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 13)
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on Aug 01, 2013

Yes, the updated beta went out today at 1pm EST.  Let us know if you find any issues.

on Aug 01, 2013

PLAY IT! PLAY IT NOW!

on Aug 02, 2013

I've noticed a bug with the monster AI code.  Sometimes they will move twice in the one turn.  I've even seen one move onto a river and then move onto another river square on the same turn.

Also, there is a bug, I know it applies with Henchmen items.  I'm not sure if it applies to regular units (probably not, since they don't have an inventory).  If you edit a Henchman unit, and train the edited design, the Henchman seems to get bonus equipment of what what there before.  I've even had Dragon Scale Cloak and Aegis Robe show up on a trained Henchman before I got the tech for those items in the game, because they had them previously and/or the design was edited.

on Aug 02, 2013

Frogboy

PLAY IT! PLAY IT NOW!

I AM! I AM!  I'm happy to report that the AI is building more than 1 city now.  I have noticed some funny pathing issues during tactical battles tho. 

1) The sand golem didn't move for several turns.  It looked like he had targeted somebody in the back of my armies that he couldn't get to so I just pinged him with range.  I felt bad so I spread my troops apart and then he started moving.

2) I had that issue where one of my units walked on top (same tile) as another unit so I had 2 units in the same tactical battle tile.

3) I clicked on an enemy unit and my guy walked over behind a fence and got stuck instead of walking towards the unit I had targeted.  For his next turn, I did the same thing and again he went to the fence instead.

on Aug 02, 2013


Not sure if the Spiders have stopped "Web"bing ranged units, but they are "Web"bing units that have already been "Web"bed.

on Aug 02, 2013

Nothing was touched with tactical. Just strategic.

on Aug 02, 2013

Trojasmic

Not sure if the Spiders have stopped "Web"bing ranged units, but they are "Web"bing units that have already been "Web"bed.

The spiders have stopped beguiling and webbing ranged units.

on Aug 03, 2013

Note to Frogboy: I have seen regular Wildland monsters are still going outside their territory, as well as the bosses.  I just defeated Delin, Pyre of Man outside his territory, and I don't think his Wildland unlocked.  If Wildland monsters are going to continue going outside their territory, have them linked to the territory they came from, so if you need to defeat all the monsters or defeat the boss, you can still do that.  And if they get killed by others, it should still count as if they are killed (for completion of Wildlands without bosses, and clearing Wildlands that have Defeat Boss objective).

https://dl.dropboxusercontent.com/u/8710134/Delin%20Out%20of%20Territory.EleSav

https://dl.dropboxusercontent.com/u/8710134/Delin%20Defeated.EleSav

 

Note to Frogboy 2: Also, monsters can still do Crushing Blow on non-adjacent units.  I think what happens is they have to be next to a non-preferred unit of yours, and that allows them somehow to attack any unit.  I would check the code for allowed targets when an ogre that has Crushing Blow is next to a unit he doesn't really want to attack and there is a distant unit he would rather attack.

 

Reply to parrotmath (and Note to Frogboy 3): Yes, they are no longer targeting ranged units, but they still sometimes Web the one unit multiple times.  It's like they have already chosen to Web before their turn, so after the first Web succeeds, they still continue casting Web on the same unit.

 

on Aug 03, 2013

Frogboy

Nothing was touched with tactical. Just strategic.

Hi Frog,

You may not have touched tactical but somebody did.  Read the changelog.  It says that units will no longer end up on the same tile in tactical and I'm saying this is not fixed.  There are other issues in tactical (see my post above).  I'll throw one more out there.  The "Command" trait is no longer giving units an immediate turn.  I'm seeing it give them 2 turns when its their time to go, but it used to give them an immediate turn.

on Aug 03, 2013

StevenAus



Reply to parrotmath (and Note to Frogboy 3): Yes, they are no longer targeting ranged units, but they still sometimes Web the one unit multiple times.  It's like they have already chosen to Web before their turn, so after the first Web succeeds, they still continue casting Web on the same unit.

 

 

Yes, I have seen the double webbing too.

on Aug 03, 2013

I've tested something like 15-20 startups yesterday, generate a huge map, set to 'easy', play 30-50 turns to see what happens. 

I noticed an abundance of "hard' to beat monsters wandering around the map in this early timeframe - so many wandering bears it's just not funny, one doesn't dare walk in the woods any more for fear of stepping into something, but Lord of Flame? Spawned from a lair of all things, with a fire elemental being left behind, pursuing my 1st additional hero across the map, on easy setting?  I've seen a wandering Haunter that early as well. Ice elementals. 

Bears seem to spawn from lairs before I've finished research on my 2nd technology. I've also seen spider lairs level up quite early. 

Monster frequency is on 'moderate', world on 'easy', production on 'fast', research on 'fast', map is 'huge'. 4 Opponents, balanced, 'normal' difficulty. Don't think any other factors should matter for this.

Wonder if this is intentional ...... I think this would possibly make it a bit frustrating if I were just starting out with the game. In fact, I've found myself several times in a position of "you're so screwed" because I could not expand at all, due to high level wandering monster density; in one instance playing as Tarth I had my first pioneer village levelled by a wandering monster. (they don't attack your troups, but still attack towns?) 

 

on Aug 03, 2013

@Peter:  World difficulty doesn't change what monsters there are, just what level they start at and how much HP they get.  

The Stealth faction trait (the one Tarth has) does not protect cities, only units (and unless they fixed it, it doesn't do that very well).

on Aug 03, 2013

Just had three units on the same tile in tactical combat.

All of them tried to attack a unit at the back and in route where stopped by moving next to the same enemy unit.

 

Nakisisa

Edit It can also happen with straight movement if they don't reach their target in one move. ie moving around a chasm where they all pick to move along the edge but don't reach their target.

on Aug 04, 2013

I can confirm the issue as Nakisisa describes it.

on Aug 04, 2013

Me too.  If you try to attack a unit your current unit can't get to that turn, they will possibly walk on another one of your units.  I'm not sure who gets attacked when there are multiple units on one square.

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