DerekPaxton DerekPaxton

Fallen Enchantress: Legendary Heroes 0.75 changelog

Fallen Enchantress: Legendary Heroes 0.75 changelog

*** Released 4/4/2013 ***

Features

New Warrior trait tree

Removed Axeman 3
Removed Bruiser 3
Removed Lethal 4
Removed Lethal 5
Removed Swordsman 3
Pack Tactics can now be learned as a warrior ability
Added the Parry warrior skill (grants an additional counterattack with any weapon)
Added the Reckless warrior skill (increases attack, lowers defense)
Added the Blade Rush warrior ability (charge through a line of up to 3 enemies, damaging them all)
Added the Decimate warrior ability (attack that does additional damage for every member of the enemy group)
Uncontrolled Rage can now be learned as a warrior ability
Added the Expert Spearman warrior ability (+25% Attack when Impaling)
Added the Master Spearman warrior ability (+50% Attack when Impaling)

MaxTotalTileYield can now be set in ElementalDefs.xml (for modders)

New system for weapon upgrades where we can define types (so axemen always upgrade with axes, swordsmen with blades, etc). http://screencast.com/t/hFi0HwYz

Axes are now 2 handed (to remain consistent and support axe upgrades at all tiers)
Short Sword moved to Blacksmithing
Pike moved to War Colleges
Removed the Greatswords
Added the Great Axe (so there is a late game axe, all the trained blades are now 1 handed and upgrade to the longsword and Boreal Blade)
All Mauls are now 1 handed and have their damage reduced (the Gilden Sledge damage is reduced only slightly 

Added the Pendulum Axe (late game axe that does bonus cleave damage)

 

Fixes

Fixed a hang when you open up the army screen on units that aren't yours

Fixed an issue displaying the unit path if you have a subunit selected

Fixed an issue that could cause champions not to get placed if there isnt an empty tile around your sovereign

40% less Ogre Crotch (we are getting close to 0 Ogre Crotch)

Fixed an issue keeping Raza the Wild from animating when he was using a magic staff

Fixed an issue where Apiary's weren't giving their unrest bonus

Fixed an issue where Ancient temples weren't giving their research bonus

Fixed a bug that could cause units to point the wrong way at the start of a tactical battle

Fixed the Curse spell

Fixed an issue making Trainer 4 upgrade from Trainer 2

Fixed the Heart of the Glacier's Blizzard ability

Fixed a hang in tactical combat with high move units on small maps

Fixed crashes

 

Balance

Removed the cast time from the Demonic Ally spell

Maul reduces accuracy by 15% per attack, instead of by 15 points

All tactical summons that effect surrounding enemies can now be cast anywhere (instead of just beside enemies)

Holhiarn Pike does bonus Impale damage instead of giving an accuracy bonus

Decreased starting point min distance from 12 to 10

Decreased min distance between improvements from 4 to 2

Now when you get a shield from a goodie hut it won't allow you to equip it form the item popup if you have a 2 handed weapon equipped (since it would leave you without a weapon)

Switched the Braided Belt from Blacksmithing to Armor

Attacks on prone units always hit

Prone units show their counterattack hit chance as 0%

Yithril's Great Axes faction ability (renamed to Axe Mastery) gives them dual wield versions of all the axes.  They cost more to produce and buy but they have higher attack and init.

 

AI

Overhaul of AI for use with Legendary Heroes

AI more flexible with its tax rate

AI does a better job of choosing its technologies based on world conditions

AI's focus on defending cities varies based on which player it is playing as

Fixed stupid bug that negated all the intelligence behind city upgrading (the order of the items in the vector is was choosing from got randomized by the function that gathered them resulting in random choices). This alone makes a huge improvement.

AI much better about choosing units to train (you should see a lot more mounted units)

AI now bases its economic / miltiary trade offs more based on what player it is playing as

AI bases whether to train pioneers versus letting a city upgrade to the next level on what player it is playing as

AI places more value on the perks a unit design has when deciding what unit to train

AI much better at differentiating the stats of a unit when picking what design to use based on what type a unit it is (i.e. archers / vs. melee, etc.)

AI unit design algorithm updated based on the tactical battle setups in LH

AI unit design algorithm now takes into consideration the personality of its sovereign

AI uses strategic spells more often (still not often enough, working on this)

Fixed AI bug where an AI player could bribe another AI player to declare war on a third player without taking non-aggression pacts into account

Fixed AI bug that made it hard for AI players to ever go to peace with one another

AI monsters more intelligent in tactical battles (no more webbing ranged units)

 

UI

Consolidated places where armor pieces are shown in the UI to just show one piece that represents the whole set (you can still design with specific pieces in the unit design window)

Switched the order of the appearance tabs in the create sovereign window to the order most players go through

New water, reflective, partially transparent, instant water! (just add water)

The city HUD now shows how many turns are left in constructing/training

The tile info window now shows the owner of owned terrain

 

74,191 views 109 replies
Reply #76 Top

Why dont have separate line in the editor for (early) one handed axes and (late) two handed swords? I can imagine one might want to have early durable axemen with shield and cleave and late swordsmen with heavy counterattack.

I fully support unlocking greatswords for units late game, justone or two swords at the end of the tech tree. I wouldn't put techs that end early like single handed axes in though, its a lot more fun to unlock a new type of weapon mid game than it is to lose one.

7. Magical Staves (elemental damage)

It would be great if at some point magic staves got special abilities. Add some spells like thunderstrike or a cone of flame damage.

Fallen Enchantress: Legendary Heroes 0.75 changelog

Does 0.75 mean we wont be seeing this patch for awhile?

A second critique of the mages are that the summons such that they are independent of the spell trees as they are.

We really seem to be moving away from the base element traits. They are expensive and interesting traits with a lot of work behind them that really help define characters, it just weird they keep getting forgotten and misused.

Fire mages should summon fire elementals, fire shrills and ignys, earth mages should summon earth shrills, earth elementals and crag spawn.  Spending those 2 trait points to unlock schools should affect Summoning! Also can we get some summoner champions in the world? Not just a mage defender who can cast summon cave bear, but a lv 3 champion with some summons, I realize that nearly impossible with current summoning system, but that just shows how its broken.

Reply #77 Top

Quoting Derek, reply 69

 

7. Magical Staves (elemental damage)

 

 

Shouldn't this be (ranged elemental damage) ??

Equipping all staves with ranged attack allows for the caster to be 'back-lined' which is VERY important when the melee starts right away in combat.

Imo, the mage skill tree should also have a series of attributes that increase the potency of Staff attacks, should they be equipped with a staff of the same elemental type that they are focused in. This would encourage mages to persue arming themselves with staves insted of other melee or ranged weapons.

 

Reply #78 Top

Quoting GFireflyE, reply 77
Imo, the mage skill tree should also have a series of attributes that increase the potency of Staff attacks, should they be equipped with a staff of the same elemental type that they are focused in. This would encourage mages to persue arming themselves with staves insted of other melee or ranged weapons.

And certainly help speed up initiative times, too, versus needing to hold a dagger to do that. A staff should make casting more powerful and beneficial, rather than relying on a melee weapon.

Reply #79 Top

Quoting Stupidity10, reply 76
We really seem to be moving away from the base element traits. They are expensive and interesting traits with a lot of work behind them that really help define characters, it just weird they keep getting forgotten and misused.

Fire mages should summon fire elementals, fire shrills and ignys, earth mages should summon earth shrills, earth elementals and crag spawn.  Spending those 2 trait points to unlock schools should affect Summoning! Also can we get some summoner champions in the world? Not just a mage defender who can cast summon cave bear, but a lv 3 champion with some summons, I realize that nearly impossible with current summoning system, but that just shows how its broken.

 

Agreed 100%. I'd like to see the elements incorporated into all of the hero classes as well. I think it would be fun if a warrior with a fire spellbook has access to a different branch of skills then a warrior with air for example. It would make each hero a bit unique. 

Reply #80 Top

Quoting gumbostu, reply 79
Agreed 100%. I'd like to see the elements incorporated into all of the hero classes as well. I think it would be fun if a warrior with a fire spellbook has access to a different branch of skills then a warrior with air for example. It would make each hero a bit unique.

+1

Reply #81 Top

Quoting jet800, reply 80


Quoting gumbostu, reply 79Agreed 100%. I'd like to see the elements incorporated into all of the hero classes as well. I think it would be fun if a warrior with a fire spellbook has access to a different branch of skills then a warrior with air for example. It would make each hero a bit unique.

+1

 

Really like this idea as well.   Let's bring more specialization along with the elements.   

Reply #82 Top

I think we would need a more complex Prereq system for this.

Reply #83 Top

This update is going to be really good! I'll wait for it to come out to play. By the way wasn't this patch 0.52?

Reply #84 Top

There is a clear inflation in version numbers here. Its like the US printing dollars to save the economy.... :)

Reply #85 Top

Quoting FatNonFree, reply 83

This update is going to be really good! I'll wait for it to come out to play. By the way wasn't this patch 0.52?

I think it's their way of telling us that the next beta release is going to be a while X(

Reply #86 Top

Yithril's Great Axes faction ability (renamed to Axe Mastery) gives them dual wield versions of all the axes. They cost more to produce and buy but they have higher attack and init.

Fighting Yithril is going to be terrifying.

Reply #88 Top

Quoting DsRaider, reply 86
Yithril's Great Axes faction ability (renamed to Axe Mastery) gives them dual wield versions of all the axes. They cost more to produce and buy but they have higher attack and init.

Fighting Yithril is going to be terrifying.

The Juggernauts.....

 

Love it though! Lots a flavor and its good that Yithril gets that expensive but monstrous feeling again.

Reply #89 Top

Quoting Derek, reply 87

http://screencast.com/t/qapOkXLwRf

Yes it is.

Now I can't stand it no more... when is this update coming...  dual weilding axes and all these other goodies is making this into a spectacular game day.

Reply #90 Top

It is out

Reply #91 Top


how come it's not updating for me?

nevermind... I logged out and back in again... that seemed to work.

Reply #92 Top

The city HUD now shows how many turns are left in constructing/training

Nice little enhancement!  I like.

Reply #93 Top

And I was going to give a suggestion to Allow some units to Dual Wield, Stardock read my mind. Also I think 2handed swords should still be attainable, like Sythe of the Void (I'm still wondering when you guys are going to fix that spelling error) just not researchable. So that heroes can have something special. Also can Kraxis get a lategame spear besides the Lightning Pike, it's a good weapon but it's not worth using over a big 2h sword like SOTV or Heart of the Glacier, or Sword of Wrath, and thats the 2h version, Kraxis 1h Lightning Pike I'd still rather use a Boreal Blade, Heartseeker, or Pyre Brand. So maybe we can get an endgame spear on par with those swords and the Doom Weapons, and Kraxis can get a 1h version of it. Can't wait to see how the AI does now.

quoted Hit0kiri "True, but defenders get way too few hitpoints to be good tanks."

Not Gilden defenders :grin: they have lots!

Update: Wow just noticed Kraxis got nerfed, no 1h Lightning Pike anymore even. I don't think they were even competitive before that loss. We definitely won't be seeing a stronger 1h spear then I take it.

Also the description for the RoyalGuard at the end of Gilden's magic tree is the same Description as the Paladin you get from the same tech. Different stats, same description. Starting with the words Paladin. :blush:

Reply #94 Top

I do wish we'd see more dual wield type weapons.  Maybe something like a sword and dagger, or twin daggers?

 

Maybe when you put Capitar and Urxen in the next expansion (this game isn't finished until they come back)

 

Reply #95 Top

Quoting Alstein, reply 94

I do wish we'd see more dual wield type weapons.  Maybe something like a sword and dagger, or twin daggers?

 

Maybe when you put Capitar and Urxen in the next expansion (this game isn't finished until they come back)

 

Yeah I just made up fake leaders for them to have them in my games.

Reply #96 Top

I like the idea of Assassins dual wielding daggers.

Reply #97 Top

Oh, another suggestion: Throwing Axes for Yithril high up on the tree, do more damage than knives.

 

 

Reply #98 Top

Woa, umm ok I like the new way the upgrade lines work...  And I get we're going for fun more so that realism here.... but isn't dual wielding Great Axe's getting a bit into just plain silly territory?    Dual handaxes, sure... but a Great Axes in each hand..?    Whilst mounted...?   o_O    

 

But maybe i'm in the minority on this one.   

Reply #99 Top

Quoting abob101, reply 98

Woa, umm ok I like the new way the upgrade lines work...  And I get we're going for fun more so that realism here.... but isn't dual wielding Great Axe's getting a bit into just plain silly territory?    Dual handaxes, sure... but a Great Axes in each hand..?    Whilst mounted...?       

 

But maybe i'm in the minority on this one.   

 

Yes, you are. None of this is even close to realistic. 

We love you anyway ;)

Reply #100 Top

Dual Wielding Great Axes...

"You keep using that word. I don't think that word means what you think it means."

Lore - How Juggernauts are made... somebody told a Yithril that their great axes are really hand axes... They grew into a beast and then he showed them how great their axes are...

I really like the fact there are dual wielded great axes.