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 12)
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on Jul 30, 2013

Peter Huebner

...

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. 

 

 

Great point about the poor battle AI and movement.  I always grit my teeth when I move a unit to attack and it places itself where two units can strike it rather than just one.  Especially frustrating with the swarm mechanic now in place.  

 

Like your idea of letting us move one square at a time to alleviate this.

on Jul 31, 2013

 

You can move and attack as seperate actions.  Maybe I'm misunderstanding the issue but you can choose exactly where you want to move your unit to, and then attack where you want to attack.  If you are clicking directly on the enemy you want to attack it will move and attack as one action, but you don't have to do that.

on Jul 31, 2013

Derek Paxton

  
You can move and attack as seperate actions.

Yes you can, and I do this a lot. However this would be where user interface improvements would be gratefully received, as it's ridiculously easy to end up targeting the wrong tile. It's obvious when you've got your mouse over an enemy unit as the icon changes, but if you want to move next to an enemy unit and then attack, the icon does not change, and especially on larger tactical maps it's very easy indeed to be out by one, leaving you one tile away from your target, with no attack and no swarm bonus. Depending on the circumstances this ranges somewhere between annoying and catastrophic.

It would be extremely helpful if the tile your mouse icon is currently over is clearly highlighted, showing where you will move to if you right click now. As things currently stand it only seems to highlight after you click, which is too late.

on Jul 31, 2013

merlinme


Quoting Derek Paxton, reply 167
  
You can move and attack as seperate actions.

Yes you can, and I do this a lot. However this would be where user interface improvements would be gratefully received, as it's ridiculously easy to end up targeting the wrong tile. It's obvious when you've got your mouse over an enemy unit as the icon changes, but if you want to move next to an enemy unit and then attack, the icon does not change, and especially on larger tactical maps it's very easy indeed to be out by one, leaving you one tile away from your target, with no attack and no swarm bonus. Depending on the circumstances this ranges somewhere between annoying and catastrophic.

It would be extremely helpful if the tile your mouse icon is currently over is clearly highlighted, showing where you will move to if you right click now. As things currently stand it only seems to highlight after you click, which is too late.

Yes, that makes perfect sense.  I'll submit an enhancement request for it (no promises until a dev takes a look at it to figure out how difficult it may be to implement but I think its a good idea).

on Jul 31, 2013

This +1

on Jul 31, 2013


Are Frog's latest fixes built into the currently downloadable patch?

on Jul 31, 2013

I had to opt out of the betas and then opt in again for the latest 1.3 beta patch.  It did not automatically update from the previous version of the 1.3 beta that I already had installed.  Hopefully the new version was installed - I shall see shortly.

on Jul 31, 2013

Derek Paxton

 

You can move and attack as seperate actions.  Maybe I'm misunderstanding the issue but you can choose exactly where you want to move your unit to, and then attack where you want to attack.  If you are clicking directly on the enemy you want to attack it will move and attack as one action, but you don't have to do that.

 

Merlinme (+1) did a good job explaining what I meant to say as far as moving your own units, but it would also be good to have the AI try to avoid giving my troops free attacks by moving next to two enemies when there is a way for it to occupy a square where only one unit can attack it.

on Aug 01, 2013

Derek Paxton
Yes, that makes perfect sense. I'll submit an enhancement request for it (no promises until a dev takes a look at it to figure out how difficult it may be to implement but I think its a good idea).

Great, the continuous improvement in the game has been impressive. In terms of exactly how to implement it, other than having the tile under the mouse pointer highlight at all times, other alternatives would be to only have it highlight if you press a key, or as is currently implemented (highlights when you right-click), but allow you to drag the destination. So you would click and hold, then if it's the wrong tile you can move the mouse pointer to the correct tile. (Maybe Escape if you decide you don't want to move after all.) Any of those would be fine, I'm not sure which would be the best in terms of performance/ development time/ intuitive interface etc.

on Aug 01, 2013

Any chance there could be an improvement in contrast for tactical combat tiles for 1.3? Some of those are so hard to see where you're moving a unit or the different options available!

on Aug 01, 2013

StevenAus

I had to opt out of the betas and then opt in again for the latest 1.3 beta patch.  It did not automatically update from the previous version of the 1.3 beta that I already had installed.  Hopefully the new version was installed - I shall see shortly.

 

I tested it (rolled back to 1.2 and then re-opted to 1.3), and it seems not to be the case. (80 seaons in, and no AI pioneer even queued)

 

I guess Brad meant he checked it in internally.

on Aug 01, 2013

Just got a new update from Steam. Hoping this is Brad's latest iteration.

on Aug 01, 2013

Is the revised 1.3 version definitely out? I've started a new game and was really hoping to test it, however last night I hadn't seen any AIs after an hour or two of gameplay, so I was a bit concerned that this was still the "bunker mentality" 1.3a version.

on Aug 01, 2013

Ok, new update (10.6MB large) has the AI building pioneers.

on Aug 01, 2013


Yea I opted out of beta then right back in and got the update seems to be working now.

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