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 11)
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on Jul 26, 2013

Same story.

on Jul 26, 2013


Well that is unfortunate Heavenfall. Of course I would like to hear word on what the devs are doing about 1.3 beta at the moment. Will they extend it, will there be another beta form. Just some curiosity matter

on Jul 27, 2013


I've been kinda waiting for them to smooth out those AI concerns players are having before I install 1.3. And if they can't get it figured out in time...I may just wait for 1.4.

on Jul 27, 2013

Trojasmic


Does anybody know if my demands were met?  Did we get a Thursday update to this crappy 1-city per AI beta release?  If not, I'm going to start taking $1 out of my Stardock savings account for each 1 day I have to wait.

Or perhaps I should create a HUGE map game against 1 AI (which will only build 1 city) and just turn it into an RPG where I explore the whole world by myself.  Which one should I do?

Brad's on vacation this week so there probably won't be any AI fixes until he gets back next week.

on Jul 27, 2013

Thanks for the reply.

on Jul 28, 2013

I'm sure 1.3 will get released in a playable state.  It might take a few iterations though, which I think Frogboy suggested in this thread or one of the recent threads on AI.

on Jul 29, 2013

As of today I still have problems with my units pathfinding, both on the strategic as well as on the tactical maps.

 

Part of this is due to the way roads are built on the strategic map. One example:

The engine put one of the roads between cities right adjacent to a dragon's lair. I have lost several units because I set a long range path for them and since they tend to seek out roads in that case, they stop next to the dragon. Sizzle. Frustration. I can only avoid this by micro managing them into a detour. Worse, I don't seem to have/get road-building capable units any more, which might help to circumvent the problem.

Countless other examples in road-less wilderness -- a pioneer sent out to claim a resource somewhere will go and stop next to a known monster lair.

Squish. If that unit had the wits of a gnat it would detour around, but no ...  having to micro manage every unit across the strategic map is not my idea of smooth hassle free gameplay. 

 

On to the tactical map.

I summon a Fire Elemental. Flame clouds ... I set my champion to attack a unit past the fire elemental, now we're looking at a straight path from my champion to the unit that wants attacking -- what does she do? She actually puts a kink into her path to detour through the flame cloud and take damage instead of riding in a straight line (the shortest way). This is ridiculous. It is majorly annoying, even if the flame cloud cannot seriously damage her at this level, it still is gnat-wit city all over again.

I have had many more instances where units walk - shall we say an unfortunate path, or put themselves in a seriously dangerous or undesirable position when you target an enemy unit and send them in to attack.

On the tactical map it would actually be advantageous to have the ability to micro manage your units step-by-step instead of losing the remainder of the movement points after one move, to avoid this kind of frustration.

 

Incidentally I have not experienced the One City AI thing in the 2-3 games I've played in the 1.3 beta, so far. Go figure. Nor have I seen any of that assassin armor that was muchly talked about a while ago. Not any: none. (and this is games started new, with 1.3 - not 1.2 saves reloaded.

 

-P. 

 

on Jul 29, 2013

I'm back from vacation and working on it.

The AI was getting far too paranoid about dealing with the monsters. There's a fine line between risk management and bunker mentality.  It didn't affect all AI personalities. The "Expansionist" AI personality was unaffected.

on Jul 30, 2013

StevenAus
Worse, I don't seem to have/get road-building capable units any more, which might help to circumvent the problem.

Your Commanders get the ability to create roads.  It's actually pretty awesome.

on Jul 30, 2013

Frogboy
I'm back from vacation and working on it.

 

Great to hear. I've just finished my 1.2 game, which definitely seemed to be more challenging to me on Ridiculous (I had to reload a couple of save games after taking on battles I couldn't win). I'm looking forward to trying out 1.3, but from the sound of it at the moment there's not a great deal of useful feedback that can be given until the one city paranoid AIs are fixed.

on Jul 30, 2013

I havent' noticed the 1 city bug because by turn 100 the AI has lvl 12+ heroes that squash me.

on Jul 30, 2013

Frogboy
I'm back from vacation and working on it.

The AI was getting far too paranoid about dealing with the monsters. There's a fine line between risk management and bunker mentality.  It didn't affect all AI personalities. The "Expansionist" AI personality was unaffected.

Just to seed this thought, but each faction has it's own AI personality....you mention 'expansionist' as being one of them.

Would it be a worthwhile venture to have all AI start off as expansionists, and after acquiring some objective/goal (for example...when it reaches 3 cities), switch over to their personalized AI personality?

on Jul 30, 2013

 I have encountered severally now that the movement on the strategic map freezes, and the "end turn" button becomes inactive. Other things still work, like the governonce button brings up the appropriate window, Ctrl-S does a quick save, but escape to menu does not. Have to tab out, kill via taskmanager, on reload things work again.

 

on Jul 30, 2013

Tonight's check-in:

+ 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
+ firxed 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).

 

on Jul 30, 2013

Wow. Does that automatically get pushed to the beta patch?

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