Fallen Enchantress 1.3 patch adds new spell, fixes most of the things, and balances all the other things | PCGamesN

Fallen Enchantress 1.3 patch adds new spell, fixes most of the things, and balances all the other things

Stardock aren't letting their fantasy strategy game Fallen Enchantress fall by the wayside, since its release they've continued to roll out new updates fixing bugs, adding new features, and balancing the game. The latest patch, 1.3, continues this trend - fixing crashes, correcting typos, and, while they were at it they've made the AI tougher, more aggressive, and downright mean.

Check out the full list of changes after the break.

Patch 1.3 seems like an even split between fix, balance, and AI changes, but right at the top we can see that Stardock have included a new spell, the Majesty spell. They just don't write anywhere what the new spell does. I'm going to throw out a guess and say it creates a holographic crown for every unit in your army.

Here's that changelog ripped from Stardock's site:

Added the Majesty spell

Fixed the quest that reduced the occupation unrest penalty (bonus: modders can now modify any elementaldef attr)
Fixed the Blood Season event
Fixed an issue that caused Deorcnysse to not have any production or food
Fixed Shadow World to be castable anywhere
Fixed an issue keeping the Confusion spell from showing up as a spell
Fixed a gamesave corruption issue
Fixed crashes
Fixed an issue that can cause bounding boxes to get offset (ie: you click on one tile/unit and it selects a different tile)
Fixed an issue keeping the Cloak of Thorns spell from working
Fixed the Strange Noises quest to correctly give the wolf pups
Fixed a hang issue (game goes not responding)
Fixed an issue not allowing players to settle in the Ruins of the Imperium wildland (and therfor be unable to conquer it)
Unreleased: Fixed the Loner trait
Unreleased: Fixed an issue cuasing plague stalker lairs to look like empty tiles (this is why many people thought the asaq wildland was broken, there were other goodie huts you needed to clear but there was literally nothing in the tile displaying them or icon indicating they were there)

Conclaves generate more Research but less Gold
Forts generate more Production but less Gold
Animal Husbandry gives +10 food per grain
Granary gives +35 food per grain instead of +25
Mill gives +4 production per material instead of +3
Slave Pen gives +4 production per material instead of +3
Labor Guild gives +6 production per material instead of +5
Refined Agriculture gives +10 food per grain instead of +5
Overhauled the tile yield system, in general the crappy tiles no longer show up, the good tiles do and are more varied (no more oceans of tile yields, instead you see 5-6 spots with different yields)
Increased the base production per material from 6 to 8
Towns people automatically destroy the Forge of the Overlord components when they're conquered to prevent them from falling into enemy hands
Champion Recruitment cost gets gradually more expensive based on the # of champions the player has
Unreleased: Tireless March can only be cast on one unit at a time
Unreleased: Blindness lowers the victims Accuracy by 25% instead of 50%

AI is more aggressive about researching and completing the Spell of Making victory (maybe to likely, beware)
AI more likely to value lumber improvements as production boosts
AI players now sell their loot to the item shop
Reduced AI valuing of various treaties to get rid of the "If you pay me 120 gildarn I'll give you tradea greement worth 1 gold per turn" popups
AI is more likely to ask for peace in war based on larger strategic considerations (rather than a simple military might calculation)
AI is more likely to bribe player (human or machine) to go after other players IF the other player already has poor relations
Modified AI relation weights
AI players will try to acquire mounted units more effectively on normal and higher difficulty level
Updated Diplomacy Relations system: Relations are now longer calculated. Instead, each turn, a player's opinion of a player is measured and then trickles into an overall bucket that results in relations slowly changing over time
AI interacts more with players
AI Sovereign does a better job of searchinh for a good place for its capital rather than relying on its starting tile
Only certain types of AI personalities will aggressively target the spell of making victory path
AI Sovereign and champions more insistant on having support units before going out into combat
AI is smarter about where and when it builds the various Forge of the Overlord components (more defensible)
Fixed glitch that caused the AI not to "see" certain tiles as being able to be settled on
Added 115 new unit designs for the AI to use (designs from Kongdej, thanks!)

We've add an indicator on the faction power panel when a player controls the towers for the spell of making victory (so players have an earlier indication that the AI is about to end the game)
Unreleased: Lots of good typo and desc fixes from TBS Gamer (Thanks!)

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