Published on November 2, 2012 By Nakor In FE Support

A beta/pre-release of Fallen Enchantress 1.01 is available now available for download.

A patch installer for 1.00 is available from https://www.stardock.cachefly.net/FallenEnchantress-1.004_beta_update_setup.exe  for standalone installs direct from Stardock's store.

Steam users can update to the beta by right-clicking on the Fallen Enchantress entry in Steam and selecting Properties, Betas, and the 'Beta - 1.01 prerelease' option.

If you have previously applied one of Brad's "unofficial" builds, please download the release 1.00 EXE from http://sd.stardock.com/FE_100.zip and replace it before running the patch. You do not need to reinstall completely.

The 1.01 changelog notes are available at https://forums.elementalgame.com/434823 

Enjoy!

Kris

 


Comments (Page 4)
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on Nov 05, 2012

I used to see Resoln spike to 50,000 mana in the earlier beta's, destroying the historical graph and making every other player look like they never had any mana during the game.  They didn't use ( how could you burn through 50,000 mana without an army of spellcasters?) it all, and it eventually went back to near zero after 2-3 years.  Maybe the problems are related?

 

on Nov 06, 2012

Lord Xia

 

If I put an army into a city, and then try to take a unit that was in that army out of the city, it will turn around and reenter the city. 

 

This normally happens when you are moving an unit out of a city, but when selecting a destination square where to eject it from the city, you choose a square that itself still is a part of that city. I sometimes make this mistake because a tile looks like it isn't a part of a city because the improvement on it is still building, making it visually seem the tile is empty.

on Nov 06, 2012

stax77

Quoting Lord Xia, reply 45
 

If I put an army into a city, and then try to take a unit that was in that army out of the city, it will turn around and reenter the city. 

 

This normally happens when you are moving an unit out of a city, but when selecting a destination square where to eject it from the city, you choose a square that itself still is a part of that city. I sometimes make this mistake because a tile looks like it isn't a part of a city because the improvement on it is still building, making it visually seem the tile is empty.

 

What I am describing happens no matter where I choose the unit to go, I usually am selecting the unit to go a long ways away, and instead they go chasing after their previous commander.  So if the commander is in the city they were also in, they turn around and go back into the city, if the commander champ is in the opposite direction of where I am telling the unit to go, they will run down the road toward their old leader.  

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