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 8)
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on Jul 20, 2013

Season 202 and all the AI players on a 10 player huge challenging game have only one city.

I used the cheats to reveal the map and all the AI cities are full of troops.

Pariden has not built any buildings at all they did have a pioneers as they have built 3 outposts one of which they lost to Magnar.

season 202

This should be the fixed version of 1.3 as I started a new game after the missing files where mentioned and LH was updated.

 

Nakisisa

on Jul 20, 2013

Pariden having outposts may not mean pioneers. Don't forget they have the spell "Arcane Monolith"

on Jul 20, 2013

Except that Arcane Monoliths look different from outposts.

 

on Jul 20, 2013

Nakisisa
Except that Arcane Monoliths look different from outposts.

 

Not to mention the AI has a priority of 0 to create Arcane Monoliths.

on Jul 20, 2013

Nakisisa
Except that Arcane Monoliths look different from outposts.

True!

 

on Jul 20, 2013

parrottmath
Not to mention the AI has a priority of 0 to create Arcane Monoliths.

Never realized that, that certainly needs to be improved upon.

on Jul 20, 2013

Just some quick feedback. On my random huge map, default settings (challenging/ balanced / blah blah), 9 opponents... quite far into the game every opponent still only has 1 city. I'm going to abandon this game until we fix what is most certainly a hangup in the AI somewhere, but I'm sure it'll get ironed out soon enough!

on Jul 20, 2013

You can opt out of the beta you know... Where you clicked opt-in, you can opt-out and downgrade to 1.2 again. 

on Jul 20, 2013

I think you interpret abandon a game in all too dramatic of a context. I will not be finishing the specific game against single city AIs with myself controlling an entire continent.

 

I expressed every confidence they'll get it straightened out once already, and there are plenty of other things to be done in the meantime. It is not a condemnation, nor a need to rollback versions that drove me to post my comment, just the desire to give feedback which can be used to improve the current beta build.

on Jul 20, 2013

The more pertinent discussion we should be having is... are other people (besides myself and Nakisisa in reply 110) experiencing only single city AIs, or are other people seeing the AI expand and flourish in Beta 1.3 LH?

on Jul 20, 2013

TBS Gamer
The more pertinent discussion we should be having is... are other people (besides myself and Nakisisa in reply 110) experiencing only single city AIs, or are other people seeing the AI expand and flourish in Beta 1.3 LH?

I am also encountering single city AI's, but a few more tests are needed to see if there is a cause. If he wants some saves I can produce them.

on Jul 20, 2013

TBS Gamer

The more pertinent discussion we should be having is... are other people (besides myself and Nakisisa in reply 110) experiencing only single city AIs, or are other people seeing the AI expand and flourish in Beta 1.3 LH?

 

I have AIs which are expanding very nicely BUT: ONLY when Monster frequency is set to none.

Even with Monster set to spare the AI is building only defence troops (or it looses the Pioneers very fast) leading to the 1 city.

At least for as long as i tried (50-100 turns).

on Jul 20, 2013

I'm just over a hundred turns in with everything set at normal. I've only seen single city AI and no Outposts.

on Jul 20, 2013

TBS Gamer

The more pertinent discussion we should be having is... are other people (besides myself and Nakisisa in reply 110) experiencing only single city AIs, or are other people seeing the AI expand and flourish in Beta 1.3 LH?

I just responded to it as well? Did you read the entire thread before replying? And yes, it seems to be an obvious issue given that Frogboy says it will take some time to fix. (this is an important AI issue that needs to be fixed before patching of course)

To add more info, I played Ridicilous/Ridicilous, and Yithril had 10+ cities, and worked fine. The rest seemed to be struggling. 

on Jul 21, 2013

One thing that's been bugging me lately is that once you've created a plethora of Sovereigns, there's no easy way to remember which were created as Kingdom or Empire.  In the Sovereign selection window, could you change the ring colors around the portraits making it easier for players to discern which (Kingdom/Empire) they belong to?

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