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 5)
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on Jul 11, 2013


Freeze is working, but Tremor is still broken.  FIX IT!

on Jul 11, 2013

Trojasmic

Freeze is working, but Tremor is still broken.  FIX IT!

The problem is the target tag

<SpellTargetType>FriendlyTerritory</SpellTargetType>

This is currently the Tremor Target Type it should instead be

<SpellTargetType>EnemyUnit</SpellTargetType>

on Jul 11, 2013

parrottmath


Quoting Trojasmic, reply 61
Freeze is working, but Tremor is still broken.  FIX IT!


The problem is the target tag

<SpellTargetType>FriendlyTerritory</SpellTargetType>

This is currently the Tremor Target Type it should instead be

<SpellTargetType>EnemyUnit</SpellTargetType>

Good call, fixed.  Thanks!

on Jul 11, 2013

d_g00des


quoting post
*** Unreleased ***

Fixes

Crash fixes

[...]

Excellent. Can't wait to be able to play a stable game. I'm hoping there is a lot hidden behind this unassuming bullet point.....

We get a Steam report that tracks all the crashes.  It correlates similar crashes and then lists them in frequency.  So we can see that a given issue is causing 25% of the crashes, etc.  With 1.3 we fixed all the crashes that were causing more than 2% of the total crashes (our biggest issue was causing 20% of the crashes).  So I definitely appreciate the effort of the developers in digging in and getting those issues addressed.

 

on Jul 11, 2013

Was this just released to steam. Something was downloaded anyways.

on Jul 11, 2013

After a lot of isolating specific mods, I can confirm the issue with DLC armor not being equipable was caused by a unique combination of mods I was using.  I believe GFireflyE doesn't use Children of Storm (according to one thread where you mentioned that), which would explain why all of your sovereigns can use the armor and some of mine can not.  So it's good to know this isn't a problem with the game itself.

Lowering the frequency that these DLC armor pieces appear in goodie huts will certainly be nice to see patched though.

on Jul 11, 2013

joasoze

Was this just released to steam. Something was downloaded anyways.

I received an update as well, but my game is still at 1.2

on Jul 11, 2013

It was an update for the Quest Pack (it includes the reduced frequency for the assassins armor as well as some other minor fixes).

on Jul 11, 2013

Victor5

After a lot of isolating specific mods, I can confirm the issue with DLC armor not being equipable was caused by a unique combination of mods I was using.  I believe GFireflyE doesn't use Children of Storm (according to one thread where you mentioned that), which would explain why all of your sovereigns can use the armor and some of mine can not.  So it's good to know this isn't a problem with the game itself.

Lowering the frequency that these DLC armor pieces appear in goodie huts will certainly be nice to see patched though.

If you have any CoS units that can't equip the assassin armor let me know please.

on Jul 11, 2013

Victor5
After a lot of isolating specific mods, I can confirm the issue with DLC armor not being equipable was caused by a unique combination of mods I was using.  I believe GFireflyE doesn't use Children of Storm (according to one thread where you mentioned that), which would explain why all of your sovereigns can use the armor and some of mine can not.  So it's good to know this isn't a problem with the game itself.

Lowering the frequency that these DLC armor pieces appear in goodie huts will certainly be nice to see patched though.

correct. I do not play with CoS.

on Jul 14, 2013


*** Unreleased ***

 

Fixes


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

I reported those issues ages ago. Glad they are finally fixed. Keep up the fix work

on Jul 14, 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.

I forgot to say thanks for the reply,  Thanks!  Should I assume that armor & equip issues will most likely be with Champions that are Twisted?  I've been working on Mod stuff lately, so the armor issue kind of fell off my radar.  It probably does have to do with the Mix of Mods I currently have installed, CotS etc..

on Jul 16, 2013

Release?

 

on Jul 16, 2013

Will the AI be scary in this update, will I have to reduce my level of difficulty, Only time will tell.

on Jul 16, 2013

parrottmath
Will the AI be scary in this update, will I have to reduce my level of difficulty, Only time will tell.

I've been thinking the same. AI are going to be ...

 

Also, made a small adjustment to my balance recommendations made on page 1 of this thread.

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