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 7)
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on Nov 19, 2013

See AI section in patch notes.

on Nov 19, 2013

merlinme
See AI section in patch notes.

Yea, a lot of it is "behind the scenes" updates. What I'm not seeing so far is:

"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."

 

on Nov 19, 2013

Was the monster AI tweaked in 1.5 or was that 1.4. I can't remember, but the world map is a lot more dangerous now. I never liked how the AI would not attack unless you stayed in attack range for 2 turns. Some areas are actually closed off until you have an army now. 

on Nov 19, 2013

Borg999


Quoting merlinme, reply 91See AI section in patch notes.


Yea, a lot of it is "behind the scenes" updates. What I'm not seeing so far is:

"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."

 

I believe you should be seeing more of the dialogs that pop up when you hit the turn button, saying things like (not an actual example, obviously):

"Curses! We hate you for your fishmongering ways!"

...vs. just random drops in relations vs. the other factions with no obvious explanation.

on Nov 19, 2013

Also, Monsters are still hanging around AI cities without attacking.

Mid game, and I'm at war with the an AI. I approach one of the AI cities and there are half a dozen different monsters hanging around the city doing nothing.

By mid game one of two things should have occurred:

-The monters attack, destroying the city, or

-The monters attack, but are defeated...so by mid game there are no monsters surrounding the city.

 

Although, the monsters do seem more aggressive in chasing me. Which isn't necessarily a bad thing, as it allows me to level up faster.

on Nov 19, 2013

Yeah, and roads are dangerous as hell now. Never know when just outside the fog of war a dragon is setting on the road ready to eat your face. 

on Nov 19, 2013

Illauna

Yeah, and roads are dangerous as hell now. Never know when just outside the fog of war a dragon is setting on the road ready to eat your face. 

 

Stay off the road!

on Nov 19, 2013

If this is the diplomacy patch, is it possible to have a "Make peace with $NAME" diplomacy option? I'd like a way to keep some factions alive or at least a way to stop total war to make the diplomatic victory possible. Sort of the reverse declare war on faction option that already exists. Also, a button for "match trade imbalance with gold". 

Stuff that'd be more difficult:
The ability add outposts and settlements to the trade screen would also be nice, to allow trading territory for peace.
Or being able to give/sell units (or just their equipment) to an other faction, for if I don't want to get directly involved in a war between two factions.

on Nov 19, 2013

veryinky

If this is the diplomacy patch, is it possible to have a "Make peace with $NAME" diplomacy option? I'd like a way to keep some factions alive or at least a way to stop total war to make the diplomatic victory possible. Sort of the reverse declare war on faction option that already exists. Also, a button for "match trade imbalance with gold". 

Stuff that'd be more difficult:
The ability add outposts and settlements to the trade screen would also be nice, to allow trading territory for peace.
Or being able to give/sell units (or just their equipment) to an other faction, for if I don't want to get directly involved in a war between two factions.

 

Yes to both of these.  And can we trade resources and treaties on one screen with access to any means of persuasion?  Why can't i trade knowledge for peace or a technology treaty?

on Nov 19, 2013

* 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)

ooooooo what did you do and how did you do it?

on Nov 19, 2013

N/A

on Nov 20, 2013

parrottmath

ooooooo what did you do and how did you do it?

Who is your daddy, and what does he do?

on Nov 20, 2013

Since this is the Diplomacy update I may as well bring up a idea I had a long time ago.  Right now Alliance victory may as well not exist. It's basically conquest where you don't quite kill everyone, but usually still kill most people. I would like to suggest that it could be tweaked a bit in order to make it an interesting alternative way to play.

Change it so you don't need to ally with every other player to win. Instead simply require your alliance to control most the cities or have most of the faction power or something. This would mean that you wouldn't have to wipe out that one AI that refuses to be your friend, instead they just become the North Korea of Elemental and get ignored. Secondly, require a unique Wonder to fulfill the victory condition, called say the Sovereign's Council. This is mostly to prevent you from winning by accident. Thirdly, allow the AI to win this way. If an Alliance of AIs dominate enough, and maybe get the wonder if it exists, then the player should lose the game.

I know this is unlikely to make it in because some of it would be a fair bit of work but even adding the first part would be enough to make alliance victories much more meaningful and unique, and thus make diplomacy much more useful and intriguing.

on Nov 20, 2013

I like this idea.

DsRaider
Since this is the Diplomacy update I may as well bring up a idea I had a long time ago.  Right now Alliance victory may as well not exist. It's basically conquest where you don't quite kill everyone, but usually still kill most people. I would like to suggest that it could be tweaked a bit in order to make it an interesting alternative way to play.

Change it so you don't need to ally with every other player to win. Instead simply require your alliance to control most the cities or have most of the faction power or something. This would mean that you wouldn't have to wipe out that one AI that refuses to be your friend, instead they just become the North Korea of Elemental and get ignored. Secondly, require a unique Wonder to fulfill the victory condition, called say the Sovereign's Council. This is mostly to prevent you from winning by accident. Thirdly, allow the AI to win this way. If an Alliance of AIs dominate enough, and maybe get the wonder if it exists, then the player should lose the game.

I know this is unlikely to make it in because some of it would be a fair bit of work but even adding the first part would be enough to make alliance victories much more meaningful and unique, and thus make diplomacy much more useful and intriguing.

on Nov 20, 2013

parrottmath


* 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)

ooooooo what did you do and how did you do it?

Code changes.  I checked out your clever chasm trick.  But at the end of the day I resorted to two big changes:

1. Put the bosses back on a leash, so they can't wander off if they see something nice and tempting wandering by their borders.

2. Made their lairs indestructible (more like ground props).  Because sometimes the AI will run in and clear the lair while the boss is wandering around which gets rid of his wander radius and sends him out to explore the world.

I don't know if its a perfect solution.  But I ran a bunch of test games and they always left their wildland before the above were adopted and I never caught an incident of them wandering off with the above changes.

The opt-in beta has been updated to include this change.  Let me know how it works for you.

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