Fallen Enchantress 0.912 changelog

Published on Sunday, April 22, 2012 By DerekPaxton In Elemental Dev Journals

 

Unreleased

Features:

 

+ Captured cities give an Occupation unrest penalty if you arent the player that founded them.  This starts at +50 Unrest, and after 20 turns begins to drop 1 per turn until it hits +25 where it stays.  A player never has an occupation penalty from a city he founded (if he retakes it)

+ Added the Arcane Monolith spell.  This is a Pariden specific ability which allows them to place outposts with a spell


Bugs:

+ Fixed an issue causing the defend abilities to be multiplied by level

+ You no longer have to pick a target when using the Sweep ability

+ Fixed the Slavers quest so that its a farmgirl you rescue

+ Procipinee's staff now correctly gives +6 Dodge

+ Fixed an issue with being able to place the Onyx Throne

+ Fixed the Crone quest

+ Fixed an issue causing quest/event spawned monsters to be dropped on illegal terrain

+ Fixed an issue where the Academy of Revelation boosted the units intelligence

+ Immune to Crits ability now works correctly

+ Fixed an issue that allowed you to flip and entire army if you took contol of the army leader with (with Tame or Silver Tongue)

+ The game will now ask you if you want to cancel a spell with casting time if you left click your target instead of right click (instead fo just canceling it and making me cry)

+ Fixed a tactical combat hang when killing a shrunk unit

+ Attack kill speeds are now set correctly

+ Initiative can never be less than 1 (was causing some infinite turn issues with units with a negative init)

+ HasWages is now correctly written out on custom units (so your designed slaves wont be costing wages after a restart)

+ You cant buy things from a store if you have negative gold anymore

+ Blood Rage and Celerity can be cast multiple times on the same unit

+ Fixed crash bug related to city resource management

+ Fixed lock up bug due to multiple cities looking at the same resource

+ Fixed a hang when a unit with Mantle of Flames (or Candlecloak) and counterattack kills a unit with the Mantle

+ Fixed the T posing units when a unit on a mount blocks

+ Fixed an issue that caused loot not to be displayed on the battle results screen

+ Combat always takes a move action (autoresolve or normal)

+ Fixed an issue causing enchantment effects from shards to not be reset after a reload

+ Fixed the broken animation pose on icons on the save screens for custom sovereigns and designed units

 

Balance:

+ Reduced Stoneskin and Gift of Iron from 10 +5 defense to 6 + 3

+ Stoneskin and Gift of Iron's defense bonus only applies to Piece and Cutting damage (not blunt)

+ Starting Sovereign hp reduced from 30 to 20

+ Reduced the Acrobat ability from +2 dodge per level to +1 dodge per level (and it now requires dodge 3)

+ Maces reduced to -4 init instead of -5

+ Trolls get a little higher attack and regeneration

+ Metal costs on Pikes, Longsword and Greatswords increased slightly

+ Athican Longsword now correctly has a metal cost

+ Level upgrading exponent increase from ^2.90 to ^2.95 (leveling up slightly slower at higher levels)

+ Merchant reduced to +25% Gildar instead of +1 Gildar per material

+ Evoker traits reduced form +50% spell damage per level to +25%

+ Lethal improved from +1/+2/+4 attack to +2/+3/+4/+5/+6 attack (there are now 5 lethal abilities)

+ Monster hit points increased slightly

+ Some of the lower level monster lairs get additional defenders

+ Workshop reduced to +2 prod per material instead of +3

+ Increased the base food per grain form 15 to 20

+ Removed the wage costs from Pioneers

+ Reduced the power of the Panca archers (reduced form a group of 5 to 3 and they lost impulsive)

+ Reduced the recruit cost of a few 1st level champions who cost more than 150 gildar

+ Rebalanced magic weapons, in general the higher tier weapons (maces, longswords, broadswords) have higher level requirements

+ Capitals start with a pop of 30 instead of 12 (taxes matter more early game with a bigger pop to work with, production is faster)

+ City level 2 happens at pop 60 instead of 40

+ Champions require wages (1 gildar per turn)

+ Champions can be disbanded

+ Free research removed from sovereigns (the increased initial pop covers it)

 

AI:

+ Monsters more aggressive about going after nearby cities

+ Injured AI units will stay in cities to heal

+ AI strategic spell casting revamped

+ AI is much better at flanking a strong point to attack softer targets in rear if it is aware of them

+ Fixed AI bug where it would not select a proper quantity and thus not build a unit

+ Fixed AI bug where AI armies would get turned into army groups but then disband causing armies to not attack

+ AI will now adjust valuation of strategic spells based on a variety of inputs (rahter than just looking at the unmodified XML)

+ Added additional AI faction-trait "civilized" who are more inclined to build up cities

+ Other types of AI will tend to build more units than city improvements

+ AI will provide more useful feedback in the diplomacy screen as to why they'll accept or reject a particular offer

 

Cosmetic:

+ Fixed the tooltip on the Attunement ability

+ Fixed the tooltip on the Amarian Blood ability

+ Fixed the description on Shadow Warg

+ Fixed the tooltip on the Growth potion

+ Potion of fire resistance is no longer a solid red blob

+ Champion Adant now correctly displays his recruit cost

+ Fixed an issue where you could see a sovereign in their full gear if you cycled through the diplomacy window

+ Fixed the icons on the Heroes tech

+ Fixed a typo on the Air Elemental scroll

+ New Golem Shield graphic