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

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2012-12-27《元素之力:堕落女巫》1号(v1.12)升级档+破解补丁[SKIDROW]    【24MB】 英文