FfH2 0.40 Changelog

Release date: December 16th, 2008.
Scenarios:
1. Added the Lord of the Balors scenario.
2. Added the Splintered Court scenario.
3. Added the Barbarian Assault scenario.
4. Added the Return of Winter scenario.
5. Added the Mulcarn Reborn scenario.
6. Added the Beneath the Heel scenario.
7. Added the Blood of Angels scenario.
8. Added the Against the Wall scenario.
9. Added the Momus scenario.
10. Added the Black Tower scenario.
11. Added the Cult scenario.
12. Added the Gift of Kylorin scenario.
13. Added the Radiant Guard scenario.
14. Added the Into the Desert scenario.
15. Added the Fall of Cuantine scenario.
16. Added the Grand Menagerie scenario.
17. Added the Wages of Sin scenario.
me be excited!
13. Added the Defensive Strike ability (a unit with defensive strike gets the chance to do damage to any enemy unit attacking his stack).
:clap: excellent solution to the Archer situation, makes them feel more like proper archers now.
23. Added the Weak trait (negative trait for minor leaders).
24. Added the Foolish trait (negative trait for minor leaders).
any way to add traits to a player in-game? Evil Marnok wants to punish players who make made decisions in events!
29. Added the Bounty Hunter promotion (+1 gold for every enemy unit killed).
I am going to hijack this for my own uses!
41. Removed the Bowyer building (all building requirements moved to Archery Range).
42. Removed the Bear Totem building (all building requirements moved to Training Yard).
43. Removed the Gallows building (all building requirements moved to Training Yard).
44. Removed the Machinists Shop building (all building requirements moved to the Sculptors Studio).
45. Removed the Hippodrome building (all building requirements moved to the Stable).
Good, much neater! Especially the Bowyer.
47. Added the Perfect Sight promotion (requires Sentry 2, grants +50% vs illusions and the ability to see invisible).
Does this reveal treasure chests?
AI Changes:
Al very welcome...
7. Naval unit AI logic rewritten (previously if a ship had cargo capacity it wasnt valid for attack, reserve or escort functions).
... especially this!
25. Units level 2 and higher are immune to the death explore lair result ("you unit goes into the lair and never returns").
26. Explore lair results are slightly modified by the explorers level (the higher the level of the explorer the better chances of good results).
Excellent. Not that it bothers me particularly!


This is going to be the best xmas ever!
 
Balance Changes:
15. Remove Forest moved form Bronze Working to Mining.
16. Remove Jungle moved from Sanitation to Bronze Working.

Ah good, I can stop using advanced start now. :)
 
I'm actually wondering... Will attacking a stack with fireballs reduce their number of available defensive strikes?

If not... I may be forced to use summons a lot more... (-Hates using summons-)
 
Even without scenarios, this looks way much better than changelog for 0.34. Great work!
 
45. Removed the Hippodrome building (all building requirements moved to the Stable).

Does that include the Sheaim Manticores? 13/9 seems a bit strong to be getting for just a Stable....
 
Sorry for being so newbish, but what is a UU?

It's a unique unit. For example the Amurite Firebow which replaces the regular Longbow and is a unique replacement because of it's ability to cast Fireball when properly promoted.
 
49. Added the Adularia Chamber building (Luchuirp only, golems built in the city start invisible until their first combat).

Invisible workers. That's nice.

But I guess there is no way to upgrade old versions to ones with new promotions? Like, visit a city with the Adularia Chamber, and re-fit the golem with the promotion (maybe for a cost).
 
It almost seems like its not possible. Ive been playing ffh since the when i thought it couldnt get any cooler when there were mages that could cast fireballs in ffh1. ill be sad to see all the new ideas come to a conclusion.
 
Well, defensive strike is never certain. Out of all the archers and units with drill promotions, any of them could potentially have def. strikes--though each only once until their next turn, unless they have blitz. They will each have about a 5-50% chance, depending on unit class and promotions. So any eligible unit might use their def strike, though only one per attack. They'll also all be doing different amounts of damage.
So it isn't something that can be accounted for in the odds.

You can account for it, the math just isn't entirely straigthforward. :) The simplest method is probably that you first calculate the expected damage from a strike, then subtract that from the attacker's starting strength (the combat odds already takes it into account if the attacker is damaged, so the subtraction part shouldn't be a big issue).

The expected damage is a bit trickier than a straightforward expected value calculation, but it's still doable. Let's use Kael's example and assume we have three longbowmen, two with a 30% and one with a 50% chance to defend. The % that none of them makes their roll is 70% * 70% * 50% = 24.5%. Conversely, the % that at least one of them makes their roll is 75.5%.

Now we need to estimate the damage done, assuming at least one of them succeeds. Since only the highest-hitting longbowman delivers the blow if multiple units make their roll, and he has an independent 50% to succeed, then we get straightforward result that there's a 50% chance for him to deliver the blow.

So we now have:

24.5% - nobody delivers damage
50.0% - drilled longbowman delivers damage
74.5% - sum of these two

Since all the sum of all probabilities must be 100%, this leaves us with a 25.5% chance that one of the two remaining crossbowmen manage to deliver the blow. So the expected damage is:

0.245 * 0 = 0
0.500 * 25 = 12.5
0.255 * 15 = 3.825
= 16.325

What if one of the two other longbowmen would've had a single drill promotion, so that'd we have longbowmen with the odds 30%, 40% and 50%?

In this case, the odds that nobody makes their roll would be 70% * 60% * 50% = 21%. The Drill II longbowman still has a 50% of delivering his hit, in which case the odds of the two others are irrelevant. The Drill I longbowman has a 40% chance of delivering his hit, but only if the Drill II longbowman fails in his attempt. The Drill 0 longbowman has a 30% chance of delivering his hit, but only if the Drill II and Drill I longbowmen both fail in their attempts. So

P(nobody delivers damage) = 21%
P(Drill II delivers the blow) = 50%
P(Drill I delivers the blow) = 40% * 50% = 20%
P(Drill 0 delivers the blow) = 30% * 60% * 50% = 9%

(The probabilities sum up to 100%, so we got this result correct.) Therefore the expected damage is:

0.21 * 0 = 0
0.50 * 25 = 12.5
0.20 * 20 = 4
0.09 * 15 = 1.35
= 17.85

One more case. What if, instead of one Drill II longbowmen, we'd had two? (and one with, say, Drill I) In that case, P(nobody hits) = 15%. If either of the two Drill II longbowmen hit, one of them delivers the damage. The probability that neither of them hit is 25%, so a 75% that at least one of them hits. That leaves us with a 10% chance that the Drill I longbowman is the one to deliver the blow.

0.15 * 0 = 0
0.75 * 25 = 18.75
0.10 * 20 = 2
= 20.75

So, how do we come up with an algorithm for computing the general case?

For n archery units with to-hit chance %n and damage Dn, the probability that nobody hits is the sum C(%1) * C(%2) ... * C(%n), where C( ) is the complement probability.

The probability that the unit with the highest damage delivers the blow is that unit's chance to hit. If there are several, the probability that at least one of them will deliver the blow is C(C(%h1) * C(%h2) * ... * C(%hn)), where "hn" stands for the highest-damage longbowmen.

The probability that the unit with the second highest damage delivers the blow is that unit's chance to hit times the probability that the highest hitter(s) didn't deliver the blow. If there are several, the probability that at least one of them will deliver the blow is C(C(%s1) * C(%s2) * ... * C(%sn)) * (C(%h1) * C(%h2) * ... * C(%hn)), where sn stands for the second-highest damage longbowmen.

The probability that the unit with the third highest damage delivers the blow is that unit's chance to hit times the probability that the highest and second highest hitter(s) didn't deliver the blow. If there are several, the probability that at least one of them will deliver the blow is C(C(%t1) * C(%t2) * ... * C(%tn)) * (C(%s1) * C(%s2) * ... * C(%sn)) * (C(%h1) * C(%h2) * ... * C(%hn)).

And so on. Then you just multiply the probability of each option with the damage it causes, sum the results, and use that as your expected damage.

(Somebody else can check my math for any mistakes - I probably have some, but I already spent too much time on this when I should be revising for an exam.)
 
added 28 minor leaders

will be happier when they can command colonies


Added the Defensive Strike ability

at first glance nice, but on deeper thought I can hear alot of complaining when people start consistently start losing 99% battles that they expected to win, needs to be accounted for somehow in combat odds.

Removed 7 buildings

would have preferred they all remain, no need to eliminate them. esp. the brewery and adding the Deruptus Brewing House as a national wonder means trading ale is pretty useless by mid-game as everyone should have it.

AI improvements

thank you very much, more please

Added the Adularia Chamber and Pallens Engine building
requirements???

Angels gifted to Mercurian cities also have their weapon set
thank you, was kinda annoying

Govannon's training ability consolidated to 1 spell (called Teach Spellcasting) that trains all units int he stack all rank 1 spells that Govannon knows.

so i can teach sanctify and water 1 now? thank you

25. Units level 2 and higher are immune to the death explore lair result ("you unit goes into the lair and never returns").
26. Explore lair results are slightly modified by the explorers level (the higher the level of the explorer the better chances of good results).

thank you very much
 
(Somebody else can check my math for any mistakes - I probably have some, but I already spent too much time on this when I should be revising for an exam.)

I stopped checking the actual numbers about half way down, but the concepts all look exactly right...nice work!

I wonder if Kael updated the combat odds calculator accordingly?

Darrell
 
I'm assuming this isn't the final version. Am I correct? There will be updates to make sure this works and then a finalized version 1.0, right?
 
This is the final version, but they will likely be patching until they have to use lettters from the Nahuatl alphabet to identify them.
 
so why not call it version 1.0 if it's supposed to be the full final release?
 
no, it's #2 version 0.40 as the download says. Don't ask me why, but it feels wrong to call it anything but version 1.00
 
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