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 4)
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on Nov 08, 2013

N/A

on Nov 08, 2013

This looks like it will be a great update!

on Nov 08, 2013

Here's my files from a game that crashes every time I end my turn.

http://pastebin.com/raw.php?i=SzW0x5m5
http://www.mediafire.com/folder/exjrnp7t6mmsu/FE_LH

There's also an example of a "stuck" unit leftover from the pioneer hordes I got when I signed a couple of non-aggression pacts (those make me wish I could rip up treaties at will like the AI).

on Nov 09, 2013

Will you please fix AI factions just wandering around and never settling their first cities and thus never settling at all? This has never been fixed. I have saves if you need them!

on Nov 10, 2013


Any chance in getting that 1.5 beta early?

 

I just wanna play... crashes have me hitting a brick wall.   

on Nov 10, 2013

I second

on Nov 10, 2013

Derek Paxton
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 (1) significantly cool, (2) simple to implement and (3) 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 10, 2013

I agree!

Derek, have you fixed up the bug that if some heroes get killed by a strategic spell, but the army leader doesn't, that they get immobilised in enemy territory rather than getting teleported to the nearest friendly city?  You'll have to work out how to separate any hero that dies from the rest of the army in order to make sure any injured heroes get taken back to town.

on Nov 10, 2013

N/A

on Nov 10, 2013

Yeah.  As long as your whole army doesn't get killed, you would just continue with one more injury and stay where you are.

Also, can we please have a way to dispel a strategic spell such as Tremor, Freeze and even Tornado, even if it costs mana per unit that is "cured"?

on Nov 10, 2013

StevenAus

Yeah.  As long as your whole army doesn't get killed, you would just continue with one more injury and stay where you are.

Also, can we please have a way to dispel a strategic spell such as Tremor, Freeze and even Tornado, even if it costs mana per unit that is "cured"?

A simple solution is to increase the cool-down for these spells. (Possibly to 5 turn cool down for tremor, keep freeze at 5 turn cooldown, and tornado possibly a 2 turn cooldown)

I remember reading this in the AI forum before, a long time ago before they got to use these spells.

I think the cool-down should be at least as long as the immobilization exists... plus a few turns. Hence why I feel freeze is good, tremor has a cool-down of 1 and so would be nice to boost that up to 5 turns. Since the army is immobilized for 3. Tornado, as it is such a high level spell, it should definitely be powerful (at 150 mana a pop). A 2 turn cool-down might be a bit too much, but you can try out this balance yourself with a mod.

on Nov 10, 2013

parrottmath


Quoting StevenAus, reply 55
Yeah.  As long as your whole army doesn't get killed, you would just continue with one more injury and stay where you are.

Also, can we please have a way to dispel a strategic spell such as Tremor, Freeze and even Tornado, even if it costs mana per unit that is "cured"?

A simple solution is to increase the cool-down for these spells. (Possibly to 5 turn cool down for tremor, keep freeze at 5 turn cooldown, and tornado possibly a 2 turn cooldown)

I remember reading this in the AI forum before, a long time ago before they got to use these spells.

I think the cool-down should be at least as long as the immobilization exists... plus a few turns. Hence why I feel freeze is good, tremor has a cool-down of 1 and so would be nice to boost that up to 5 turns. Since the army is immobilized for 3. Tornado, as it is such a high level spell, it should definitely be powerful (at 150 mana a pop). A 2 turn cool-down might be a bit too much, but you can try out this balance yourself with a mod.

I really like this idea.  Please implement it!  The repeated Tremors and other immobilization spells are really frustrating and I don't think they work as designed.

on Nov 11, 2013

ser_phobos

Here's my files from a game that crashes every time I end my turn.

http://pastebin.com/raw.php?i=SzW0x5m5
http://www.mediafire.com/folder/exjrnp7t6mmsu/FE_LH

There's also an example of a "stuck" unit leftover from the pioneer hordes I got when I signed a couple of non-aggression pacts (those make me wish I could rip up treaties at will like the AI).

I verified that this crash does not happen with 1.5.

 

on Nov 12, 2013

Yay, this looks great, hope the patch comes out soon. I am having a blast with this game now. Very solid work.

on Nov 12, 2013

Derek Paxton


Quoting jirkaesch, reply 28
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.

 

Here's another -

debug.err  http://pastebin.com/2BQawhFM

save file    https://www.dropbox.com/s/ja44y2rva43cq7p/Pellion%20hang.EleSav

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