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 5)
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on Nov 12, 2013

ETA?

on Nov 12, 2013

Please say, because these crashes are angering me!

on Nov 12, 2013

N/A

on Nov 12, 2013

Oh. My. God. 

I'm done playing until this comes out. I'm getting unbelievably frustrated. 

on Nov 12, 2013

Is there a date when this is released?

on Nov 12, 2013

(channels his inner Freddie Mercury)

 

I WANT IT ALL

I WANT IT ALL

I WANT IT ALL

AND I WANT IT NOW!

on Nov 12, 2013

Keep posting your debug.err, save game and memory dump files. From similar threads it appears they have found the problem but want more data on it. 

on Nov 13, 2013

Game is unplayable until this patch is released..

on Nov 13, 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.

 

It is not good idea to nerf those spells.

 

Actually in most cases it is only the way to save your city from high level AI mobs

on Nov 13, 2013

As long as the AI doesn't cheat and cast them when the whole cooldown hasn't expired yet (as I think it can still do).

on Nov 13, 2013

I'm going to stop playing till this is fixed, it's frustrating to say the least to play for 20 hours and then be unable to get any further. I've posted a couple of save files to the Support forum.

on Nov 13, 2013

To those having issues, I'm sure providing files to the devs would help...

https://forums.elementalgame.com/447542/page/1/

on Nov 13, 2013


The issue I'm waiting to be fixed before getting back into the game is the wandering boss monsters leaving their areas.

on Nov 13, 2013

N/A

on Nov 13, 2013

Well Primal you can't win them all... I can fix it, but not in the correct way.

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