Elemental: Fallen Enchantress – Legendary Heroes v1.2 Beta Patch Released

A beta version of the v1.2 patch for Elemental: Fallen Enchantress – Legendary Heroes has been released on Steam, including a bevy of fixes and balance and AI changes. I’m going to quote the instructions to download the patch and the changelog for easy reference:

To access this patch go to the Betas tab in the steam client’s Fallen Enchantress: Legendary Heroes properties and switch to the “Beta – Public BETA Opt-In” selection.

Fixes

  • Removed Influence from the city levelup window
  • Fixed the missing cloth map icon for the shadow rift
  • Fixed an issue that caused ranged attacks to strike all enemies in auto resolve
  • Fixed an issue that causes Sovereign’s with the Tactician sovereign trait to start midway into the Commander tree

Balance

  • Increased Adventurers Boon trait from +8 hp to +10
  • Ironeer Ale increases hp by 2 instead of 1
  • Reduced Bless City spell casting cost from 500 to 250 and the effect from -30 unrest to -25
  • Reduced Curse City spell casting cost from 500 to 250 and the effect from +30 unrest to +25
  • Increased Propaganda spell from +1 gildar per essence to +2
  • Increased the attack and fire damage form the Staff of the Furnace
  • Caster’s Staff has a minor ranged lightning attack
  • Haunter’s Staff has a minor ranged poison attack
  • Switched the default tax rate to Normal
  • Adjusted the tax rates to give more variance between the levels
  • Switched Shattered Statue to give a random item instead of one of 5 preset items (so there is more variety)
  • Reduced Escape scrolls form Uncommon to Common
  • Moved Rush from Civics to Administration
  • Arcane Mastery now requires Enchantment
  • Glyph Stones requires Arcane Mastery instead of Enchantment
  • Mounted Warfare requires Drills instead of Training
  • Rebalanced tech costs according to the above
  • Reduced Foundry’s to +3 Metal per Season instead of +4
  • Reduced the Iron Works to +6 Metal per Season instead of +8

AI

  • Fixed AI bug where one of the AI personalities could, in some cases, rush buy a unit without having the necessary resources (metal)
  • Improved granular difficulty increases between challenging difficulty and insane. Rather than rely on a money cheat, the higher difficulty units get some additional unit perks that make them more interesting.
  • Made all the AI personalities somewhat better at taking out targets of opportunity (like outposts)
  • Made AI sovereign more concerned about clearing out monster lairs near its home base early game.
  • Fixed a bug that could cause certain AI personalities (“unstable” and “paranoid”) to cease building city improvements
  • Aggressive and Warmonger AI personalities more aggressive about destroying enemy improvements
  • Some AI personalities will more aggressive target quests
  • Fixed bug that kept AI from choosing the infinite projects (wealth, growth, etc.) if they had just trained a unit.
  • Improved AI’s choosing of city specialities based on player strategy input (thanks forum and YouTube posters!)
  • AI players will tend to do most of their unit building in fortress-cities when possible
  • AI smarter about what types of units it builds based on its current economic/military conditions
  • AI cab do sneak attacks, especially imperial factions if it is in its best interest
  • Unstable AI personality will still do a sneak attacks (even if it’s suicide) and they just don’t like you.
  • Paranoid AI personality will overstate their military strength (i.e. lie to itself)
  • AI is more likely to surrender if the military situation is hopeless (you can disable AI surrendering in the game setup)
  • AI smarter about using health items in tactical battles
  • Fixed infrequent game hang bug
  • Tweaked the way power ratings are calculated such that it more accurately takes into account the player’s *potential* military power as well as its current military strength.
  • Fixed path finding bug that would cause the AI players to sometimes get stuck.
  • AI is less inclined to settle on crappy food terrain
  • Difficulty sovereign HP modifier now affects champions
  • Reduced the HP bonus that harder difficulty AI players get
  • Hard and Expert AI players no longer receive an HP bonus to their trained units
  • Ridiculous AI players have a reduced HP bonus to their trained units
  • Monster behavior overhaulted (won’t just walk away from lairs, won’t attack player cities from wild lands, just lots and lots of goodness here)
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