DerekPaxton DerekPaxton

Fallen Enchantress 0.914 changelog

Fallen Enchantress 0.914 changelog

 

 

Released 5/10/2012

Features:

+ The Pit of Lost Voices is now open to exploration, good luck.

+ Resoln gets Bound Widows, Bound Harridans and Bound Hoarder Spiders as trainable units (they require mana)

+ Added the Ghost Shield (inspired by Heavenfall's very cool Storm World mod https://forums.elementalgame.com/421802)

+ Added Gladiator Armor (inspired by Heavenfall's very cool Storm World mod https://forums.elementalgame.com/421802)

 

Bugs:

+ Fixed an issue that was keeping the battle resolution window from showing the true xp (they weren't adjusted for modifiers)

+ Killing guardians now correctly clears the wildland

+ Fixed an issue with battling Abeix

+ Fixed an animation issue with mounted units using ranged weapons

+ Fixed an issue keeping cloth map stands from showing up in game within a game

+ Fixed an issue where spells that applied effects to the terrain (firestorm) would permanently leave some very odd effects

+ Fixed an issue where life/death shrines can dissapear for a turn when they are converted

+ Fixed an issue keeping chain boots form showing up on large fallen units

+ Fixed the Festival improvement

+ Fixed the Scholar's Guild improvement

+ Fixed an issue with the Run Wild quest

+ Altar Baron's no long have Amarian blood (and vise versa)

+ The Obsession spell won't show up in combat anymore

+ Cull the Weak now kills the unit (even if he went through the damage/healed process which could throw off damage calcs)

+ Fixed bug where the HP bar would update before the unit actually hit

+ Various multithreaded crash fixes implemented

 

Balance:

+ Pioneers are only trainable in groups of 3 (to keep players from spending additional labor on them)

+ When a city is conquered, improvements that the new owner can't ever build are destroyed (e.g. Black Market for kingdom factions) 

+ If a wild improvement flips ownership to a player that can't build that improvement, it is destroyed instead

+ Added a dodge bonus to the Fending Blade

+ Quendar +25% Fire Resistance changed to +50% Fire Resistance and -50% Cold Resistance

+ Cull the Weak gives 20 hp and mana instead of 40

+ Broken Spirit switched to -25% hp and accuracy instead of -50% hp and accuracy

+ Double Strike is now an assassin ability and the attacks are at -30 accuracy instead of -10

+ Crushing Blow no longer has an accuracy penalty, instead it causes the unit using it to lose their next attack (fixed an issue causing it to only give +50% damage when it should have been doing +100% damage)

+ Stun is now a Defender ability

+ Training Yard gives +15 to Accuracy of units trained in that city instead of +5

 

Cosmetic:

+ New Mana toltip

+ New Gildar tooltip

+ Clicking an object in the empire tree always centers on that object

+ Resources fade out when units are standing in their tile

+ Mousing over a spell in the init queue shows the tooltip for that spell

+ Combat abilities are displayed in the unit tooltips in tactical combat

+ Added a new trade proposal screen, which pops up when the AI offers to go into a specific treaty with the local player

 

AI:

+ Monsters slowly get tougher over time

+ Fixed bug where early built cities near monsters wouldn't get attacked by them later

+ Fixed bug where monster guardians were treated as regular monsters

+ AI: Novice is easier

+ AI: Harder is harder

+ AI: AI Heroes are better at self preservation

+ AI: Fixed bug where the AI would choose to build a unit but would not build it because it would insist at training a quantity beyond the resources it had available

+ AI: Rebalanced the diplomatic relations based on the current game pacing

+ AI: Pioneers slightly better about looking around to find the best spot for new city

+ AI values tribute payments more for relations

+ AI: Challenging difficulty uses more CPU intensive algorithms for more challenge

+ AI: Hard difficulty gives the AI a 10% economic bonus

+ AI: Ridiculous level reduces the economic bonus from 100% to 25%

+ AI: Is more aggressive about uncovering FOW

+ AI: Ridiculous level no longer has fog of war

+ AI: More intelligent about choosing the next tech

+ AI: General improvements to intelligence

+ AI: Monsters generally better at lower levels

 

93,794 views 102 replies
Reply #26 Top

Quoting bpalczewski, reply 22
No playing for me ...

I made a mental resolution i am not playing this game anymore till they fix health bars and damage information to be shown properly ... 

 

So you're not going to play the beta because it's a beta?

Reply #27 Top

Quoting bpalczewski, reply 22
No playing for me ...

I made a mental resolution i am not playing this game anymore till they fix health bars and damage information to be shown properly ... 

 

 

That's a big issue for me too.  We should have a fix in for it today.

Reply #28 Top

Quoting Kalin, reply 25
I think Resoln's Wraith blood also needs a bit of work... the -1 HP per level is a pretty nasty penalty rather than a bonus, +1 HP on a kill doesn't help much when they're losing 5-7 HP per level on a stack and they die before they can kill anything. Right now, troops is mainly there to soak up damage, and theirs is failing at it. If the HP reduction stays, then they need some form of limited vampirism, that absorb part of the damage they do.

 

Dirge of Ceresa and Soulburning are win spells , so the -1 HP per level isn't bad.  Her meatshields should be crappy.

 

 

Reply #29 Top

Quoting Alstein, reply 28
Dirge of Ceresa and Soulburning are win spells , so the -1 HP per level isn't bad. Her meatshields should be crappy.

Except since you can create custom factions you have to judge each trait by itself.

Reply #30 Top

Really like the direction the game is heading.   Derek, you've done a great job on getting Fallen Enchantress to have it's own personality.  Bottom line for me is the game is fun.   

Reply #31 Top


I'm curious about the reasoning behind non-faction improvements being destroyed upon changing hands.  Wouldn't those be desireable to factions that didn't possess the means to build them themselves?

 

Or are we talking about something like a Kingdom taking ownership of a slave pit and destroying it for the sake of going against their beliefs?

 

Reply #32 Top

It could be that a faction doesn't know how to efficiently operate an improvement that they can't build.  If they did understand how to use it, then they could've built it themselves in the first place.

 

Reply #33 Top

I think it's to prevent different improvements doing the same thing in cities, for example kingdom get hedge wall+fort and empire get wooden wall+castle.

Reply #34 Top

Ahh, that makes more sense, mechanically. I would still prefer to see them stay, and if the player decided to build their faction equivalent, it would simply replace the existing one.  

 

Nobody is going to conquer a stone castle and tear it down to make room for their wooden fort.

Reply #35 Top

Oh boy! So many games to beta test and so little time AH! 

 

Saw Avengers opening on midnight! Good stuff. Now I hope Batman can also deliver too! 

Reply #36 Top


Curse those Hoarder Spiders!  Yes, they aren't Resoln's trainable ones, but those things have CRUSHED my cities many times...

Reply #37 Top

Quoting Markus, reply 15
any chance that we see monsters treat all factions (player and NPC) equally? That and the rampaging Umberdroth early on really killed the game for me.

(Played Warlock for way too long last night and am now paying the price for the doing "just one more turn"...)

 Yea I just got it yesterday and was almost late for work this morning. It is a good game at least so far.

Reply #38 Top

Quoting bpalczewski, reply 22
No playing for me ...

I made a mental resolution i am not playing this game anymore till they fix health bars and damage information to be shown properly ... 

 

 

I haven't (and won't) quit playing because of this, but I can't believe it hasn't been fixed yet.

 

Quoting Derek, reply 27

 

That's a big issue for me too.  We should have a fix in for it today.

 

Didn't read ahead.

 

YES!!!

Reply #39 Top

On the subject of -1 hp for Wraith units.  I think it's not so bad at all.  Before .913 I was making all my custom sovereigns Wraiths for the +3hp per kill which is amazingly useful in the early and late game.  Early because the enemies are weak and die easily, late because the sovereign is strong and kills easily.

Now that total hit points have been reduced and the Pariden actually get the shard bonus, I am actually playing different races, but I still have a .913 game with a Wraith based custom side.  My warg cavalry acts so often compared to the enemy that I can usually let the right squad get the kill.  +3hp is not much, but it adds up, especially if you plan your fight for it.

No the Wraiths are still good in .913, and I can't wait to try them in .914

Reply #40 Top

New to the game!!! Playing it for 1 week!!! Enjoying everypart of it, especially because I can see the game getting better and better

I personally believe that there is a lack of finding information from the UI. It will be helpfull to implement some ideas that Das has said in his video commentary

1) More info about the cities you have, especially when you choose the additional building when leveling up

2) The ability to go to the encyclopedia from the technology tree

3) More info when going into battle

 

Reply #41 Top

I think there is a memory leak that seems to be around loading saved games.  I loaded a saved game and my city borders no longer appeared.  So, I reloaded again.  Now I didn't have borders and oceans were missing as well.  Checked my memory and it was through the roof. (Of course I had Visual Studio open as well, which is itself a memory hog).

Reply #42 Top

Quoting Ausland, reply 41
I think there is a memory leak that seems to be around loading saved games.  I loaded a saved game and my city borders no longer appeared.  So, I reloaded again.  Now I didn't have borders and oceans were missing as well.  Checked my memory and it was through the roof. (Of course I had Visual Studio open as well, which is itself a memory hog).

I am 99.9% sure you are correct about this.  It seems like if you retire a game first and then load a save it's a lot better.

Reply #43 Top

Thanks for patches. Plz fix AI city and Outpost placement + AI sending wild monsters at us.

+ Training Yard gives +20 to Accuracy of units trained in that city instead of +5

WOW seems like overkill, even 10 would be nice.

+ Quendar +25% Fire Resistance changed to +50% Fire Resistance and -50% Cold Resistance

Also seems like overkill. 25% was nice, you dont need 100% fire resistance to make fire spells obsolete and even just the fire rings make that 75% fire resistance. Personally even the 50% would mean I would never cast fire spells at Quendar. It would be better if we could get more stat and stat per level modifiers in blood traits.

Reply #44 Top

Would be nice if ranged attacks stop appearing from the side of the screen.  I know that was supposed fixed in the last patch, but quite a few of us pointed out it's still an issue.

 

Reply #45 Top

Wow at the training yard change... well that's one way to justify the AI ALWAYS picking it. Heh. Works for me, I'll build it in 1, and Garden in all the other... wonder who that helps. :p

Reply #46 Top

+ AI: Novice is easier

+ AI: Harder is harder

 

This ^^^

 

Now everyone shall be happy.    :moon:

Reply #47 Top

Quoting Stupidity10, reply 43
Thanks for patches. Plz fix AI city and Outpost placement + AI sending wild monsters at us.


+ Training Yard gives +20 to Accuracy of units trained in that city instead of +5

WOW seems like overkill, even 10 would be nice.


+ Quendar +25% Fire Resistance changed to +50% Fire Resistance and -50% Cold Resistance

Also seems like overkill. 25% was nice, you dont need 100% fire resistance to make fire spells obsolete and even just the fire rings make that 75% fire resistance. Personally even the 50% would mean I would never cast fire spells at Quendar. It would be better if we could get more stat and stat per level modifiers in blood traits.

 

Read a fascinating article by Soren Johnson years ago in which he talked about what he learned from working with Sid Meier. It's here, and it's well worth reading. Here's the relevant bit:

Good games can rarely be created in a vacuum, which is why many designers advocate an iterative design process, during which a simple prototype of the game is built very early and then iterated on repeatedly until the game becomes a shippable product. Sid called this process “finding the fun,” and the probability of success is often directly related to the number of times a team can turn the crank on the loop of developing an idea, play-testing the results, and then adjusting based on feedback. As the number of times a team can go through this cycle is finite, developers should not waste time with small changes. Instead, when making gameplay adjustments, developers should aim for significant changes that will provoke a tangible response.

If a unit seems too weak, don’t lower its cost by 5%; instead, double its strength. If players feel overwhelmed by too many upgrades, try removing half of them. In the original Civilization, the gameplay kept slowing down to a painful crawl, which Sid solved by shrinking the map in half. The point is not that the new values are likely to be correct – the goal is to stake out more design territory with each successive iteration.

Seems to me like Derek and Brad are in good company here.

Reply #48 Top

Wow, looks like brad's been busy. I've loving the change log, can't wait to test it out. Though, if I may, a word regarding the difficulty of the AI... currently a lot of people feel that challenging AI is still a bit too easy, while the hard AI is pretty tough. As a result, I think it would be wise to try to buff up challenging difficulty a bit, while lowering the bonus it gets on hard slightly. Ridiculous AI should be... well, ridiculous, it's meant to be the mode that you need to cheat yourself to win (so I'm not sure what the changes to it is all about?). This should create a better difficulty distribution for the game as a whole. Or perhaps, decouple the AI intelligence from it's resource bonuses & handicaps and let the player choose both of them to match their taste? (We've been asking for that for forever - is it really that hard to do? Or are you afraid people wouldn't be smart enough to use it correctly?)

Reply #49 Top

Can we haz it  it now?  :drool:

Reply #50 Top

Does the Resoln spider availability for training mean that the AI will build units that cost mana now?  (Heavenfall said in one of his modding threads that the AI didn't build anything that cost mana.)