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Fallen Enchantress

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Product Update - Valve

Stardock Entertainment is pleased to announce the release of v1.3 for its epic, turn-based strategy game, Fallen Enchantress today. This latest update adds the new Majesty spell, AI improvements, balance adjustments, UI improvements and bug fixes.



Version 1.30 Changelog:



New Features:


  • Added the Majesty spell

  • Added 115 new unit designs for the AI to use (designs from Kongdej, thanks!)


Balance Updates:


  • 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

  • Tireless March can only be cast on one unit at a time

  • Blindness lowers the victims Accuracy by 25% instead of 50%


Fixes:


  • 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)

  • Fixed the Loner trait

  • Fixed an issue causing 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)


AI:


  • AI is more aggressive about researching and completing the Spell of Making victory

  • 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 gildar I'll give you a trade agreement worth 1 gildar 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 a 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 no longer calculated. Instead, each turn, a player's opinion of another 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 searching 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!)


UI:


  • 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)

  • Lots of good typo and desc fixes from TBS Gamer (Thanks!)


Product Update - Valve
Stardock Entertainment is pleased to present the v1.20 update for its turn-based fantasy strategy game, Fallen Enchantress 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

Product Update - Valve

Stardock Entertainment is pleased to announce the release of v1.12 for Fallen Enchantress today. This minor update resolves a number of issues reported to us by players.


Fixes


Crash while loading saves (especially old version saves)


Correctly sets the Heroic trait to cost 2 instead of 0


Removed the setting of arctic terrain from Vetrar's Howl (it was overwriting cities)


Fixed a bug that caused auto-targeting of tactical units when all you did was previously set them as a target, but have since only walked up next to them


Fixed datadef corruption issues (which caused issues like trolls losing their death animation and crashing the game when they were killed)


Product Update - Valve
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)
Product Update - Valve
Stardock is pleased to announce that the v1.02 for Elemental: Fallen Enchantress is now available. This update includes various fix, AI and Balance improvements, and more. Fallen Enchantress launched recently and has received some great reviews from sites like Game Informer, GamingOgre, the Escapist, and more!

Highlights:

-Added edge scrolling in tactical
-Reduced memory consumption
-Player created sovereigns get random traits based on their race when played by the AI
-Custom faction unit and building colors are now retained between games
-AI improvements
-Performance improvements
-Memory optimization

Product Update - Valve
Stardock Entertainment is pleased to announce the release of Fallen Enchantress v1.01 today. This first update contains a new content, bug fixes, balance changes, AI and UI enhancements, plus refinements to the included Scenario.

Content:

Add the Iru Elixir (replaces the Strong Healing Potion), it heals 80 damage and removes a random injury from the champion that drinks it, it can be found as loot
Added ability to have spell-like effects with no casting (i dont want pariden units to do their spellcast animation at the start of every battle)
Custom factions get a music theme now
The Flesh Bound Tome faction ability unlocks the Consume spell, which allows a player to destroy a shard in his territory for 200 mana
Added Dragonfly Bracers as a custom sovereign item (increases init by 2)
Added Rebels as a faction weakness (increases unrest)
Fixes

Fixed a crash if you create a sovereign with mods enabled and then disable mods
Fixed an issue where if you got a new unit form a random event and your sovereign was in a city it would be lost
Fixed an issue where negative enchantments could stick around on a city even after it was conquered
Fixed an issue where you may still be paying a summons maintenance even after the summon was dead if you save and reload before the end of the turn after the summon dies
Fixed a crash if you go from the tutorial to the scenario without restarting
Improvements that level up trained units now allow units that can select their level-up traits to pick all their level-up traits
Changing the game pace now also modified production times
Fixed an issue causing Trog Pioneers to go Beserk in battle (and then run away)
Fixed Propaganda to update if the cities essence changes
The Darkling Shaman's shrink ability now has a cooldown of 3
The Spellbooks tech correctly unlocks with the Decalon faction ability
When placing random quests during the game (like by using the Quest Map item), no longer chooses non-repeatable quests that have already been completed or are assigned to an existing quest location
Fixed an issue where shrunken units would play their death animations twice
Fixed a issue where units would play their last spell animation when shrunk
Fixed an issue where only the group leader would be grown/shrunk by spells with units with multiple members
Fixed a bug where units with shrink and growth both cast on them could get wonky
Fixed bug with paths where sometimes path dots would skip first tile
Fixed bug where path was not updated to show newly uncovered tiles when FoW was cleared
Fixed a memory leak that occured on each reload
Fixed bug where parchment background image of kingdom window would disappear after game within game
Fixed crashes (if anyone has had a crash with FE we have gotten the log and checked it out)
Fixed a crash in the custom faction color picker window (if you click a tab to leave that screen incorrectly)
Fixed tactical battle hang if you tamed the creature you are fighting, causing there to be no one left on the opponent's side of the battle
Fixed an issue where you units would be healed if you tamed a unit in combat (the "Jesus Bear" issue)
Fixed Death Ward (it was working before but now it displays it particles to give an indication of what is happening and correctly removes itself)
Fixed floating waterfalls
Fixed an issue where jamming on some keys (like the 'E' hotkey) can open multiple redudant windows
Fix for deadlocks (hangs)
Fixed the duration on the Prismatic Potion
Fixed an issue where you got no score if you won by the time limit
Fixed an issue keeping Raise Land from being able to be cast on ocean tiles
Lots of performance improvements both in between turn time and in smoothness of animations while other actions are occuring
Fixed bug that caused the loading screen not to show when loading up saved games
Spell Damage modifiers now work on CurHealth spells (like Shadowbolt)
Fixed a bug where negative player bonuses weren't being included in stat calculations (like the Vulnerable to Magic faction weakness)
Fixed the Infection spell
fixed Ritressa and Miredesi so they wouldn't be offered redundant Spell Resistance traits at levelup anymore
Fixed bug where if you went from one scenario map to another, then loaded a save from that second map, the champions that were carried over from the previous map would duplicate
Fixed bug where sometimes the AI would force complete all of its construciton projects on the first turn after loading a game because it was using stale city defender power ratings (these are now recalced and cached while the game is loading)
Fixed an issue with some champions getting the Spell Resistance trait option twice
Fixed weapons that give mana from kills
Fixed a mod bug where random event quest mods would spawn the wrong quest when randomly chosen
Balance

Procipinee gets the Weak sovereign weakness instead of Inefficient
Marked the random even that spawns THE Dark Sorcerer as Epic (anyone who has faced him will agree)
Added Call of the Titans spell unlock on Breon's Letters tech
More quests made available to be placed by the Quest map
You have to have the Dances with Dragons tech to recruit Ashwake Dragons from the Temple of the Dragon
Typhoid Fever gives -1 to the army's hit points instead of -2
Ice Elemental Sanctum now gives loot
Novice difficulty level reduces AI money starting from 75% of base to 50%
Beginning increases HP penalty against AI from 1.0 to 0.75 of what the player has
Beginner reduces AI money starting from 100% to 50%
Easy reduces AI money starting from 100% to 50%
Fixed AI bug where challenging was rated at 1.25 instead of 1.30
Expert AI increases HP advantage of AI from 1.0 of player to 1.1
Ridiculous AI reduces HP advantage from 2.0 to 1.5
Ridiculous AI reduces sovereign HP advantage from 3.0 to 1.5
Ridiculous AI reduces intelligence from 10.0 to 3.0
Insane AI reduces economic advantage from 5X to 2X
Insane AI reduces HP advantage from 3.0 to 2.0
Insane AI reduces Sovereign HP advantage from 5X to 2X
Reduced the Krax blood trait to +8 defense (from +10)
Reduced the HSieldwall trait to +3 defense (from +5)
Stealth faction ability now costs 2
Increased the min distance between Ashwake and Clambercoil dragons and starting locations
Reduced the base level of the Great Wolf to 3 (from 5)
Tarth starts with the Rebels faction weakness
Irane starts with the Dragonfly Bracers instead of the Impulsive trait
Reduce the amount of lairs placed in the world at the default level slightly
Reduced the amount of monster placed arounf the players starting location slightly
Obsession's production bonus is no longer multiplied by the amount of materials in the city (I'm going to pretend like this is a balance change because it makes me feel better than admitting that I implemented it incorrectly)
Changed the starting positions on all tactical maps so that units arent squished together and blocking each other
Units that are immune to spells will be immune to spells even if they are marked as abilities
Tilda Herbs can be used in battle
Increased the duration of the Freeze and Tremor spell to 3 turns from 2
Fixed an issue with some champions getting the Spell Resistance trait option twice
Reduced Dagger init to +3 (from +4)
Reduced Maces to 15 attack (from 16), and increased init to -3 (from -4)
Increased Battle Axes to 17 attack (from 15) and decreased init to -1 (from 0)
Increased the Great Axe to 23 attack (from 21)
AI

Improved AI's decision making on what unit is best for a given city based on its cost
Monster AI is generally slightly less aggressive about attacking
Monsters are harder difficulties are even tougher
Monsters on easy difficulty (or lower) are less aggressive
Fixed bug that allowed monsters to roam far away from their original lairs
On challenging or less difficulty the lair monsters are less inclined to attack passing units
Verified Monsters on challenging or less attack humans as much as AI opponents
Fixed bug where recruiting champions wasn't charging them appropriate $$$
Made AI more aggressive about getting goodie huts when on challenging or higher difficulty levels
AI now determines when it is done "farming" monster lairs and eliminates them when they've..outlived their use
Increased value of the Towers of Magic to encourage AI to more aggressively pursue the spell of making victory
UI

Better display on the outpost window (showing whats building, and when it will be complete)
Mousing over the race on the custom faction screen shows you the race information
Build/Train window won't close when you auto-turn
Fixed the tooltip on the Enchanters faction ability to include the Scrying Pool
Fixed the tooltip for the Fire Adept III trait
Fixed tooltips on the Town Hall and Palace to reflect their ZoC bonuses
Fixed a typo with the Ram's Horn Longbow
Equipped accessories now show up in your unit window like weapons and armor
Some info card tweaks to make more item type info cards throughout the game show either shop cost, labor cost, or customization cost as appropriate, since most tooltips were just defaulting to shop value even when it wasn't really relevant
Fixed bug where if you opened the kingdom wnd while the build list wnd was open, it didn't get hidden and it went back into the city construction mode in a bad state
Faction power window is no longer dragable (players were accidently getting it dropped places)
When you finish the tutorial, instead of rolling the credits, added a message box that says basically "thanks for playing the tutorial" and then takes you to the title wnd when you hit the OK button
In the customize faction and create sovereign screens, the race/faction spinner tooltip now updates when changing the spinner selection with the buttons
Fixed bug in the intro book where only 4 of the 5 available slots were used to show faction traits
The "Improvement Destroyed" message now includes a button to go to the site of the former improvement
Amarian units don't need to pause to activate their Noble Legacy ability at the start of combat anymore
Scenario

Items don't "transform" in the scenario anymore (most commonly the Yew Longbow into a Banishing Staff)
Fixed a missing icon on the Lannarg Plant Seeds
Fixed a missing map icon on the Umberdroth Lair
Fixed bad references for the Krax faction in the campaign
Gnarri starts with the Muscle and Strength traits so he can wield that Maul
Fixed Blessing of Restoration to give a viable Heal ability
Fixed an issue allowing K'uo Sian to get the Finesse trait twice
Fixed a crash loading the 2nd map of the scenario if the player didn't have rights
Added functionality to the KillChampion trigger so that we can give all of the dead champ's items/equipment to the sovereign
Updated custom campaign versions of the city to match the sandbox game, so they now produce Research
Weakened Cutting stat on the Sword of Wrath from 25 to 15
Fixed bug where ‘dummy' versions of the human villages of Ammarkan and Bruka were spawning in each other's spots instead of their own
The naming of the "Timber Warg Meat" is now consistent throughout "Taevish's Quest."
Fixed bug where the Crystal Shield didn't provide defense like other shields.
Changed the model scale on the custom campaign version of the Lurk from 1.0 to 2.0 on the main map, and 1.5 to 2.0 in tactical combat. This makes it easier for players to spot them when trying to complete the Abbey quest chain
Added a few triggers that fire when a player's champion dies, and bring up a conversation to remind the player that he can buy a potion in the minor civ city which will heal injuries
The chapter 5 campaign book no longer lists "found new settlements" as an objective
Added Optional Objective entry to "The Fugitive" campaign book screen
Empty Objectives panel no longer appears for the map 3 "The Crypt of the Tazzars" campaign book
Can no longer purchase "Quendar Wine" quest item from the map 3 minor civ city
Fixed bug where map 3 "Demon Lair" cloth map icon wasn't showing
Fixed bug where map 1 "Traveler's Tent" cloth map icon wasn't showing
Fixed "the the" & "also and" in the map 1 "Journey's End" campaign book
Changed "taken back" to "taken aback" in the map 1 "The Path" campaign book
Changed "fine breastplate" to "fine piece of armor" in the map 1 conversation with Garen
Fixed "saly" to "slay" in "The Gates of Redstone" Quest
Added missing word to the description for Procipinee's Amulet
Fixed a shadow that appeared on the medallions of some of the scenario units
Fixed an issue that could cause units to get dropped if you had more than 9 going into a tactical battle
Reduced the level of the River Slag on map 2 and reduced the amount of Mire Skaths in that battle form 4 to 2

...

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