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 17)
18 PagesFirst 15 16 17 18 
on Aug 13, 2013

Please. I hope in one of the future expansions/versions/etc. You will incorporate some sort of Hall of Fame, or score keeping system. I know this has been brought up before but I think it needs to be added in.

on Aug 13, 2013

SpankTheMonkey
Please. I hope in one of the future expansions/versions/etc. You will incorporate some sort of Hall of Fame, or score keeping system. I know this has been brought up before but I think it needs to be added in.

That would be the closest we'll get to multiplayer, after all.

on Aug 13, 2013

Maybe all the graphs and statistics from the whole game could be linked from the scoresheet too, as they tell much more of the game than just the final score.  It really shouldn't be too intensive to include either, and it would be great if they could be easily shared with other users (including those who don't want to have to use Facebook).

on Aug 14, 2013

I have struck the bug again where my champion, unit with the highest initiative in the army, could not be moved and could not be made to do anything. Neither keyboard nor mouse had an effect. It was as though the game was locked up - I could open the drop up lists for spells and skills, but nothing responded. I tried letting the AI take command of my troops and that freed it up. Later in the same battle the shortcut keys for my two grave elementals' "chuck boulder" did not respond, but the mouse worked for using that skill. 

While on the subject of shortcut keys, I'd like to repeat that the settle shortcut for the champion does not work. It would be nice to get a shortcut key for road building, and I also think that numpad key movement would be a fine thing, and should be easy to implement - both on the strategic and on the tactical maps. 

on Aug 14, 2013

I did eventually work out a way to take an enemy city, basically I was able to take the Outpost (as originally planned) and then was able to attack in one turn with a 5 move army. There seems to have been a bug with Zone of Control where my capture of the Outpost was not properly registered (in fact I think the enemy city Zone of Control flipped the Outpost the next turn even though my unit was on top of it; I've raised a bug report about this). I was however able to move off the Outpost and back on again, at which point I got control and the Outpost tile itself remained in my Zone of Control, meaning I could just get to the city with a 5 move army. I was then just about able to take the city with heavy use of Blizzard and Ascian, even though I didn't have a full stack.

I still think it would be good to have some sort of Counterspell for immobility spells, though.

On the subject of the AI, I've also noticed in this game that the AI I'm attacking is keeping very strong garrisons now that I'm attacking, which I think is good. Previously AIs used to keep their cities ridiculously lightly defended as I was marauding through their borders. The last garrison I attacked had an Epic army, including the city defenders; that required a reload!

The only comment I have on the AI so far is that the AI seems to be sending a few two unit stacks into my borders. This is not necessarily a stupid strategy, it forces me to keep more defensive forces available in addition to my Stack of Doom. Some of the stacks seem a little light though. Two not particularly strong archer units were pretty much cannon fodder. Two strong cavalry units on the other hand required a hasty rearrangement of defensive forces.

In general this is undoubtedly the hardest struggle against the AI I've had, I've had to reload due to game losing errors several times. Two of the most significant AI improvements I was asking for (defend cities properly when being attacked and use immobility spells correctly) seem to have been implemented well. I'm really enjoying the struggle and I'm being forced to think up new strategies, thank you.

on Aug 14, 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.

Instead how about using letters?   First beta version would be 1.40A, 1.40B, etc.  Then when it's final make it 1.40

on Aug 14, 2013

FuzzyGold

Instead how about using letters?   First beta version would be 1.40A, 1.40B, etc.  Then when it's final make it 1.40

I don't give a shit if they use wingdings.  I just want to be able to differentiate which version of the beta I actually have without playing guess games by looking at tech trees or fixed spells or what have you. 

on Aug 14, 2013

Kantok

Quoting FuzzyGold, reply 246
Instead how about using letters?   First beta version would be 1.40A, 1.40B, etc.  Then when it's final make it 1.40

I don't give a shit if they use wingdings.  I just want to be able to differentiate which version of the beta I actually have without playing guess games by looking at tech trees or fixed spells or what have you. 

 

You are able to differentiate between wingdings?

on Aug 14, 2013

I've been saying since EWOM that this game needs more wingdings!  FIX IT!

on Aug 14, 2013

smeagolheart

You are able to differentiate between wingdings?

Not in the slightest, but I can tell there difference between 1.30a and 1.30b.  So I'll know if I have the right one or not. 

And:

Differentiate patch versions please.

on Aug 14, 2013

Google translate is a wonderful thing

on Aug 15, 2013

Under "View Fallen Enchantress: Legendary Heroes update history" on Steam, a post by Yarlen says that the 1.3 beta has been refreshed today (August 15th, 2013, about an hour ago.)

 
Community Announcements - Yarlen
 
Stardock Entertainment has released a new refresh for its opt-in v1.3 beta for Fallen Enchantress: Legendary Heroes today. To take part, select the game in your Steam Library, right-click to Properties, and select the beta branch from the BETAS tab.

The v1.3 beta makes a large number of AI improvements to the game, in addition to other bug fixes and balance changes. For a full change log visit: https://forums.elementalgame.com/446175
on Aug 15, 2013

Does Earth need a lvl 3 spell to replace Pull of the Earth- if so, my sugestion

 

Sand Jet: does minor damage + chance of blind.

 

on Aug 15, 2013

FeloniousMonk

Under "View Fallen Enchantress: Legendary Heroes update history" on Steam, a post by Yarlen says that the 1.3 beta has been refreshed today (August 15th, 2013, about an hour ago.)

Fallen Enchantress: Legendary Heroes 1.3 Beta Refreshed
 
Community Announcements - Yarlen
 
Stardock Entertainment has released a new refresh for its opt-in v1.3 beta for Fallen Enchantress: Legendary Heroes today. To take part, select the game in your Steam Library, right-click to Properties, and select the beta branch from the BETAS tab.

The v1.3 beta makes a large number of AI improvements to the game, in addition to other bug fixes and balance changes. For a full change log visit: https://forums.elementalgame.com/446175[/quote]

Yep, mine just updated.

on Aug 18, 2013


Yah you should defidently nerf the crushing blow thing a bit the 50% idea sounded good, i can go on a rampage with a bunch of milita early on in game takin out some pretty heavy units, maybe make i 50% & 3turn cooldown isntead of 100% & 5turns is it , if i remember right.

 

Thanks for the consistent updates as usually

18 PagesFirst 15 16 17 18