Fallen Enchantress has been updated to v1.1
This update includes:
Fixes
Fixed Armor Piercing on all the Pikes, Shadow Broadsword, Druss Blade and the Rams Head Longbow
Fixed warg sweep animation
Fixed lots of crashes
Fixed the Heart of Stone ability
Fixed a bunch of clothes that had invalid color settings
Fixed a hang if you have Blood Sigil on a city
Fixed invalid color settings on the Bard and Shieldbearer henchmen
Big change to reduce memory usage in the late game
Fixed blue lines (they look like straight rivers) on the cloth map
Fixed an issue that could cause the AI to autocomplete all improvements when under threat.
Balance
Amethyst Vault provides 2 crystal/season (instead of 1)
Base city Gildar is reduced slightly
Guild Grocer bonus hit points reduced from +10% to +5%
Units trained in a city with an Infirmary start with the Endurance trait
Mining Guild provide 2 metal/season (instead of 1)
Pyre of Anniellum gives +2 fire power (instead of 1) but doesnt give mana
Reduced the unrest penalty from slums from 10% to 5%
Guild Warehouse gives +4 gildar/season along with the existing bonus when the queue is empty
Watchtower gives units trained in the city the Charge trait (instead of bonus init to defending units)
Curgens Volcano has a 10 turn casting time and its casting cost is raised from 500 to 2000
Destinys Gift casting cost raised from 100 to 200 and the buffs were decreased
Earthquake casting cost raised from 100 to 300
Destinys Insight casting cost raised from 100 to 150
Pralius no longer has a sword thats too high a level for him
Brutal Nature juggernaut trait reduced from +100% Attack to +50% and its training cost increased from 16 to 60
Frenzy juggernaut trait adds +1 Moves and its training cost increased from 10 to 50
Ignore Pain juggernaut trait reduced from +40 hp to +30 hp and its training cost increased from 35 to 50
Maul juggernaut trait training cost increased from 0 to 60
Uncontrolled Rage juggernaut trait training cost increased from 16 to 30
Juggernaut base hp increased from 40 to 50
Reduced the base cost of Juggernauts from 400 to 250
Reduced the Training Time on the Cook trait from 20 to 6
Heroic trait now gives +20 Influence when completing a quest (instead of 50)
Heroic trait gets +40 base Influence
Diplomat trait gives +40 base Influence (instead of +20)
Henchmen Influence cost reduced from 50 to 40
Bard henchmen starts with the best armor available
Shieldman henchman starts with the best shield and armor available
Torch Bearer henchmen starts with the Ring of Embers, Ring of Life, Belt of Speed and the best fire staff possible
Mercenaries dont have a Wage cost anymore
Tweaked the formula which determines the threat rating of units/armies
Modified the combat rating calcualtor to consider defense a bit more
Wraith race gains +20 Dodge
Amarian race loses the -1 hp per level
Quest scrolls now cost 100 gildar (instead of 50)
AI
AI trait weighting reduced from 1000 to 100 for researching techs purposes
AI checks to make sure a given unit isn't a city guardian unit before doing AI on it (to keep the AI from taking city defenders out of cities)
AI calculates the battle rank of its champions and sovereigns each turn afresh to accurately reflect how strong it is prior to operating on it
AI caps how much it will count crystal, influence and metal when factoring what it should research
AI vastly better at choosing technologies to research
AI is more protective of its cities
Fixed bug where AI pioneers couldn't build outposts if they were in an army with a champion or a sovereign (hence, armies of pioneers late game)
Fixed AI bug where sovereigns and champions, late game, would tend to lone wolf attack cities
AI pioneers better about staying put if there is an area threat around them (i.e. will stay inside a city)
AI values armor more than before when designing units
AI champions now care more about whether the city is defended well enough before leaving a city
Fixed bug that prevented AI from casting strategic attack spells on enemy units
AI interacts more with players
Fixed path finding bug that caused any AI units that intersected during movement to cancel their destinations. This prevented AI units from being able to effectively create armies or get around late game (basically crippled AI movement late game)
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