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 #51 Top

Question:

when you obtain more shards, do enchantments increase in effectiveness or do you have to dispel and re-cast?

 

If it's the latter, I'd suggest the following if you can guys can do it:

 

Either make it upgrade automatically, or

allow re-casting of the spell, if the spell would provide greater benefits then it did before (auto-dispelling on recast basically)

 

 

Quoting DsRaider, reply 29

Quoting Alstein, reply 28Dirge 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.

 

You'd never be able to balance if you did this.  Balance needs to be set around preset factions.  If you twink with custom sovs, you're twinking, it's like a cheat code.

 

Reply #52 Top

Quoting Kalin, reply 48
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?)

I'm pretty sure this is meant as a buff to the Challenging level:


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

As an aside to AI difficulty, I thought Challenging was the highest level of pure AI, meaning no buffs but it uses every AI algorithm at its disposal. Hard was meant to be Challenging plus some buffs.  I remember Brad saying that at some point or at least I think I do.  Is that actually the case?  

If so, the tooltip are wrong in the world setup screen, because it lists Challenging as giving the AI some buffs. 

Reply #53 Top

+ Monsters slowly get tougher over time

 

Not sure how I feel about this.  There are people who prefer the sense of accomplishment that results from building a unit or stack over time that eventually has a relatively easy time against most of what it encounters, and there are those who prefer to remain challenged to the last with something that will always be tougher than whatever was thrown at you, before.  I tend to prefer the former, since there are always creatures, like the god bosses, who are a challenge.  But this probably needs more explanation before I decide one way or the other.

 

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

 

You've chosen the Path of the Assassin precisely because you want someone who never misses under any circumstances, and has a chance (that will hopefully increase over time) of doing far greater damage than is usual.  Why would an ability that means one has a very good chance of missing in battle be appropriate for such a unit, as opposed to being given to a Warrior?  This doesn't seem to make much sense.

Reply #54 Top

Quoting Kantok, reply 52
If so, the tooltip are wrong in the world setup screen, because it lists Challenging as giving the AI some buffs.

That tooltip actually displays data for AI level from WoM, while it actually changes World Difficulty which has nothing to do with AI level. AI levels are set in the set opponents screen.

Reply #55 Top

Quoting Kantok, reply 52


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

As an aside to AI difficulty, I thought Challenging was the highest level of pure AI, meaning no buffs but it uses every AI algorithm at its disposal. Hard was meant to be Challenging plus some buffs.  I remember Brad saying that at some point or at least I think I do.  Is that actually the case?  

If so, the tooltip are wrong in the world setup screen, because it lists Challenging as giving the AI some buffs. 

 

You're right. That's how it has always been with every Stardock game. Challenging is maximum intelligence for AI. This line got me wondering just like you:

+ AI: Harder is harder

I can see how it would get an extra bonus, but the AI shouldn't be smarter than on challenging following the rule of thumb Stardock has always given us.

Reply #56 Top

I agree,

Challenging for a Stardock game needs to be AI plays by exact rules as player, with best AI Brad can cook up (even it if means it takes more time to calculate)

 

Hard should be where the AI has to start "cheating"

 

 

Reply #57 Top

Quoting Glazunov1, reply 53

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

 

You've chosen the Path of the Assassin precisely because you want someone who never misses under any circumstances, and has a chance (that will hopefully increase over time) of doing far greater damage than is usual.  Why would an ability that means one has a very good chance of missing in battle be appropriate for such a unit, as opposed to being given to a Warrior?  This doesn't seem to make much sense.

it's precisely why they should get that ability. they are the most likely to get both hits off without missing one. obviously double the damage in one round that is almost guaranteed is a very strong ability.

Reply #58 Top

It would be great if we could get a quick unrest reducing trait for Governors. Maybe even a occupation unrest reducing trait like:

Subjegation trait I-III: -5/-10/-15% occupation unrest and occupation unrest declines by 1/2/3 per turn immediatly(Do not wait 25 turns)

Reply #59 Top

Hard is the same as Challenging except the AI gets more start up money and a 10% economic bonus.

 

Reply #60 Top

Atta boy Bradley... keep working that AI!

Reply #61 Top

Challenging remains the best AI level without AI cheating.  But for it to get better, much of it has to come from me getting better at the game and watching how others play the game.

So often times, when someone says "Why is the AI doing this?" it's because that is what I'd be doing in that situation. The player is effectively playing me except with lots of statistical analysis.

Reply #62 Top

Probably should fix the tooltip on the world difficulty to alleviate the confusion about challenging vs normal etc..  In fact I'll go make a bug report.  :)

Reply #63 Top

Quoting Frogboy, reply 61
Challenging remains the best AI level without AI cheating.  But for it to get better, much of it has to come from me getting better at the game and watching how others play the game.

So often times, when someone says "Why is the AI doing this?" it's because that is what I'd be doing in that situation. The player is effectively playing me except with lots of statistical analysis.

Excellent! So hard is just getting a little harder since the AI gets some extra bonuses.

I hope 'Froggy AI' can get better at keeping up later in the game. The AI (including monsters) makes some very good choices in the beginning to keep the player at edge at all times. But once a player has managed to establish himself 'challenging' drops down to easy. The Das video's show this very well. He had to fight very close battles in the beginning of the game, but once the early threat was gone, so were the tight battles. If you look at the scores/powerrankings at the scores the AI could do better. My experience is the exact same. AI need to organize their armies better later in the game and bring out the big stacks just like players do.

Reply #64 Top

Quoting Frogboy, reply 61
Challenging remains the best AI level without AI cheating.  But for it to get better, much of it has to come from me getting better at the game and watching how others play the game.

So often times, when someone says "Why is the AI doing this?" it's because that is what I'd be doing in that situation. The player is effectively playing me except with lots of statistical analysis.

you must be quite proud to see so many people complaining that the game is now too hard, and the AI too efficient :)

Reply #65 Top

Quoting legaceez, reply 57

Quoting Glazunov1, reply 53
+ Double Strike is now an assassin ability and the attacks are at -30 accuracy instead of -10

 

You've chosen the Path of the Assassin precisely because you want someone who never misses under any circumstances, and has a chance (that will hopefully increase over time) of doing far greater damage than is usual.  Why would an ability that means one has a very good chance of missing in battle be appropriate for such a unit, as opposed to being given to a Warrior?  This doesn't seem to make much sense.

it's precisely why they should get that ability. they are the most likely to get both hits off without missing one. obviously double the damage in one round that is almost guaranteed is a very strong ability.

 

Each to their own, but you provide the obvious solution to a game issue, not a reason for a champion type to learn a skill. :)  As I see it, a warrior--someone who's trained to have the muscles to pull off two very quick attacks with swords and other, more heavy weaponry--would be the one to logically get the ability, the only one (save possibly for the Defender) with the sheer muscle power to pull such a feat off.

 

+ Fixed an animation issue with mounted units using ranged weapons


Ah, they've just added this in.  Thank you.  A blessing upon your children unto their seventh generation, and may they never enter politics. :)

Reply #66 Top

Any planned ETA for this? Is there a chance we might see it today?

Edit: Otherwise, monsters increasing in power with time might be a bit gamey but it sounds like a very good improvement (provided this increase isn't too shy); Just like barbarians in Civ V don't start with machine guns, and don't fight with spears in the rocket age.

If the improvements to the AI hold their promise, and if the bugs that were making the AI unnoticed by monsters are fixed, the game might make a jump in playability.

Reply #67 Top

Quoting Frogboy, reply 61
Challenging remains the best AI level without AI cheating.  But for it to get better, much of it has to come from me getting better at the game and watching how others play the game.

So often times, when someone says "Why is the AI doing this?" it's because that is what I'd be doing in that situation. The player is effectively playing me except with lots of statistical analysis.

So is that really you staring at my Female archers in my outpost for 20 turns with your warriors?  Perv.....lol

 

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Reply #68 Top

Yes, the patch is scheduled for today and is on track.

Reply #70 Top

Great job! Next time I drive next to the compuware sport arena, I should drop a pack of high-quality Michigan beer.

Reply #71 Top

Quoting Derek, reply 68
Yes, the patch is scheduled for today and is on track.

 

Thx! :) Can´t wait to play Resoln. Spider units...yeah. ;P

 

EDIT/

Its up...

Reply #72 Top

Quoting Derek, reply 68
Genera

Hi Derek,

When are you going to show the UI a little love for me?  Beta 4 or can we get some updates before then?

Reply #73 Top

The patch is up.  Please post and issues in the bug forum.

Reply #74 Top

Wow! So many much-needed changes! Excellent work, Stardock! Going to spend the rest of the day trying it out. Thanks again!  :andrew:

Reply #75 Top

It's up on the products page.