DerekPaxton DerekPaxton

Fallen Enchantress: Legendary Heroes 0.90 changelog

Fallen Enchantress: Legendary Heroes 0.90 changelog

*** Released 5/9/2013 ***

 

 

Features

Added the LH Scenario

 

Fixes

Fixed a crash when returning from a locked OS

Fixed an issue keeping the Berserkers Axe and Broadsword from controlling the wielder

Fixed an issue making the AI use guard every turn

Fixed an issue keeping the Break ability from correctly removing the victims defense

Fixed an issue keeping a quest from spawning Sir Kodrin

Fixed the upgrade to the Lightning Hammer

Fixed the fact that Lightbringers and Wisps weren't taking the controlled life shards into account when they were summoned

Fixed the Hummingbird Pike's ability to summon air elementals

Lots of crash fixes

 

Balance

Improved the defense of Rusty Armor (its just a little worse than normal plate mail now)

Panca Archers reduced to a Longbow instead of a Balanced Shortbow

Reduced the attack of the War Boar slightly

Increased base champion accuracy from 75 to 80

Increased Sovereigns Call from +1 growth to +2 growth

Removed the level prereq from the Turtle Charm

Reduced pop required for city levelup from 50/200/400/800 to 50/150/300/600

Reduced the amount of unrest from levels above low on the tax slider

Attacking no longer consumes all of a units movement on the strategic map

 

AI

Removed the Expansive AI trait from Procipinee and Karavox.  Building that many pioneers isn't a good move with the new pop costs.

 

UI

Adjusted specular levels on skin, hair and clothes

 

 

176,211 views 83 replies
Reply #51 Top

hmm Relias has always been a bit odd. for the other premade sovs, it's somewhat obvious which path(s) the designers probably had in mind, but Relias has a weird combo (Kulan, too, for that matter)

Reply #52 Top

Derek - In .87 will still have the issue that on tactical maps with restrictive terrain (bottleneck) the fast melee troops were in the back, which would cause a loss of turn for them. Any chance for a fix on that?

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Reply #53 Top

Have there been AI fixes / improvements since 0.8 that are not being listed? Because investing time into the game only to have the AI send lone heroes against my cities is less than appealing.

Reply #54 Top

Anyone else not able to get the update.  Steam doesn't seem to be pushing the 0.9 update yet.

Reply #55 Top

I've gotten it, and sometimes you can do things to force steam to do a check on your system, like verify file cache.

Reply #56 Top

Thanks. I will try to force steam into action.  At least I know it is actually out there now.

 

 

Reply #57 Top

Quoting Necaradan666, reply 21


Yeah, we didn't get a chance to beta test the FE scenario did we? I only remember playing it after release..  and then doing the bug reports. Better that we get to beta test the LH one now.

Agreed.

Reply #58 Top

So do we have to start a new game to get the most out of this update?

Reply #59 Top

Quoting Skyjack, reply 58

So do we have to start a new game to get the most out of this update?

I always assume so, because there are some XML fixes and you save games save all that XML data.

Reply #60 Top

Quoting parrottmath, reply 59


Quoting Skyjack, reply 58
So do we have to start a new game to get the most out of this update?

I always assume so, because there are some XML fixes and you save games save all that XML data.

 

Yep, the city size changes alone were enough to make me restart ;)

Reply #61 Top

Quoting N1ghthavvk, reply 14

Glad to see Lord Xia still posting about the Knights of Asok. What will he do once they are adjusted?

 

Probably what I will do when they fix the weird AI decisions in diplomacy, and add more substance to it.

 

...But I did complain once about the KoA, so I'm right there alongside him. Right now, it's a bugfix players make, and shouldn't be.

Reply #62 Top

Wow thank you Kael.

I didn't know about the hidden Revenge Skill.

 

Reply #63 Top

Quick question, any way to change world / AI difficulty for scenarios, or at least see the information on how they are set?

Otherwise I presume all settings for scenarios are standard ones - in which case would be nice for release to have the option to buff scenario difficulties or lower it (for those who are not very good with strategic part vs multiple AI's but still want to see the story unfold).

Thanks!

Reply #64 Top

They are in the senario folder in the LH directory. The elementaldefs... set some of the difficulty levels.

Reply #65 Top

Thanks parrottmath :)

Still would be nice to have an in-game option to change or see those difficulties! :)

Reply #66 Top

So far I am loving the scenario.  It's much better than FE's.

I can't understand how Roslin can curse my city without even seeing it, maybe a bug, dunno.

Reply #67 Top

Quoting Tattyhat, reply 66

So far I am loving the scenario.  It's much better than FE's.

I can't understand how Roslin can curse my city without even seeing it, maybe a bug, dunno.

Had the same question. I assume it's triggered in the scenario, and I'm fine with it happening since it make sense that the Oracle could see and do that. I just don't want it happening on a non-scenario game.

Reply #68 Top

Quoting Tattyhat, reply 66

So far I am loving the scenario.  It's much better than FE's.

I can't understand how Roslin can curse my city without even seeing it, maybe a bug, dunno.

She is an Oracle... she sees everything. ;)

Reply #69 Top

Quoting parrottmath, reply 68



She is an Oracle... she sees everything.

 

Don't you just hate it when oracles can do that?

Reply #70 Top

About the scenario:

I've noticed that in the scenario, I can snake cities over to forests and rivers to make logging camps and docks become available for construction. This is not something that I can do in the sandbox game. Is the change in snaking mechanics intentional? If so, why is it available in the scenario but not in the sandbox game?

Personally, I prefer this to be possible, but I think that game mechanics should be consistent, since the LH scenario feels much more like a normal sandbox game than does the FE scenario. Otherwise, it will likely cause spurious bug reports and frequent questions from people who play the scenario to learn the game and then move on to sandbox games.

Reply #71 Top

Maybe they are experimenting with the option of expanding your city into a forest / river / coast to add the production or food bonus.

Am not really sure if it would be good to allow construction of those 2 improvements with snaking, they would sort of kill a bit of decision making when settling a city, and only factor to take in consideration would remain the number of essences available per tile.

As it is now, I can go for a no essence 2/4/0 or 2/5/0 tile that is near a river or forest, or 5/2/1 near a forest etc. But if I can just sneak to the forest or river, then obviously I'll go for highest essence tile.

On the other hand it would make sense to be able to take advantage of a nearby river / forest if my city borders connect to it.

How to balance this out? :)

Reply #72 Top

The easiest way I would like to see here is the ability to build NON OUTPOST buildings with pioneers. I wouldn't mind the ability to build a pioneer and plop this dude on a nearby forest increasing the material yield of a nearby city. They already have radius set up for building outposts too closely the same mechanic can prevent these from being so closely. Similar with piers.

I've done this, I enjoyed playing with it... I just don't like the fact that I have to ignore the upgrade outpost button when doing this. If I could get such a little tag in the building improvements to say this is an outpost type or not, that would be grand. I would like to turn off the outpost upgrade box.

Also, if you would like another extremely complicated rule can go into place is that you can snake to a forest and pier, only if there is no essence in your city. I think I can already set this up right now. Then add another type of camp if it is adjacent to your city and you have essence, thus keeping the mechanic. Not a good idea as this is a rather complicated rule.

Reply #73 Top

Is anyone else not receiving the multiple +1 defense from the Shield of the Sentinel? I'm only getting +1 defense after the first attack.

Reply #74 Top

Quoting Brainjuggler, reply 5

I hate to be a prick, but I'd much rather see bug fixes general polishing instead of new scenarios - or new anything for that matter

Still a fantastic game!

IIRC, the FE scenario wasn't in the beta, it was only pushed out (outside their internal testers) until release ... and it had bugs.  My guess is they hope to nip the scenario bugs in the bud before release this time.  That's what beta is supposed to be for, anyway ... yeah a lot of us (paying customers instead of 'real' beta testers) get so caught up that we've turned beta tests into opening-Christmas-presents-months-early can't-wait-for-release early plays, but there really is a point to Beta to make actual release smoother.

I am very irritated with buggy 1.0 releases ... their ubiquity does not excuse their ubiquity, but I also scoff at the derp-users who pre-pay to get access to a beta version, then swear off the game studio or publisher because the beta version has *by gosh* bugs.

Reply #75 Top

Balance

Attacking no longer consumes all of a units movement on the strategic map

Glad to see that obvious concepts can be acquired, finally. Thanks.