*** RELEASED 11/13/2015 ***
New Features
Stamina
Most combat abilities require Stamina, normal ones require 3 (Impale, Howl), powerful ones require 7 (Trident Strike, Battle Cry). This keeps players from simply using abilities as soon as they become available, forces decisions about saving for special abilities and makes battles more dynamic. It also allows us to make special abilities more powerful since players can’t trigger them all first turn.
Starting Stamina is how much Stamina the unit starts the battle with, it defaults to 1
Stamina Growth is how much Stamina the unit gains per action in battle it defaults to 1, this is given at the end of the units action (to allow enemies to react to it before the unit can use it)
Defending gives the unit +1 Stamina (this gives a bonus Starting Stamina to defending armies since they start defending). This makes Defending more advantageous since it allows the unit to unlock special abilities faster.
Stamina is cleared at the end of battle (it doesn’t carry over from one battle to another)
Being knocked prone removes all Stamina
Many monsters have modifiers based on their stamina. Some get more powerful attacks, some unlock special abilities, some increase their defenses. As the battle goes on, they will increase in power, kill them, or use your abilities to take out their stamina.
Racial Abilities
Sovereigns and Champions have new abilities in their skill tree based on their race. So each unit’s available abilities to select when leveling up will be based on their class and race. Players may prefer Krax Defenders for their ability to stay in battle and knock down opponents Stamina, or Tarth Assassins who can make use of stored Stamina until they launch their powerful Assassin’s Strike. These racial abilities are also available in unit design so you can make your armies even more distinct.
Additions
Added the Hope spell: All allies gain 5 Stamina (Mage tree, unlocked by the Compassion skill)
Added the Hopelessness spell: All enemies Stamina is reduced to 0 unless they resist (Mage tree, unlocked by the Necromancy skill)
Added Assassin’s Strike ability: +3 Attack per Stamina, consumes all Stamina (Assassin tree)
Added Battle Fury passive ability: +1 Initiative per Stamina (Monster)
Added Ambush passive ability: +8 Initiative on the 1st round of combat (Altarian)
Added Dogpile passive ability: +8 Attack vs Prove units (Urxen)
Added Exhaust passive ability: Attacks also do 1 Stamina damage (Krax)
Added Macabre Pleasure passive ability: Killing an enemy provides 3 Stamina (Wraith)
Added Lament ability: Do 5 Stamina damage to all adjacent enemies (Wraith)
Added Trip ability: Knocks adjacent victim prone unless they resist (Urxen)
Added Fire Eater passive ability: Double damage from Flame Tongue (Quendar)
Added Halt ability: Stops Stamina growth for 3 turns (Altarian)
Added Furnaceborn ability: Does Fire damage to all adjacent enemies (Quendar)
Added Immune to Poison passive ability (Ironeer)
Added Momentum passive ability: +1 Stamina on a successful attack (Warrior tree)
Added Naja Dance passive ability: +2 Dodge for point of Stamina (Tarth)
Added Outrage passive ability: +1 Attack per Stamina (Monster)
Added Predator Stance passive ability: +3 Accuracy per Stamina (Tarth)
Added Preparations passive ability: +1 to the Army’s starting Stamina (Commander tree)
Added Rally ability: Allies gain +2 Stamina (Commander tree)
Added Rally II passive ability: Allies gain 3 Stamina instead of 2 when using Rally (Commander tree)
Added Rally III passive ability: Allies gain 4 Stamina instead of 3 when using Rally (Commander tree)
Added Readiness passive ability: +1 Starting Stamina (Mancer)
Added Recoil passive ability: +1 Stamina each time the unit is struck in battle (Defender tree)
Crushing Blow now is an attack with +1 per Stamina instead of double attack that costs a turn
Added Arcane Bond ability: Consume mana to gain 3 Stamina (Amarian)
Added Amarian Legacy passive ability: Soul Spark does double damage (Amarian)
Added Pommel ability: Melee attack that reduces the victims Stamina to 0 if it hits (Ironeer)
Added Second Wind ability: Heal 14 hit points for 7 Stamina (Mancer)
Added Take Aim ability: +4 Stamina (Assassin tree)
Added the Trident Strike ability: Launch 3 attacks for 7 Stamina (Krax)
Added Zephyr Boots: +1 Stamina Growth (item)
Added Necklace of Teeth: +1 Starting Stamina (item)
Added the Forge Guard unit, replaces the Quendar Defender unit, and starts with the Furnaceborn ability
Added the Nightwatch unit, replace the Tarth Defender unit, and starts with the Naja Dance ability
Balance
Clan of the Crow gain the Predator Stance ability
Knights of Calder gain the Readiness ability
Marrowguard gain the Dogpile ability
Redwatch gain the Ambush ability
Disciples gain the Arcane Bond ability
Carrion Men gain the Trip and Dogpile abilities and lose Rage
Tower Mage gain the Amarian Legacy ability
Platinum Knights gain the Second Wind ability
Witchriders gain the Lament and Macabre Pleasure abilities
Blades of Athica gain the Halt ability
Drolgard gain the Pommel ability
Karavox’s Honorguard gain the Exhaust ability
Fire Eater replaces the Quendar Scout unit, and starts with the Fire Eater ability
Cenotaph gain the Immune to Poison ability
Spikes of Krax gain the Trident Strike ability
Reduced level requirements for armor proficiency for commanders and assassins
Fervor ability now costs Stamina instead of “charges”
Amhah gains the Battle Fury and Lament abilities
Ashwake, Clambercoil, Sarog, Storm and Fell Dragons gain the Readiness ability
Assassin Demon gains Assassin’s Strike ability and lose Immune to Counterattack
Banshees gain the Hopelessness ability
Coal Golems gain the Recoil ability
Coastal Skath and Silt Skath gain the Momentum ability
Earth Elementals gain the Recoil ability
Fire Elementals gain the Furnaceborn ability
Hergon and Hergon Sow gain the Exhaust ability
Timber, Ice and Shadow Wargs gain the Readiness ability
Ignys, Naja and Ophidian gain the Naja Dance ability
Lurk gain the Second Wind and Macabre Pleasure abilities and lose Cloak of Fear
Obsidian Legion gain the Recoil ability
Plaguestalkers and Stalkers gain the Predator Stance ability
River Slags and Slags gain the Outrage ability
Sand Golems gain the Exhaust ability
Cindercorpses gain the Vulnerable to Cold ability
Torax gains the Recoil and Invincible abilities
Umberdroths gain the Outrage ability and lose Overpower
Vetrar gains the Momentum ability
War Boars and Wilding Riders gain the Battle Fury ability
Killing Titans (including the Titan of Gold) now gives better loot
Fixes
Performance optimizations
Fixed crashes
Fixed the bug where Tactical AI Units could stand on the same tile as one another
Fixed a DX error that can show up if the computer goes to sleep (if you leave the game on while watching the Bachelor… okay that may just be me)
Optimization for billboard sorting to prevent unnecessary sorts if the camera has not moved
Fixed some usage of uninitialized variables to prevent crashes and/or unpredictable behavior
Fixed bug where SetTransform and GetTransform trickled through switch to other types of transforms (this is probably how Megatron was created)
When looping through your monitors, game will not complain about ones that do not meet the minimum resolution, unless they all don't meet it.
Fixed a crash in UpdateZOCSource() if passed in tile X/Y is out of bounds
Fixed a bug where 3d sfx would play even if sfx volume was set to 0
Addressed some situations with goodie hut guardians that caused invisible units
Added code so that auto-patrol units do not accidentally army-up with goodie hut guardians
Fix for invisible units (most commonly shown in enemies that became armies under the FOW)
Fixed issue where non-infocard tooltips would not obey the tooltip delay set by the user in the options wnd
Fixed an issue where once the highlight gfx in a text entry field were told to show up, a single mouse-click did not make it go away, such as it does in Windows.
Custom list box and entry usability tweaks
When clicking a listbox entry, listbox would first unselect the entry that is currently selected, and then select the new entry (if it was selectable). Now, it only unselects the first entry if the second one can be selected.
Added engine support for UI scaling
Fixed a logic issue in a debug message, where it would always say "Trying to access [buttonName] as a button but it's not a button", even if the control in question was actually a button
Commented out some output that was spamming the output Wnd of VS and/or the debug.err file
Improved performance of edge scrolling
Added code to run game in "high performance" mode (meaning do not use embedded gfx chip)
Fixed a bug in DxAtlasWin that prevented force regen of screens so screens could get garbed in some situations
Fixed a bug that caused particle effects not to play, under certain circumstances
Fixed an issue where the AI will use their ranged action before waiting for their move to end
Fixed bug where formatted description of spell entries in the spellbook would not show a caster-specific value when viewed from tactical battle.
Fixed bug in the context area of the spellbook in tactical, where spell damage was added to the listbox with an entry that was too wide
Fixed some typos
Fixed an issue keeping the AI from building some Sion’s
Fixed an issue blocking the AI from using some Trog units
Fixed the Thunderstrike ability on the Star Forged Greaves
Fixed the Mysterious Pit to not spawn 3 stacks of Naja
Fixed the Choking Breath so that it doesn’t do fire damage if resisted
Fixed the Mantle of Oceans to correctly lower mana costs by 40%
Fixed a bug where you couldn't build world achievement's in a 2nd game if they had built built in the 1st game and you hadn't restarted
Fixed an issue where enchantment count was displayed incorrectly in the ledger.
Fixed a crash from a missing string
Fixed an issue with the Dogpile ability
Fixed an issue with the Macabre Pleasure ability
Fixed an issue keeping the Fire Eater ability from correctly applying its bonus
Fixed an issue keeping the Rally upgrades from applying their bonuses
Fixed an issue keeping the Amarian Legacy ability from applying its bonus
Fixed an issue keeping Assassin's Strike from doing it's full damage
Fixed an issue where the AI was ignoring cooldown times (ie: Darkling Shamans would summon darklings each turn)
Fixed an issue keeping some unit design traits from correctly unlocking their abilities (Trident Strike, Trip, etc).
Fixed an issue causing the Dagger of the Leech (and other items using the Reap effect) to give the leeched hit points to their opponent instead of the wielder.
Fixed an issue causing the Imprison scroll to require stamina
Fixed the description on Rain of Arrows to the actual effect
Fixed an issue keeping Morian from showing up on the Asaq map
Fixed an issue causing Momentum and Recoil to give the stamina to the enemy instead of the user
More crash fixes
Fixed an issue causing some abilities to show up in the action list twice (once as an ability and once as a spell)
Fixed the Slow effect to correctly lower initiative by 5 (it was lowering by 3 instead)
UI
Added a blue bar under the hit point bar in tactical combat which shows how much Stamina a unit has
Lots of tooltip and help info on Stamina, entry about it in the Hiergamenon, it shows in the stat display in the battle queue in tactical, etc
Hey Derek, I've purchased every stardock game since galciv 2 because of you and frogboys work, along with everyone else at the studio. I saw some complaints that annoyed frogboy in the galciv 3 forums and just wanted to let you know that stardock is my go to company for strategy games because of attention and continued support for its games like this patch.
A quick question, by titans do you mean the wildland bosses because they could definitely use better loot. And also, I remember that stuff like adventurer and bandit lord were a bit underpowered. Any ideas for buffing underused options?
My main problem so far is that I don't know how much stamina I have at an easy glance and that I don't know how much stamina an ability costs.
Not sure why, but I just found out about this. So, I just downloaded the beta and will get to it as time and my obsession with GC3 allow. Thanks again to everybody at Stardock for your continuing attention to your games and your fans. This is so very cool. Thanks!
I can't find the option to adjust the UI size anywhere. Can anyone help?
There is a Stamina bar under every units hp bar.
Stamina is also in the mouseover tooltip for every unit as well as on the info card for the active unit.
http://screencast.com/t/Z9mDhpsu4v
Stamina cost is also listed in the information for every ability that uses it, as a mana cost would be.
http://screencast.com/t/iV3U5Vp3Gs
Where are you looking for it to be displayed?
I'm a moron, Derek. Sorry!
Hahahaha. No problem
Hey Derek, you really can't say anything new about the famous definitive edition like if it's still going to happen or?
Since I am still lacking some DLCs I wanted to buy that one to get the whole package, especially if that would somehow help you gather the funds needed for the extra features you were hypothetically planning to do like a rework on the diplomacy and the dynasties.
I suspect we will see a definitive edition with all of the DLC included at some point.
I don't think we will see a significantly new diplomacy system or the addition of dynasties. Putting in a new stamina mechanic this far after release with new skills, spells and monster abilities is already pretty crazy (but no one said we were sane). Adding larger systems and making them good would be a pretty big overhaul. We are probably better off spending that time and energy making new titles better, imo. (that's not to say that I don't love LH, that's why I made this update after all).
The new Tactical AI got "stuck" trying to get to my unit. I suppose it really wanted to go after the weak unit, but couldn't stack on other Spiderlings so it didn't know what to do. Had to auto-resolve.
I suspect we will see a definitive edition with all of the DLC included at some point.I don't think we will see a significantly new diplomacy system or the addition of dynasties. Putting in a new stamina mechanic this far after release with new skills, spells and monster abilities is already pretty crazy (but no one said we were sane). Adding larger systems and making them good would be a pretty big overhaul. We are probably better off spending that time and energy making new titles better, imo. (that's not to say that I don't love LH, that's why I made this update after all).
Please do not take my words the wrong way, I never wanted to be unappreciative for your support and dedication to LH through the years, and truly apologize if the way I worded my post sounded like some sort of demand. You deserve praise for that and I plan to keep buying and enjoying all your elemental based games, so far especially sorcerer king which I consider a small gem that will become truly great as the dlc/expansions start coming out if you follow the planned schedule I read in a post made by Frogboy.
I thought however that the definitive edition was a great idea to give some incentive for the most loyal fan base to buy the game again for the dlcs and at the same time giving LH some love in one of the areas it suffers the most in my humble opinion which is diplomacy.
Nevermind dynasties, it would have been nice to have for flavor, but a better diplomacy would have been fantastic.
Still props to you for having stuck with LH so long and for having released the latest update after so long with a new mechanic.
I guess I just wish I could finally see some real diplomacy system in a 4X game I love (unfortunately for me, anything with a futuristic setting just isn't my cup of tea, and not just for 4X games).
Assassin's Strike is not working as advertised.
As an example: The skill may say 'Execute a 42 attack', and the infocard will say 12-24 dmg after taking into account defense, but the result will be much below that, approximately 6 or 8 dmg. Usually the listed damage range on the infocard is accurate, so I'm not sure why the low damage results.
no chance to get system where neutrals and ai-factions move different time to get this game more symmetric?
not saying this isnt best strategy game i played anyway
Derek, do you think it would be possible to fix the building rotation issue for 2.0?
I can confirm this: attacks w/ Assassin's Strike against 0 defense units consistently produce LESS than UnitStat_CombinedAttack, even when stamina is 5+
I've added a bunch of fixes based on your reports that will go out in the next optin update. Keep them coming!
Seeing a new issue. ZoC borders disappear, but quitting LH and reloading fixes the issue. Don't ever remember seeing this happen before.
I like the idea of the stamina mechanic; this can add new depth to tac battles.
One suggestion; in addition to stamina bonuses from defense, how about a bonus for units that do not move on the strategic map during a turn....this would represent a rested army/unit; also possibly a penalty for units moving multiple consecutive turns on the strategic map (representing fatigue).
cool idea!
redacted
Excellent new aspect/add on to FE:EH. Thank you Kael. One minor <very minor> bug is the borders sometimes disappear. Have to reload game and steam to get them back. Very happy with v2.0
Can confirm.
Follow up: When playing vanilla undead sovereign, the undying curse effect does not function at all. The effect where when a troop kills a figure (soldier) in an enemy troop - a new figure is supposed to be added to attacker troop. This has happened multiple times - so is not a fluke. [Note: no mods ever used (ever) / no custom maps ever - game install has always been totally vanilla.]
BTW, I'm finding playing the dead sovereign to be a real challenge now - mainly because I always start near many, many crystal creatures - so expansion is at snails pace. Perhaps if I don't waste build points on the undying curse thingy (above) - perhaps do better?
A very common bug i get is that the last unit in an enemy army survives reduced to 1 member which necessitates a refight. It commonly occurs when dealing damage to en enemy that the unit dies but the health bar does not got to zero.
The optin has been updated with all the new fixes listed in the changelog. Thanks for reporting the issues, keep them coming!
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