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?
Very true. and that is understandable.
However, it's not "just" game crashes / hardware issues that have made this release seem somewhat lacking. There's also the question of features being cut and/or delayed until some later time, and (what started this particular line of discussion) seemingly major changes coming in late enough that people who'd already started playing can miss out on them (or need to start over - if they're even aware that they're missing out on something).
There's a lot to what you say here. In general, there will almost always be people who feel that a game is released "too early", because people have different standards about what constitutes "ready", and there will usually be at least some people who have unrealistically high standards in this regard. However, the feeling of the release being "too early" seems to be quite a bit more widespread in this case than I am used to seeing.
(I also think that there are quite a few games that don't really feel like advanced betas at the time of their release)
Is that configurable? I'd love to use space and tab instead but will never use a shortcut with shift required (I hate emacs btw).
I love the Resource notifications!
Can we get Wisdom to affect Mana Regen AND be a level up stat?
Also some of the spell descriptions need to be updated to match the current damage output (So we know what spells to research, the spellsbook in combat seems to be correct for all spells).
Thanks,
Sammual
Yes, that would be great and it would improve the mana regeneration later in the game.
[quote who="abr4" comment="196"] [quote who="Wizard1200" comment="180"]As others have already mentioned the special abilities of units (Fire Giant, Stone Giant) can not be activated.[/quote]
Is this fixed already? Because I don't have that problem. [/quote]
Without an updated change log, I can only assume - so I will do so. Since the second v1.05 patch (v1.05.016) was to fix a similar issue for archers, it's possible that it was fixed already.
Perfect. Came out just in the time that I couldn't play for 9 hours but I can live with that. 1 hour to go. Now if only the FPS-drop-in-late game bug is fixed, everything will be perfect.
a few questions:
first, its simple to use custom factions, just create and choose them as your opponents, but what about sovereigns? Does the game just randomly assign one to whatever faction(s) oppose you? If so, would there be a simple way to remove the default sovereigns so the game is forced to use all of your own creations? But if this requires something more involved, because the default sovereigns have specialized AI, are linked to certain factions, etc. then I can just leave everything be, at least for now and only play with custom factions.
why is there no way to create an empire faction? it doesn't seem to ever let me select that..
and I know this is small, but why are descriptions for your unit designs so crappy? apparently you can't type one in so it says something generic and innaccurate like "Peasant with a stick".
I am not sure about your first question but I can answer the other two.
Empire is disabled in the faction creator at the moment because there was some wackiness with their tech trees. Stardock will have it fixed soon I'm sure.
You can change your unit descriptions; just click on the name and delete what is there and type over. I haven't had any trouble with that.
I love it! Thanks for all your hard work!
I can really get into a game that gets so much TLC from its developer(s). Thank goodness you guys love TBS as much as I do! Now I know this is a game I can stay with for a long, long time. That's important to me because there are not many games that I enjoy any more.
yesturday I went to my local gamestop... and it wasnt there.
oh, i hope someone can give us more info on that..
great, thanks, I was thinking it was something like that, which means it will be fixed soon enough. Does this mean problems just playing any factions that are empire right now?
you're thinking of sovereigns, after designing and then training a generic unit, double click on him. His 'details' page will come up with some random description. But I think I answered my own question, in the Documents section of windows, there's a folder holding all the elemental user data, here there's xml documents for every unit. You can just re-type the description I guess, havent tested it yet.
No release in South America? Not even online? Great, good to know we still do not exist.
Can't you digitally purchase it still?
By the way, does anyone else have problems with resources like ore showing on the map but being unable to actually improve them?
Also I have trouble in getting an army strong enough to do anything at all. If I leave my cities, bandits capture it. If I send out single units to scout, they auto explore in circles rather than going places. So far I am far fromimpressed with this game.
I don't remember if you ever said when you plan on exposeing the AI APIs and Gameplay APIs to modders via Python, do you have an idea when that will happen? (After your sabbatical?)
Loving the game! I played the brilliant series Age of Wonders (all of them) as well, and this, although quite different, is already well underway to be a good addition to the genre.
Loved the 1.05 version! Yesterday I was like: hmmm I dunno if this is a bad purchase, but now i am convinced it isn't.
I am really looking forward to modding, and I like the faction creator (but please give us the option to delete custom factions as well!).
Thanks for the game and the quick patch ^^
Actually on my system it seems to be fixed with the 1.05 Elemental patch and the 10.8 ATI drivers (just released today). I upgraded both at the same time so not sure which fixed it.
Previously, the "Modified" memory would hit several gigs on my system (win 7 64, 8GB ram, ATI 5870). Now "modified" memory stays about 105 MB (the normal range).
Yeah, the ati update fixed it for me as well.
I only received a slight improvement of about 30 turns before OOM with all updates to drivers AND elemental on 64bit
harpo
Hmm. Windows 7 32-bit nvidia card. Was running fine until a memory issue?
Loaded autosave and now it crashes the same way every time.
Guess I'll try starting again and see if its a confluence of things in the game or a consistent problem.
Hey everyone, can anyone tell me if and how you can merge units together in order to make them fight in groups? I figured out that you can train the, already regrouped, but if they are separate units I am not sure whether you can actually forma
Interesting, it seems I can which is really odd because most of the new games available through Impulse demand that I belong to North America or someplace rich enough.
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