--------------------------------------------------- ----------- Elemental v1.08b Change Log ----------- ---------------------------------------------------
We are on the process of putting up v1.08 of Elemental: War of Magic.
Here’s a change log over v1.07:
+ LOD optimizations across improvements and tile designs + Continued memory optimization + AI handles its sovereign more intelligently + AI more effective at going after targets of opportunity + AI sovereign is more careful about going into enemy territory + AI has new APIs for determining whether there are targets of opportunity in the area + Balance pass on resource distribution + Base tech cost changed from 4 to 5 + Merchants/Money Changers now require 1 food to construct + Study/Archivist now require 1 gildar per turn to maintain + Gildar deposit now seeded near starting location + Tracker talent cost changed from 15 to 10 + Organized talent cost changed from 10 to 20 + Combat Rating calculation altered in an attempt to be a more accurate gauge of lethalness + Fewer resources spawned per 1000 tiles. + Fewer minor factions spawned. + Added scalars to attack and defence for units who are in home territory or foreign territory, modifiable in ElementalDefs.xml + Territory scalars now work as Empire v Fallen (e.g. Kingdom guy on Fallen territory gets penalty, etc). + Updated formula for gildar given when killing a given unit + Child essence is no longer modified by spawn rating, but is instead a value between 50% and 100% of the more powerful parent's essence. + Updated TerrainTypes.xml to make Forests and Swamps take 2 moves + Changing the “IncreaseMorale” modifier attribute to “AdjustMorale. It’s more clear for the modders. -Revamp of the way offensive spells hit/miss and deal their damage +HIT/MISS is deteremined by an attacker roll (minDamage – maxDamage) and by the defender roll (0-DEF) +Values can now be specified as a MinValue and a MaxValue rather than just a Value (support for constant value spells is still supported) +If a MinValue and a MaxValue is specified, the Value is defined by a rand roll between the two numbers based on the modifiers internal rand roll. +Updated descriptions for all core spellbook spells to show bonus damage from INT and bonus damage from shards in the spell description. +The SpellbookWnd has been updated to properly display the damage range if there is one, and the constant damage if there isn’t one. +All core spells that were using stats to calculate the value but didn’t have a ValueOwner specified have been fixed. +The elemental shards unit stats now default to 0 instead of 1. The calculations in the existing spells have been redone to reflect this. + Fixed BURNING BLADE spell to appropriately increase attack. + Fixed SHIELD OF FIRE spell to appropriately increase defense. + Fixed CRUSH SPIRIT spell to appropriately decrease morale. + Fixed BRAVERY spell to appropriately increase morale. + Fixed DRAIN LIFE spell to appropriately transfer HP from target to caster. + Changed the display code for the main UI bar to round attack and defense rather than truncate. + Hooked up the CTRL+ARROW and SHIFT-ARROW camera rotation and movement hotkeys to tactical. + Added save game descriptions + Fixed bug where dialogs from triggers in the campaign (like moving beyond where you should build a city) would pop up many times when a unit moved into that tile. + Fixed AI bug where it was doing deficit spending and creating units still + Removed the max spell points entry from the affected stats in the level up wnd, since it isn't affected by any unit stats anymore + Fixed bug where non-aggression pact wasn't being checked for when left-clicking on a unit in attack mode + Fixed modifier in Refined_Economics_Amarian_MP to modify A_Gold player ability instead of A_Wealth (which doesn't exist) + Fixed golem animation pack (commented out an animation that was missing and causing t-poses) + Fixed crash when making a mountain in map editor + Fixed trading your spouse (if she was a recruited NPC) in the regular unit trade + Perceived value stuff gets hidden when arranging marriages, instead of showing whatever was selected last + Entries for kids when arranging marriages now use a male and female icon to denote boy and girl, instead of the words in parentheses after the name + Fixed "..." from string overflowing for the divider title when trading or arranging a marriage + Fixed the divider title not ever changing from "And" once the arrange marriage screen was shown + Fixed display of tooltip text and color text on Customize Faction window + Tweaked SetToolTip to calculate the necessary size of the window more accurately, to fix bug where tooltips were sometimes being truncated + Fixed bug where clicking a new destination while the unit was moving would cause the unit to get a free move + You can no longer set a units destination while it is moving + Fixed Refined Housing and Refined Economics techs (and their fallen equivalents) so that they correctly provide the bonus they say they do + When a unit inside a city or an army is selected and asked to cast a spell, that is the unit that is used for spellcasting now, instead of having it just fail (in a city) or try to cast the spell from the leader of the army + Fixed bug where summoning a unit while in a city would cause that unit to be summoned in an army with you within that city (causing weird behavior), now just stations the unit in the city with you + Fixed bug where raise land spell would not work on all land category terrain types, like swamp or rugged terrain. Now, if a land tile is not hills, it raises that land to hills, instead of checking for only some terrain types + Fixed a bug where, in the faction editor, you could select ability bonus options for free by selecting and deselecting them, and then spinning the race spinner, caused by deselection not updating the faction config correctly + Fixed units that finished training on the same turn as an autosave not being there when the autosave was loaded + Fixed players not being able to select their city level up bonuses or tech breakthroughs on loading an autosave if they were earned that turn, by having the local player mark themselves as needing to get user input for these things instead of unhiding the windows to allow the choice right away during CWorld::EndTurn, and not letting the user choose until after the next turn starts and the autosave has been made. If one of thses autosaves is loaded, the local player will be allowed to choose their tech breakthroughs and city bonuses once the map is unhidden. This keeps us from having to delay an autosave and the start of the next turn by waiting for the user to choose their bonuses, instead making that choice part of the start turn logic after the autosave has been made and saving the mark saying the player will get to choose at the start of the next turn. + Fixed treaty turn counts not matching if an autosave was loaded + Based on confusion in the forums, removed ability to automatically unlock a spell in the learning queue if it makes it to the front of the queue when the player has enough research to buy it, so that users rearranging their spell learning queue don't have their spell points silently taken away while shuffling spells around, if they didn't intend to learn that spell next + Now it always takes at least one turn to learn any spell + Fixed bug where tile highlights in tactical battle would disappear after an ALT+TAB + Fixed bug where trees would not look correct in all cases after loading a gamesave. + Fixed an issue that was allowing counter attacks against units with abilities of type DoesNotProvokeCounterattacks. +Fixed an issue that was causing modifiers applied in tactical battles to persist after the battle. - This fixes the bug that causes XP and Gildar rewards after battles to be negatively skewed if the enemy unit combat rating was lowered due to debuffs. +Fixed an issue with skipping turns in tactical battles that would cause a stuck turn if done when the unit being skipped was in motion. - Pressing spacebar now sets a tactical units moves to zero AND cancels their destination.
For those who want to play v1.08 in multiplayer mode, you will need to set Impulse to show Pre-release versions:
We designated multiplayer as “beta” because we disabled playing against AI until next week. I had written a lot of AI code this week that is in the single player version but had not been adequately tested for MP. We didn’t want to give players the impression that was considered the feature set in multiplayer as being all that’s coming.
Next week we anticipate releasing v1.09 which will continue to address issues that were not found in the initial release, improve computer AI further and provide it and other new MP features. After that, we will begin focusing on v1.1 which will be the first post-release update that is designed specifically to extending game play.
Anyone who has performance or technical (stability) problems with this build please make sure you you let us know. At this stage, the technical issues that were present at launch should be fully addressed. If this isn’t the case for you, let us know as much as you can about your system as we will personalize our efforts as much as possible.
We are anxious to move forward to begin our traditional policy of extending the game to suit the desires of the gaming community.
Other notes:
Version 1.08 is now available
Known issues:
Friday update:
****** * Gameplay / Balance * + New Sovereign Ability: Wealthy +1 gildar per turn + New Sovereign Ability: Green Thumb +2 food per turn + Organized Sovereign Ability removed + Shop Costs moved to be a formula (unless specified in the XML) + Research costs increased + More balancing of initial resource seeding + Fertile land availability increased + Long Bows now cost 40 gildar to construct + Default shop values on weapons and armor removed from XML (you can overrride the formula still) + Teleport/Blink mana cost increased from 5 to 15. + Eliminated criminal adventurers (caused confusion amongst players) + Pioneer Kit Gold cost reduced from 10 to 5, Materials cost increased from 1 to 10. + Organized ability added to general special abilities + Late game monster respawning reduced. + Increased movement speed of units in tactical battles+ Lots of spell damage tweaks.
****** * Bug Fixes * + Added logic to stop spells from dealing max damage every time. + Restored old terrain/tile movement costs until that can be better addressed. + Adjusted the combat speed from 2 to 3 for the base male/female sov units. + Fixed bug where Karavox, Magnar, and Verga sovs only had 1.0 for combat speed. + Fixed bug that made it not load any maps except mp maps + Fixed bug resetting default map size to tiny + Fixed bug where rapidly clicking the fortify action for a unit twice or more would cause the game to hang + Fixed bug where, after unhiding the game lobby wnd once, human players would get assigned team 1 when joining a custom game, instead of an unused team ID + Fixed crash when restarting new campaign after you load a saved campaign game + Fixed bug where Cancel button would not show up on mutliplayer Join Game with Password screen + Fixed an error where old saves with old data had logic conflicts with new code that made spells miss.
The problem is that if he has an issue, someone else might have the same issue and instead of reporting it so it could be fixed, thereby helping everyone else who could benefit from that fix, he does nothing.
.
I have question about the allready inplaced Characters that have Organized?! are they still using that ability or oes it nothing - cause i got some nice characters made and now they have -wasted- points.
I spent a good part of this Saturday(today) watching a guy's video's going through a game on Youtube. He goes by the alias, Tengill on that site.
Here is this link to his channel...
http://www.youtube.com/user/TENGILL
He is from Sweden, and a slow talker(in English anyway), but I found his detailed run through of a sandbox game very enlightening! He did many vid's and most are about 15min each. I'll say that it convinced me, along with the weekly updates to fix the game, to finally go buy it myself this Tuesday.
Keep up the good work Stardock Elemental Team! I am living proof that you are making believers out of, at least some, future customers!
Good luck and I'll make sure to report any bug reports I happen to find, personal time allowing, of course.
Timble
+ Organized Sovereign Ability removed
WTF? Why? I allways took Organized and Adventurer.
The fun of this game i seriously falling into a pit.... I am playing less and less now. Seems like Stardock is focused on making the game way too hard, and are listening to the hardcore gamers here!!
And exactly that was the problem. Everybody did this because anything else was like creating a sov. with a penalty.
"...+ Child essence is no longer modified by spawn rating, but is instead a value between 50% and 100% of the more powerful parent's essence. .."
not a good solution, IMO the best solution would be using BOTH parents essence COMBINED and THEN make it a 80-100% range output - better yet, make that true for all stats of the parents.
Otherwise if you keep your original "50-100% of the more powerful parent", Magic would be no more after a handful of generations. We'd be dumber than the ape-men eons ago; and that's not how 'biology works'.
Biology usually puts 'best of both' together in DNA-terms. Otherwise there's no 'improvement' only declination. Considering in the old-old days there were specific 'bloodline breeding' to get the 'most' out of genetic heritage.
If i were King/Queen, i'd make sure that i breed with the best available (strongest/fittest/most beauty/fastest/most intelligent - all measurable variables) to make better-than-us [me] offspring that will succeed me to a more glorious/better kingdom.
If everyone really did this (and I admit I did it too), that just means everyone liked it. Having people like things in the game is not a problem. How about making those traits inherent?
Ranged units and ranged unit abilities seem buged, or they always miss or do full damage. And one of those always happens in a game, in one of my games archers always do full damage and in other game they always miss. Plz fix...
Why the familiar, the ice lord and some summons have mana and no abilities to spend it?
Why? Selecting these traits means you are using your Sov as a unit, and putting it in danger.
Pisses me off. Feels like Stardock is forgetting a game is supposed to be FUN, and not a job to play. I can understand strategy, but I want to be able to CHOOSE my style.
This whole thing could of been avoided if they instead didn't allow the Organized and Adventurer combination. Selecting one would grey out the other. That would of been much better. Removing Organized was a bad bad move.
Actually this depends on if the child gets 50-100% of your sovereign at first level or 50-100% of your sovereign at whatever level they are at. If it is 50-100% of whatever level your sovereign is at then your child is going to be a lot more powerful then you.
[quote who="alrom" reply="209" id="2778737"]Ranged units and ranged unit abilities seem buged, or they always miss or do full damage. And one of those always happens in a game, in one of my games archers always do full damage and in other game they always miss. Plz fix... I too have experienced the "archer bug" I have a company of archers with all the goodies ie. magical talismans and what not. they are level 6 and acompany my Soverign. They have been in aprox. 40 to 50 battles and havne't hit once.
Hi all,
I noticed the flaming and stuff and find it sad, especially the part about submitting bug reports, it seems most of the people with crash complaints are 64bit windows users, being one I can sympathise. There is a work-around that Stardock is going out of their way to allow to function that dramatically stabalizes the 64bit systems, you do need to patch your Elemental.exe file but iit works and I dont just crash out at 3 gigs of RAM being reached in total computer usage even if the game itself is using less than half of that and I have 6 gigs of RAM. Once patched I nolonger get out of memory errors and the game works fine.
search the forums for: [Solution] Out of Memory Crash Fix v1.08 32 or 64bit OS
Goodluck and I hope you can enjoy the game better now
Has anyone else had problems with the 1.08 updated patch not being able to gain extra basic spellbooks? I have reasearch all the spellbook options and gained Moriah's and started with fire and water , I still cannot get earth or air spells. Is there maybe some wierd prerequisite?
I have to second this sentiment, I'd imagine Organized was removed for Online Play, but that's extremely annoying and like Filthgrinder said using it means you're putting your sovereign in danger in the first place. Why not just impose a troop limit determined by Leadership/Charisma? At least that way Charisma would actually be good for something, and you'd have a reason to bring along Companions because their Charisma could add to your army size.
The point is, is that everyone was picking organized, and nothing else. Many people complained about this, that is why they took it out. However, they added it to general special abilities, whatever that means.
Big list. Still not enough. Hope to see 1.1 soon. It's a pitty but it is still many bugs.
Archers seem to indeed be bugged this release. I have never seen one hit since installing the last patch. Similarly, the rain-o-stones from the stone elementals never hits. I'd even go so far as to say that almost all ranged spells are broken? No point in making archers right now, they just go to waste.
And, just a general game balance point - I really think the game is too easy - probably because the summons are too powerful. I've made sandbox games where there is only me and all of my enemies on the board, and all settings (for both the game, and each of the enemy AI leaders) are set to maximum difficulty. All I need to do is run around recruiting every adventurer NPC and spiffing them with Imbue, then summoning first familiars then stone elementals as they level up. At that point I can walk all over every single enemy in the game. No point in building cities, just take them pre-made, thanks! Usually before I can summon ice elementals (i.e. instant death for all enemies) I have already dominated all of the enemy AI's. I guess I could try to make more non-hero armies to make it more challenging but I *like* summons, and even if I didn't use summons the enemy AI still doesn't field much of a concentrated army, so I'd probably still be able to take them with offensive AOE spells and 3-up armies of heavy infantry. I don't know the best way to balance this - nerf the summons? make them much harder to research? Shared mana pool or less active enhants/mage? I don't know but alas I find the game is just too easy, even on the hardest possible settings.
Ouch, and I was having a ton of trouble keeping in the green with my money to begin with, now studies cost money? Ouch!
Otherwise, looks good.
I'm with most people who dislike removing the organized trait. That combined with the extreme increase in the cost of teleport makes the beginning of the game a massive chore. Combine that with the loss of mana after a tactical battle bug, and the game is pretty much unplayable for me at this point in time. I will be waiting for the next patch before I try it again.
Nobody else seems to have mentioned this, but I also was not able to destroy any buildings in my cities. Anyone else see this? I wanted to destroy a bunch of crap buildings in the AI cities and couldn't figure out a way to do it. I'm pretty sure prior to this patch, all I had to do was click on it and I had the option to destroy it.
Well I showed back up to list the 1.08 bugs, but I see they are noticed by all.
Balance
Summon monsters do not even consistently rank per their level of spell.
Gold drains are all over yet your "improvements" do not match up for a conquest win.
AI still cheats like a DM with it's cities and resources. [so can we get a "balance city" tool in the build menu to keep me having to destroy 8+ shanties every time I conquer?] This makes creating any logical balance (powers/spells/etc.) for the player false giving the "fudged" conditions.
Diplomacy? cut their asking prices by 80%, seriously stupid high values for treaties or units. in 1.08 I never could cut a deal.
[one metal for 20 horses? ]
[you want me to go to war with someone, but won't sign a non aggression pact unless I pay you?]
[you want 4700 for a follower who gens 1 gp per turn has no essence and can be killed by 3 soldiers?]
BTW
If you take away organized then you need to add the engineer unit. A dedicated road building unit for conquest paths. Caravans are for traders.
And make endurance a permanent duration strategic spell.
/look I am not asking for packs of flying lion hearted hobbit admantium slingers here. Just units that don't take 25 turns to get to the front lines since I can't have champions doing taxi service any longer (teleport or organized+movement )
I would like the ability to have more Neutral kingdoms in the game. I personally like having a lot of them in a game. I wish they could defend themselves a little better and it was easier to interact with them though. Can we have it an option like it was in GalCiv II to determine how many neutral factions we want? I like huge maps with everything on it! I want to play a single game of Elemental that last until the end of time. I understand that may not be everyone's wish, but I would like to at least have the option of having more neutral factions, thanks.
Also, why is legendary equipment so cheap, like 125 gold, when the shield cost 1000 and that magic sword cost something crazy like 22,000 or something. Cant we make them all cost something like 500- 2000 or something in that range?
Any word on the patch for the multiplayer bet I got it accidently (only interested in single player) but at present archery and summon abilities are always missing. I understand this was patched friday night on the non-multiplayer beta.
Well, I agree with the guy who just said that the game is getting too difficult. I'm still learning how to use the mechanics, but it's not fun to learn when playing on the easiest difficult you still get owned by the AI. I just can't manage to see where I'm doing it wrong... and having no fun on it.
It's a great game, I love the ideas behind of it and the feeling when playing, but I just can't play it properly and I'm not new to strategy games.
:/
I'm finding some strange mana anomalies after the last update:
1. Sometimes heroes that have not used any mana, suddenly lose all of it between one turn and the next.
2. Sometimes my heroes stop regenerating mana. A reload or entering a city fixes this.
I really would like a road-building unit, rather than only have roads where determined by the game, when making a trade route between cities.
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