Fallen Enchantress Update Released

Discussion in 'Steam Updates' started by FSOwner, December 14, 2012.

  1. FSOwner

    FSOwner FS Owner

    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 Ram’s 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 doesn’t 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)

    Curgen’s Volcano has a 10 turn casting time and its casting cost is raised from 500 to 2000

    Destiny’s Gift casting cost raised from 100 to 200 and the buffs were decreased

    Earthquake casting cost raised from 100 to 300

    Destiny’s Insight casting cost raised from 100 to 150

    Pralius no longer has a sword that’s 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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