siosios
01-23-2013, 01:18 AM
Stardock Entertainment is pleased to present the v1.20 update for its turn-based fantasy strategy game, Fallen Enchantress (http://store.steampowered.com/app/216390/)today. This latest update contains a number of balance changes, bug fixes, crash fixes, AI improvements and more.
Balance
Reduced Wealthy from +800 Gildar to +500 Gildar
Ancient Temples are more common and they give +1 Research per turn instead of +1 Mana
Pastures gives +3% hit points to all your units instead of increasing the grains of the attached city
Increased the default players on small, medium and large maps slightly
Increased the labor costs of bows and ranged staves
Fruit Groves, Twilight Bees, Wild Game and Whild Grain are now more common
Increased the amount of resources spawned
Monsters still raze city but it no longer salts the land
Twilight Honey now provides a faction wide -2% to unrest
Gold deposits are more common but produce less gildar
Grain provies 25 food instead of 20 by default
Modified rarity of different world resources and their availability to have more variety
Goodie huts are slightly more common
Shards are slightly rarer
Default turn limit reduced to 800 (from 1000)
Blizzard can be cast in an area will hit your units (and it will damage them)
Pioneers cost 30 population when trained
Fixes
Fixed a bug where the hit point bar wouldn't update when the crushing blow ability was used
Fixed bug where AI units would sometimes get stuck (like watching while their city was taken over or not going out to get goodie huts or going after an easy kill unit)
Fixed bug where AI knowledge trading didn't always reduce tradeable knowledge
Fixed an issue keeping the Growth potion from increasing blunt damage
Fixed an issue where the Paragon spell could be cast indefinitly
Fixed an issue where units will now exit cities in the best way to reach their specified destination
Fixed crashes
AI
AI more intelligent about when and what it builds in its cities
AI evaluates whether it should be training archers/catapults/mounted units more effectively
Fixed but that caused AI to disproportionately choose the first level up perk (like Assassin)
AI more aggressive about getting to goodie huts
UI
Fixed glitch that caused the arrow cursor to show instead of the hour glass when the player dragged the map between turns
Reduced ground cover on terrain with the exception of deserts
Added an icon to all the Refined techs to indicate that they can be researched multiple times
Fixed lots of typos
Resource tooltip no longer lists the tech requirement if the player already has the tech
Removed references to techs unlocking quests in the tech descriptions
http://storefront.steampowered.com/v/gfx/apps/216390/capsule_467x181.jpg (http://store.steampowered.com/app/216390/)
More... (http://store.steampowered.com/news/9793/)
Balance
Reduced Wealthy from +800 Gildar to +500 Gildar
Ancient Temples are more common and they give +1 Research per turn instead of +1 Mana
Pastures gives +3% hit points to all your units instead of increasing the grains of the attached city
Increased the default players on small, medium and large maps slightly
Increased the labor costs of bows and ranged staves
Fruit Groves, Twilight Bees, Wild Game and Whild Grain are now more common
Increased the amount of resources spawned
Monsters still raze city but it no longer salts the land
Twilight Honey now provides a faction wide -2% to unrest
Gold deposits are more common but produce less gildar
Grain provies 25 food instead of 20 by default
Modified rarity of different world resources and their availability to have more variety
Goodie huts are slightly more common
Shards are slightly rarer
Default turn limit reduced to 800 (from 1000)
Blizzard can be cast in an area will hit your units (and it will damage them)
Pioneers cost 30 population when trained
Fixes
Fixed a bug where the hit point bar wouldn't update when the crushing blow ability was used
Fixed bug where AI units would sometimes get stuck (like watching while their city was taken over or not going out to get goodie huts or going after an easy kill unit)
Fixed bug where AI knowledge trading didn't always reduce tradeable knowledge
Fixed an issue keeping the Growth potion from increasing blunt damage
Fixed an issue where the Paragon spell could be cast indefinitly
Fixed an issue where units will now exit cities in the best way to reach their specified destination
Fixed crashes
AI
AI more intelligent about when and what it builds in its cities
AI evaluates whether it should be training archers/catapults/mounted units more effectively
Fixed but that caused AI to disproportionately choose the first level up perk (like Assassin)
AI more aggressive about getting to goodie huts
UI
Fixed glitch that caused the arrow cursor to show instead of the hour glass when the player dragged the map between turns
Reduced ground cover on terrain with the exception of deserts
Added an icon to all the Refined techs to indicate that they can be researched multiple times
Fixed lots of typos
Resource tooltip no longer lists the tech requirement if the player already has the tech
Removed references to techs unlocking quests in the tech descriptions
http://storefront.steampowered.com/v/gfx/apps/216390/capsule_467x181.jpg (http://store.steampowered.com/app/216390/)
More... (http://store.steampowered.com/news/9793/)