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 #101 Top


How come when I conquer an area and kill the defending drake(s) at the map location the drake nest disappears and I don't get to build any drakes?  I liked them, just thought new drakes should start at level 1 or 2 not 11...

Reply #102 Top

Quoting cparkin01, reply 101
How come when I conquer an area and kill the defending drake(s) at the map location the drake nest disappears and I don't get to build any drakes? I liked them, just thought new drakes should start at level 1 or 2 not 11...

Unless you were playing as Umber that was a bug. The Serpents Pact trait is what allows you to get Drakes.