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 4)
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on Jul 05, 2013

Heavenfall
My tests when modding all point to this modifier

       <GameModifier>
            <ModType>TacticalUnit</ModType>
            <Attribute>ChanceToLoseNextTurn</Attribute>
            <DisplayName>Afraid</DisplayName>
            <Duration>3</Duration>
            <Effect>E_Afraid_Particle</Effect>
            <Value>100</Value>
        </GameModifier>

not working more than one turn ever. Perhaps it needs a <PerTurn>?

Heavenfall you are indeed correct, <PerTurn> makes the fear ability work as stated.

https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/Abilities/fearfix.zip

 

on Jul 06, 2013

Hey Derek, I bought the Quests DLC Pack and find that the new Assassin clothing is unusable by a lot of the Champions.  Not a deal breaker, but it is mildly annoying / inconvenient.

on Jul 08, 2013

Steam has not (yet) updated my client to 1.3, so what I can contribute here may be outdated by now.

bugs galore:

In my 2nd to last game I had a hero get stuck on the map. I could right click a destination, but it would wipe immediately and he did not move. The problem persisted past a reload. I have saved a save-game file for this, if support is interested.

I have trouble with the (newer) tactical map that's basically a tree-lined corridor on green terrain. The second-from-bottom grid square along the right edge cannot be targeted by ranged (magic or archery) attacks. The AI seems to exploit this, too 

Similarly I have trouble occasionally with the new tactical map that has relatively open areas top and bottom and a hill lined canyon connecting them. Trying to move troups into position, particularly along the left edge often results in no movement or movement to an unintended map square. Zooming in and out can fix the movement targeting problem, but doesn't always do so. Selecting an enemy to attack can circumvent this, but can lead to unwanted results (i.e. the unit attacking from an unfavourable position that exposes it hugely. nb: I play in 2560x1600 ... not sure if that has a bearing on this.

I have had problems with my champion not being able to move or act on the first combat turn in  a couple of battles. Only pass was an option that actually allowed the battle to proceed. This seems extremely rare though. On the other hand, I've had it happen to a 'mundane' unit also, on one occasion.

On one occasion a city of mine on a green plain area near an icy area was given the opportunity to build a pier and subsequent improvements, despite no river being near by. Sadly I finished that game last week and didn't think to preserve a save-game file.

One balance issues: I feel that skeletons are way OP compared to the experience they give, or vice versa. They are both hard to damage and hard hitting for most of my troups, yet yield very little xp.

 

 

on Jul 08, 2013

BernieTime

Hey Derek, I bought the Quests DLC Pack and find that the new Assassin clothing is unusable by a lot of the Champions.  Not a deal breaker, but it is mildly annoying / inconvenient.

 

Agreed.  Not only most sovereigns/champions can't use them, but the new assassin gear is hogging literally HALF of the goodie huts I come across.  It would be one thing if new useless gear was popping up on occasion, but it's officially taken over my game.

It's my only issue regarding the DLC (love it otherwise), but in my expereience this is a rather massive problem.  I sincerely hope both the goodie hut frequency and usefulness of the new assassin armor is addressed (at least to some extent) in the next update.  Otherwise, I'd slightly regret buying this DLC.

on Jul 08, 2013

Ive checked all the sovereigns and they can all wear the assassin's gear in my tests.  There are some special champions that cant wear it (Ascian, the Golem, etc).  But that is intentional (they can't wear other armor either).  If someone has a save game with a sovereign/champion that can wear other armor but not the Assassin's armor I'd love to check it out.

As for rariety is the same frequency as other common pieces of dropped loot.  Though of course the magic of the RNG is that true randomness is clumpy, especially on small samples (random and evenly distributes are very different things).  But I am going to drop the liklihood a little bit so they are a little less common.

on Jul 08, 2013

Derek Paxton
Ive checked all the sovereigns and they can all wear the assassin's gear in my tests.  There are some special champions that cant wear it (Ascian, the Golem, etc).  But that is intentional (they can't wear other armor either).  If someone has a save game with a sovereign/champion that can wear other armor but not the Assassin's armor I'd love to check it out.

As for rariety is the same frequency as other common pieces of dropped loot.  Though of course the magic of the RNG is that true randomness is clumpy, especially on small samples (random and evenly distributes are very different things).  But I am going to drop the liklihood a little bit so they are a little less common.

All my sovs can wear the assassin gear. Champion Bonanza mod active and all of them can wear the armor too.

Only ones that can't are champs like Tautha.

on Jul 08, 2013

Thanks for your consideration, Derek. 

I will add that all sovereigns I've tried have been custom and of custom factions, but all of them from human vanilla races.  Some can equip the assassin gear, some cannot.  Since all of them can wear any other kind of armor, I can certainly upload a save when I get a chance.  I suppose this could be mod-related, but I've never had an issue with armor not working before.  Just glad I'm not the only one with this issue. 

on Jul 08, 2013

Yeah, I'm unable to repro with custom factions/sovereign either.  But if you are using a mod that introduces new UnitModelTypes then it could have problems with the new armor (correctly all armor would have problems with unitmodeltypes it wasnt configured to use, but modders may have added their new unitmodeltypes to the other armor).

on Jul 09, 2013

Derek Paxton
 But I am going to drop the liklihood a little bit so they are a little less common.

That sounds sensible, I got two new cuirasses within 100 turns of starting a new game, which seems a bit OTT. I assume this is just the random number generator having fun, but even so, Common is probably a bit much.

on Jul 10, 2013

Ah great, finally no more useless AI spellcasting on units that are immune to certain magic types.

on Jul 10, 2013

Can we get some news about something really awesome?

I'm bored. 

on Jul 10, 2013

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

That looks very... very familiar I do like these changes, the AI will start to become scary.

Did you fix the Fear spell, adding the (<PerTurn>1</PerTurn>) tag in the .xml?

on Jul 10, 2013


*** Unreleased ***

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

 

The AI was already starting to get pretty good... now I'm getting scared.  Next you'll be telling me that:

a ) the AI will priortize training mounted units so that I can't cast Pull of the Earth on them.

b ) the AI will actually build the Forge of the Overlord and cast the Spell of Making.

c ) the AI will start using the Infection spell with Blind, Slow, Graveseal, etc.

on Jul 10, 2013

parrottmath


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

That looks very... very familiar I do like these changes, the AI will start to become scary.

Did you fix the Fear spell, adding the (<PerTurn>1</PerTurn>) tag in the .xml?

Thanks, I steal from the best people!  Btw on some of those of yours that I was looking through I noticed that sometimes you use TargetIsWorthy instead of IsTargetWorthy.  That first way won't work.

 

on Jul 10, 2013

Derek Paxton



Quoting parrottmath,
reply 57


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

That looks very... very familiar I do like these changes, the AI will start to become scary.

Did you fix the Fear spell, adding the (<PerTurn>1</PerTurn>) tag in the .xml?


Thanks, I steal from the best people!  Btw on some of those of yours that I was looking through I noticed that sometimes you use TargetIsWorthy instead of IsTargetWorthy.  That first way won't work.

 

Thanks, I fixed my files, but I'm not sure if I need to if it is going to be part of the main game

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