Elemental has arrived!
August 24th. The day we at Stardock have been working towards for THREE years.
Download the Day 0 version: v1.05!
Screenshot Highlights:
More intuitive user interface
Updated minor factions!
Tactical Battles enhanced
More Mod tools added!
Faction Editor tool added!
The Campaign has gotten a lot of love to help new users learn the game
Here’s the change log:
--------------------------------------------------- Elemental Day0 Change Log
Game Version 1.05 --------------------------------------------------- * Gameplay / Balance * + Several new spells added + Boats will no longer disband due to dissertion + Absolute elimination of duplicate NPCs + Vigilant Demon now has mana + Combat Speed can only be increased 0.25 per level + Shop values for weapons lowered + Elementium description added + Outposts and such now provide +HP to units stationed + Fewer resources are spawned at the start of the game + Summoning spellbook no longer available at start + Tech trees can now reach level 5 notable locations and quest locations + Fixed issue that would prevent people from completing the Old Enchanter quest (a.k.a. the midnight stone quest); it wasn’t checking the items of the unit that reached the quest destination, rather those of the unit that started the quest, which could be a different unit. + Random quest locations should no longer spawn on hills. + Snathi now has a new, non-Drake leader * AI * + AI manages ships better + AI Sovereign’s spouse will seek the safety of a friendly settlement rather than travel with their spouse + AI more effective in establishing strong armies prior to going on the offensive + AI better at determining whether it is in their best interests to declare war + AI will notify player of tiles they should be using and how to use them. + Janusk provides a lot more useful information + AI difficulty levels tweaked for more challenge at higher levels + AI tweaks to XML * Battles * + Added "Auto-Move Camera in Tactical" which is OFF by default + Clarified some language for the hurl boulder spells (that it does non-defendable damage). + Auto resolve draws will now favor the defender. + Added message boxes to tactical battles when action points are too low to do some action. + Added the ability to bring message boxes up as forced popups (always on top). + Added checks in auto resolve to be sure a unit can counter attack and its target can be counter attacked. + Added more robust checks to see if tactical actions can be done. + The tactical action check will now return a string if the action cannot be done. + Casting a spell will now properly check action points for special abilities and ranged attacks. + Moved the logic to refresh troop numbers to happen when a unit's health changes. - Updating troop numbers should now be a bit more logical. - A unit's max health is now properly based on the maximum amount of troops they have (not their current troop number). + In tactical battles units that have no spell can no longer open the spellbook. + Fixed a few temporary cursors in tactical battles. + Added sound effects to all the spells that were using FlameBurst1 (which doesn't exist) + Added the IsSpecialAbility tag to SpellDefs. Enabling this makes the spell cost 1 ap instead of 2 ap to use - Updated all the core ability spell defs with the IsSpecialAbility tag. + Casting spells in tactical battles costs 2 action points now. + Using special abilities in tactical battles costs 1 action point now. + Shooting a ranged weapon in tactical battles cost 2 action points now. + The tooltip for a unit’s hit points in the tactical battle window will now show any bonuses applied to the health. ****** * UI * + added ESC key support for closing common popups. + new tutorial messages added to the campaign, explaining the basics, including: camera movement, unit selection and movement, founding a kingdom, tapping a resource, visiting an item shop, etc. + Added a bunch of new shortcut keys + Fixed unit shortcut keys while in a city (now clicking on a unit portrait in the city will do that unit action instead of overriding to the city keys) + Fixed cases that you could click a unit, then click a goodie hut (for example), and still use the previous units shortcut keys + Enabled shortcut keys for items that don't belong to the local player (details, propose, recruit, etc.) + Fixed the hiergamenon resource breakdown page to include houses under construction for food + Added code to reset minimap for new game + New game tray implemented (now has next unit and next city buttons) + Added shortcut keys for next unit and next city (shift+u and shift+c, respectively [shift+s already jumps to sovereign so consistent]) + Tool tips cleaned up + hooked up new for when disband unit action is disabled + Faction Editor “Faction Creator” hooked up + Mod Library button added to workshop + clicking someone without a soundpack uses a UI sfx, not a grunt/yes/ etc (less annoying) + Champion Lorebook/Context area Tweaked, adding ‘Equip’ button that brings up EQUIPMENT, remove list of items + unit context: removed equip icon on medallion (redundant...button directly to the right had same functionality) + Map Notifications now display HUD icons on the map, event icons on the side, and when you click the event list icon it’ll take the player to the event they need to see * Engine * + LOD levels on main map are now back to what they used to be for better performance + New shard effects, both dormant and tapped, that over 1/2 as intensive as their older versions (the joys of beam particles over billboard particles) * Impulse Overlay * + Support for swedish, finnish, icelandic and spanish keyboards which have the @ symbol on an alt-gr modifier key. It is also now possible to enter some more unusual symbols too! + Wheel scrolling in friends list. * Bug Fixes * + Fixed issue that was preventing quests from placing locations with their preferred type (CQuestDef wasn’t saving the preferred type, so when the data zip was loaded, it would be null). + Fixed some crashes on load from if a unit type was retired while a unit of that type was in a training queue, since the unit type would be removed from the global vector but some things would still be looking for it on load. Now the function to remove a retired unit type checks the training queues of all the cities, too, and when the AI retires a unit type, it removes it from its list of designs. - I think this also fixes some crashes on load from the testers downstairs, where I would see units looking for AI designed unit types that weren't in the unit type list anymore, as well as the loading in of the AI designed unit type vector, but I'm just making an educated guess based on the fact that the AI automatically retires unit types it designs itself. This does fix a reproducible crash related to training units at least, though. + Campaign: AI cities named correctly to match lore + Lost Library and Ancient Temple now using proper cloth icons for their built versions (lost library used to like ancient temple) + Fixed bug where using a soverign for a race not their own (ex. Relias with Capitar) then playing against the race you would have led (Altar, in this example) the random sovereign would retain your name (2 relias’ talking to each other)
Known Issues
- We did find a crash bug where monsters attack the player, the player survives and a bad thumbnail causes the game to crash. We have fixed this internally. But it wasn’t in time for tonight’s build. It should be a rare scenario. Next update will add this fix in. [update, it has been decided to release that fix tonight rather than wait, you may [probably] won’t be affected by it so you won’t need to re-update unless you feel you need to].
- We are going to add an event so that if the user clicks on a global resource it will remove the notice.
- There are a number of AI improvements that were checked in for the next build. [Editor’s note: Brad always has AI improvements he wants in right now now now. ].
- The Sand Golem token may need to be nerfed (quest item).
What’s next?
Where to get Elemental in North America
What to get Elemental elsewhere
Help Help! How do I play?
What about a Demo version?
Thank you very much for the great update. I think its very good how you have reduced the power of spell casters (2 AP per spell and combat speed + 0.25 per level).
That explains why my neighbor was wondering around with one of those guys... he was quite powerful!
This topic has dissapeared from journals. Strange...
I've still got that list of modding questions, chief
After playing the game a bit i have noticed, that spell casters are still too powerful, because the base cost of 2 AP for spell casting is reduced by Wisdom. With a Wisdom of 15 casting a spell costs only 1.3 AP and that is too powerful.
I think Wisdom should not change the AP cost. Instead Wisdom should increase the Mana Regeneration (Wisdom / 5 per turn) for Kingdom and Empire.
As others have already mentioned the special abilities of units (Fire Giant, Stone Giant) can not be activated.
Even without a summoning spell book i can learn Summon Fire Giant / Stone Giant is that a bug?
As long as Channelers are gimped to death... I mean, they are powerful (I make all my Champions as Channelers and make them level up together along some meat shields) but I have yet to really test them well... need more enemy armies with archers/cavalry. Huge monsters can be a problem and enemy channelers surely are too if they get area spells (11 HP channelers seem to suffer some kind of alergy to damage...).
Wizard: I agree.
Another patch already? Seriously....you guys over at stardock are the best. Less than a day after 1.05 and you've already got another fix out?
I want to marry all of you and have your babies.
tnx again for a great game.
(now for that AI ...... ).
how can i download this patch? i dont see anylink around here?
Update through your Impulse.
No performance improvement for me in the 3D map. I have a very old system, so I wasn't expecting miracles, but it's still slightly disappointing.
Oh well, good thing I love playing from the cloth map view. Seriously, I actually prefer it to the 3D map.
im sorry this is a dumb question but how do i update to the latest driver for my amd card? is it just something on there website i go and download i just bought my card for starcraft2 its a Diamond 5750PE51G Radeon HD 5750 Video Card. sorry if this is a dumb question im not use to playing games on the computer starcraft2 is the only other game i use my computer for.
thanks
Tony
Go to this website: http://support.amd.com/us/gpudownload/Pages/index.aspx
Find your card in the drop down boxes and you will be directed to the drivers you need.
I think we're all missing the key issue here...
Brad WHAT HAVE YOU DONE!!!!!!!
Now I can no longer breed my children with reptiles to create characters with attack ratings of 1894, defenses of 963, combat speeds of 18, and inteligences of 46. REVERSE THIS NOW! Or at least release a patch that puts them back in quickly, I loved those guys.
The really unfortunate thing about the patch not being ready until late in the evening is that it's left plenty of time for people to pick up the game at a store, go home and install the latest patch (which would have been pre-day 0), and start playing the game. If they've started playing the campaign, that apparently means that they'll need to restart their campaigns in order to experience the campaign changes (and by the sound of it, those changes are significant). That is, if they even realize that the campaign will be different if they restart (is there a clear indication of that anywhere other than on these forums?).
By the way, is there any indication in-game (not in Impulse) that there's a new version available?
a: Would you rather they released the patch before it was ready? They got it out on day 0 didn't they? Yes I realize that it is unfortunate to sit and wait for hours for a patch that doesn't arrive until shortly before midnight, but hey.....that's real life for you. Perhaps something unforeseen came up while putting the finishing touches to the patch. Perhaps ppl were tired and weren't working as efficiently as they would normally do. Perhaps the broken street date meant a lot of things going on at Stardock that kinda messed up the release schedule. Point is...it got out in time!
b: Yes, you will get an in-game notification that you should update. At least when you start the game. Not sure if it pops up during a play session.
Morten
http://pastebin.ca/1925029
I have updated the drivers to the latest Catalyst version 10.7, as given through the AMD site.
Still there is a lingering out of memory error. No other games have triggered this, only Elemental.
Of course not. I much prefer things to be ready when they're released.
Point is, it didn't for the ones that had already started their campaigns.
That's very good. Glad to hear it.
Quoting Lord Nova, reply 36Nice to see you gimped the summoning. It was a little too easy however now all my awsome summoning soverigns need to be edited (or deleted as there's no way to edit user made leaders).
Just edit the .XML for the SoV in question. Works great and Book are easily changed, removed or added. Just search under My Documents\ and type in your SoV's name.
P.S. Unless things have changed...
Great work guys, I'm playing on challenging atm and the game is actually... challenging now
I love it!
+ I love custom factions, my Freestate of Bremen will conquer the world!
Is this fixed already? Because I don't have that problem.
Thanks for the update! The campaign is now worth playing for us "newbies" and provides a better introduction to the game. I thought you guys said you were taking a few days off?
HUZZAH FOR THE FACTION CREATOR!
-dances around with sparklers-
So I have a problem, I have a Lenovo laptop and with a 34xx ATI card on 64 bit Vista. Lenovo has it so i can't update my video card from the ATI website and can only get the drivers from them, thus I'm full of problems with memory issues from Elemental. Is there anything I can do to get the newest drivers from ATI. I don't understand why people like Lenovo force me to have to wait until they feel like upgrading my drivers when they will never do it because they don't support my system anymore.
Unfortunately this will always be an issue in the wonderful world of PC gaming. There really is no way that a developer, and especially an indie one, can have all the hardware sitting around to test their product on every single possible configuration of an end-user machine.
The other issue is that everyone thinks a bit differently. Just because you and I never encounter a bug doesn't mean that somebody else wont do things slightly differently and bring an issue into the spotlight. I don't think there is a PC game out there at release that really isn't just an advance beta. Until it gets into the markets hands all those unique issues just won't really start to poke out their ugly heads.
The multiple patches leading up to release were really a blessing in disguise. I suspect that if some retailers hadn't broken the market date and released early we would have gotten the original day zero patch very close to its original planned time, which wouldn't have had as many fixes in place as we as are there now. We ended up with a more solid game due to this though obviously there may have been market perception harm from those that got it early. *glares at the solitary one star review of the game on amazon, posted yesterday
There are many great features available to you once you register, including:
Sign in or Create Account