Elemental: Fallen Enchantress v1.1 Patch Released

Stardock has cranked out a new v1.1 patch for Elemental: Fallen Enchantress that provides a significant jump in the effectiveness of the game's AI, a substantial number of balance tweaks, and the usual assortment of fixes. There's no better time to give the strategy/RPG a whirl:
Fixes

'¢ Fixed Armor Piercing on all the Pikes, Shadow Broadsword, Druss Blade and the Ram's 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't 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's Volcano has a 10 turn casting time and its casting cost is raised from 500 to 2000
'¢ Destiny's Gift casting cost raised from 100 to 200 and the buffs were decreased
'¢ Earthquake casting cost raised from 100 to 300
'¢ Destiny's Insight casting cost raised from 100 to 150
'¢ Pralius no longer has a sword that's 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)