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

 

 

176,473 views 83 replies
Reply #26 Top

Quoting BrianLightfoot, reply 22

Ignys Bow still doesn't upgrade correctly in 0.87.
End of BrianLightfoot's quote

What unit doesn't upgrade to that bow for you? The upgrade paths are on a per unit basis and not via a weapon.

Reply #27 Top

Quoting GFireflyE, reply 23

quoting post*** Unreleased ***


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




Really like that the ceiling has been pulled in a notch so that reaching level 5 will be easier. However,  what about the floor? 50 pop for level 2 is really too soon with the starting pop being 30. I understand that you want to give the option to build a pioneer right away, but a mere 20 pop takes no time to gain and every game I play ends up being a guess at what I want my capital to become because I have not yet had the proper time to explore and plan out my city locations and specializations.

I recommend increasing the level 2 from 50 to 75.

 

 
End of GFireflyE's quote

I don't find that growth too quick, I tend to build 2-3 buildings before my city levels to the next one. I also build a unit (non-pioneer) before the city is level 2. I think the progression for the first level is just about right. The proper time to explore could be helped by building a scout or two as your first choice for building. I tend to play tarth and have plenty of the map explored before my city levels. By the time i train my first pioneer, I have already a choice between 2 city expansion spots. I do not think 50 is too low, it is the appropriate amount.

Also, you can delay the level up by building a pioneer.

Reply #28 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?

I definately want to test the LH Scenario. Here is me hoping it will uncover another part of the amazing story.
End of N1ghthavvk's quote

 

Then, he will start asking for bear cavalry mounts for his troops.

Reply #29 Top

Quoting GFireflyE, reply 24

quoting post*** Unreleased ***

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

May I inquire as to what this implies? I enjoyed the high unrest that was associated with the tax rate. It made for a dynamic decision. What I do not enjoy is the lack of tax options. See 'tax mod' thread for more details on that.
End of GFireflyE's quote

In the time when it was made the tax slider was intended to be the major (if not only) source of growing unrest.  Since then we have tied a lot of other factors into it.  But since the higher tax levels still give that significantly higher unrest players typically dont ever move their tax rate off of Low (unless they go down to none).  None and Low are the same unrest levels.  But at the higher levels the unrest are much smaller jumps, making all those higher tax ranges more balanced for use.

Reply #30 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!
End of Brainjuggler's quote

 

I am sure they are doing some.

 

The only glaring issue in LH right now to me is the hero trees/hero levelling.  That's a moddable issue, and something that can be worked on post-release.  The mage and assassin trees need the most attention.

 

Some suggestion:

chainmail traits shouldn't have more than 1 trait required to get them, but should have a level prereq (maybe 4 for warriors, 8 for assassins/commanders)

high-level champs should have a proper number of traits selected, maybe +1 or +2 above what they should have

certain other traits should have level requirements and shorter trees to get to them over huge lines of boring +10 spellpower or +1 summon level traits

Idea: water/fire/air/earth mage should open geo/pyro/aqua/aero mancy, and summon trees for those elements.

Summoning tree should be three level per element: shrill/elemental/nasty.  Shrills should require Summon I+Apprentice, Elementals Mage+Summon II+Shrill , nasties level 10+Summon III+Elemental

 

 

Reply #31 Top

I like the idea of bringing the chain prereqs up but putting a level req on them.  Im going to steal that.  Thanks Alstein.

Reply #32 Top

Attacking no longer consumes all of a units movement
End of quote

 

Thank you!!!

 

Cannot wait to start a new game for this change alone.

Reply #33 Top

Attacking no longer consumes all of a units movement
End of quote

that's for the strategic map right? would be pretty strange for the tactical battles...

 

 

Reply #34 Top

Yes, thats for the strategic map.

Reply #35 Top

Quoting Derek, reply 29


Quoting GFireflyE, reply 24
quoting post*** Unreleased ***

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

May I inquire as to what this implies? I enjoyed the high unrest that was associated with the tax rate. It made for a dynamic decision. What I do not enjoy is the lack of tax options. See 'tax mod' thread for more details on that.

In the time when it was made the tax slider was intended to be the major (if not only) source of growing unrest.  Since then we have tied a lot of other factors into it.  But since the higher tax levels still give that significantly higher unrest players typically dont ever move their tax rate off of Low (unless they go down to none).  None and Low are the same unrest levels.  But at the higher levels the unrest are much smaller jumps, making all those higher tax ranges more balanced for use.
End of Derek's quote

Do you mean with 0.9 there will be same unrest level for either None and Low tax options? What will be the difference between them if that's the case?

As it was until now, the way I seen it:

None - when I need that small burst of productivity / research, but can't maintain for long since am not producing any gildar, and money from quests / killing monsters / treasure chests is not enough to let me rush building / training / upgrading / purchasing stuff.

Low - normal setting as soon as I have the basic unrest modifier buildings, small but steady income of gildar

Normal - as soon as I research further into civilization tree, and my villages become towns, and overall unrest is in a good spot, gives a good income from trading / caravans and gildar generating buildings

High - used on short term for burst in income to allow you to upgrade those expensive troops, or rush a unique building etc

 

Regarding the strategic map unit movement change for combat. I hope it at least deducts 1 move from the attacking stack, otherwise we will end up with a stack being able to fight several battles in same turn - say my army is headed to attack an enemy empire, as I move toward one of it's cities, he sends some groups to intercept me or attack my territory, we meet midway and on their turn he places 3-4 units next to my unit. I shouldn't be able to kill all his adjacent units and have full movement afterwards like nothing happened, I should spend 1 movement for each attack I made despite my stack will never leave it's original position during fighting.

Reply #36 Top

Quoting Derek, reply 31
I like the idea of bringing the chain prereqs up but putting a level req on them.  Im going to steal that.  Thanks Alstein.
End of Derek's quote

I think it would make all paths more interesting if you reduce the number of abilities and the number of prerequisites and use level requirements. A few examples:

- Evoker I: + 25 % spell damage, level 3

- Evoker II: + 25 % spell damage, level 8

- Vital Strike I: + 10 critical chance, + 25 % critical damage, level 3

- Vital Strike II: + 10 critical chance, + 25 % critical damage, level 8

Reply #37 Top

hmm the thing witht the higher levels of tax was that they seemed a bit overpriced to me. you start at 10% unrest at no tax, then 22% for 40% of max income, then suddenly jump to 38% unrest for a mere 50% of max income. never seemed worth it to me.

Reply #38 Top

Quoting Wizard1200, reply 36


Quoting Derek Paxton, reply 31I like the idea of bringing the chain prereqs up but putting a level req on them.  Im going to steal that.  Thanks Alstein.

I think it would make all paths more interesting if you reduce the number of abilities and the number of prerequisites and use level requirements. A few examples:

- Evoker I: + 25 % spell damage, level 3

- Evoker II: + 25 % spell damage, level 8

- Vital Strike I: + 10 critical chance, + 25 % critical damage, level 3

- Vital Strike II: + 10 critical chance, + 25 % critical damage, level 8
End of Wizard1200's quote

 

I don't like your implementation. If I play an Assassin and go for the critical damage line I don't want to wait 5 levels to get another increase while being forced to spend skill points on stuff I'm not really interested in. What this does is delay the specialization of a Hero forcing a more general path with which I do not agree.

Heroes need to specialize. If I want to deal damage with my spells, I will pursue that line until I grab everything I need from it. No, go get some life spells and some summoning despite they are not what you want or would use, you have to wait 5 more levels to become a bit more specialized in dealing damage because that's how life is :)

Specialization is great, it brings salt & pepper to both Strategic and RPG parts of the game. This game I can make a critical strike melee build Assassin, next one I'll make a Master Archer, or an Idiot Dodger (who on earth came with this name for Altar unit lol). With your idea I get every single skill no matter what I decide to do or how to play, and we end up with a nonsense (in my opinion) mix like in some RPG games where you had mixed classes like plate wearer warrior mage, monk bard, priest thief etc.

Reply #39 Top

I also hate that elevations on tactical maps doesn't matter and you walk right through it and shoot right through it......

Reply #40 Top

Quoting Azunai_, reply 37

hmm the thing witht the higher levels of tax was that they seemed a bit overpriced to me. you start at 10% unrest at no tax, then 22% for 40% of max income, then suddenly jump to 38% unrest for a mere 50% of max income. never seemed worth it to me.
End of Azunai_'s quote

While the increase in revenue is nothing to write home about, we have to keep in mind all the improvements & spells that reduce unrest as the game progresses. While not working same for all factions due to traits (I still have some 20% unrest in some cities with Tarth with ~7 towns in end game), with Porcipinee with 9 towns I had 0% unrest everywhere with Normal tax rate, so bumping it a notch higher to pool gildar for couple seasons wouldn't really break me.

Reply #41 Top

Quoting Azunai_, reply 37

hmm the thing witht the higher levels of tax was that they seemed a bit overpriced to me. you start at 10% unrest at no tax, then 22% for 40% of max income, then suddenly jump to 38% unrest for a mere 50% of max income. never seemed worth it to me.
End of Azunai_'s quote

Yes, this was the key problem we are addressing.

When I said before that its the same on no taxes or low taxes, I meant the same as it was prior to 0.90, not thew same as each other.

Reply #42 Top

Quoting parrottmath, reply 26


Quoting BrianLightfoot, reply 22
Ignys Bow still doesn't upgrade correctly in 0.87.

What unit doesn't upgrade to that bow for you? The upgrade paths are on a per unit basis and not via a weapon.
End of parrottmath's quote

My archer I created in a new 0.87 game.  I also deleted all previously created units.  Upgrading to lightning pikes and I think other things worked, but not the Ignys bow.  Now what I don't remember is what unit I set up as my archer.  I hardly use the defaults and often design my own, but I don't remember who I used as a template.

I also noticed in the edit screen of design unit the Ignys bow is to the left of the Yew bow not the right.

Edit: I also see the problem with Boreal blades as well.  I just happen to prefer the Athican Longsword.

Reply #43 Top

Quoting Anelyn, reply 38
I don't like your implementation. If I play an Assassin and go for the critical damage line I don't want to wait 5 levels to get another increase while being forced to spend skill points on stuff I'm not really interested in. What this does is delay the specialization of a Hero forcing a more general path with which I do not agree.

Heroes need to specialize. If I want to deal damage with my spells, I will pursue that line until I grab everything I need from it. No, go get some life spells and some summoning despite they are not what you want or would use, you have to wait 5 more levels to become a bit more specialized in dealing damage because that's how life is

Specialization is great, it brings salt & pepper to both Strategic and RPG parts of the game. This game I can make a critical strike melee build Assassin, next one I'll make a Master Archer, or an Idiot Dodger (who on earth came with this name for Altar unit lol). With your idea I get every single skill no matter what I decide to do or how to play, and we end up with a nonsense (in my opinion) mix like in some RPG games where you had mixed classes like plate wearer warrior mage, monk bard, priest thief etc.
End of Anelyn's quote

I think you misunderstood me. The abilities should still require the paths. For example evoker can be only selected if you have the path of the mage and vital strike can be only selected if you have the path of the assassin.

You are right that the level requirements force the player into a build that is not as specialized as the current builds, but the current builds are too specialized in my opinion, because you have to select ability a, b and c before you get ability d and this limits the number of options. For example the assassin could get shadow strike, break, ... to improve his damage while he waits for vital strike II.

Reply #44 Top

Yes wizard, but the ability a, b, c all improve your critical strike chance and damage, same as going for break you get shadowstrike levels. Current design is really good, you specialize in a path and pick couple things on way there.

Remember skills / spells don't make or break a hero, but equipment for melee and shards for casters. They are just bonuses to help you specialize better (so a fire mage with % spell damage and 6 fire shards will do more damage than a fire mage with only 6 fire shards, however that does not mean in the case of mage with no spelldmg talents, that his spells are useless, not even by far).

Reply #45 Top


New DL on my Steam page, could it be?

 

Why yes, it has been released!

 

Reply #47 Top

Wow, already released, wtf. Did not expect this fast...

Reply #48 Top

ah cool :) i know what i'm going to play this weekend ;) 

Reply #49 Top

Quoting Azunai_, reply 48

ah cool i know what i'm going to play this weekend  
End of Azunai_'s quote

 

Heh, my weekend has already begun, and so has my gaming. :grin:

 

Liking the scenario already; though I'd have preferred to create my my own sovereign, I can deal with playing Relias.

Reply #50 Top

Not sure if it is possible to design your own sovereign for a senario... at least none that I've seen when I looked into doing that...