A trip through the fantasy worlds I enjoy

*** Released 8/22/13 ***

 

Features

Ineluctable Vision is now unlocked with the Third Book of the Magi tech.

 

Fixes

Crash fixes

Fixed an issue where reloading an autosave may miss road building between cities and outposts

Fixed an issue where reloading an autosave may miss the opportunity to choose research

Fixed an issue where reloading an autosave may miss an opportunity to select a perk for a champion on levelup

Fixed an issue where reloading an autosave may miss an opportunity to select a champion at a fame milestone

Fixed some map issues and tactical map issue from Parrotmath

Fixed a broken AI unit design that was causing Peace Keepers (and other units) to show up without weapons

Fixed tactical bug where it was possible for RANDOM_ENEMY_UNIT spells to apply the spell and the particle effect on different units (ie: an Air Shrill casting Static Blast may injure one unit but play the lighting effect on another)

Fixed an issue in tactical that could cause 2 units to end up in the same tile

Fixed a crash that would happen if you viewed the city details of a partially revealed city

Fixed an issue where it was possible to be booted out of enemy territory, and end up trapped in between the gated section of the master quest wildlands area

Fixed a missing icon on the quest version of the ice elemental sanctum

Fixed a missing medallion on the Giant Ravenous Harridan

Fixed the Fear ability to correctly last multiple turns

Fixed Tremor

Fixed an issue that could cause a crash after the intro movie

Updated the riddle quests to not display the choice results on mouseover

Fixed an issue where some maps had features that blocked AI units

Fixed an issue that sometimes caused AI units to not move in battle

Fixed an issue that could cause AI units to be on top of each other in battle

Fixed an issue that could keep you from using Guarded Strike on a unit that last used Guarded Strike

Fixed an issue where the Break ability wasn't doing normal attack damage

 

Balance

Removed the wage cost form Mercenaries, Hunters and Knights of Asok

Pull of the Earth moved the Geomancy and the casting cost increased slightly

 

AI

Increased the hp required before the AI will cast barbs

AI won’t Beguile or Confusion on ranged units anymore

AI won’t cast blizzard on units that are immune to cold anymore

AI won’t cast Bottled Fire, Burning Hands, Embers, Fireball, Fire Breath, Flame Dart, Inner Fire or Soulburning on units that are immune to fire anymore

AI won’t cast Call Lightning, Channel Lightning, Lightning Bolt or Soul Spark on units that are immune to lightning anymore

AI Monsters more careful about leaving their lairs unguarded.

AI Updated the area threat evaluation to include stationed units.

AI champions significantly better about taking out enemy outposts and grabbing goodie huts on the way to another destination

AI better at building more lethal armies

AI much better at protecting its cities

AI fixed a bug where certain AI personalities had a chance of not building units when they should depending on the type of city

AI more aggressive about training units when it feels that city is vulnerable

AI no longer has a "auto patrol" system. Instead, the monster AI directly controls monsters and not the mobileobject system.

Fixed a pathfinding bug that caused monsters that were calculating a destination to not be able to set a destination IF the target was 1 tile away and it is a city.

Improved algorithm that allows AI to detect different types of threats to its cities and units

AI prioritizes pioneers more when there is good land its LOS (and less when there isn't)

AI prioritizes maximizing its army size before going into battle

AI more willing to sacrifice non-champion led armies to soften enemies before sending in champions/sovereigns

AI now makes use of a "ready for battle" flag to determine which armies it should send where

AI is less paranoid about distant monsters and more cautious about nearby monsters

AI has less ADD when it comes to targets of opportunity

AI generally less cautious about taking on battles as long as its armies are deemed ready for battle (i.e. AI is less cowardly)

Fixed AI bug where an AI would target a quest in unfriendly territory and then abort destination because of that and get stuck in a loop (result: AI sovereign would just sit there)

Some AI personalities won't try to build improvements early on so that they can focus on expansion while others will do the opposite in order to build up their capitals faster

Improved the AI's decision making for deciding how many units should stay in a city to protect it

AI generally smarter about when to build pioneers vs. other types. SOME AI personalities will create more pioneers than others depending on what strategy they are employing

Fixed AI bug where AI would sometimes not train units because it had improvements in the queue

Fixed AI pathfinding where the AI units could not "find" their rally point and as a result would no be able to concentrate their power.

AI will generally notify player when they've cast an offensive strategic spell on them (complete with snark).

Increased odds of AI interacting with player regarding world situation events

Improved performance of battle engine for autoresolve (makes AI vs. AI battles faster)

More AI weighting if players aren't geographicaly near each other (+1 to +2)

 

UI

The game now highlights the targeted tile in tactical combat (so you can see exactly where you are going to move to)

Updated all the Hiergamenon entries to current rules


Comments (Page 1)
18 Pages1 2 3  Last
on Jun 28, 2013

Whiiii' thanks for keeping on improving

on Jun 28, 2013

Ever fix the mercenary cost?

on Jun 28, 2013

Lord Xia
Ever fix the mercenary cost?

+1

Imo, Merc units should have smaller gildar upkeep.

Also imo, Magical units should have smaller gildar upkeep and a additional mana upkeep.

Here is another changelog suggestion list that I have been working on since the 1.2 update. I will not repeat the items that you did not include from my last changelog suggestions, though I still think the wolrd achievements granting more Fame was a good move... I'll also add to this list as I find (if I find) more items.

Ability Changes

  •  Reduced the Crushing Blow Ability from 100% bonus attack to 50% bonus attack.

Improvement Changes

  • Added a 5 metal production cost to the Smelter Improvement
  • Added a 5 10 metal production cost to the Foundry Improvement
  • Added a 5 15 metal production cost to the Large Foundry Improvement (from Parrotmath's Wondersbase Mod)
  • Added a 5 20 metal production cost to the Ironworks World Achievement
  • Reduced the amount of metal per turn the Iron Mine Improvement collect from 1 to 0.5
  • Reduced the amount of metal per turn the Smelter Improvement collect from 2 to 1
  • Reduced the amount of metal per turn the Foundry Improvement collect from 3 to 2

(could be the way I modded...but in the game it tells me I have an 'Iron Ore' production cost.....not a 'Metal' production cost. There should be consistency here to avoid confusion.) Edit: Whoops. My bad. I figured out what I did wrong and corrected it by changing out the IronOre requirement for a Metal requirement. Now things line up right.

EDIT2: Slightly modified the Metal requirements for the Smelter, Foundry, and Ironworks (and Large Foundry in the case of Parrotmath's mod)


Other Changes

  • Reduced the amount of Iron Ore available to be mined by changing rarity from 300 to 250.
  • Reduced the amount of Crystal Crag available to be mined by changing rarity from 300 to 250.
on Jun 28, 2013

See lots of autosave fixes, what about where your newly built unit disappears when you load autosave on the turn it was built?

on Jun 28, 2013


If you get the chance - could you please take a look at the 'Fear' spell to see if it working as intended.  At present it is cast but no negative effects are happening.

Also the spell 'Bleed' which is healing instead of damaging.

 

And while your here - many, many thanks to you and the entire Stardock team for the awesome support - I bought FE:LH on Stardocks reputation alone and I'm glad I did. 

I play a lot of Sins of a Solar empire as well!

on Jun 28, 2013

Some stuff I noticed in my last game that could be fixed:

-Spiders web the same unit twice.

-It would be nice if during the plague event it told you how much the cure plague spell costs.

-The Fury trait would be much better if it kicked in at under 50% health instead of 25%, even if it gets reduced to +4 damage.

-The AI does more damage to itself then you with catapults.

on Jun 28, 2013

Load-save errors being fixed !!! Finally !!! Two years of reporting not wasted after all !!

Anyway, happy to see this.

on Jun 28, 2013

sjaminei

See lots of autosave fixes, what about where your newly built unit disappears when you load autosave on the turn it was built?

I have the fixes and I'm unable to repro this.  So either there is something else thats playing into this that I am unaware of, or its fixed by the above fixes.

on Jun 28, 2013

Kodos98


Also the spell 'Bleed' which is healing instead of damaging.

version 1.2 appears to have already fixed this.

I checked the code against Parrotmath's fix and they were identical.... even that -1 was were it was suppose to be.

on Jun 29, 2013

@Kodos

The Fear spell is already working as intended. You just don't notice it I think. When cast it will make "feared" units lose a turn which is really justa fast rearrengement at the left side of the screen in the turn order.

 

I would still like changes to the Warrior and Assassin lines. What would really be interesting would be a "Magical Warrior" who is able to deal Fire/Ice/Lightning-Damage with his Weapons. That would set him apart from the Assassin/Defender more and also be an interesting improvement.

on Jun 29, 2013

Fear is working quite well for me.

Had a couple games with 2 and 5 armies with a dragon in each, enemies do lose a turn if no resist.

My units do too when facing similar units (Dragons, etc.). It's just not 100% (i'm guessing Spellcasting vs Resistance)

on Jun 29, 2013

Fear is not working as intended. Fighting against Abeix my units were under the fear effect, yet the afraid didn't remove before I was able to act. If fear was working as intended, my units turn should be skipped as they are with dazed, but in fact they are not. I would have to show screens to prove it to you, but it is not working appropriately. The resist to the spell should only occur the first round, which I do see some of my units resist, but a lot of them don't resist. There is something going on here and I've not been able to nail it down.

Another thing that is not working appropriately is tactical range on weapons. It appears that tag <TacticalRange> has absolutely no effect on the range of weapons. The spell on the other hand can change the range, but leads to a problem for the AI, if changed.

There is a problem on the tactical map T_Bhinadmi_Fissure_01.xml, Abeix is not starting in the chasm, like he should, and this is due to fact that he wants to start as close to the player as possible. Happens because of the multiple start locations. There are no apparent fixes I can make on my end (besides removing the start locations). If you give Abeix a ranged weapon he will start in the chasm, but then he uses the ranged weapon to attack the player constantly.

Does this effect gameplay? Yes, if I get any type of elemental damage, I can then damage Abeix each turn at range and Abeix will just pass his turns away and you can slowly plink him for 1 point of damage 280+ times and defeat Abeix. When Abeix is in the chasm, he cannot be targeted by ranged weapons and so one cannot use this exploit.

on Jun 29, 2013

I can always attack Abeix in his chasm? I could never use melee against him, but Archers worked fine.

Also he seems to spawn at his end location like normal?

I have yet to besiege him in 1.2, but in 1.1 it worked fine.

on Jun 29, 2013

Thanks for the fixes and the new DLC.  Really great stuff.  Fix suggestions:

  • Please fix the unit upgrade UI so that it does not auto-close after selecting an upgrade.
  • Please fix the spellbook UI so that city enchantments don't randomly disappear from the list after casting a spell.
on Jun 29, 2013

N1ghthavvk
I can always attack Abeix in his chasm? I could never use melee against him, but Archers worked fine.

Also he seems to spawn at his end location like normal?

I have yet to besiege him in 1.2, but in 1.1 it worked fine.

18 Pages1 2 3  Last