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 14)
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on Aug 04, 2013

Yithril is withering my caravans every other turn on Ridiculous AI setting.

I'm not sure if this is supposed to happen but it seems a bit of a waste of mana to me.

on Aug 04, 2013

StevenAus
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.

could easily have been avoided if 'moving through squares' wasn't implemented in 1.2

on Aug 04, 2013

Could you be bumping up the version number.  I can't tell if i have the latest update.

on Aug 04, 2013

Well, the moving on the same square could also be avoided by checking to see if the closest path ends on another unit, and stopping on an empty square.  I quite like the movement through friendly units, and I think it would be possible to prevent multiple units on one square.  If Wesnoth can do it, then LH can do it.

on Aug 05, 2013

Peter Huebner
I noticed an abundance of "hard' to beat monsters wandering around the map in this early timeframe

I'm a relatively short way into my Ridiculous game, but I did seem to have quite a tough time with wandering monsters (on default settings). A few wandering cave bears, a few wandering Stalkers, lots of wandering Air Shrills, up to and including a Fire Elemental + 3 Ignys (I think the stack was officially Deadly) walking up to my town. I was able to beat that stack with a Freeze and the loss of most of my army. I also had the wild boar (Bonesplitter?) event and the panther (Ascian?) event, both of which started prowling in my territory. I've survived, and completed the Bonesplitter and Ascian quests, which should make things easier, but it's been slightly hair-raising stuff. I didn't feel comfortable building more than three towns for a while, and one of those was near a lair of those monsters which are immune to magic (ophidians?), which my borders did eventually expand over, and they did eventually attack my town, although I had moved my best stack there and was able to beat them with some difficulty.

I haven't started 15 games like Peter, but based on a sample of one, it certainly feels like the monsters are harder than I remember.

The other thing I've noticed is that on several occasions monsters have been next to my stack and not attacked, but there is no message. I don't know if this is normal or not; I thought they always sent you a message if they did not attack. I don't know if this reflects a change in the AI logic or is something more trivial.

In terms of the AI opponents, I've encountered two AIs, one has a power rating of over 100, one has a power rating of over 200, this when I have a rating of about 40, so that part of the game seems to be working fine! It remains to be seen whether I can beat them on Ridiculous, bearing in mind the slightly cramped start.

on Aug 05, 2013

I think you can get a message from a monster army and still have them attack you that turn - they have done that in some of my games.

on Aug 05, 2013

StevenAus
I think you can get a message from a monster army and still have them attack you that turn - they have done that in some of my games.

Have you seen it the other way, where you're next to them, they do not attack and do not send you a message?

It's possible this is just something I've not seen before; it's also possible I'm seeing it now because of increased wandering monsters, hard to say from a small sample size.

However I'm fairly confident in saying that I've never had a wandering Fire Elemental with two or three Ignys stack in my borders so early on in the game. That is perhaps what's changed in this version, lairs seem to be spawning significant stacks of dangerous wandering monsters, even if you don't expand your borders over them.

I don't mind so much if this happens from a quest or event (although having Bonesplitter and Ascian didn't help), but I imagine players on Easy would be a bit startled to meet wandering elementals when they only had three cities, and Peter says he has seen stacks like that early in the game in his testing on Easy. If something in the monster AI changes has caused this then it probably needs tweaking again.

on Aug 05, 2013

Yes, these are good points.  I always use the highest setting for monsters (however at Challenging/Challenging difficulty), so I don't know what it's like on lower settings (of both monsters and map difficulty) but it is quite possible that something has caused the monsters to even more go on a rampage.

on Aug 06, 2013

On the subject of the AI being more challenging, Gilden just declared war on me and then turned up with four full stacks, two Strong and two Deadly. My Stack of Doom is still officially only Strong, but I was able to kill the first Strong stack fairly easily with Blizzard. I've got relatively limited mana though, so it's going to boil down to whether I can kill the stacks without running out of mana, and whether Gilden can replace the stacks faster than I can kill them (and replace the mana).

If I lose though it will be the first time I've been genuinely outclassed by the AI after having got out of the early game; I think it's fair to say that Ridiculous is now quite challenging for me! I'm continuing my policy of using a different standard faction each time, so this isn't necessarily my best game, but certainly it feels like the game has taken a big step up in terms of the AI.

on Aug 06, 2013

In a game last night, I gained a level and was about to choose my level-up. I wanted to select the third tier of an air spell, but I got a scroll-over message stating that I had to be level 5. I've never noticed this before, so I assume it's new with 1.3.

Personally, I don't care for the restriction.

on Aug 06, 2013

Borg999

In a game last night, I gained a level and was about to choose my level-up. I wanted to select the third tier of an air spell, but I got a scroll-over message stating that I had to be level 5. I've never noticed this before, so I assume it's new with 1.3.

Personally, I don't care for the restriction.

Hey Borg, that restriction has always been there.

on Aug 06, 2013

Trojasmic



Quoting Borg999,
reply 205

In a game last night, I gained a level and was about to choose my level-up. I wanted to select the third tier of an air spell, but I got a scroll-over message stating that I had to be level 5. I've never noticed this before, so I assume it's new with 1.3.

Personally, I don't care for the restriction.


Hey Borg, that restriction has always been there.

Ok, thanks. Strange how I never noticed it before. I guess I never attempted a b-line down a single magic path.

Well then, it puts a crink in my play style.

 

 

on Aug 06, 2013

I've noticed this more as well in the current release. I don't know if the level limits have been tweaked; I don't remember them coming in for level 3 spells before. Alternatively this could just reflect that it's harder to gain levels than it used to be. I don't really mind though, I just choose Mage upgrades that I want eventually anyway.

on Aug 06, 2013

Awesome, thanks for finally taking a look at the auto-save bug issues and for all the AI tweaks, I'm looking forward to trying them out.

on Aug 06, 2013

Lord Reliant

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!
UI

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

Huzzah! This should help GREATLY. Might still be nice to have a higher contrast on movable tiles, but at least now the selected tile will be easier to determine. Thanks, SD!

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