使用方法:
1、解压缩
2、安装升级补丁
3、复制SKIDROW文件夹下的破解补丁到游戏目录覆盖
4、运行游戏
By SKIDROW
Fallen Enchantress v1.12 Update info:
Fixes
Crash while loading saves (especially old version saves)
Correctly sets the Heroic trait to cost 2 instead of 0
Removed the setting of arctic terrain from Vetrar's Howl (it was overwriting cities)
Fixed a bug that caused auto-targeting of tactical units when all you did was previously set them as a target, but have since only walked up next to them
Fixed datadef corruption issues (which caused issues like trolls losing their death animation and crashing the game when they were killed)
Fallen Enchantress v1.1 Update info:
Fixes
Fixed Armor Piercing on all the Pikes, Shadow Broadsword, Druss Blade and the Ram抯 Head Longbow
Fixed warg sweep animation
Fixed lots of crashes
Fixed the Heart of Stone ability
Fixed a bunch of clothes that had invalid color settings
Fixed a hang if you have Blood Sigil on a city
Fixed invalid color settings on the Bard and Shieldbearer henchmen
Big change to reduce memory usage in the late game
Fixed blue lines (they look like straight rivers) on the cloth map
Fixed an issue that could cause the AI to autocomplete all improvements when under threat.
Balance
Amethyst Vault provides 2 crystal/season (instead of 1)
Base city Gildar is reduced slightly
Guild Grocer bonus hit points reduced from +10% to +5%
Units trained in a city with an Infirmary start with the Endurance trait
Mining Guild provide 2 metal/season (instead of 1)
Pyre of Anniellum gives +2 fire power (instead of 1) but doesn抰 give mana
Reduced the unrest penalty from slums from 10% to 5%
Guild Warehouse gives +4 gildar/season along with the existing bonus when the queue is empty
Watchtower gives units trained in the city the Charge trait (instead of bonus init to defending units)
Curgen抯 Volcano has a 10 turn casting time and its casting cost is raised from 500 to 2000
Destiny抯 Gift casting cost raised from 100 to 200 and the buffs were decreased
Earthquake casting cost raised from 100 to 300
Destiny抯 Insight casting cost raised from 100 to 150
Pralius no longer has a sword that抯 too high a level for him
Brutal Nature juggernaut trait reduced from +100% Attack to +50% and its training cost increased from 16 to 60
Frenzy juggernaut trait adds +1 Moves and its training cost increased from 10 to 50
Ignore Pain juggernaut trait reduced from +40 hp to +30 hp and its training cost increased from 35 to 50
Maul juggernaut trait training cost increased from 0 to 60
Uncontrolled Rage juggernaut trait training cost increased from 16 to 30
Juggernaut base hp increased from 40 to 50
Reduced the base cost of Juggernauts from 400 to 250
Reduced the Training Time on the Cook trait from 20 to 6
Heroic trait now gives +20 Influence when completing a quest (instead of 50)
Heroic trait gets +40 base Influence
Diplomat trait gives +40 base Influence (instead of +20)
Henchmen Influence cost reduced from 50 to 40
Bard henchmen starts with the best armor available
Shieldman henchman starts with the best shield and armor available
Torch Bearer henchmen starts with the Ring of Embers, Ring of Life, Belt of Speed and the best fire staff possible
Mercenaries dont have a Wage cost anymore
Tweaked the formula which determines the threat rating of units/armies
Modified the combat rating calcualtor to consider defense a bit more
Wraith race gains +20 Dodge
Amarian race loses the -1 hp per level
Quest scrolls now cost 100 gildar (instead of 50)
AI
AI trait weighting reduced from 1000 to 100 for researching techs purposes
AI checks to make sure a given unit isn't a city guardian unit before doing AI on it (to keep the AI from taking city defenders out of cities)
AI calculates the battle rank of its champions and sovereigns each turn afresh to accurately reflect how strong it is prior to operating on it
AI caps how much it will count crystal, influence and metal when factoring what it should research
AI vastly better at choosing technologies to research
AI is more protective of its cities
Fixed bug where AI pioneers couldn't build outposts if they were in an army with a champion or a sovereign (hence, armies of pioneers late game)
Fixed AI bug where sovereigns and champions, late game, would tend to lone wolf attack cities
AI pioneers better about staying put if there is an area threat around them (i.e. will stay inside a city)
AI values armor more than before when designing units
AI champions now care more about whether the city is defended well enough before leaving a city
Fixed bug that prevented AI from casting strategic attack spells on enemy units
AI interacts more with players
Fixed path finding bug that caused any AI units that intersected during movement to cancel their destinations. This prevented AI units from being able to effectively create armies or get around late game (basically crippled AI movement late game)
Fallen Enchantress v1.02 Update info:
Content
Added edge scrolling in tactical
Added code so that we can have the same floating text system we have in tactical but on the strategic map. Currently this is only used for modifiers with a display name, such as Destiny's Gift to show which of its random effects are applied.
Added xml support for city enchantments to ignore the essence requirement
Fixes
Fixed an issue where animations can repeat when shrunk
Fixed the "Defeated an Army" Achievement
Fixed a bug where death ward would only work if you got killed by melee
Fixed a bug where upon loading a gamesave, total tapped shard counts were sometimes off
Fixed an issue that could cause AI Sovereigns to get duplicate strength traits
Fixed an order of operation issue where shrink/growth/giant form can have an odd effect with other attack multipliers
The Sword of Wrath now correctly gives hit points when it kills an opponent
Fixed an issue that can cause forests to look white when going from cloth map to world view
Fixed an issue where you could get floating waterfalls after casting Raise Land (fix from Parrottmath!)
Blood Curse is now castable on cities without a free essence
Fixed an issue that if you razed a city with immobilzed units in it they would be hidden under the FoW
Fixed an issue when units were killed by a backswing or counterattack
Improved end-turn performance significantly
Reduced memory consumption significantly
Crash fixes
Balance
Dragonfly Bracers have a cost now
Water temples have the correct cost now
Removed the casting time from the Dirge of Ceresa spell
Titan's Imp now correctly summons at 8th level
Removed duplicate gildar rewards from the rat in the ruins quest
Reduced Horrific Wail to 2 damage per level (instead of 3)
Immune to magic no longer protects against special abilities like crushing blow and true strike
Increased the spell resistance on dragons
Increased the casting cost of Curse, Blindness, Growth and Shrink
Destiny's Gift can now be cast on your sovereign (as well as champions)
Destiny's Insight can now be cast on your sovereign (as well as champions)
Tweaked the shop value on several weapons
Waerloga the Dragonlord is much tougher
Dragons cant injure themselves with their breath weapons anymore
Mushrooms, Bread, Salted Pork and Tilda Herbs can only be used 1/battle per unit
Apothecary only sells Growth potions (they dont sell Healing Potions and Iru Elixirs anymore)
Alchemists sell Growth and Healing Potions (but they dont sell Iru Elixirs anymore)
Alchemy Labs sell Iru Elixirs, but they cost more
AI
AI Won't berserk units if they have less than 10 hp
Player created sovereigns get random traits based on their race when played by the AI
General AI improvements
AI interacts more often
AI smarter about its movement in tactical battles
UI
It no longer displays the hp/mana from killing an opponent before the attack
The game no longer displays duplicate spells on the unit info screen (for spells with a tactical and strategic version)
Credits window plays music
Custom faction unit and building colors are now retained between games