A trip through the fantasy worlds I enjoy

*** Released 11/25/2013 ***

Fixes

Fixed an issue the Heart of Morian trophy not giving the Constitution trait

Fixed rivers in the FE scenario from Parottmath

Fixed an issue where Daxus the Slaver won't have weapons on a specific branch of that quest

Fixed an issue keeping the Spikes of Krax from being able to be trained until you learned leatherworking

Fixed an issue where wildland bosses would leave their wildland area and attack cities (causing the area to not be able to be defeated as well as destroying early empires)

Hang (game not responding) fixes

Crash fixes

Performance improvements

 

Balance

Iron Golems can be designed with the Brutal Nature trait

Added the Endurance II trait to the Warrior skill tree

Added the Endurance III trait to the Defender and Warrior skill trees

Added the Endurance IV trait to the Defender skill tree

Adjusted some combat ratings to be more fitting

Reduced the production cost of the Butcher, Storehouse and Tax Office

Reduced the attack bonus on the Armory Outpost upgrade to 25%

A Champion can only use 1 Healing Nectar per battle

A Champion can only use 1 Healing Potion per battle

A Champion can only use 1 Iru Elixir per battle

Reduced the hit points on Syndicate Thugs

Wilding Shamans now summon a small party of Wilding Riders

Burning Hands can now be cast if there are allies in the area of effect (allies aren’t damaged)

Added a 5 turn cooldown to the Demonic Ally ability

Heart of Fire gives the city a 5% unrest penalty

Summon Lightbringer’s blinding effect now correctly effects Dodge

Players giving tribute are no longer treated as if they are under non-aggresion (ie: you can still declare war or kick them out of your lands, declaring war will cancel the tribute)

Caravans can’t be targeted by spells

Cost to rush decreased from 1.5 to 1.33

Techcost increase per tech reduced from 10% to 5%

Familiars will not get bonus levels if their summoner get bonus levels on his summons

 

UI

Added a bunch of improved spell descriptions

Added miss sounds to Arching Shield Bash, Bleed, Break, Channel Lightning, Cleave, Crushing Blow, Deadly Bite, Decimate, Double Strike, Eviscerate, Guarded Strike, Hobble, Hurl Boulder, Impale, Shield Bash, Singing Forge, Spit Acid, Stun, Sweep and Throwing Knife

Cycling through units with 'U' now skips units that are guarding

Fixed stationed unit entry so the eject button is on top of the damage display fill, so it can be clicked when a unit is damaged

World maps loaded from the Setup World screen now display the name tagged in Elemental.str by the name in their filename, rather than using the filename name directly (for translations)

 
AI

Unique monsters always get into the decision queue each turn (so they will try to wreck you)

Modified treaty values so that trading is more fair.

Peace treaties substantially cheaper for factions that are far away from each other.

Relations adjust more slowly than previous

New API: CalcRelationsFromRelationWeights is designed to let us, at a glance see what a given AI feels about another player.

Much more sophisticated relations evalauation (lots of stuff)

New DIplomacy relations evaluator implemented. Now modifiers also take into account the current relations and kick in only if that condition is met as well. (for example, if someone is far away from you, it won't just give you a +1 because they're far away. It'll only give you a +1 if their relations are starting to head towards warfare, the effect is that there's a lot more drifting to neutral rather than extremes)

A lot of new interactions with players to explain why they feel the way they do.

More interaction with the player about what the AI is doing about others.

Conquering a city now reduces the city population by 75% (was 50%)

New attitude modifiers:

We are not competing for territory: +1 (conditional if below neutral)

I don't really know you: -1 (conditional if above neutral)

What you are doing is really not my concern +1 (conditional if below neutral)

You are beyond my sphere of influence -2 (conditional if above neutral)

Same Allegience diplomatic bonus decreased by 1

Tribute treaty does does less bonus if relations are high, more bonus if relations are low

Jealous -1 (conditional: Must be proud, have a lower power rating, above neutral)

Why aren't you trading with me? -2 (conditional: Must be greedy)

AI is more likely to surrender.

Lowered the AI "Too early to surrender" threshold from 10 years of war (40 turns) to 3 years of war.


Comments (Page 2)
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on Nov 03, 2013

Derek,

I believe "Arching" should be Arcing for the three unit Shield Bash.

Would you consider an improved version of Reap for regular troops?  Or make it that when a unit with the trait reaches level 4 they get +2,

Level 8 +3?  Other traits could get bumped with levels, too.  

 

Will the heart of fire unrest penalty be per essence slot?  That is a nice drawback!

 

Great news about the Undead DLC work, will pick it up Monday night!

on Nov 04, 2013

Fezziwig
Are you sure?  I, and many others on the boards, have reported that we have never seen the AI upgrade an outpost.  Weird.  Are you using mods?

Yep never ever seen an output upgraded by the AI.  Maybe some confusion here?

on Nov 04, 2013

Lol I've never seen an outpost upgraded by me either I know they are useful I just kinda forget about them. Production queues are very tight in this game. Unless I'm doing something wrong.

on Nov 04, 2013

I build High Towers (+1 Zone of Control, often means you don't need to build another Pioneer) and Stables (double movement, very handy if you have a few near your best fortress for speeding troops to the front line) quite a lot. I've not really used any of the others. The combat bonuses seem fairly pointless as I'm usually on the offensive a long way from my outposts.

One outpost upgrade which people are now talking since the Undead release is the one which gives +1 growth (Consulate?). I've not had a chance to play a game with the Undead but I gather population growth is an issue.

on Nov 04, 2013

Taliesyn

Will the issue with not being able to purchase/equip horses be fixed?

The DLC patch that fixes this (and some other issues) went out this morning.

on Nov 04, 2013


You have an ETA for this patch going beta, Derek?

This is some really good stuff here. Will there be more UI improvements, too?

on Nov 04, 2013

Illauna

Lol I've never seen an outpost upgraded by me either I know they are useful I just kinda forget about them. Production queues are very tight in this game. Unless I'm doing something wrong.

I have also often used the Armory for the +50% to attack for outposts that are at chokepoints.  It's also a very useful way to kill of an "epic" creature like a Dragon earlier than usual, and basically can keep the AI from ever getting a node as long as you have a reasonable army guarding it.  Useful, for example, if a dragon producing tile is within an outposts sphere of influence but close to enemies.  Of course, in the new patch Derek has indicated that the bonus will drop to +25%.

I just wish the AI could use the upgrades as well.  As I mentioned in another thread, I'd be more than happy to see the outpost upgrade path simplified so that the AI can make use of them.

on Nov 04, 2013

Derek,

 

Any chance of getting this long standing bug addressed:

 

   Vetrar (and other wildlands bosses) leaving their territories, then when/(if) you kill them their lands stay wildlands instead of turning fertile

 

Here are a few reports of it going back to patch .915:

https://forums.elementalgame.com/448233/page/1/

https://forums.elementalgame.com/448454/page/2/#3410006

https://forums.elementalgame.com/426899/page/1/#3178776

https://forums.elementalgame.com/448172/page/1/

https://forums.elementalgame.com/449698/page/1/

 

on Nov 04, 2013

XWerewolfX


You have an ETA for this patch going beta, Derek?

This is some really good stuff here. Will there be more UI improvements, too?

Probably next week.  I would love to say this week, but we have some major stuff going on at Stardock and it's very busy.

I also have bugs of known issues out for the developers to check out that I'm hoping to get resolved and get checked into this build.

on Nov 04, 2013

Finally diplomacy is being looked at.I am looking forward to this aspect having meaning,hopefully.

on Nov 04, 2013

Looking forward to this.  Between this and 1.4 I'll come back and play a few more games.   Hear there is some DLC as well.

on Nov 06, 2013

Techcost increase per tech reduced from 10% to 5%

Does anyone know what "techcost increase per tech" actually means? Does it mean that later techs cost more to research than early techs, and they're reducing this penalty (presumably making it easier to complete the research tree)?

on Nov 06, 2013

Derek, are you gonna fix the "FE stopped responding" bug that has flooded the forums? Any support from players needed?

Thanks in advance.

EDIT: I have a save game that crashes (freezes) every time you hit End turn.

on Nov 06, 2013

N/A

on Nov 06, 2013

How about a change to staves?  Currently, I no longer have ANY need for most of the staves in my party.  Maybe somebody can point out their value, but items like the Staff of Incineration are useless on heroes because the initiative hit is just too much.  I want my HERO mages casting their spells as quickly as possible, so I'll just equip the mage with weapons with initiative bonuses, or staves like the caster one that have no initiative hit.  Even the rarer ones we can find that have 12 attack are unequippable due to the initiative hit.

The fix to staves is a bit tricky at first glance--we don't want to remove the initiative penalty from them because some of them are staves that we can give units.  A trainable "mage" unit that has no initiative hit would be very powerful.  Instead I think the easiest fix is to give the Mage hero class a benefit, namely, that they suffer no initiative penalty using staves.  That makes a good deal of sense to me.  You could also tie this to a trait, but I don't think that is necessary.  This would suddenly make staves a lot more useful to Mage heroes.

At the very least you could remove the initiative penalty from the rare loot staves.

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