Derek said this was intentional to give the players something to pick up in the later game over on the Stardock forums.

While I understand the sentiment, I’m not sure I really want to keep doing it in the late game. It’s fun at the start of the game but as the game progresses I want to focus on other things, not pick up more gear which devalues pretty quickly.

Fighting my first war with Krax and having some weirdness.

He attacks my city with a Spearmaiden unit,and two Pioneer units(?). My defenders are two Spearmaen, a Defender, and a half dozen city militia,and city archers. Maidens do some damage, kill off some militia, and the defender, but I have the 2 Spearmen left when I kill her.

Pioneers (0 attack) are fleeing. Rather than waste my time killing units manually who can’t damage me, I hit auto resolve. The battle results indicate that the Pioneers managed to kill a Spearman! WTF?

There is another enemy adjacent to the same city which I had frozen with a spell so they could not join in the last attack. To bolster the city, I Rush an archer unit. Which rather than be created in the city where it helps, is outside the gates.

As I attempt to move it into the City, it is attacked by the stack IN MY TURN!!! WTF TWICEOVER!!

I know the whole “leaving monster dens to farm xp” tactic, but doesn’t have also a drawback? If you are using the time into your territory with your armies there farming monsters, that’s time they aren’t expanding your borders and clearing hostile areas so you colonize new territories.

That is essentially the problem I’ve had to address. At a certain point, you get into diminishing returns. It’s a good way to get champions leveled up early but eventually it does little but make it harder to get pioneers out. The AI loses a lot of pioneers in a given game.

1.01 has a lot of AI tweaks in it. I’m looking forward to spending some time after 1.01 to further refine the AI. A lot of the limitations on AI come from my own…weaknesses at playing the game. This really shows up in tactical battles where I am really dependent on watching videos of people playing online.

It’s a good thing I didn’t write the XCOM AI. Based on the slaughtering of my teams in XCOM, I apparently do not have a knack for it. ;)

No, that’s the wrong way of doing it.

It’ may be easy for you, but it’s less fun for the player. Making the AI to commit mistakes rolling a dice as you explained sometimes is a bad idea. Wanting to play a game in an easier than normal difficulty doesn’t mean you want an experience with dumb enemies. You always want smart enemies, because that makes the game entertaining, interesting. It’s better to tweak the difficulties with gold/production/whatever ratios, less for easier than normal dif., more for the harder than normal dif.

Think of it in this way: Why should you “waste” all the several man-months that the AI development needed, putting an AI against the player that makes mistakes knowingly except in the higher AI settings?

AIs in general are still way dumber than your average human, they do a lot of mistakes even if you don’t want to, don’t add up even more mistakes to that.

My $0.02, ymmv, etc.

Beware of saving and reloading! You will run afoul of this bug. The bug has been confirmed and fixed.

No saving until 1.01!

Ah, that explains a few things. The game hangs a lot when I try to end my turn, so I was saving and reloading a lot, and I saw quite a few wonders get built in a short period of time.

1.01 is scheduled to be released today.

Good news; Time to reload the web page and see if the patch is up.
Edit: not yet.

Compatible with our old saves?

I noticed Steam updated Fallen Enchantress and the version is now reported in game as 1.01. Not sure what the patch includes though.

Version 1.01

Version 1.01 Patch Notes (1 of 2)

[spoiler]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

Fixed an issue where you oculd get more than 6 points for sovereign customization

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)[/spoiler]

Version 1.01 Patch Notes (2 of 2)

[spoiler]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[/spoiler]

What in the fuck:

What to do now?

Think I’ve hit a bug (1.1), but may be a mechanic I don’t understand.

I started a new game, founded my city and started exploring. My initial city had two forest squares, which I like so I can build logging camps. I had started to build one when my sovereign discovered some great territory to settle. I canceled my camp and started training a pioneer to grab it. Pioneer finishes, I send it on its way to found a new city, and go to instruct my initial city to continue working in the logging camp, but the camp is not in the list. I look at the territory and both the forest squares are gone.

did you try out Brad’s custom exe on the forums last week? or install to a different directory from normal? Steam or through the SD installer? Lemme know and I’ll find out what’s wrong for you

if you did install his exe all you should have to do it download that original 1.0 one and replace yours and the update should work out… otherwise it may take a little more finagling. If you have the game on steam it should have updated automatically and you should need to run that updater thingy

No, I didn’t use any custom or beta exe. My install folder was c:\juegos\fe
Without the stardock downloader, or Steam, just using the .exes from the My downloads area.

It seemed a registry failure, look at the “%FolderExists%” part.

Still, after searching a bit in the registry, I gave up, uninstalled, installed again, and now it works.

Would you mind stop eliminating quest givers from the map if I choose “not now”?? So frigging annoying!!

“not now” means “I will come back later” so don’t clear the quest from the game!

Oh, a .diff patcher, good on you guys :-) Rarely see byte patchers being used.

Patcher failed here as well, so had to fix some registry stuff to get it ‘balking’.

Turin:

Save this as a .reg file (For x64 OS) remove the WOW6432Node for 32-bit os. And change the path… (Remember “\” )


Windows Registry Editor Version 5.00

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Stardock\Drengin.net\ElementalFE]
"Digital"=""
"Path"="D:\\DOWNLOADS\\FallenEnchantress-1.00_setup\\FallenEnchantress"