A trip through the fantasy worlds I enjoy

*** Released 10/24/2013 ***

Features

Added the Fallen Enchantress scenario.

Added the Slam ability (monsters with this ability get a 25% to cause victims they attack to lose their next turn).

Tech updates now merge if the internal name matches (for modders).

Added the Summon Darkling spell

Added the Summon Spider spell

Added the Summon Harridan spell

Added the Summon Wilding spell

Added the Summon Shrill spell

Added the Summon Plaguestalker spell

 

Fixes

Fixed an issue that revealed the entire map for human players when the AI cast Ineluctable Vision.

Fixed bug where if main map objects were asked to be selected while the tactical window was up (could cause some odd behavior when exiting tactical battles).

Cities now make sure their hubs match the city's selected state, so that we don't have issues where a city appears to be selected but is not actually selected, and vice versa (usually manifested as difficulty selecting/deselecting a given city hub).

Fixed a bug where sometimes conquering an AI city wouldn't allow you to do certain production projects until you reloaded the game, due to the projects not always getting cancelled correctly.

Fixed some artifacting issues on forests (unfortunately this isn't as exciting as having magical artifacts in forests, the graphics guy tell me that artifacts are a bad thing).

Fixed an issue where Champion Shimsher could get Sweep twice.

Fixed lots of issues with placing rivers in the editor.

Fixed the Gust of Wind ability (not the spell), where it wouldnt knock units back if they resisted.

Fixed annoying issue where the hour glass cursor would show when looking at the tech tree.

Fixed common-ish crash bug due to multiple cities looking at the buildable improvements list at the same time.

Fixed a deadlock issue with regards to cities looking at resources (would appear to player as a lockup).

Fixed an issue where you could have a trait selected in the trait tree from a former champions selection.

Improved performance, especially on late game large maps.

Crash fixes.

 

Balance

Reduced the Fire Shill's Embers damage slightly.

Tectonic Bulwark can now only be be gotten from defeating Torax.

Crag Spawn hit points and defense from level increased, init was lowered slightly.

Earth Elemental hit points and defense from level increased, init was lowered slightly.

Earth Elementals, Grave Elementals, Ancient Grave Elementals, and Stone Golems gain the Slam ability.

Champion Vasim's given a masterwork chain breatpiece (was incorrectly set before).

Champion Rostyra gains Lethal 2 (had Lethal 1 set twice before).

Champion Ulrik gains the Noble trait.

The Gray March (Trog Spearmen) don't start with Chain Mail Proficiency anymore.

Increased the time it takes to for darkling huts to upgrade

Darkling Shamans can summon Darkling Warriors into battle

Haunters can summon Plaguestalkers into battle

Hoarder Spiders can summon Gatherer Spiders into battle

Giant Ravenous Harridan can summon Ravenous Harridans into battle

Shrill Lords can summon groups of Shrills into battle

Spider Queens can summon Gatherer Spiders and Ravenous Harridans into battle

Wilding Shamans can summon Wilding Riders into battle

Increased the damage on Maces, Battle Axes, Boar Spears, Short Swords, Mauls, Pikes, Longswords and Great Axes (along with magical variants)

Reduced the Init penalty on Mauls form -6 to -4.

You can now cast Burning Hands even if you have freindly units in the radius (they won't be effected).

Light Plate Armor now only requires Chain Mail Armor proficiency to wear.

 

AI

AI won't cast wither on armies without an attack (caravans) anymore.

Monsters are generally more aggressive in neutral and player territory

AI players more aggressive about going after monsters near their cities

AI much better about using magic in tactical battles

AI much better about using summons in tactical battles

 


Comments (Page 1)
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on Sep 23, 2013


woot woot! first reply. better try to make it a good one...

 


Added the Fallen Enchantress scenario

That's appriciative. Good way to round out the story arc.



Fixed an issue that revealed the entire map for human players when the AI cast Ineluctable Vision

Has consideration been made for 'lesser' sight spells that you can cast along the way to this overpowered Ineluctable Vision??
 


Reduced the Fire Shill's Embers damage slightly

 
*nods.

I'm very glad minor balancing details are still on your list for considerations. Unless there is objection, I will post suggestions for balance changes in this post as I come across them.



AI won't cast wither on armies without an attack (caravans) anymore 

woot! Freeze and Tremor too??

edit: umm...y doesn't it quote properly? Edit2: Fixed.

on Sep 23, 2013

Looks like a good start! Any UI changes planned?

on Sep 24, 2013

 

Dear Derek and Brad,

Could you PLEASE add the functionality of notifying us not only when a hostile army enters our territory but also when NEUTRAL armies (of the other UIs) enter our territory?

I am hoping this would be a small change, using the same UI and functionality of the hostile army notification (an icon on the RHS - clicking on it goes to the army) but it would be a GREAT benefit to all of us players who have to keep "visually" patrolling their borders in order to find neutral armies / pioneers and tell them to get off their land, only to have them do it again in the next turn... 

It also eliminates an unfair advantage, since the AIs presumably have an instant (coded) notification when we enter their territories, while we have to visually check all our borders EVERY TIME

I hope this is a simple enough fix that you can include it in 1.4 ... 

Thanks again for a great game that is quickly evolving to legendary status, 

 
on Sep 24, 2013


 

Dear Derek and Brad,

Could you PLEASE add the functionality of notifying us not only when a hostile army enters our territory but also when NEUTRAL armies (of the other UIs) enter our territory?

I am hoping this would be a small change, using the same UI and functionality of the hostile army notification (an icon on the RHS - clicking on it goes to the army) but it would be a GREAT benefit to all of us players who have to keep "visually" patrolling their borders in order to find neutral armies / pioneers and tell them to get off their land, only to have them do it again in the next turn... 

It also eliminates an unfair advantage, since the AIs presumably have an instant (coded) notification when we enter their territories, while we have to visually check all our borders EVERY TIME

I hope this is a simple enough fix that you can include it in 1.4 ... 

Thanks again for a great game that is quickly evolving to legendary status, 

 

 

This is already in the game. If you look at the minimap it has red dots for neutral and enemy armies. I find this easier then the notification system built in the game. 

on Sep 24, 2013

RE: Adding the Fallen Enchantress Scenario

 

This is awesome! Thank you!

on Sep 24, 2013

Yep second that, great to have the FE scenario added.

 

If there is any chance of getting the AI to cast the odd tactical summons?   Seems to be something that prevents it, there never seems to be a tactical summons used by the AI ever.

Um, please?

 

on Sep 24, 2013

abob101

Yep second that, great to have the FE scenario added.

 

If there is any chance of getting the AI to cast the odd tactical summons?   Seems to be something that prevents it, there never seems to be a tactical summons used by the AI ever.

Um, please?

 
+1 this cannot be repeated enough!

on Sep 24, 2013

GFireflyE

edit: umm...y doesn't it quote properly?

You need to remove the "quoting="post"" part if you want multiple non-nested quotes in a reply for some reason. Just normal {quote}{/quote} tags work.

on Sep 24, 2013

Sanati



Quoting GFireflyE,
reply 1

edit: umm...y doesn't it quote properly?


You need to remove the "quoting="post"" part if you want multiple non-nested quotes in a reply for some reason. Just normal {quote}{/quote} tags work.

thanks!

 

 @ SD:

- Can the Pyre of Man summoning spell be boosted in some fashion? Currently it's quite....well....let's just say that the Grave Elemental route will always be picked.  I'm NOT saying 'nerf Grave'...   imo that's a really good, well balanced, end-tree summoning spell.

- Also, I noticed in a recent game that the Air Elemental Scroll costs mana to summon the Air Elemental. Why is that? If I recall correctly, Fireball Scrolls and Wellspring Scrolls do not cost mana to cast. I don't think the other Elemental summons do either. Seems like an odd ball in that scrolls are loot or purchasable items and should not require mana to cast.

 

 

 

on Sep 24, 2013

 

AI

AI won't cast wither on armies without an attack (caravans) anymore 

 

Can we make is so that the AI wont cast freeze and tremor on caravans too? 

Thanks for all the great work!

on Sep 24, 2013

Heck yes, having them spam tremor on a caravan every single turn is so maddeningly annoying, especially when they tell you how awesome they are in a pop-up for having cast it, every time. I tend to declare war on whoever I have the trade route with just so I can kill the trade route and stop the spam.

on Sep 24, 2013


Any chance of setting a custom wander AI on Vetrar, the Wanderer of Worlds, Delin and other wildlands beasties so that they don't leave their wildlands?  How about allowing the AI to use Summons?

on Sep 24, 2013

abob101

Yep second that, great to have the FE scenario added.

 

If there is any chance of getting the AI to cast the odd tactical summons?   Seems to be something that prevents it, there never seems to be a tactical summons used by the AI ever.

Um, please?

 

 

+2 this needs to be addresed

 

smeagolheart


Any chance of setting a custom wander AI on Vetrar, the Wanderer of Worlds, Delin and other wildlands beasties so that they don't leave their wildlands?  How about allowing the AI to use Summons?

 

i guess this makes it +3

on Sep 24, 2013

AI won't cast wither on armies without an attack (caravans) anymore 

Sounds like the last of my AI modifications has been absorbed

I'm liking these changes thus far. Good work.

on Sep 25, 2013

Also, I noticed in a recent game that the Air Elemental Scroll costs mana to summon the Air Elemental. Why is that? If I recall correctly, Fireball Scrolls and Wellspring Scrolls do not cost mana to cast. I don't think the other Elemental summons do either. Seems like an odd ball in that scrolls are loot or purchasable items and should not require mana to cast.

Is it possible that a mod does this?  I have the same issue in my games, Air Elemental and Burning Wraith (the ones I've tested) require mana to cast.  What's worse, if you don't have the mana to cast it and you try to cast it, it is used up at the end of the battle.

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