--------------------------------------------------- ----------- 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.
I'm still having problems with my ATI card. See more about it at: https://forums.elementalgame.com/391985
It works if I go to windowed mode, but I shouldn't have to. Hopefully this will get fixed in a later release.
Hard crash after playing several turns with 1.08 on a saved game. I had saved, exited and restarted from a named save. Got through a couple of turns, and then game crashed. Now it crashes immediately when loading autosave. The dev guys are welcome to the file; just send an email (jscottgardner@yahoo.com).
Machine is Win-7 64-bit with ATI 5870, 6 gig mem and Core-i7 3.2GHz. I run 2 monitors. I think I created this game at rev. 1.04 and have kept playing it through each patch.
Scott
Do the AI opponents have different goodie huts than we do? I started a new game and ran into an opponent. I moused over the AI sovereign and it said he was looking for "empty crates" or something, but he then proceeded to ignore 3 goodie huts (he actually went between them) and went off somewhere else. Needless to say I was happy to then get the goodies huts myself, but I don't think that a very intelligent opponent. The opponents also start new cities without any soldiers. I've stopped building pioneers, I just follow the opponent's pioneers around, and then take their new settlements. I also find that at the beginning, its pretty easy to take an enemy city. They are usually lightly defended (if at all).
Or possibly what you were when the child was conceived. Sure strength might be in your DNA but perhaps Essence (which is transferable) plays by different rules ?
HOWEVER
I'm more inclined to go (highest base essence of the two parents, plus half of the base other). This means the child will be more powerful than the parents, showing the gradual return to magic to the land and resembles the lore where people got more and more powerful over time.
And using base, rather than total, means multiplers wont so quickly multiply into thousands of essence! E.g. if you and partner have base essence of 10, but a total of 100, then child will have base of 15 (plus buildings, etc), but likely no more than 150 - still a worthwhile new king.
And not just pioneers.
You can take all an opponents cities and then just follow their sovereign around, who will go and found a 'first' city again and again - last game I was doing that to 3 sovereigns in different places of the world, built myself 3 provinces thanks to their cities!
i see yet another update to 1.08, what's that one all about?
Anyone knwon where is 1.08b.094 change log ?
HAHA!
The Hardware mouse is still messed up. I click on one square, and it moves to a totally different one!
Two weeks before the release of Elemental I bought the ultimate edition of Galactic Civilizations 2. I had played it a couple of years ago, but decided that with all of my anticipation for Elemental, I'd buy the game to sate me. Good lord, it wasn't the game I had played previously. In fact, it was awesomer. It was a well polished product, something well worth the wait for, and something that I wish I had experienced during the entire development process.
What, pray tell, was so polished about it? First and foremost, probably my favorite game of all time is Master of Magic. NOT because MoM is the best game I've ever played, but rather because it executed -- after more patches than I wish to recount... I'm old enough and technically savvy enough to remember updating the game with each and every patch in the 90s, and yes, I do remember just how much v1 sucked and crashed and died in EVERY tactical combat I entered... that is not an exaggeration oh young gamers -- on it's original promise: to be an excellent strategy game.
Strategy: it's the difference between war and battles; successful stock and real estate investors and losers; people who can stay married for 50 years and people who need to be married 50 times in as many years.
Strategy: it's something that is sorely lacking in most games I play.
Galactic Civilizations II, ultimate edition delivered me a space opera game that delivered on my hope, my dream for true strategy. I love cranking up the AI and duking it out with them. GalCiv II made me wish that so called RTS makers would finally stop lying by omission that their games have hardly any strategy but are rather not-so-well disguised twitch based, top down, tactical games.
For years I've been lacking the MoM equivalent of a GREAT fantasy strategy game. Of the games I've played, Age of Wonders I and II were close, but they were not grand enough. Sure, there were campaigns, heck the game was fun enough I even broke out the scenario editor and made a single player scenario for it, but there was always something lacking in the AoW universe.
MoM, one night a long time ago, I calculated has eaten -- I still play every now and then -- about 3-5 months of my life. I'm 34 years old. 5 full 24 hour periods of daytime and nighttime is a full 1% of my life.
Now back to Elemental: Along with GalCiv II, it's one of the very few games in years that I've purchased. I even purchased it pre-release.
I lost a couple of nights sleep with the pre-release.
I have Windows Vista 64-Bit with an ATI Radeon card. I have issues with the game (note: when I can truly track them down, I'll send them to you, I've submitted one odd bug.)
I was going to wait until the 1.1 update, but I decided to download the 1.08+last friday updates patch, and gave it a whirl again last night.
I've read a lot of posts, and yes, I ran into an "out of memory" error.
But take it from a guy who remembers MoM v1, where every tactical battle required a save, long before v1.31 was even a remote possibility for that damn game.
There's something about Elemental. It's not just nostalgic for me, even with all its warts, there's something special about it.
I am proud to own this game, and proud to have spent my hard earned money on it. I look forward to the magic you guys have when it comes to making video games. However you ended up with the GalCiv II Ultimate Edition, I look forward to the equivalent version of it that you will pull out of your hats for Elemental.
Thanks for making my life more fun. Thanks for finally making a game that might allow me to, once and for all, delete DosBox from my computer and zip up my old copy of MoM on my backup drive forever.
If you buy a car, and it has a problem, do you report it, or wait until the car company goes to your house and take your car back and repair it?
EDIT: And I want to add, this game, while not perfect, is not as bad as many games that got out in the past years... we all have to remember that many instances of Civ where released with many things missing... like a certain multi player mode
You just saved me from writing the same! Except that I'm 36 years old and have a crappy integrated graphics card. Oh, and I got GalCiv II a year ago. And I also worship the Amiga Dungeon Master which made me extort my parents to get a truly expensive 512KB expansion memory...
...Thanks for making my life more fun. Thanks for finally making a game that might allow me to, once and for all, delete DosBox from my computer and zip up my old copy of MoM on my backup drive forever.
You said it. Elemental definitely has that 'something special' feel, even with all its problems.
And just for the record, I have never had an OOM crash, nor any crash at all since v1.07. I've been keeping the game running for hours .. 8+hours at a time on my days off.
I have a Dell Q6600 2.4 cpu, 4GB of RAM, and a modest Nvidia 8600 GT card...I have gotten one crash in tact battle, but I am waiting to see if it happens again to post a bug on it.
I agree that the game is a little "rough" in a way, but it certainly does feel like a "sleeping giant" of a success soon to happen when it is fully patched up!
I just got it yesterday, and have only had time to play maybe 3 hours on it leaning the game, but it's one nice ride. Keep up the good work Elemental Team!
It's getting there.
Hi,
That game is good but makes it very difficult to love.
I've an unhealthy amount of crash for no reason I can pinpoint (these actually increased since the latest patch), then there's the "out of memory" one (although it occurs less frequently nowadays).
However, there is something strange, on four of my chars I just can't end a turn, no matter what I try, it just stops and refuse to go to the next turn, everything else works fine.
Every time that happens I just go and create a new char, for the same fate. Except one (a wraith char), this one has a random crash at forcing me out of the game, this crash occurs randomly on the same turn, I tried playing from a prior save, but the crash shows during any of those as well... that char is effectively blocked.
It's shame 'cause I'm rather hooked to the game.
For spell effects, rather than a min and max value with a uniform random distribution between, I'd like to see the ability to model dice rolls. Something that does 3D6 damage CAN do 3 or 18 damage, but most of the time it does closer to 10. I think the expectation that a rolled damage would cluster around a median like that is part of the reason people reacted poorly to the way Elemental originally determined spell effects (zero to MaxValue). People just expect stuff to behave like dice.
By the way, can we sum two range values? Like 1..6+1..6+1..6?
I really have enjoyed this game also but the random crashes every once in a while get kind of old. They happen every hour or so for me and when I check the debug file the errors are always different so I'm not sure what is really going on. I'm hoping the bugs get worked out because I'm looking forward to playing multiplayer with some friends once the AI are put in there.
I've been playing Elemental alternately with my new Civ5 arrival over the past few days and the recent patch has done wonders to the stability of my current games. The game feels/runs much smoother and no crashes (yet) after even ~75 turns. It's truly getting better and like others before me have said, allowed me to finally stash my copy of MoM into my reserve drive forever. Keep up the great work at improving your game, StarDock, and thank you!
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