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Legendary Heroes 1.7 Now Available - Patch Notes Inside

Legendary Heroes 1.7 Now Available - Patch Notes Inside

Arguably the biggest patch since Fallen Enchantress: Legendary Heroes’ release more than a year ago, version 1.7 improves CPU-controlled factions’ strategic acumen as well as introducing class-specific items for all five unique hero types, like Commander-only banners that boost the entire army’s capabilities.

Download the patch free simply by signing into your Steam client.

Among other things, patch 1.7 includes:

  • Class-specific items – Commanders lead better than ever with unique banners, mages command the elements with new staves, and more
  • Significant AI improvements – AI rivals now develop their empires more effectively, for example through upgrading their outposts
  • Balancing across the board – Unrest modifiers have been tweaked to make sprawling empires less overwhelmingly powerful, and many unit and item stats have changed
  • Revamped army-strength logic – The method used for calculating army strength has been completely reworked, making evaluating threats easier for human and AI players alike
  • Much more – see full patch notes below.
Happy conquering!
 
                            

Want to join the fun? Purchase Legendary Heroes directly from Stardock or through Steam.

 

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Legendary Heroes v1.7 Patch Notes

Features

Added support for class requirements on weapons, armor and items

Added the Banner of the Brave accessory, Army gets +1 Attack And +2 Defense, Commander only

Added Walderon’s Banner accesory, Army gets +1 Moves and +2 Initiative, Commander only

Added the Banner of Zad-Zabril accesory, Army gets +25% Fire Resistance, Commander only

Added the Mage's Staff weapons, ranged lightning damage, Mage only

TONS of new conversations

Modders can now create map stamps with starting point locations saved in them

 

Balance

Adept’s Robe is now Mage only and Defense increased from 1 to 2

Archmage’s Robe is now Mage only and Defense increased from 5 to 6

Mage’s Robe is now Mage only and Defense increased from 3 to 4

Impenetrable Tower Shield is now Defender only

Tectonic Bulwark is now Defender only

Shield of the Sentinel is now Defender only

Ring of Mastery is now Mage only

Wage costs are now proportional with group sizes (increased wage costs for larger groups)

Assassin’s Blade is now Assassin only

Sharp Longsword is now Assassin only

Serrated Longsword is now Assassin only

Legendary Longsword is now Warrior only

Brutal Trog Scimitar is now Warrior only

Bashing Maul is now Warrior only

Relations penalty for ambitious civs reduced to -1 from -2

Relations requirements for treaties eased so that you can have unfriendly relations and still make treaties

City population reqs to level up reduced slightly

Towns provide slightly more money per turn

War monger player relations penalty goes away after 10 game years

Wildlands will start to spawn increasingly nasty monsters in the unknown areas of the world the longer they are left around

Capitar faction stores sell things for 20% off

Bell Tower unrest reduction changed from 10 to 5

Fortress production bonus reduced

Reduced odds of Bacco the Beggar quest coming up

Reduced odds of other various quests from coming up (the ones we see 30% of each game apiece are now 10%)

Final quest boss combat speed increased from 22 to 40, HP increased from 500 to 600.

Ranged weapons now convey an accuracy penalty (harder to hit something with a ranged weapon than a melee weapon)

Sovereign mana production reduced from 2 to 1

Town Halls reduced to -10 Unrest instead of -20

Reduced the production cost of Harbors

 

Fixes
 
Fixed the cause of 80% of the 1.6 crashes
 
Fixed bug that caused the battle initiation window to display the wrong battle rating for the armies
 
Fixed weird pathfinding bug that caused rivers to be extremely aggravating to deal with
 
Fixed splash damage on the Greatsword, Titanic Maul and Bashing Maul
 
Fixed an issue with a broken [OtherPlayer] tag in a dialog popup
 
Fixed the Master Archer ability
 
Fixed an issue where the wildland player could spawn champions
 
* Fixed an issue that could cause the AI to fail at casting summoning spells on some tactical maps
 
* Fixed an issue causing Grip of Winter to become permanent
 
 

AI

AI won’t cast negative city enchantments on players it isn’t at war with anymore

Fixed bug that caused the AI to overestimate the city defense value

Made AI smarter about declaring war based on if they are already at war

Fixed bug that would cause the AI to keep units in a city far more than they should

Fixed a bug that would cause the AI to send a unit out of the city when enemies were right there

AI upgrades its outposts

AI is more likely to go for the Spell of Mastery if they are dominating

Adjustments to the city calculation for dtermining whether a city is well defended or not

Fixed a bug that would cause the AI to try (and fail) to cast the same enchantment over and over again resulting in it not casting other strategic spells

AI can summon Arcane Monoliths

Fixed bug that would cause lots of strategic spells not to be cast due to it thinking their value was 0

Fixed a bug that caused the AI to cast expensive tactical spells even when it wasn't supposed to

Modified AI priorities of numerous city improvements

Full, completely rewritten battle ranking system for more accurate measurements of a unit's actual lethality

Fixed an issue keeping the AI from declaring war

205,983 views 49 replies
Reply #26 Top

Wow the AI really does go for spell of making quickly. Second time I've lost to spell of making since 1.7, and I think that makes only a total of 4 times ever for me.

I think it's a positive, though - if someone builds those towers, you have to kill them!

Reply #27 Top


rivers  ended movement before patch ,anywhere

 

About Spell of Making on high difficulty level AI has boost to reasearch imo, either it has some things already learned .

Am not fond of Blitz games so I keep this unchecked though devs forgotten that some people can play the game with Spell of Making option disabled  :(

Reply #28 Top

I have the Fallen Enchantress - Legendary Heroes (I got it free as one of the original purchases of the original Elemental that bombed on sale).

 

I didn't mind FE-LH but after 1 or 2 games it felt like I had done it all and there was nothing new really to experience. The races, tech tree's, spells & strategies etc all felt very generic, and it was basically the same all the time.

Since then I got into Civ 5 after BNW came out

Now I know Civ 5 had a terrible launch but now it really feels more or less like a complete game. There is a lot of features and content to enjoy, I find some of the Civs have a decent amount of variety in their playstyle, I really like the religion system, ideologies are interesting, wonders are cool, each AI Civ seems to have a very unique & personalized attitude and the new cultural victory is lots of fun . 

However I just don't find the features that fun or immersive on FE-LH - progression just seems about getting armour with bigger numbers. The economy seems quite trivial to manage so I just find it ends up more of a roleplaying monster killing experience. The factions are basically all the same with just some attribute or equipment variations to differentiate them from each other.

I don't like the graphics that much either. I feel Civ 5 did a much better job on making the scenery look realistic - honestly the rivers, coasts & mountains of FE look awful. Terrain doesn't really mean anything either, and it seems odd that the city only uses the resources (essence etc) of the tile you settle on yet it will spread over multiple tiles anyway once you start building (tiles that might have more essence but less food....).

That said I really did like the city specialization options it gives you some interesting choices but again it more-or-less forces you into playing 1 way. Have 1 city as a fortress and the rest of your cities as towns or research centres to maximise your economy. The capital should have been given its own city specialization that gives it more options too in case you have a shortage of city sites.

I'm not a fan of having the tech tree broken off either to separate civics and warfare. Realistically the 2 have always been intertwined, although the magic tree could be more separate. 

Am I just playing the wrong game or do the new DLC packs give this game a new experience that really brings FE-LH to where it needs to be? 

BTW I'm not trying to start an argument or anything but those were the reasons why I never really got into FE-LH and I'm interested to know if the new patches and DLC improves things.

Reply #29 Top

I'm running a lot of mods and it is a lot more fun and interesting, I can give you my mods directory if you want.

Reply #30 Top

Sure if you don't mind, are you able to send them as a message to my account? 

 

Thanks

Reply #31 Top

No, the files are too big.  But I do have a download on my mods site, "http://legendaryheroesmods.stevenaus.fastmail.com.au".

NOTE 1: The instructions have changed, check below for current instructions.

NOTE 2: The entire Mods.arc has been updated to Mods2.arc, so if you downloaded it before the 13th August 2014, please download the five chunks of Mods2.arc and delete the Mods.arc file that you made from the chunks that were on the website before.

1. Download the five chunks (Mods2.arc.chunk001 to Mods2.arc.chunk005).

2. Download the free file splitter program which is also on my website (note I did not make the splitter program, but it is free).  It is easiest if you put it in the same directory as the five chunks.

3. To open .arc files, you need to install FreeArc 0.666 or use the standalone version, from "http://freearc.org/Download.aspx".

4. Combine the five chunks using the Free File Splitter program (of course all the chunks have to be in the same directory, and you choose the "Join files" tab in the file splitter and choose one of the five chunks, which is easy if the File Splitter is in the same directory as the chunks).

5. When you have the full file (Mods2.arc), use FreeArc to extract it to your empty Mods directory (this is usually "C:\Users\<YourWindowsUserName>\Documents\My Games\LegendaryHeroes\Mods").  If your mods directory is not empty, copy the files to another directory that is not in the Mods directory and then delete all the files and folders in the Mods directory before extracting the Mods2.arc file to the Mods directory.  EDIT: If you don't want to save the configuration of Mods that you have in your LH Mods directory, you can simply delete all the files and directories that are inside the Mods directory.

6a. You need to download the XtraDeconstruct compatibility files for the DLC that you have installed (and enabled) from the following link (the compatibility files for the mods are already installed).

http://www.nexusmods.com/fallenenchantress/mods/1894/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallenenchantress%2Fajax%2Fmodfiles%2F%3Fid%3D1894&pUp=1

6b. Note: if you don't have DLC02 (Quest Pack), delete "XD_Champions_CB_DLC02.xml" from the XtraDeconstruct directory, and if you don't have DLC05 (Leaders Pack) delete "XD_SovereignsPaths_NR_DLC05.xml" and "XD_Factions_NR_DLC05.xml" from the XtraDeconstruct directory, because they require a free mod AND paid DLC.

7. If you want the Master Quest to appear, then delete "XC_NoMasterQuest.xml" from the XtraDeconstruct directory.

8. Just in case you want to use the replacement XtraDeconstruct .dxpack files (I suggest, especially if you have a high monitor resolution, you find out what they do and where to put them) they are there in the XtraDeconstruct subdirectory of the Mods directory.  There are now 10 Paths in my Mod collection folders, so you either need a mouse with a scroll wheel (scroll downwards) or the 10 Column version of the "TraitPathChoiceWnd.dxpack" which requires a fairly big resolution and is available from the XtraDeconstruct folder.

9. Start LH up, make sure "Use Mods" is checked, if not listen to it when it says to restart (the game, not the computer =)).

10. Create a faction and then leader and go from there! =)

Remember you don't need to redownload the Mods.arc chunks again unless you lose them for some reason.

Have fun!

Reply #33 Top

Updated to "ModsPt2c.zip" and updated multi-mod installation instructions.

EDIT 1: Updated to ModsPt2d.zip, now includes updated XtraDeconstruct (version 1.7c), Ninja Mod And NoXPSplit Unlikely Heroes modmod, note that you need to download the files for the DLC that you have installed (I had installed the files for DLC02-04, as I have every DLC except leader pack, however this may have caused problems if you don't have them or have disabled them, or if you have leaders pack without the compatibility file) from:

http://www.nexusmods.com/fallenenchantress/mods/1894/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallenenchantress%2Fajax%2Fmodfiles%2F%3Fid%3D1894&pUp=1

For full instructions see Reply #31 in this thread.

Reply #34 Top

I'm interested, have people made use of these mods collections?  This thread has been near the top of Recent Posts, so hopefully a few at least have. =)  It's a good way to get a lot of mods that should work together, without having to download them individually all by yourself.

Reply #35 Top

Does Ventrar wander out of his wildlands still?

Reply #36 Top

There is a fix for that in XtraDeconstruct in my mod collection, but I haven't verified those fixes because I haven't come across a Wildland in my latest games.

Reply #37 Top

Quoting StevenAus, reply 34

I'm interested, have people made use of these mods collections?  This thread has been near the top of Recent Posts, so hopefully a few at least have. :)   It's a good way to get a lot of mods that should work together, without having to download them individually all by yourself.

 

I'm planning to, just need to get some things done first. On a really positive note it does seem like Stardock did invest a lot into the modding components of the game so that sounds like something that is well worth trying out.

Thanks

Reply #38 Top

Quoting StevenAus, reply 36

There is a fix for that in XtraDeconstruct in my mod collection, but I haven't verified those fixes because I haven't come across a Wildland in my latest games.

I've been waiting for Stardock to officially fix this, not run a mod but thanks.  I won't play the game until it's fixed, it's been mentioned since like version .08 or something at least.

Reply #39 Top

Quoting smeagolheart, reply 38


Quoting StevenAus,

There is a fix for that in XtraDeconstruct in my mod collection, but I haven't verified those fixes because I haven't come across a Wildland in my latest games.



I've been waiting for Stardock to officially fix this, not run a mod but thanks.  I won't play the game until it's fixed, it's been mentioned since like version .08 or something at least.

Yes, he does. My last game he did. 

 

I'm over LH. Too many weird glitches for my taste. I'm moving on to other stuff now. 

Reply #41 Top

Thanks XWerefolfX,  I guess I'll wait for version 1.8 or was this the last patch?  

1.5 patch notes  11/25/13: Fixed an issue where wildland bosses would leave their wildland area and attack cities (causing the area to not be able to be defeated as well as destroying early empires)


After every patch I've asked if the wildland boss thing had been fixed.  I played 1.5 then and it wasn't fixed, so I'm still waiting before I play this again for it to be fixed, guess I might have to wait for the next game?  You could call it dedication that I'm still on the forums for more than a year waiting for this to be addressed.  I think 1.3 or something, the AI improvement patch, made them wander outside of wildlands even more than before so I've actually been waiting for this to be addressed for over a year.  It's been a long wait.  

 

Looking forward to Pillars of Eternity.   For now, I've heard good things about Divinity Original Sin as well.   Age of Wonders 3 is coming out with an expansion / DLC too soon, though no official announcement.  
 
First mention I can find of this bug on a quick forum search was two years four months ago as of this post:
Reply #42 Top

For the record, this isn't the last patch. A while back Brad confirmed that time/money for 2.0 got approved.

Reply #43 Top

Well, I hope they fix the human/AI difference in the processing of subsequent attacks on cities (https://forums.elementalgame.com/454988), preferably by making them all regenerate defenders.  Having none would give too much advantage to humans, having the AI being the only type of player that can regenerate defenders is not an advantage I think should be given to an AI, the best system I think would be to regenerate ALL defenders each attack, unless they can find a way to save defenders between attacks on the same turn (applied to both human and AI) which would be even better.

Reply #44 Top

Quoting StevenAus, reply 43

find a way to save defenders between attacks on the same turn (applied to both human and AI) which would be even better.

 

Makes me wonder if it might be possible to give the city a hidden "health bar" that fully regenerated every turn. The state of the health bar either determined the available defenders or the quality of those defenders, perhaps? 

Reply #45 Top

Quoting Vithar133, reply 44

Makes me wonder if it might be possible to give the city a hidden "health bar" that fully regenerated every turn. The state of the health bar either determined the available defenders or the quality of those defenders, perhaps?

Great ideas, either would be pretty nice features to have.

Reply #46 Top

When I convert enemy hero to my side (using surrender options) they have plnty of horses and worgs in their inventory.

Reply #47 Top

Hey, thanks for the patch. I had shelved FE:LH for a while. 1.7 brought me back for two games, and that was nice. For me, the one game-breaking element has still not been addressed, namely the fact that (my wishlist for 1.6) non-hostile entities (units or cities) block my movement and prohibit me from ending a turn in the same tile. This one single aspect of the game causes me to quit around mid-game, when the field does become quite populated with entities causing ridiculous pathing issues. Thank you.

Reply #48 Top

Tried one more game, and one thing I did notice along the way was that the AI city / empire management as well as unit design demonstrated the same bizarre flaws they demonstrated back in 1.4 -- conclaves built on tiles with no essence, fortresses set to produce wealth, armorless first-tier peons with plate-mail trait, etc. -- as if no one were listening to the work we invest in posting about this. 

Reply #49 Top

Cloudwalk appears to be buggy again. Used at end of a turn to move which appeared successful. Next turn back where I started but mana still spent.