July 15, 2014 9:43:03 AM from Elemental Forums

Arguably the biggest patch since Fallen Enchantress: Legendary Heroes’ release more than a year ago, version 1.7 improves CPU-controlled factions’ strategic acumen as well as introducing class-specific items for all five unique hero types, like Commander-only banners that boost the entire army’s capabilities.

Download the patch free simply by signing into your Steam client.

Among other things, patch 1.7 includes:

Class-specific items – Commanders lead better than ever with unique banners, mages command the elements with new staves, and more

– Commanders lead better than ever with unique banners, mages command the elements with new staves, and more Significant AI improvements – AI rivals now develop their empires more effectively, for example through upgrading their outposts

– AI rivals now develop their empires more effectively, for example through upgrading their outposts Balancing across the board – Unrest modifiers have been tweaked to make sprawling empires less overwhelmingly powerful, and many unit and item stats have changed

– Unrest modifiers have been tweaked to make sprawling empires less overwhelmingly powerful, and many unit and item stats have changed Revamped army-strength logic – The method used for calculating army strength has been completely reworked, making evaluating threats easier for human and AI players alike

– The method used for calculating army strength has been completely reworked, making evaluating threats easier for human and AI players alike Much more – see full patch notes below.

Happy conquering!

Want to join the fun? Purchase Legendary Heroes directly from Stardock or through Steam.

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Legendary Heroes v1.7 Patch Notes

Features

Added support for class requirements on weapons, armor and items

Added the Banner of the Brave accessory, Army gets +1 Attack And +2 Defense, Commander only

Added Walderon’s Banner accesory, Army gets +1 Moves and +2 Initiative, Commander only

Added the Banner of Zad-Zabril accesory, Army gets +25% Fire Resistance, Commander only

Added the Mage's Staff weapons, ranged lightning damage, Mage only

TONS of new conversations

Modders can now create map stamps with starting point locations saved in them

Balance

Adept’s Robe is now Mage only and Defense increased from 1 to 2

Archmage’s Robe is now Mage only and Defense increased from 5 to 6

Mage’s Robe is now Mage only and Defense increased from 3 to 4

Impenetrable Tower Shield is now Defender only

Tectonic Bulwark is now Defender only

Shield of the Sentinel is now Defender only

Ring of Mastery is now Mage only

Wage costs are now proportional with group sizes (increased wage costs for larger groups)

Assassin’s Blade is now Assassin only

Sharp Longsword is now Assassin only

Serrated Longsword is now Assassin only

Legendary Longsword is now Warrior only

Brutal Trog Scimitar is now Warrior only

Bashing Maul is now Warrior only

Relations penalty for ambitious civs reduced to -1 from -2

Relations requirements for treaties eased so that you can have unfriendly relations and still make treaties

City population reqs to level up reduced slightly

Towns provide slightly more money per turn

War monger player relations penalty goes away after 10 game years

Wildlands will start to spawn increasingly nasty monsters in the unknown areas of the world the longer they are left around

Capitar faction stores sell things for 20% off

Bell Tower unrest reduction changed from 10 to 5

Fortress production bonus reduced

Reduced odds of Bacco the Beggar quest coming up

Reduced odds of other various quests from coming up (the ones we see 30% of each game apiece are now 10%)

Final quest boss combat speed increased from 22 to 40, HP increased from 500 to 600.

Ranged weapons now convey an accuracy penalty (harder to hit something with a ranged weapon than a melee weapon)

Sovereign mana production reduced from 2 to 1

Town Halls reduced to -10 Unrest instead of -20

Reduced the production cost of Harbors

Fixes

Fixed the cause of 80% of the 1.6 crashes

Fixed bug that caused the battle initiation window to display the wrong battle rating for the armies

Fixed weird pathfinding bug that caused rivers to be extremely aggravating to deal with

Fixed splash damage on the Greatsword, Titanic Maul and Bashing Maul

Fixed an issue with a broken [OtherPlayer] tag in a dialog popup

Fixed the Master Archer ability

Fixed an issue where the wildland player could spawn champions

* Fixed an issue that could cause the AI to fail at casting summoning spells on some tactical maps

* Fixed an issue causing Grip of Winter to become permanent

AI

AI won’t cast negative city enchantments on players it isn’t at war with anymore

Fixed bug that caused the AI to overestimate the city defense value

Made AI smarter about declaring war based on if they are already at war

Fixed bug that would cause the AI to keep units in a city far more than they should

Fixed a bug that would cause the AI to send a unit out of the city when enemies were right there

AI upgrades its outposts

AI is more likely to go for the Spell of Mastery if they are dominating

Adjustments to the city calculation for dtermining whether a city is well defended or not

Fixed a bug that would cause the AI to try (and fail) to cast the same enchantment over and over again resulting in it not casting other strategic spells

AI can summon Arcane Monoliths

Fixed bug that would cause lots of strategic spells not to be cast due to it thinking their value was 0

Fixed a bug that caused the AI to cast expensive tactical spells even when it wasn't supposed to

Modified AI priorities of numerous city improvements

Full, completely rewritten battle ranking system for more accurate measurements of a unit's actual lethality

Fixed an issue keeping the AI from declaring war