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Fallen Enchantress Update Released


Dirty
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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

 

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