Greetings!
We have a Monday update for Elemental beta testers.
This will be the last beta prior to Beta 4 which is the modding beta.
Here’s what’s new:
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* Gameplay *
+ Settlements have a Maintenance cost. 0 for the first, 1 for the second, 2 for the third, and on.
+ Significant strategic AI changes
+ We no longer require technology pre-reqs to builds on resources (if you find one, it’s a bug and you should let us know)
+ Attacking a city now automatically brings up a tactical battle, as long as either the attacker or defender.
- New system for determining the cost of a tactical action.
- Tactical moves should take 2 actions, everything else should take 1.
+ Units in tactical battles now counter attack when attacked with melee attacks. Countering costs action points. See next point;
+ Units in tactical battles now have their action points refunded every time initiative switches, AKA when mode switches from attacker to defender turn, or from defender to attacker turn.
+ Units in tactical battles can no longer move after attacking, (this effectively separates each unit’s move phase into moving and then attacking, or just attacking). Casting spells is unaffected, you may always cast spells.
+ Groups of units now have their hitpoints, attack strength and defense properly increased.
- added code so that when applying a modifier with attribute "AdjustUnitStat", and that stat is Essence, if the target unit has no essence to begin with, then not only will they be given the essence, they will also have their mana refilled. This is so when you imbue a champion with essence, they become a spellcaster, but for example end up with 0 mana out of 5 otherwise. If we decide my code of filling up their mana in this scenario is too much, then it's easily taken out.
+ Added message boxes for when a caravan tries to start trade with a city that it is at war with, tries to start trade with a city their home city is already trading with, and when they try to enter their home city
+ Also prevents movement in these cases, the last two would leave the caravan sitting dumbly on top of the city it failed to make a trade route with
+ Changed GetCitiesWeTradeWith to return the cities we have trade routes with, instead of just ones that the world checks are connected passively by roads
+ Added IsTradeCity
+ GetHarvestMultiplierFromTradeRoute checks for the trading cities being under siege or at war before returning the multiplier, fixes bug where warring or sieged cities were still getting food trade bonuses
+ Also added a 10% bonus to the new "crappy road" level that was added after this function was first written, so it didn't have a bonus before
+ Your sovereign can now found a kingdom, even if they already have done so once, if they have no cities and no pioneers, to combat early-game issue of if your first city is attacked before you can train a pioneer, not being able to have any cities
+ Added support for blunt weapon type
+ Added support for Blunt and BluntTwo animation types for BattleIdle, Attack, AttackKill, OnHit, and Dodge
+ Added< AlwaysInTileCenter> tag for unit types
+ This will prevent the unit from moving in tile during attack animations
+ Used by dragon units and larger creatures that don't need to move
+ Changed requirements for UNIT_ACTION_FOUNDKINGDOM in IsActionAvailableToUnit, are now allowed to found a kingdom even if you already have if you have no cities or pioneers
+ Hooked up, sized, and positioned a lot of the new spell particle effects.
+ New music playing while at war with a major faction
+ Allows setting of the ChooseFactionWnd background based on the faction
+ Allows for setting of the background image in XML files
+ Added storage for the Choose Faction Background
+ Added changing the music to the "At War" music when your AtWarWithAnyMajorfaction status changes
+ Removed favorites system from the spellbook wnd, and removed the spell tab from the unit context
+ The cast spell button in the spellbook wnd is now easier to hit, and when moused-over if disabled, will explain why a unit can't cast the selected spell
+ Added strings for tooltips explaining why a spell can't be cast from the spellbook
+ Disabled the spells tab in UpdateUnitTabs
+ Removed per-pixel hit detection on the cast spell button, makes it much easier to press and get the tooltip to appear on now
+ Hid the favorites button under all circumstances
+ Cast spell button is now hidden if the spellbook is accessed from the kingdom screen (no spellcaster selected)
+ Cast spell button now has a tooltip explaining why a selected spell can't be cast (including that the spell isn't known yet, that it is a tactical spell on the main map, as well as the other reasons CUnit::CanCastSpell would fail)
+ Added a reason case to CanCastSpell to explain if a spell can't be cast because it can only be cast once and has already been cast, instead of saying "498237492 cooldown turns left"
- Added a quick way to put spell casts in tactical battle reports. Will need to spruce this up and make it driven by the string file later in the week.
+ Added a "Trade Routes" section to the city details lorebook, lists the cities a city has trade routes with, if they have a caravan making runs on that trade route, what the food bonus from the route is, and if it is currently suspended because of siege or war
+ Removed some hardcoded strings in message boxes I found
+ Added ability to specify a tile to move the camera to when a message box wnd is unhidden in CMessageBoxData
+ Added strings for new caravan message boxes and city info
+ Moved some hardcoded strings I found into here, too
+ Made city context tooltips use signed integers, so that when e.g. prestige goes into the negatives when under rationing, it doesn't show up as a huge number
+ Added UnhideAIMessageBoxWnd_RejectedCaravanWar, UnhideMessageBoxWnd_CaravanExistingRoute, and UnhideMessageBoxWnd_CaravanIsAtHome
+ Removed hardcoded strings I found
+ Fixed formatting issues in CityLevelUpBonuses.xml and CoreSpecialWeapons.xml
+ Changes to SpellBookWnd.cpp
+ Added Cast Spell Button (replaced entry)
+ Added favorites button (replaced entry)
+ Updated SpellBookWnd.dxpack
+ Fixed tactical battle spell list excluding all spells but those marked as favorites
+ Also, because all known tactical spells are shown in the spell context, favorites button gets hidden when a tactical spell is selected in the spellbook, since favoriting doesn't mean anything
+ Fixed weird highlight behavior when favoriting a spell in the spellbook wnd, where you'd have to click on the current spell again to see whether it was a favorite or not after changing it
+ Fixed cast spell button being available even for spells the player didn't learn yet, once a castable spell was selected
+ Modified the Popup Dialog, PlayCutscene, OpenCampaignBook and SimpleConversation game trigger results to have the option of requiring a particular unit be alive or dead when they’re triggered, or they won’t show up. This allows us to display different things depending on whether a certain NPC is alive or dead at a given point. To specify the unit’s type name, use the “ReqUnitTypeName” XML tag. To specify that the unit must be alive (which is the default), use the “ReqUnitAlive” tag, and set it to 1. To set that the unit must be dead, set it to 0.
+ In UpdatecontextAreaFromSelection, favorites button is hidden when a tactical spell is selected
+ Also in UpdatecontextAreaFromSelection, cast spell button is disabled by default, unless a unit is selected and that unit knows the spell
+ Added additional context area refresh at the end of ButtonClicked when the favorites button is clicked, seems to fix weird highlight behavior when clicking that button
+ Added a message box that pops up when a game modifier unlocks a spellbook for the local player, so that there is some feedback that the player got a spellbook from the goodie hut besides the treasure def message
+ Also found only one goodie hut that was unlocking a spellbook, a tomb in Moriah's Tomb quest, and it had an invalid spellbook specified, so I changed it to match Moriah's spellbook's internal name
+ Added support for using the AI message box as a yes/no dialog, and changed the found kingdom dialog to use this bigger message box instead
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* Bug Fixes *
+ Fixed a bug that would cause some counter attacks to fail in tactical battles.
+ Fixed an issue that was causing the graphic of a unit attacking and tacking over a city after a tactical battle to remain visible on the main map. This would occur when the local player was the attacker, and they had other unmoved units off-screen.
+ After the attacking unit would take the city, the camera would move to the next unit before the attacking unit had the chance to be hidden, causing it to remain on the map until the garrisoned unit was moved from the city.
- Players should no longer be able to move onto mountains in tactical battles.
+ Lots of sanity checks in various places to prevent crashers
+ Fixed a bug where the tactical battle AI wasn’t picking new units to target if their old target unit had escaped.
- Small fix to the auto resolve logic for quick battles to be sure the function returns normally.
- in GetResourceProductionPerTurn(), added some else if's instead of having them all be if statements. Will save some string comparisons if the matching string is found early in the set of if-statements.
+ Fixed bug where cities were silently getting food bonuses from trade routes, even if the cities connected by the route were under siege or at war
+ Fixed bug where caravans wouldn't actually teleport through non-hostile cities while on a trade route, instead stepping through each tile of the city one at a time
+ Fixed "attracting 43238498019283 citizens" prestige tooltip when a city is under rationing, now says that the city is losing citizens
+ Fixed a bug where Empires could sometimes build resource hoards without the necessary tech.
+ When placing sovereigns for the first time, the game will now remove anything that is on the sovereign's starting tile.
+ Fixed sporadic crash on load by adding critical sections around info card background stuff, and having unit types wait until after xml loading is done before trying to find the info card background info from the name read in from xml, so that they don't search while the list of info card backgrounds is still being created
+ Fixed bug where BattleIdleBluntTwo animation type was interpreted to be BattleIdleBlunt animation
+ Fixed crash when applying items that had models that attach to a local frame on the character that is already in use by another item (ie, the Master Full Plate Armor)
+ Fixed bug where units had the wrong number of moves when removed from an army
+ Commented out code to toggle city improvements on/off in cloth map mode
+ Fixed bug where shadow decals would scale on zoom when scale on zoom option was off
- in ClearData(), moved GarbageCollection call above destruction of sector mapper. Was causing crashes otherwise in game-within-a-game
- fixed bug where you could double-click an entry in the load game wnd and it would click through to the title screen, putting you in a state of NEW game, and Load game, which will always lead to a hanged game save.
- added a critical section to a place where it was looping through players.
+ FillWithUnitSpells uses regular grab of all known spell defs if showing tactical spells, fixes issue where tactical spells had to be made favorites to show up in the spell list
+ Moved trying to find and set the info card background for a unit type to OnEndLoadData from AddStat, fixes unit types trying to find their backgrounds before they'd all been loaded in
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Known bugs:
- We still have a random crash bug caused by the road geometry. We’re “this close” to getting it but the unfortunate reality is, roads are going to cause random crashes (even if you start out on a map that has roads already).
- If we solve the above, we may release an update because it’s responsible for 90% of the random crashes.
- There are some seed maps that have hard coded monsters still floating around. We’re getting rid of these but your version still has them on occasion.
- We are close to fixing the problem with certain nVidia cards where the graphics are blurry or goofed up (affects a small number of ATI cards as well). Zee drivers, they lie!
Other issues we are ware of and working on:
- The technology trees haven’t been balanced yet
- The relations between factions is still fairly primitive
- There are still a lot of reported issues from beta 3B in this build since Beta 3C is merely what we were able to do over the weekend
What we are looking for from the Beta community:
The beta should be up within the next hour.
Also. I WANT TO BURN INNS TO THE GROUND
Thank you guys! I thought that 3b need more stablity. Now updating!
and I want to start with 250 gold 100 feels like not enough, especially if you go Warlord since you have the -.4 Gilder per turn upkeep from the get-go. I bump up Charisma and heroes still cost ~70 Gilder. If I want to build a few buildings (@10 Gilder each) then I have the upkeep drain then... it's very limiting. 250 would let me do things.
We're working on another update with a fix for a road crash (hopefully will fix all the road crashes) and the bug where you can't build improvements after loading a save game.
Are you doing the roads in python or C? Just out of curiosity.
Once again proof of how amazing you guys really are.. I mean we were not supposed to get a 3c but you all were not happy with where 3b was and now a possible fix for most annoying crashes.. add to this the amazing changes I have seen from 3 to 3c .. some of the things we have asked for are in some cool stuff you all wanted... I got to tell ya I have seen other dev staff's care about their customers but you guys and gals take it to a whole new level.
Have a on us!
C++.
hey frogboy, is this looking more like the final version? came a long way just in this beta 3 series!
Great job guys, it's incredible watching a game with a great concept start to take shape and form, and this has really happened in beta 3. And 3C I can now play more than 4 turns without crashing. Granted I just crashed now I think it was more my doing becuse i saw i had made it to turn 84 and thought wow i haven't crashed yet...hit the turn button and ctd
PC Karma
Perhaps once an Inn spawns ... that Tile is "marked" somehow ...
and new Inns that would NORMALLY spawn nearby are instead stored under the "marked" tile
And when the first Inn is disposed of (quest completed) the 2nd Inn appears there.
This marked tile will stay saved, and if its empty ... and an Inn is about to spawn ... it spawns in this tile.
Sorry to say but Beta 3-C is the buggiest version yet, the game just doesn't crash, just locks up my PC, requiring a power off/on reset.
the tactical combat feels alot better now. good job!
Update is up with the fix for the road crash and not being able to build improvements in a save game
pad152, does it only happen at startup, or does it happen during the game as well?
Also, I suck at being constructive, so I'm just going to go ahead and say that you are all being supremely awesome(!) without further motivation!
Love the fact that movement range is highlighted in tactical combat, and that tactical spells are all at the front of the book in combat. Not so sure I like that after a unit attacks (in tactical combat) it is planted still and cannot move for the rest of the turn after that. High level Sov unit *should* be able to mow them down like wheat at harvest time (move, kill, move, kill some more) ala Sauron...
During Sov creation...most perks cost 10 points, and most weaknesses only give you 3. It feels like it needs to a be a tad more balanced, imho.
Oh, and good job with the AI being a bit more expansive/aggressive now.
Regarding this:
+ Attacking a city now automatically brings up a tactical battle, as long as either the attacker or defender is the local player, and the game is not in multiplayer.
For the release game, please just make this an option. It drives me nuts when options are taken off the table. It should be up to my friends and I to determine whether or not we want to allow tactical city battles in our MP games, not the devs.
Thanks!
Thanks guys, second release seems much more stable. After the 4th crash I was starting to get the twitch again! Well back to it and Thanks again!
Two updates on the same day.
*Asplodes*
2nd update today. thanks CariElf and team.
Wow. You guys are really working hard. I believe.
really looking forward to checking this out tomorrow. Hopes for less crashes so I can explore elemental all the more!
edit - side note: I know its completely nerdy (but we are all nerds or geeks here to some degree), but I would love to see a frogboy in the game. Either some sort of inside joke NPC or some sort of badass monster to fight that parks in handicap spaces It really wouldn't be so bad if you did it!
Also - I hope when all is said and done that you include in the credits the beta testers that have helped you out in balancing (not me - I haven't helped one bit )
final edit - I daresay you'll be releasing another build by the end of the week at this rate. Thanks again for the hard work AND for sharing it with us!
I can't believe you guys cranked out another beta over the weekend!!! Incredible, truly incredible. Well done all around indeed
How long would you "guesstimate" between now and Beta 4? Next week some time? I'd guess maybe this week or this weekend but that might be pushing things. Expecting another one this week might be too much, even with things in "Crunch Time".
Dear Stardock guys,
I just started running the beta. The game is coming along nicely, and despite the random crashes, I find myself wanting to play the game more and more. I am very excited by what I see.
I've started posting bug reports and will continue to do so. Hopefully my posts (now) meet guidelines.
Please keep up the great work! I'm very proud to call Stardock my favorite game studio.
Cheers,
Ishantil
If inns respawn quests- you should have fewer inns.
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