalName="Value"> <Expression><![CDATA[[Calc] > 1]]></Expression> </Calculate> </ValueCalcWrapper> </AIData>
place a 1 instead of a 0 as I did above. This should stop the problem (haven't tested it). I already have a mod that prevents the AI from casting wither on units with 3 attack (I haven't seen it with my mod yet).
I've seen it, too. Annoying...
And honestly, the fact that you haven't hired Parrotmath from afar is a travesty.
He's good, he's helpful, and he's only playing with a fraction of the playbook. Contract him out to help solve some of these lingering issues. If it works, hire him full time as a debugger, programmer, whatever.
But he's doing some really good stuff, Stardock (FROG! DEREK!)
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