We’re working on Fallen Enchantress 1.3 which has a lot of nice balancing updates that we think you’ll like. We also improved performance, fixed a save game corruption crash and just generally integrated some great ideas from the forums.
Since the screenshots we have up are…well…you know…horrible…here are some from a pre-release of 1.3:
One of the new features is a pretty big change that you’ll notice almost immediately. Procedural tile yield generation. Basically, it means that the tile yields will be a lot more varied and interesting (and generally bigger). Way less 3/3/1 tiles (in fact, rare) and way more 5/2/2 tiles or 2/5/2 tiles or even 1/4/3 tiles.
Not a huge change but a lot of balancing was done on how many resources are placed and where. The result is that you don’t hit that plateau of “hitting the turn button waiting” that sometimes creeps in. In fact, you may find the game feeling like it’s going by fast – until you check the time.
Diplomacy improvements were big on the wishlists of FE players. And so we put a lot of effort into making the AI players play more intelligently here. No more “Want to sign a treaty? Give me 90 gold” only to have them declare war the next turn…admittedly, that is actually a pretty smart strategy but kind of a jerky one.
Now, the diplomacy works by players building up a rapport with different players over time. This means that you can check on the relations and it may say Neutral but show a ton of negatives (or positives) there that point to where your relationship is going in the future.
I just thought this looked pretty.
Another big change is that the AI is much more aggressive at going after the Spell of Mastery victory. In fact, we had to change the UI because it was actually quite annoying at how abruptly the AI could sneak up on this. Now, the UI will actually warn you when a player has started building the components of the Forge of the Overlord.
We expect this to go into beta within the next week.
I'm really hoping they do some stuff with the environments, for example trees or walls should provide cover or defence bonus to projectiles (if not stop them completely) , and have an added emphasis on height advantages when dealing with melee combat
Really like the new stuff btw
Diplomacy tweaks are really needed and proposed changes are good! Perhaps depending on difficulty level there should be a diplomatic adjustments like "You are a human player(not AI)" resulting in -1 diplomatic rating. Also I'd like that when there is "You are dominating me" its positive value should be less. "Dominated" AI shold begin to play more meanly against human player. At first they should rise prices for exchanging technologies or resources and increase prices in their shops for human player. They should more often demand towithdraw troops of human player from their AI territory. If human player begins to dominate all AI players should love each other more and more.
In 1.12 game I saw AI tried to build towers to cast Spell of Mastery, but unfortunately had a city with very low production. It required him about 40 turns to build one tower. If I were that AI I would concentrate on buildings which increase production. The other point is that in that game the option of victory through the spell was disabled. AI should take in consideration options of victory conditions and how quickly it can build these towers.
I also find spell Earthquake very devastating and very cheap for its strength. Also trait Adventurer is very powerful since it saves tons of money. I suggest it should cost 50% to hire heroes.
Another point about AI - it pays not much attention to researching Breon and other letters to hire high level heroes.
Hopefully in LH, these techs will grant fame along side, encouraging they're importance...
Here are two more things that I hope will be fixed in the new diplomacy build:
[1] When I'm behind another faction, I always have the opportunity to demand Gilder from them (useless), but when I am much stronger than another faction and would like to use that option - it is no longer available! Is this a bug? Or is is intentional (by the former development team)?
[2] I'm sick & tired of the wildly irrational value that the AI factions put on some trade items. It has no basis in reality. To make matters worse, if you do cave in to their outragious demands, the game intentionally tries to humiliate you by asking "Is there anything else you want to give me?"
Come on guys, why are you intentionally trying to discourage diplomacy? My suggestion would be to either fix these things or take most of the diplomacy out of the game. You can't have it both ways!
Testing it, and my starting positions seems worse than before. (decent food/production or good essence, not both)
I really REALLY want you guys to implement some scaling regarding starts. Legendary Start was fricking awesome in CiV series, and something similar would be great in FE.
I always thought the problem was not that the AI was being intelligent by creating alliances and violating them a turn later, but that they were violating the rule-set of the game. I could not find any way for the player to cancel alliances. That and alliance features working, namely your allies declaring war on aggressors.
It's perfectly possible that I simply couldn't find how to disable alliances, but that raises a potential interface design issue.
I would consider that a feature really. They are after all extorting you.
Misread, but with the exception of trading influence I don't recall it being that bad. I think it's a little too easy to con everyone into declaring war with each other when you are in a winning position.
The post-deal dialogue is effected by their present relationship with you as well right? Did you have negative relations with the faction?
The only suggestion I would have for Sovereign diplomacy dialogue is more textual flavor to highlight individual Sovereign personalities. This way Procipinee may be coldly cordial while Verga is above illustrated douche.
If this is ever pursued, I am hoping that this is something that can be modified on Sovereign creation and isn't associated with faction.
Hi! It's my first post here.Nice to meet you!
I would like to thank you for your work and this great game.
Now my question. Do i have to redesign units for 1.3??
Thanks.
Depends on the changes, the patchchanges I have seen so far have no indication that you need to redesign them.
Sincerely~ Kongdej
whats the general ETA?
Im about to go mod world way, but if I have to wait till they get updated to 1.3, I might as well hold on...
I keep running into not enough tiles to settle on. I have to travel nearly half the map to maybe get to my 3rd city. Are we not suppose to get any more than 3-5 settlements on a medium map with 5-6 ai opponents? Even so, the placement areas are just waaaaaaay too far apart and rare at that. What's the use of scouts if there's nothing really to scout for?
Then when I do find some tiles they are 4/3/0's where's all the 5/3/1's or 5/4/2's? I can barely find any tiles with essence on them. See a lot of 4/2/0 and 4/3/0 and 3/3 craps.
Now this is only my 3rd game of 1.291 so maybe my random luck is just poor but it sure is boring not to get a couple or 3 decent settling tiles and in close proximity.
Well, whereas essence is all nice n helpful, having a few 3/4s usually is fine with me. Though I have to admit that tiles with less than 3 in materials are quite useless, unless it's got at least one essence slot for enchanted hammers and/or a clay quarry right next to it...
I'm curious as to what the Procedural tile yield generation will do, though. Since I'm still playing on 1.2...
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