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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

 

74,138 views 109 replies
Reply #101 Top

Quoting Foxd1e, reply 93

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.

I'm almost positive that that is a bug, as it's not that they don't have 1h Lightning Pike (or the Ice Spear), they don't have them at all, 1h or 2h. Even more suspicious when compared to the new Axe Mastery that DOES let you dual wield the magical axes. Also, is it me or is it kind of weird that there is no magical axe at the level of the Lightning Pike or Boreal Blade so the best axe weapon ends up being a regular Great Axe from the Warfare tree?

Reply #102 Top

I really like the new warrior tree. A lot more fun than it was before.

 

And dual great axes...that's just a trait of major badassitude! Love it :D

Reply #103 Top

Quoting hit0kiri, reply 102
And dual great axes...that's just a trait of major badassitude! Love it

Just started a Yithril game for exactly that reason. Verga dual-wields right from the start too.

EDIT: ...and right by my base, I found dual burning axes. Verga is officially the most metal sovereign ever.

Reply #104 Top

The dual-wielding axes are bad-ass, but I also really liked those 2H swords and hammers. Isn't there a way to leave them in and allow us to choose eligible weapons for upgrades (weapons not selected would never be used by that unit when upgrading)? For example, I'm designing a unit as normal, but instead of the Upgrade option at the end of each row of a certain weapon type, there's just one button. Selecting it makes all weapons my faction can ever unlock appear, with the ones I don't have researched yet appearing semi-transparent. I can then click on multiple weapons, with each weapon clicked on being highlighted as I go. Shields are moved from the Armor screen to the Weapons screen. If the unit has a shield, 2H weapons are not selectable. Using this method, I could easily tell my Club wielding infantry to upgrade to a 1H Axe. I could also do things like tell it to ignore weapons that require crystal by not selecting those. Armor would use the same selection method. Potentially it could also be used on the Equipment screen to allow the unit to upgrade from rings to amulets, but that's potentially trickier and less important.

Reply #105 Top


:)  I'm really loving the new Warrior tree ... makes it worth selecting.

 

And THANK YOU THANK YOU THANK YOU for fixing the units/cities bar disappearing when you load a saved game.  I've been loading and reloading saved games, and the little bar is still there.  :grin:

 

Now I can happily play away without wanting to scream in frustration. 

 

 

Reply #106 Top

Did rivers not showing up ever get fixed? I know it was still in version previous to .75 and don't see it in the changelog.

Reply #107 Top

Hmm, is it just me or is 0.75 LESS stable then 0.51? I get frequent crashes ever since upgrade. Of course, I have started new game and actually remade all custom sovereigns and factions for this version (deleted old ones). I noticed that streamers also had frequent crashes.

Reply #108 Top


The tile info window now shows the owner of owned terrain

Finally, I don't have to wonder who the heck resides there when I discover colored borders on the map!

But I still have to guess where the heck people who I meet the first time are coming from (since that dialog can pop up without a single unit or border from the person in question on the map).

Reply #109 Top

I am getting frequent crashes also.  I did not crash at all before .75 and now I get crashes every few turns randomly.  Going back to how FE was for me with the last patch.