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Published on February 12, 2013 By Frogboy In Elemental Dev Journals

We’re working on Fallen Enchantress 1.3 which has a lot of nice balancing updates that we think you’ll like. We also improved performance, fixed a save game corruption crash and just generally integrated some great ideas from the forums.

Since the screenshots we have up are…well…you know…horrible…here are some from a pre-release of 1.3:

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One of the new features is a pretty big change that you’ll notice almost immediately. Procedural tile yield generation.  Basically, it means that the tile yields will be a lot more varied and interesting (and generally bigger).  Way less 3/3/1 tiles (in fact, rare) and way more 5/2/2 tiles or 2/5/2 tiles or even 1/4/3 tiles.

FE-13-2

Not a huge change but a lot of balancing was done on how many resources are placed and where. The result is that you don’t hit that plateau of “hitting the turn button waiting” that sometimes creeps in.  In fact, you may find the game feeling like it’s going by fast – until you check the time.

FE-13-3

Diplomacy improvements were big on the wishlists of FE players. And so we put a lot of effort into making the AI players play more intelligently here.  No more “Want to sign a treaty? Give me 90 gold” only to have them declare war the next turn…admittedly, that is actually a pretty smart strategy but kind of a jerky one.

FE-13-4

Now, the diplomacy works by players building up a rapport with different players over time.  This means that you can check on the relations and it may say Neutral but show a ton of negatives (or positives) there that point to where your relationship is going in the future.

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I just thought this looked pretty. Winking smile

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Another big change is that the AI is much more aggressive at going after the Spell of Mastery victory. In fact, we had to change the UI because it was actually quite annoying at how abruptly the AI could sneak up on this.  Now, the UI will actually warn you when a player has started building the components of the Forge of the Overlord.

We expect this to go into beta within the next week.


Comments (Page 1)
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on Feb 12, 2013

I love it.  My only question is whether the AI reacts to the PC building the components for the spell of making like a person would upon seeing one of the other factions start construction?

on Feb 12, 2013

Nice improvements. Are there any improvements to the strategic AI (other than spell of making) or tactical AI planned as well?

on Feb 13, 2013

Nice. I see that the name generator is still the infamous vanilla one though. Hi, my name is Ithuaakalalilootalapa, and I'm the queen of the people of Ruutulpupupuronilo. Right

on Feb 13, 2013

halmal242
I love it.  My only question is whether the AI reacts to the PC building the components for the spell of making like a person would upon seeing one of the other factions start construction?

I'm curious about this as well.  It would make the magic victory condition a lot more interesting if the other factions suddenly started coming after you because you were working on it.

on Feb 13, 2013

Is there no way to make AI less stupid and more cautious, playing 1.2 AI still sends lone heroes sovereign to locations where my main stack is present, make them take troops sitting in citites PLEASE or camp cities if they are waiting for new troops /chalenging diff/

 

 

on Feb 13, 2013

A1exej
Is there no way to make AI less stupid and more cautious, playing 1.2 AI still sends lone heroes sovereign to locations where my main stack is present, make them take troops sitting in citites PLEASE or camp cities if they are waiting for new troops /chalenging diff/

 

 

I 2nd this ^

on Feb 13, 2013

Now, the diplomacy works by players building up a rapport with different players over time.  This means that you can check on the relations and it may say Neutral but show a ton of negatives (or positives) there that point to where your relationship is going in the future.

Does this mean that if I pleased a player over the course of the game, it won't turn around to kill me just because he's stronger? I really love that you're finally fixing diplomacy and I hope this gets carried over to LH too.

on Feb 13, 2013

It's seems really good! i'm looking forward to 1.3.

Jumping the gun here, but some thoughts on diplomacy:

Multiple trade agreements should have an additional +1 bonus to relations, to reflect the economic ties between factions. So two trade agreements, an aad'l +1, 3 trade agreements an additional +1, for a total of +2 (above and beyond the base +1 relation adjustments).

Breaking agreements, or unprovoked attacks/war should carry bigger dipolomacy penalties, and should be world wide. That is, all factions will have a "can't be trusted" modifier against the agressor. 

Negative modifiers should also carry trade penalties as well. So if an agressive factions wants an economic treaty, they would have to pay more for it (or get less from it) than a faction without the "agressor" penalty. 

on Feb 13, 2013

Even if an AI likes you very very much all game, if you are about to win, or getting close, they should still want to ally with their other allies to destroy you, or prevent you from winning.  The AI should not just let the player win regardless of past relationships as they should want to win themselves.

Now, mid-game or whatever, friends should be friends unless they have a very good reason to turn on you, like they really really need a resource you have, or your town is right next to theirs and is undefended and they need that land to expand, etc

on Feb 13, 2013

I'm hoping that 1.3 will finally allow players to manage the city queue order in the management screen instead of just on the city screen in groups of five.

on Feb 13, 2013

halmal242
I love it.  My only question is whether the AI reacts to the PC building the components for the spell of making like a person would upon seeing one of the other factions start construction?

 

I also am curious about this.

 

This patch looks really good and I look forward to the changes!    

on Feb 13, 2013

Ambermonk
I'm hoping that 1.3 will finally allow players to manage the city queue order in the management screen instead of just on the city screen in groups of five.

Good call actually, I never bother with changing city queues anymore, because I know its quite annoying, but it also disconnects me from my cities on that same token.

Sincerely
~ Kongdej

on Feb 13, 2013

Ambermonk
I'm hoping that 1.3 will finally allow players to manage the city queue order in the management screen instead of just on the city screen in groups of five.

I agree it would be nice to do it in there. In the meantime, I'd highly recommend trying out the LargeUI mod https://forums.elementalgame.com/433402

on Feb 13, 2013

I still see that less-than-optimal (read: entirely craptastic) AI diplomacy popup.  Please for the love of frogs fix the diplomacy UI!

on Feb 13, 2013

Rhaegor
1. Even if an AI likes you very very much all game, if you are about to win, or getting close, they should still want to ally with their other allies to destroy you, or prevent you from winning.  The AI should not just let the player win regardless of past relationships as they should want to win themselves.

2. Now, mid-game or whatever, friends should be friends unless they have a very good reason to turn on you, like they really really need a resource you have, or your town is right next to theirs and is undefended and they need that land to expand, etc

1. I would think that the "Diplomatic/Allies can win together" option being on should keep this from happening, but if it is off then I agree

2. This I like with the "Allies win" option being on or off - but then one could also ask for passage through another's lands so that turnin on a trusted ally would'nt necessarily have to be done

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