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Fallen Enchantress: Legendary Heroes 0.85 changelog

Fallen Enchantress: Legendary Heroes 0.85 changelog

*** Released 04/26/2013 ***

 

Features

Added the Cautious Sovereign ability (allows the sovereign to escape from battle)

Added Sovereign Bond as a sovereign talent (allows the sovereign to summon familiars)

Added the Soldier’s Boots (available for unit design, +1 init)

Added the Soldier’s Gloves (available for unit design, +5 accuracy)

Added the Soldier's Cloak (available for unit design, +10 magic resist)

Added the Scaled Cloak (available for unit design, +25% fire resistance)

Added the Warboar monster

Added the First Aid Kit (available for unit design, +2 hit points and +1 healing rate)

Added Rations (available for unit design, +3 hit points)

Added achievements for winning as Capitar and Umber

New tactical maps added

 

Fixes

Fixed an issue keeping the Life V icon from showing up

Fixed an issue keeping pikes from upgraded to lightning pikes

Fixed an issue keeping longswords from upgrading to boreal blades

Fixed bow upgrades

Fixed an issue with chainmail gloves issue that was cuasing them to recolor with cloth color 2 instead of metal color

Fixed an issue with the chainmail hood that was keeping it from being recolorable

Lots of fixed stamps from Parrottmath

Lots of updated tactical battles (blocked tiles set)

Fixed bug where part of the improvement loading process didn't get told it was loading a game, which could cause modifiers to get reapplied when they shouldn't be

Fixed bug where you could get repeat recruited champions after loading a game

Fixed an issue where if you had an army led by a champ that was not the sov, and he died in battle, but the rest of your army won the battle.  When this happened the entire army would be transported back to a city and immobilized rather than just have the champ that fell in battle be injured and stay with the army on the map

If a unit is standing on a city at the end of its turn, and it doesn't have a destination set to leave at the start of the next turn, it will auto station that unit in the city

Roads will now not pass through wildlands.  When a wildland is cleared, each city reevaluates its connections with other cities and has another chance to build a road if applicable

Fixed yields on captured Deorcnysse

Fixed a clipping issue on cliff corners

Fixed an issue allowing caravans to be killed even if you have the legacy of serrane

Fixed an issue with the Produce Mana project

Lots of fixed tactical maps

Fixed an issue keeping some traits form being applied after a game was reloaded (most notable with the Veteran and Experienced traits)

Fixed an issue keeping Shield Bash from showing the damage

Fixed an issue with guarded strike not proving its defense bonus

Fixed crashes

 

Balance

Reduced Charge from +3 to +2 and instead the training cost

Scholar moved from a talent to a profession

Padded Breastpiece added as a designable equipment

Reduced Stables from from 1 horse per season to 0.5

Reduced Kennels from from 1 warg per season to 0.5

Moved the Adventurer’s Guild from Heroes to Breon’s Letters

Arctic Wolf Cloaks no longer require a tech

Removed the Resistance bonus form the ring of embers, of the glacier and storms

Increased the training cost of mounts

Removed the init bonus form the Athican longsword

Decreased the amount that increased production pace increases production

Increased the strength of the bandits from the Bandit Lord ability

Increased the Noble profession from -5 Unrest to -10

Increased the Scholar research bonus from +10% to +20%

Reduced Warlock from +50% spell damage to +25%

Reduced the Fame from quests from 20 to 15

Balance gives +10 to dodge and -1 to init instead of +5 to dodge and -1 to hit points

Charge gives +1 moves and +2 attack instead of +3 moves and +3 attack

Defender gives +10 defense when defending instead of +5

Impulsive gives +2 init instead of going first in battle

Muscle gives +1 to attack and -1 to init instead of just +1 to attack

Strength is no longer a unit design trait

Reduced base trained unit accuracy from 70 to 60

Reduced maces init from -3 to -4

Reduced Battle Axe attack from 15 to 12

Reduced Boar Spear attack from 11 to 10

Reduced Short Sword attack from 10 to 9

Reduced Pike attack from 16 to 15

Reduced Longsword attack from 18 to 14 and +2 init

Reduced Great Axe attack from 21 to 17

Reduced Maul attack from 25 to 22

Removed the Heroes tech

The amount of Fame quests grant has been changed to be per quest instead of a global value (so more difficult quests grant more fame)

The army that didn't attack starts in defensive stance in tactical combat

Kasst increased from 1 move to 3

Increased the xp given from combat slightly

Reduced the level and hit points on Hergon Sows

Increased the dragon level int he Ghost Helm quest from 7 to 12

Razing cities does slightly more damage to surrounding terrain

Increased Ascian to 4 moves

Reduced the training cost of the Fast trait form 20 to 15

Horses give +2 attack and Init for their first action in combat (warhorses gives +3 to both instead)

Increased all Sharp weapons form +1 crit chance to +5

Increased all Razor weapons from +2 crit chance to +10 crit chance

 

 

AI

Monster behavior improvements

Fixed AI bug that kept it from "seeing" enemy armies approaching its cities in certain cases

Fixed AI bug where AI would declare war soon after having made peace

Fixed AI bug in tactical where it would cast tangled web on a ranged unit (edge case)

Razing cities does slightly more damage to surrounding terrain

Fixed diplomacy bug where the AI would seemingly declare war on you for no reason (there was a reason but not the one given)

 

UI

Better looking river banks from Kay

Pedestrians are no loner displayed in tactical battles

Added Mountains back to minimaps

Steam notifications now popup in the upper left corner instead of over the turn button

Added a new quest completion window

Consolidated all the upgrade actions into a single upgrade button

Added a new unit upgrade screen

Added icon category icons to the train screen (so you can see what type of unit they are)

Double-clicking on perk or path entries in the two unit level up screen will select the perk and close the screen

New texture for Ongr the Unbound

The spellbook remembers the last strategic spell you cast and starts there when you reopen it

Battle window now states what city is being attacked, if a city is being attacked

The camera will no longer recenter on your unit at the beginning of each turn if that unit was already selected

Previously we hid units in the train window if you didnt have any of the materials needed to train them (but they were greyed out if oyu had at least 1).  Now we display them greyed out all the time.  This caused issues where oyu would unlock mages or juggernauts but not see them because you didnt have any crystal or metal.

Now all the goodie huts you get tresure form have treasure chests in them (color based on how valuable they are)

635,065 views 212 replies
Reply #101 Top

@Wizard1200 - I like the general concept, but damage needs to scale per level and not be so tied to shards. Doing 6 points of damage against anything unless you find shards is nasty. It isn't as if we can train the mage in schools after the start of the game.

 

The way that the game is currently working, it makes sense to tie new spells to research like they currently do, but damage or affects scale according to how you have built the wizard, i.e. water two means you get + 2 levels to what ever 'water' type creature you summoned or +1 to area of affect, with specific spells tied to schools, like they currently do combined with the element school level as you are suggesting to whether or not you have trained high enough to cast it.

Reply #102 Top

Quoting fenwe, reply 101
It isn't as if we can train the mage in schools after the start of the game.

Go to Prociponee (if she is in the game) and get the appropriate books. You can train the mage into any school you wish.

Reply #103 Top

Quoting GFireflyE, reply 99
But damage isn't and shouldn't be the only thing a mage is capable of doing.

Summonings. Strategics. Logistics. Enchantments. These should also be structured into 'tech' trees such that as you level your mage, you spells become more potent....more flexible....more dynamic....more powerful....more spells.

Yes, the damage spells should be only one part of the mage and he should able to do many more things with his spells. For example mind control that works like silver tongue should be level 5 water spell or the teleport ability of the thunderstrike spell should be a seperate level 5 air spell without a casting time and without a cooldown.

Quoting fenwe, reply 101

I like the general concept, but damage needs to scale per level and not be so tied to shards. Doing 6 points of damage against anything unless you find shards is nasty. It isn't as if we can train the mage in schools after the start of the game.

The way that the game is currently working, it makes sense to tie new spells to research like they currently do, but damage or affects scale according to how you have built the wizard, i.e. water two means you get + 2 levels to what ever 'water' type creature you summoned or +1 to area of affect, with specific spells tied to schools, like they currently do combined with the element school level as you are suggesting to whether or not you have trained high enough to cast it.

I think the scaling per level could work if the player selects abilities that improve his spells. For example expert aeromancy (minimum level 4) could increase the number of air shards by 2 and master aeromancy (minimum level 10) could increase the number of air shards by additional 2.

I would really like to work as a freelancer to improve the magic system of legendary heroes by the way :)

Reply #104 Top

Quoting parrottmath, reply 102

Go to Prociponee (if she is in the game) and get the appropriate books. You can train the mage into any school you wish.

Incidentally, is there any way to learn life or death short of sacrificing a hero that has it?

Not that sacrificing a hero is a particular hardship in this case. 

Reply #105 Top

So, um, release today? PLEASE?!

Reply #106 Top

The spellbook remembers the last strategic spell you cast and starts there when you reopen it

Thank you!

 

Reply #107 Top

Why the nerf to Warlock?

It is already pretty mediocre. How many direct damage spells are there? 

Most Sovs start with zero.

Come to think of it, the whole magic system feels a bit clunky: a profession (sum or warlock) and magic schools at creation, followed by path of the mage, with more spells and traits similar to summoner and warlock.

Reply #108 Top

The spellbook remembers the last strategic spell you cast and starts there when you reopen it

 

Thank you! These are the quality of life issues I like seeing fixed. I can't wait to test out the new build! Any eta yet?

Reply #109 Top

The army that didn't attack starts in defensive stance in tactical combat

Fantabulous!

Reply #111 Top

Quoting parrottmath, reply 102
Go to Prociponee (if she is in the game) and get the appropriate books. You can train the mage into any school you wish.

 

Except for Life - you can't add life magic.  :(

Reply #112 Top

Quoting lelovelady, reply 98


I'd like to see (at some point) the ability to "build road to" - right now units with the build road ability have to move one tile, build road - move one tile - build road - this gets VERY annoying ... it'd be nice to select their current point as a starting point, then click "build road to" and click their ending point and have them automatically build a road from point a to point b.

 

Alternately, the button could be an on/off kind of button, like the explore button, where you click it once and it's on, then wherever the unit moves to he will build a road there, until you click it again to turn it off.  Then you could just move him around the screen with it on.

 

 

 

 

If we get road building it has to be done by worker/pioneer units this way. Of course they could add an automatic function for them like in Civ5 and give the workers a route to follow. It's alot more fun when you have workers that can be attacked by enemies and monsters. If it's just a build road from here to there order with no worker unit, what's the point in changing the current system afterall?

 

If roadbuilding is implemented properly, there also need to be an upkeep cost to them, so the whole world isnt spammed with roads. The benefits are faster movement and the trade routes/caravans. I also think that building 2-3 tiles of road per turn is far too quick. 3 turns for one tile on normal speed is more like it.

Reply #113 Top

Quoting NorsemanViking, reply 112
If roadbuilding is implemented properly, there also need to be an upkeep cost to them, so the whole world isnt spammed with roads. The benefits are faster movement and the trade routes/caravans.

I think this succinctly describes everything that is wrong about manual road building.  I hate it with a passion.  I am so grateful to not have to deal with the mundane minutiae of roads.

I think most of the issues with road-building would be resolved if the local road system were recalculated every time you found/take a new city.  It would be a little weird to have the roads redraw, but hey, roads are already magical abstractions.

Reply #114 Top

Waiting to see a patch note about this, but the way Heart of Fire applies it's attack bonus to each "figure" instead of per stack is a bit ridiculous.  +15 attack to a 5 man unit from a no upkeep spell is a bit over the top (3 essence city, could be more or less)

Also, the "closer, faster" combat is great, but most combat magic is uselessly weak, overexpensive manawise, and generally boring - particularly the spells that take multiple turns to cast.  Out of my 4 games, I have never been happy that I wasted the mana on the weaksauce that is Fireball, considering my Horsemen of Doom have typically already won the fight before it finishes casting.

 

 

Reply #115 Top

Quoting sweatyboatman, reply 113
I think most of the issues with road-building would be resolved if the local road system were recalculated every time you found/take a new city.  It would be a little weird to have the roads redraw, but hey, roads are already magical abstractions.

What are the issues "issues with road-building" that you mention and would be resolved if the road system was recalculated with new cities?

It is intended that the road system grows out of the way your empire grows.  That it may start with a single road between your first 2 ciites, then expand as additional cities are added and that it prefers those existing roads that are already in place.

We tested having a road from every city to every city.  It was a mess, basically every tile became roads (because the most efficient connection between 2 cities in each case resulted in lots of roads).  It looked horrible and it wasn't fun.  So the current system prefers existing roads so you get more natural looking roads.

Reply #116 Top

Quoting Derek, reply 115



Quoting sweatyboatman,
reply 113
I think most of the issues with road-building would be resolved if the local road system were recalculated every time you found/take a new city.  It would be a little weird to have the roads redraw, but hey, roads are already magical abstractions.


What are the issues "issues with road-building" that you mention and would be resolved if the road system was recalculated with new cities?

It is intended that the road system grows out of the way your empire grows.  That it may start with a single road between your first 2 ciites, then expand as additional cities are added and that it prefers those existing roads that are already in place.

We tested having a road from every city to every city.  It was a mess, basically every tile became roads (because the most efficient connection between 2 cities in each case resulted in lots of roads).  It looked horrible and it wasn't fun.  So the current system prefers existing roads so you get more natural looking roads.

Definately agreed. We don't want to have it looking a mess. I think two main problems exist that would eliminate 90% of the concern.

First, when an auto-road is placed, there are times where the auto-placment of the road prefers a route through wildlands or through a dragon's lair or around a lake or something like that even though it's clearly a longer route compared to what the player would tile out.

Second, when you have a scenario when all cities are connected to the road network, but the orientation of that cities warrents another road to be built.

A----B
       |
D----C

Why would no road exist between A and D when D is built?

 

Understandably, the Engineer unit or Capitar or Commander's have been considered or implemented in order to help address these two conerns. However those are bandaid solutions. It doesn't fix the initial problems. It just gives you the option to eventually work around it. More over, it comes a matter where the player HAS to work around it in some cases which forces their game down a path the player did not want it to go. Likewise, the AI does not understand how to utilize these bandaid solutions in the same manner as the player and as such are placed at an immediate disadvantage.

Painfully, I am no programmer, so I cannot offer advise in how to fix these concerns. All I can do is comment as to what the concerns are. ;)

ps. if a solution is ever found and implemented, PLEASE backport to FE.

Reply #117 Top

Thanks GFireflyE.  Your example is perfect.

If, as you stated the game was to always use the shortest distance, then not only would we get a road between A and D, we would also get roads from A to C and B to D.  We would have a huge sprawl of roads.  We had this, it looked horrible.

So instead what the game does is it costs the movement between A and every other road with the existing roads.  If it is ever shorter to go onto a non-road tile to connect any of those cities, then it buidls a road there.  Since our roads give such a big movement advantage, its pretty rare (honestly if were were to reduce the movement bonus on roads you would see more hookups between cities).

So in your example when you place city D, city D finds the fastest trip to cities A, B and C.  In your example it is faster to go along the roads from D to A then it is to go over land from A to D, so it uses the existing road structure.  Granted if there was a road between A and D then that would be even faster, but that would cause the road spam I talked about.

If A and D were significantly close enough to each other and far enough from everyone else that goinging overland between them would be faster than taking the road from D to C to B to A, then the game would have placed a road form D to A.

Reply #118 Top

Quoting GFireflyE, reply 116
Second, when you have a scenario when all cities are connected to the road network, but the orientation of that cities warrents another road to be built.

A----B
       |
D----C

Why would no road exist between A and D when D is built?

In one game I played I had this happen but I didn't control B or C. I started with A and conquered D yet no road was built between the two. Very annoying since it took like 12 turns to walk between the two.Other then that I can deal with the current system.

Reply #119 Top

Derek i think you can use a better algorithm then the one you mentioned for building roads; an algorithm which will prevent spamming of roads and yet provide a coherent network. 

 

First of all, you make a road to a closest city - we will call it B. Thus, we have connection A-B. Now, we start to check other cities in vicinity of A (vicinity, let's say 2 or 3x distance of A-B  ). Let's say there are cities C and D close to A.

I check distance from A to C through B ( A-B-C) and compare it to a direct distance A-C.

If A-B-C>2*A-C then i build a road A-C. (In other words, if the direct road A-C is twice shorter than long connection A-B-C a road is build. )

Next, step - i look at city D and follow the same pattern: compare A-D and A-B-D and if A-D is twice shorter then i build a road. 

 

In the previous post square example, when city D is build it will connect only to A and C, and not to B creating a spam of roads. It will also allow that if you build a outpost between two cities a road to both cities will be build. But it will prevent spamming a connection - all cities to all cities. 

Reply #120 Top

Wow, this is a great list of changes. Thanks. Definitely seems like Stardock is taking advantage of forum feedback.

Not sure I understand the place of swords now that they've been nerfed even further (-4 attack to longswords, wow), but you made axes and maces really distinct in LH, so I'll assume I need to tinker around with swords to find their strategy.

Reply #121 Top

Quoting davrovana, reply 120
Not sure I understand the place of swords now that they've been nerfed even further (-4 attack to longswords, wow), but you made axes and maces really distinct in LH, so I'll assume I need to tinker around with swords to find their strategy.

The main place for swords is defenders, those unites you put on the front line and set to guard stance so when they attack they counter. With the +defense while defending they are tough and counter to do damage those that attack it. At least that's how I see it.

Reply #122 Top

with the recent change, all swords have at least +2 initiative, so it's probably a good idea to design sword units with the finesse trait to make use of their higher initiative. possibly also the "fast" trait. they don't get the fancy AoE/double damage attacks of the other melee weapons, but swords are now reliably high initiative weapons (unlike the current system where the final upgrade removes the +2 init of its predecessor). not sure i will actually bother with swords, but at least the whole category is consistent now. a unit design with sword, finesse,fast will consistently move first and get the bonus damage vs. all other trained units (unless you give them plate armor and let them fight units with no armor - which is mostly irrelevant since your guys will still kill them without taking any real damage).

Reply #123 Top

Quoting bpalczewski, reply 119
 

First of all, you make a road to a closest city - we will call it B. Thus, we have connection A-B. Now, we start to check other cities in vicinity of A (vicinity, let's say 2 or 3x distance of A-B  ). Let's say there are cities C and D close to A.

I check distance from A to C through B ( A-B-C) and compare it to a direct distance A-C.

If A-B-C>2*A-C then i build a road A-C. (In other words, if the direct road A-C is twice shorter than long connection A-B-C a road is build. )

Next, step - i look at city D and follow the same pattern: compare A-D and A-B-D and if A-D is twice shorter then i build a road. 

^ This

But you can't go too far with the algothym or it turns into connecting all the cities to all the cities, which is what Derek is quite understandably trying to avoid.

In addition, when you conquer a city that already has roads put in place, roads are not built towards your empire. This needs to be implemented, perhaps I misunderstand what's happening. Perhaps it's connecting to the closest city still, but that city is owned by another faction. If that's the case, then the algorythm should should be connecting a newly conquered city to the closest city that you control.

 

Reply #124 Top

Quoting bpalczewski, reply 119

Derek i think you can use a better algorithm then the one you mentioned for building roads; an algorithm which will prevent spamming of roads and yet provide a coherent network. 

First of all, you make a road to a closest city - we will call it B. Thus, we have connection A-B. Now, we start to check other cities in vicinity of A (vicinity, let's say 2 or 3x distance of A-B  ). Let's say there are cities C and D close to A.

I check distance from A to C through B ( A-B-C) and compare it to a direct distance A-C.

If A-B-C>2*A-C then i build a road A-C. (In other words, if the direct road A-C is twice shorter than long connection A-B-C a road is build. )

Next, step - i look at city D and follow the same pattern: compare A-D and A-B-D and if A-D is twice shorter then i build a road. 

In the previous post square example, when city D is build it will connect only to A and C, and not to B creating a spam of roads. It will also allow that if you build a outpost between two cities a road to both cities will be build. But it will prevent spamming a connection - all cities to all cities. 

Direct distance isn't a very good indicator because it fails to take things like mountains and lakes into account.  2 cities may be close but separated by a mountain range, and it may make sense to use existing roads between them rather than create a new one.

"Make sense" may be the wrong term.  The hangup is in finding the balance between to few roads and missing some roads in some situations where players want or expect them, or to many roads and having it look bad.

Reply #125 Top


Ahhh the fun of path finding algorithms and the optimal strategy of creating them... As Derek points out it is not a simple or even easy problem to solve.

Also, to lead into more difficult senarios, what if someone uses raise land or lower land and create new paths for the computer to take that into account. Should the old roads be demolished in favor of new roads or new ones created to represent the change in landscape. What about the idea of a volcano going over the current road system?

The random nature of the map leads to road problems. I'm thinking that the road problem solution is not going to be straight forward as people present. I can set up a series of equations to provide the best algorithm for placing roads, but I think that the current system in place seems the most organic. I would be more pleased with the road system, if there was a late teir tech that provides the ability for the roads to build bridges over rivers...