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Fallen Enchantress: Legendary Heroes News

Update Notes for v3.01

Minor update to Legendary Heroes to v3.01:

  • Fixed an issue causing the AI to fail when summoning creatures in tactical battles.

Fallen Enchantress: Legendary Heroes v3.0 Change Log

Stardock is pleased to release v3.0 for Fallen Enchantress: Legendary Heroes today. This new major update includes a host of performance improvements, crash fixes, balance updates and more.

Changelog
  • Tile yield update on screen aborts immediately if the terrain is invalid for a city (perf)
  • Fixed crash bug where garbage characters could get inserted into a scene node
  • Increased the map tilt further so you can see more pretty stuff
  • Calc Military Might now longer force updates the battle rank of units. (perf)
  • AI city updating is now multithreaded (perf)
  • CalcBattleRank changed to automatically cache the battlerank of the unit (major perf boost)
  • Units now always get a battlerank of at least 1 to ensure caching of battlerank
  • Sub-units of an army are no longer recalculated unless expressly ordered
  • Thread safe city count method added
  • Fixed a crash deadlock
  • AI monsters less likely to attack a city on lower difficulties
  • Monsters now use a cached combat rating to determine city strength (performance)
  • Fixed multiple crash deadlocks
  • Unit vector sized at 10 at start to reduce increments. (perf)
  • Timer update increased from 1ms to 0.5ms
  • Conclaves provide more research but less production and money
  • Fortresses provide more production but less money and research
  • Towns provide more money but less production and research
  • New improvement: Tower of Knowledge. Provides +1 research per essence
  • Tiny map size increased to 5x3
  • Small map increased from 5x4 to 6x4 (20 to 24 sectors)
  • Medium map size increased from 6x5 to 7x5 (30 to 35 sectors)
  • Large map size increased from 7x6 to 9x6 (42 to 54 sectors)
  • Huge map size increased from 8x7 to 12x8 (56 to 96 sectors)
  • Wrote a replacement for toupper() that is much faster
  • Lots of new quests
  • AI improvements
  • Quest based champions added
  • Units take slightly longer to produce to balance the availability of more champions.

Fallen Enchantress: Legendary Heroes 3.0 adds new quests, champions, performance

[h2]Fallen Enchantress: Legendary Heroes v3.0 arrives[/h2]



Version 3.0 of Stardock's fantasy civilization style game, Fallen Enchantress: Legendary Heroes gets updated to add more quests, heroes, city upgrades and general performance and stability improvements.

Conquer your enemies and explore the world of Elemental in Fallen Enchantress: Legendary Heroes! We've updated this beloved classic with a new Tower of Knowledge faction structure, some highly requested AI improvements, and some performance updates that we know you'll love.

Elemental: Fallen Enchantress – Legendary Heroes is a fantasy strategy game in which the player builds a civilization in the world of Elemental. This world was nearly destroyed by the War of Magic, and it is up to you to rebuild it.





Unlike most civilization games, the Elemental games put you into the game directly as a character.

Over the past year or so, players have been sending us their saved games so that we can use them to determine certain edge crash situation or stuck turn scenarios. We know that when it happens to you while you’re playing that it doesn’t feel like much of an “edge case,” so we wanted to make sure to find and fix as many as possible.

To make tactical battles more interesting, we made some AI improvements and wrote some new code that should improve turn times substantially, especially on larger maps. Because of these performance gains and greater stability, we increased the map sizes just a bit as well.



To see everything we've added in v3.0, check out the changelog at the bottom of the post!

https://store.steampowered.com/app/228260/Fallen_Enchantress_Legendary_Heroes/



[h2]Changelog[/h2]
  • Tile yield update on screen aborts immediately if the terrain is invalid for a city (perf)
  • Fixed crash bug where garbage characters could get inserted into a scene node
  • Increased the map tilt further so you can see more pretty stuff
  • 0Calc Military Might now longer force updates the battle rank of units. (perf)
  • AI city updating is now multithreaded (perf)
  • CalcBattleRank changed to automatically cache the battlerank of the unit (major perf boost)
  • Units now always get a battlerank of at least 1 to ensure caching of battlerank
  • Sub-units of an army are no longer recalculated unless expressly ordered
  • Thread safe city count method added
  • Fixed a crash deadlock
  • AI monsters less likely to attack a city on lower difficulties
  • Monsters now use a cached combat rating to determine city strength (performance)
  • Fixed multiple crash deadlocks
  • Unit vector sized at 10 at start to reduce increments. (perf)
  • Timer update increased from 1ms to 0.5ms
  • Conclaves provide more research but less production and money
  • Fortresses provide more production but less money and research
  • Towns provide more money but less production and research
  • New improvement: Tower of Knowledge. Provides +1 research per essence
  • Tiny map size increased to 5x3
  • Small map increased from 5x4 to 6x4 (20 to 24 sectors)
  • Medium map size increased from 6x5 to 7x5 (30 to 35 sectors)
  • Large map size increased from 7x6 to 9x6 (42 to 54 sectors)
  • Huge map size increased from 8x7 to 12x8 (56 to 96 sectors)
  • Wrote a replacement for toupper() that is much faster
  • Lots of new quests
  • AI improvements
  • Quest based champions added
  • Units take slightly longer to produce to balance the availability of more champions.

Fallen Enchantress: Legendary Heroes 2.51 Update

Stardock is pleased to announce the release of Fallen Enchantress: Legendary Heroes v2.51 today. This new update makes a number of balance adjustments and optimizations to performance.

Change Log
  • Unit movement engine optimizations
  • AI update to be more greedy about getting goodie huts
  • Early game technology costs reduced
  • Default unit movement increased from 2 to 3 tiles.
  • Sovereign default combat speed increased from 22 to 32
  • Sovereign default HP increased from 20 to 28.
  • Several bug fixes to late game instability




Version 2.51 preview


Happy Summer!

We've been playing with audio, AI and looking for bugs as we play.

When this game was originally developed, the tools available to us were so primitive. It's really pretty shocking how far things have advanced in such a short period of time.

I can now tell you exactly where every byte of memory goes and what it is doing.

There is also some balance changes coming in. For one thing, your sovereigns will no longer start with colleagues. Instead, your sovereign will have more HP and faster combat speed but will be alone. We think this makes the start of the game more compelling and interesting.

Our biggest focus for 2.51, however, is making the late, late, late game perform better. This takes a lot of playing the game but, we are heroes and so we make the sacrifice to play the game again...and again...and again! It's all for you!