DerekPaxton DerekPaxton

Fallen Enchantress 0.98 Changelog

Fallen Enchantress 0.98 Changelog

 

 

 

Features

Added a bunch of new random events like "Return of the Titans", "The Lost Protector", "The Syndicate Responds", "Unearthed Treasures" and many more

Air Elementals and Crow Demons can fly (ie: they can pass over all terrain), a rare event may allow a player to gain this ability

If you fail a battle in a quest the monsters remain in that tile and you can return later to reattempt killing them and progress the quest

New Choose World and Choose Opponents screens with new options

Added the Governor's Office improvement- Town only, improves the production per material in all cities

Added the Despair spell (drains life from all enemies)

Added the Delin's Breath spell (shoots a fireball at all enemies)

Added the Coal Stones spell (shoots a lance of fire at all enemies)

Added the Propaganda city enchantment spell (air spell, increases gildar in the city)

Added the Oppresision city enchantment spell (death spell, reduces unrest)

Added 12 new achievements (winning with the different victory types, defeating various unique creatures, etc)

SpawnMonster's game modifier can now specify what groupingtype a given unit comes in (so an encounter can now specify a group of monsters)

ChangeWorld game modifier added that allows anything that uses a map based game modifier to change anything in elementaldefs.xml

ChangeMovementType game modifier added that allows things to change a unit's movement class (such as to flying)

Units given to player via a quest or event can now be given their own names (Like "Bob") instead of it having the unit type's display name.

The GiveItem modifier can now override the name of the item and the description.

Added the Summon Abomination spell (quest unlock)

Added the Titan's Imp spell (quest unlock)

Added a game option to disable moving in the tile in tactical combat (if its selected units won't move to the edge of the itle and back to attack/defend)

Added Prior and Next buttons to the build and train windows so you can jump through your cities from those menus.

The city levelup window shows the cities stats so you can make a more informed decision when picking your improvement.

All new tile designs for each of the city types at each level

Lots of new tactical arenas for quests (dungeons, temples, ruins, etc)

 

Fixes

Fixed an issue where units couldn’t be killed on the strategic map (if, for example, you did enough damage through a strategic spell)

Fixed an issue where you could pull up the WoM lorebook when you clicked on resources

Fixed bug where objects that were exposed but under fog were not being displayed on map after loading a saved game

Fixed crashes

Sacrifice now correctly gives 1 mana per population lost

Wall of Fire is now correctly listed as a city spell

Fixed an issue where hitting the space bar with your unit selected would not go to the next unit

On start of new turn, game will select the first available unit if possible

Fixed bug that caused stackable spells to not be able to be cast on a city (they don't care about essence)

A unit on auto pilot will now cancel their destination if they come within range of a threat

Fixed animation bug that caused monsters to run in place

Fixed the True Strike ability

Fixed a bug with the Impulsive trait and tactical battles, wherein the initiative list would display wrongly for the first turn of impulsive units.

Fixed a bug where rearranging the build queue could allow you to rush things at the old items cost

Fixed bug where improvements with player-wide modifiers (such as modifying faction-wide unrest with the prison) applied those modifiers twice on completing construction

Fixed bug where, when ZOC ownership changed and a life/death shrine was destroyed, the shard it was built on top of did not flip

Fixed a bug where pedestrians were shown on city walls under FoW

Fixed a bug where particle effects were showing up under the FoW

Removed gear from units in the Trade Proposal Window

Fixed an issue causing the health bars in tactical to not update

Fixed an issue with missing icons for empty lots

Fixed the Lucky faction ability

Fixed an issue with the Palace and Black Market medallions

Population tooltip won’t show an overflow number when growth has stopped (instead it says “Lack of food is preventing growth”)

Fixed bug where you could double-click a tactical spell entry in the spellbook in strategic mode and be allowed to cast the spell

Fixed an issue allowing all ai players to train Ironeer Pilgrims

Added a minimum cost to rush production to 25 (you can no long rush and get money back)

Fixed the icon for the Garrote Lair

Fixed some obsolete intro text on custom sovereigns

Fixed the Blacksmith

Removed references the finding "magical" items when the random item rolled may not be magical

Fixed an animation blend issue when zooming to cloth map mode (the infamous mire skath proctologist issue)

 

Balance

Increased the dodge bonus on the cloak of shadows, darkling cloak, dancing boots and cloak of the night

Throwing knives require weaponry instead of weaponsmithing

Meditation spell is available to all sovereigns

Nerfed Obsession

Increased the attack on the Sindarian Staff and placed it on Weaponry

Arcane Weaponry requires Weapons of War

Arcane Armor requires Heavy Armor

Dark Wizards can cast Despair

Titan's can cast Delin's Breath and Despair

Wilding Shamans can cast Coal Stones

Heart of Fire's effect is reduced and made a Fire 1 spell

Sovereign's Call made into a Life 1 spell

Staff of the furnace enables the Coal Stones spell instead of Flame Dart

Raised bow damage slightly

Removed the production bonus on Mining

Removed the food and production bonus on Construction

1st level Shard shrine costs increased from 48 to 100

2nd level increased from 105 to 150

Apiary cost increased from 40 to 100

Barracks increases accuracy of units from 10 to 15 (was previously identical to training yard)

Brewery increases faction wide food benefit from 20 to 40

Butcher increases faction wide food benefit from 15 to 20

Darkling camp cost increased from 40 to 100

Asok camp increased from 88 to 120

Storm dragon camp increased from 40 to 100

Wilding camp cost increased from 40 to 100

Command post increases accuracy from 10 to 20 (10 was the same as the original training yard imp) and Training discount increased from 25% to 33% (25% was the same as the barracks)

Cost of building mines/farms increased from 40 to 100

Cost of higher level blds increased proportionately

Festival growth bonus increased from 1 to 2

Granary food benefit reduced from 60 to 40

Markets can only be constructed in towns (and no longer related to merchants)

MerchantCrossBazaar can now only be built in towns

Missionary Halls can now only be built in towns

Blocked Ogre's from being able to access eDisharmony, PlayGoblin and PentHut websites

Store house food benefit reduced from 30 to 20

Tax Offices can now only be built in towns

Tax Offices provide a 25% city income bonus

Theater faction prestige bonus increased from 2 to 4

Training Yards also now provide a 10% unit training discount

War College accuracy bonus increased from 10 to 25

War college training discount increased from 25% to 50% (was identical to barracks), training level bonus increased from 1 to 2 (was identical to command post) and Intiative to defenders increased from 2 to 4

Based production per material decreased from 6 to 5

Non contiguous unrest penalty increased from 10 to 15

Aura of Might requires earth 1

Enchanted Hammers gives +1 Material instead of +5 production per essence

Minimum cost to rush production is 25 gildar (you also can't get money back from rushing)

Rebalanced armor (made it weaker)

Increased the damage of high tier weapons slightly

Stoneskin reduced from 6+3 to 4+2

Strike Garrison becomes a level 3 fortress upgrade instead of level 4

Gallows becomes a level 4 fortress upgrade instead of level 3

Gallows negates the unrest penalty on production instead of reducing unrest by 10%

Watchtower provides the defending city with a free catapult

Infirmary improves growth by 1 instead of 0.5

Moved the Slave Pen and the Labor Guild to Logistics

Removed the Guilds tech (wasn't worth having a single 1 per faction improvement on it)

Reduced the Minimum turns to Construct or Train from 3 to 1

Reduced the research cost of construction

Switched the Guild Grocer from +1 hp per grain for units trained in that city to +10% hit points for all of your units

 

 

AI

Added IsTargetWorthy xml defined checks to spells for the AI.  So we (and modders) can define conditions where the AI won't want to cast a spell (ie: don’t cure a unit with less than 5 defense, don’t haste a unit with less than 10 hp, etc)

Modified the algorithms the AI uses with pioneers -- THANK YOU to players on the forums who post detailed AI analysis. Keep doing it please!

Changed the way units evaluate whether to target enemies based on whether enemy appears to be going after a city (AI units previously didn't generally attack an enemy unless they thought they could win or if they were part of a larger army group. This led to situations where a player could send a powerful army into the heart of enemy territory with AI units just standing around, afraid to attack rather than sacrificing themselves to wear down the player's mega stack) -- again, thank you forum users!

Fixed a monster AI bug where the monster AI player didn't "see" that a monster had units until the FOW code had activated it. This caused Lair monsters to just sit there sometimes until they entered a unit's FOW (player or AI).  Now, "hidden" monsters will do stuff off screen. Another report from the forums.

Monster behavior now depends on their intelligence

Intelligent monsters more likely to attack and destroy pioneer improvements

World difficulty affects likelyhood of monsters attacking pioneer outposts

Monsters more likely to target unescorted pioneers

AI more picky about whose equipment they upgrade

AI generally more aggressive about upgrading cities

AI beahvior when determining what to build in cities is now heavily dependent on that AI's personality (War Monger vs. Civilized, etc.)

Diplomatic relations more affected by which AI personality it has

Fixed bug that kept AI from being able to cast certain enchantments on cities

Tactical AI significantly improved (lots of new APIs to determine behavior)

AI can now "see" unit abilities that are unit buffs

Lots of AI work on the prioritization of building improvements, units, etc. (XML based work)

AI Relation Modifier changes:

Close borders relations penalty: -2 to -1
You are far away so we like that: +2 to +1
You have more diplomatic capital than I do: +2 to +1
You have a crapload more dip than I do: +3 to +2
Sheesh, get a freaking life, your dip capital is just...offensive: +4 to +3
You're bribing me with money: +3 to +1

AI diplomatic relations now more sophisticated, uses more AI personality traits

Changed selection behavior to not automatically select units that have a destination

Fixed an issue keeping monsters from casting spells

AI will use strategic offensive spells against units

Attempt to fix issue where the AI will offer you tribute but the title of the dialog says "demand tribute"

Smarter evaluations on when to ask or demand tribute

 

 

Cosmetic

New font rendering system (I know this sounds boring, but it is so awesome, everything looks so much better)

Tile Yields show up in the explored FoW (so if you find a good location to found a city you can still see it even if you don't have a unit in line of sight)

Spells support particles going out to each enemy

New city hub medallions for each city level and color themed for city type (so it's easy to look at your empire tree and see how many fortress, town, villages and conclaves you have)

Shortened the city upgrade window text (it didn’t fit for large city names)

City type is designated on the cloth map city icon

Fixed a missing icon for the Garrote lair

Updated the Hiergamenon

Fixed some spell descriptions that didn't fit on the levelup tooltip

All trainable units show up in the research tree now

Lots of new sfx

Modified camera behavior so that the camera doesn't whip away when a unit goes into battle

UI more aggressively in showing hour glass when the game gets busier

Added a unique sound effect to the City conquered report notifier

New animations for Mites

Improved the Economy Ledger window

You can now see all your treaties with a player on the foreign relations screen and that treaties remaining duration

You can see your top bar when a treaty proposal comes up so you can see how much gildar, etc you have available

Added acceleration to camera snap back to prevent camera from round house kicking players in the face

Added on hit particle effects to all weapons that do elemental damage

Cliffs don’t lip with each other anymore (those little flickering glowy bits aren't magic cheese as we had previously claimed)

 

 

 

 

 

 

130,844 views 153 replies
Reply #101 Top

In NZ it is already the 20th - can I have it now :)

 

I can't think of a game that I have put so many hours into since - well a long time. For that reason alone when, in the future, I look back and think about 2010-2013 it will be associated with WOM and FE - well done people.

I look forward to each update and check this website daily to so see if there are any cool updates. Sometime the detractors get a bit much all pulling in different directions and needing after-care and reassurance, but I try to ignore them as I simply enjoy playing this game already and know with certainty that it will get better and better.

Reply #102 Top

I think it'll be the visuals people notice first. I mean, instantly. At least, we hope so.

Reply #103 Top

"Blocked Ogre's from being able to access eDisharmony, PlayGoblin and PentHut websites"

Hmm, this seems to favor Empire players over Kingdom players, since no one has said anything about blocking Ironeer units access to slashdot.org or Mancer units wasting their turns on FaceScroll. Whats with that? Or were they blocked earlier and the ogre's simply overlooked?

 

Reply #104 Top

Quoting seanw3, reply 85
Wish the 3 turn minimum was in the changelog, lol. I could have saved some page space on the internet.

I for one enjoyed the read, very well written IMO.

Quoting Frogboy, reply 102
I think it'll be the visuals people notice first. I mean, instantly. At least, we hope so.

I'm sorry, my new challenge is I play the game blindfolded, no visuals for me, I play with sound only.

Sincerely
~ Kongdej

Reply #105 Top

I turn off the sound and the visuals. I play only according to how much heat comes off my GPU, and the taste of tears from the AI as I crush them.

+1 Loading…
Reply #106 Top

Beauty !

When Frogboy posted his Reply #76, this morning, stating that he understood that the 3-turn-minimum-build requirement was  NOT  in the Beta 5, that was a  Great Moment !

Then, this afternoon, when Frogboy posted his Reply #102,

Quoting Frogboy, reply 102
I think it'll be the visuals people notice first. I mean, instantly. At least, we hope so.

                                                                                            he made it even better. 

Damn, this has been a good day; and it isn't even Nightfall yet !   I am really looking forward to the release of the Beta 5 tomorrow.  Thanks, Derek, Frogboy, Paul Boyer et. al.  and all the hard-working folks at Stardock.         

Again,  you guys rock ...         :thumbsup:

 

Reply #107 Top

It's hard to comment about something until I get to test it.  However if it plays as good as how the changelog reads.. Well damn.  I'll be agreeing it's close to finish. 

Reply #108 Top

Really looking forward to the visual enhancements in this update, as well as seeing some of these new screens that are mentioned.

One thing I didn't see mentioned in the UI is how non-contiguous ZoC's penalty's are displayed. Are they listed in the tooltips/expanded sections that detail bonuses and penalties?

I'd also love to see some more attention given to ZoC. When it will expand next, the factors that show why it's as large as it is, etc. Civ V's culture mechanic comes to mind as a good example of showing this info. It gave some great insight into how it worked and what to expect when it changes next (or do about it).

Great job, SD crew! The end is near (in a good way).

Reply #109 Top

Quoting Heavenfall, reply 106
I turn off the sound and the visuals. I play only according to how much heat comes off my GPU, and the taste of tears from the AI as I crush them.

After listening to my graphics card fan kicking into high gear every few minutes, I think I can play blind folded too. Time for a new computer :)

Reply #110 Top

Well all I've gotta say is I'm enjoying the hell out of this game with world difficulty insane and AI expert. Fun stuff.

Reply #111 Top

Derek and brad - any feedback about fixing the floating waterfalls glitch at the end of rivers? It's not in the current change log, and while it may seem like a small issue it can really break immersion and ruin an otherwise excellent gaming experience...

 

Thanks, bendiwolf

Reply #112 Top

Come on then, where is it?  I have been waiting here since 1.30pm, it is now 2.23pm.  How much longer do yo expect me to wait?

Reply #113 Top

Quoting Tattyhat, reply 113
Come on then, where is it?  I have been waiting here since 1.30pm, it is now 2.23pm.  How much longer do yo expect me to wait?

 

I think we should sue.  Not only did they fail to meet our expectations and treat game mechanics exactly as each of us want, they won't produce betas precisely when we desire them, either.  Summon the lawyers! >:( :banhammer:

Reply #114 Top

Had another look at the changelog and behold:

"Reduced the Minimum turns to Construct or Train from 3 to 1"

(Third line before end of Balance listing). My apologies for jumping on the bandwagon of the 3 turn minimum.  

Glad that is off the table  :D

Looking forward to trying out the new changes :thumbsup:

Reply #115 Top

Is it out yet? Is it? Is it? Hmmm... ?

Reply #116 Top

Quick question about this item:

 

Attempt to fix issue where the AI will offer you tribute but the title of the dialog says "demand tribute"

Smarter evaluations on when to ask or demand tribute

 

Should the AI ever offer tribute voluntarily? I can't think of an instance where this would benefit the AI.

Reply #117 Top

I could see it as part fo a bigger deal.  As an attempt to make peace or in trade for a bunch of Knowledge or Metal (if the AI was hurting for it).

Reply #118 Top

Doesn't tribute enforce peace for 30 turns?  That's a very good reason to offer trubite

Reply #119 Top

it's available now :)

Reply #120 Top

I need to start taking PTO on Thursdays. Being at work with a new update sux.

Reply #121 Top

Quoting Derek, reply 118
I could see it as part fo a bigger deal.  As an attempt to make peace or in trade for a bunch of Knowledge or Metal (if the AI was hurting for it).

 

Sweeten the deal when desiring an alliance?

Reply #123 Top

The Beta 5 (v0.980.062) became available around Noon, Mountain Daylight Time (or perhaps a little before) - equates to 1:00PM Central Daylight time.

On my (rather slow) InterNet connection, download took only about 3 minutes and 15 seconds.  The Patching process ("Visual Patch") took perhaps another 2 minutes, making this the fastest update/download that I have seen thus far.  Worked beautifully, straight through ...

New opening Animation, and narration, (actually, I think it is the restoring of a  MUCH  earlier one) immediately gets your attention:

     "The World of Elemental is devastated ... broken by a War of Magic ..." 

 

So ... Life is looking good ...    :thumbsup:    ...  I may be resurfacing in a few hours ... or maybe not ...     o_O    

Reply #124 Top

The fonts look amazing :thumbsup:

Reply #125 Top

Game is working fine for me, and as a first impression I must say I'm stunned by the much improved graphics at this late stage of the game, awesome job :thumbsup: