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 3)
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on Nov 07, 2013



Heart of Fire gives the city a 5% unrest penalty

AWESOME. This is a smart balance choice, thank you.

on Nov 07, 2013

jirkaesch

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.

Yes, our developers spent a lot of time on hang fixes.  The community has been awesome at providing saves, and we have fixed every reproduceable save we have gotten.  But if anyone has additional saves that have the issue, I'd love to get them so we can prove that the fixes we have take care of it, or fix them too if they are new.

on Nov 07, 2013

I take it this only means games played when modding is off or is not using custom Mods or core folder files?  I do play modded bigger than normal maps though, so I suppose you don't want that.  I do find that the most likely time to crash is new turn time when one of your cities is just finishing a production and/or a message dialog comes up, especially when you have had the same gaming session open for a long time.

Are you considering any of the recent feature requests, such as notifications of boasting of AI players when they down a Wildland boss or special powerful event monster, or the ability to set restrictions on what one-use usable items may be used by a particular player/champion?  Hopefully they would be relatively easy because they expand existing features (informational notification messages, and item prereqs which already exist and work for equippable items) rather than adding completely new features.

on Nov 07, 2013

Yeah, what StevenAus said....

 

on Nov 07, 2013

StevenAus

I take it this only means games played when modding is off or is not using custom Mods or core folder files?  I do play modded bigger than normal maps though, so I suppose you don't want that.  I do find that the most likely time to crash is new turn time when one of your cities is just finishing a production and/or a message dialog comes up, especially when you have had the same gaming session open for a long time.

Are you considering any of the recent feature requests, such as notifications of boasting of AI players when they down a Wildland boss or special powerful event monster, or the ability to set restrictions on what one-use usable items may be used by a particular player/champion?  Hopefully they would be relatively easy because they expand existing features (informational notification messages, and item prereqs which already exist and work for equippable items) rather than adding completely new features.

Yeah, they would have to be unmodded game to be of interest to us.

And yes, I do consider them, but don't expect that means that a large percent of those sorts of requests are going to go in.  If they are significantly cool, simple to implement and have a low chance of causing issues then I'm all for them.  Unfortunately it's fairly rare that those three things come together.

on Nov 07, 2013

I wonder if those conditional relations bonuses will produce oscillations

on Nov 07, 2013

What about autosave issue? If monster attack my troops or cities, and I don't like the results of battle, loading autosave make the monster never attack me. It's good way for cheating and annoying if you just want to replay the battle.

Also if in that turn when I load autosave there is an end of training unit - this unit just desappear, as if never being trained.

Also would be good to make fast save button in the screen of battle (when you choose battle\autobattle\cancel).

 

 

on Nov 07, 2013

I always forget, how awesome you guys are

http://www.mediafire.com/folder/to1689e8fuuio/FE

Here is a savegame with debug file. The save crashes (freezes) for me on the very next turn. I have all the drivers etc. updated to the latest.

 

Good luck!

 

on Nov 07, 2013

N/A

on Nov 08, 2013

Primal_Savage

The autosave issue is... an issue? --> As to not getting the trained unit, it's a sort of trade-off for being able to avoid a fight  

 

Well, you know, I hate cheating. But human nature is so weak((( So, when situation is critical, I reload, avoid battle and then few hours have a terrible feeling - like if I ruined the whole game. Could I resolve the problem using only game's possibilities? Or my mistake was fatal? We'll never know.

Thanks for CNTRL+S tip

 

on Nov 08, 2013

I give me myself one reload for example, if I let the AI attack a weakly defended city.  But I still prefer to play the game only reloading if I have a crash and the most recently saved game is not current.  I figure that if it crashes, I can do what I like when I reload the game because I didn't choose it to crash at that time.

Human nature is misunderstood.  It has the potential for great good or bad.  It's good if you can avoid your ego getting involved too much - I'd much rather finish a game (or stop it at a certain time when it's becoming a drag), never having reloaded apart from crashes.

on Nov 08, 2013

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

 

What was the motivation for this change?  To make it even more likely that captured cities would be razed (perhaps the AI was having trouble knowing when enough cities is enough?)

I didn't hear anyone complaining about this, at least in these forums...

on Nov 08, 2013

Crastiloowa


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

 

What was the motivation for this change?  To make it even more likely that captured cities would be razed (perhaps the AI was having trouble knowing when enough cities is enough?)

I didn't hear anyone complaining about this, at least in these forums...

This might be in response to a very particular play tactic. Conquer city cast sacrifice city population (get 1/2 the population as mana), raze city. Thus, one could just snowball the conquer effect especially when one conquers an enemy city, using this tactic. (All speculation, since no reason was actually given)

on Nov 08, 2013

My assumption is that it is to make attacking the AI less powerful in general, and less powerful on high difficulty levels in particular. I was getting hundreds of mana by Sacrificing AI city population, which seem to grow ridiculously fast on high difficulty levels.

One slightly quirky effect is that it's much better to capture an AI city one turn after it goes up a city level than one turn before. You may never get it to level 5 from level 4 if it's just lost 75% of its population.

The effect for the way I play as a Death faction is that I'll still Sacrifice the entire population of any level 5 city I capture from the AI, I'll just a lot less mana for it.


 

on Nov 08, 2013

Incidentally I don't Raze the AI city after I've Sacrificed the population. If it's got to level 5 it's almost certainly got enough cool buildings to be worth keeping. A Conclave with 2 Essence with Produce Mana and Meditation would be worth 4 mana + 3 mana from population growth a turn. A Town with Slums and a Festival I believe could produce +12 Growth, all of which can be Sacrificed.

Produce gold and produce mana may also be worthwhile, depending on the Essence and gold producing buildings situation.

 

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