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 16)
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on Aug 09, 2013

Been playing some games. AI wise the things I have noticed are that the AI is building a lot of troops but keeping them in their cities while they send out their champions alone. The champions then tend to die a lot, or wander around and do nothing. I don't ever send out champions alone so I'm not sure why the AI does it. Please fix this Frogboy. This may be related but the AI is not clearing out many lairs. I'm seeing several bandit lairs that the AI could easily destroy next to their cities.

I see a noticeable improvement Frogboy but the AI still does some things that are confusingly stupid.

on Aug 09, 2013

I have the beta, but I don't see Ineluctable Vision in the tech tree.  Is there a way to see if I have the most recent drop?  Any way to force the update?

on Aug 10, 2013

I don't like it how Steam can update your files without changing the "last time edited" information of files.  I found Ineluctable Vision in Core Spells, but the last edited date of the file was not recent.  How is it possible to edit or overwrite a file without changing the last edited date?

on Aug 10, 2013

StevenAus
I don't like it how Steam can update your files without changing the "last time edited" information of files.  I found Ineluctable Vision in Core Spells, but the last edited date of the file was not recent.  How is it possible to edit or overwrite a file without changing the last edited date?

The spell has been in the spell book since the FE. The problem was that it was never able to unlock for the player as it wasn't tied to a tech or a quest.

on Aug 10, 2013

Ok, well that means I haven't received the update properly then.  Steam does seem to be a bit flaky when it comes to multiple updates for the same beta.

on Aug 10, 2013

+1

on Aug 10, 2013

StevenAus

Ok, well that means I haven't received the update properly then.  Steam does seem to be a bit flaky when it comes to multiple updates for the same beta.

C'mon Stardock fix it!

on Aug 10, 2013

merlinme

It might be nice to have a reasonably expensive Counterspell to remove immobility, in the same way you can counter spells cast on your cities, as having your main stack immobilized indefinitely is not a great deal of fun. Maybe the spell could come from late game Magic research. The AI would need to know when to cast it on its units, of course.

+1

on Aug 10, 2013

I would like to see a cure poison spell as well if we are asking for counter effects.  Also why are there no diseases in the game (besides the plague event effect) for death magic and their opposite cure disease for life?

on Aug 10, 2013

Why doesn't the beta version update with each round of fixes?  1.31, 1.32, 1.33 or whatever?  This way it's easy to tell which version you have when you launch the game.  

on Aug 10, 2013

Kantok

Why doesn't the beta version update with each round of fixes?  1.31, 1.32, 1.33 or whatever?  This way it's easy to tell which version you have when you launch the game.  

 

on Aug 12, 2013

Brainjuggler

Quoting merlinme, reply 211
It might be nice to have a reasonably expensive Counterspell to remove immobility, in the same way you can counter spells cast on your cities, as having your main stack immobilized indefinitely is not a great deal of fun. Maybe the spell could come from late game Magic research. The AI would need to know when to cast it on its units, of course.


+1

I'm beginning to think this is quite important to avoid late game stalemate if the AI is casting strategic spells. In my current game I can't get to either of the AI's two closest towns in one turn even with a move 5 army. I took over an Outpost on the assumption I could get closer, but the city's zone apparently takes precedence, even over the tile that the Outpost is on! Building a High Tower had zero effect.

I guess I could experiment with spamming small armies and trying to attrite down the AI's mana and cooldown periods, but the whole thing does seem to be rather prone to stalemate, as of course I do the same thing to the AI when he invades. With neither of us able to effectively attack the other I guess it then becomes a race to see who can complete the Spell of Making, assuming you have that victory enabled, or alternatively who can get the highest score when the game finishes.

The only other thing I can think of is Call of the Titans. Hmm. That might work. But I'd still like a way to avoid the stalemate in the first place.

on Aug 12, 2013

JavaCodeToad

I have the beta, but I don't see Ineluctable Vision in the tech tree.  Is there a way to see if I have the most recent drop?  Any way to force the update?

That wont be in until this weeks beta.

on Aug 12, 2013

Thanks for the update on that, Derek. Really liking the direction the 1.3 patch is going. While you're poloshing the hiergamenon to the new LH rules, could you also get rid of those annoying caravans? It's a leftover from FE and they're really just in the way lots of times.

on Aug 12, 2013

To get the spell now do the following if you really want it.

Go to the Core Improvements folder and open the Techs_Amarian file using either a text editor or an xml editor.  Search for <TechDef InternalName="Third_Book_Of_The_Magi">.

Find where it says 

Code: xml
  1. <GameModifier>
  2. <ModType>Player</ModType>
  3. <Attribute>UnlockSpell</Attribute>
  4. <StrVal>DestinysGift</StrVal>
  5. <Icon>S_DestinysGift_Icon.png</Icon>
  6. <Provides>Spell: Destiny's Gift</Provides>
  7. </GameModifier>

and replace it with 

Code: xml
  1. <GameModifier>
  2. <ModType>Player</ModType>
  3. <Attribute>UnlockSpell</Attribute>
  4. <StrVal>DestinysGift</StrVal>
  5. <Icon>S_DestinysGift_Icon.png</Icon>
  6. <Provides>Spell: Destiny's Gift</Provides>
  7. </GameModifier>
  8. <GameModifier>
  9. <ModType>Player</ModType>
  10. <Attribute>UnlockSpell</Attribute>
  11. <StrVal>IneluctableVision</StrVal>
  12. <Icon>S_IneluctableVision_Icon.png</Icon>
  13. <Provides>Spell: Ineluctable Vision</Provides>
  14. </GameModifier>

That should add the spell now if you re really antsy and also presuming the spell works in it current form.

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