--------------------------------------------------- ----------- 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 like this idea...i've always hoped my kids would turn out better than me.
Great set of fixes, but I'm also concerned about the above mentioned. Food is already scarce, so why spend it to get 1 gildar? That makes no sense to me.
And "organized" is one of the few skills that helps keep the pace of the game, when I would otherwise get bored and quit because of some of the bugs and such. Is it really necessary to DOUBLE the amount of skill points for it? Now, you will have a much weaker sovereign because you took organized, or you didn't take it and as such you're limited to your slowest moving unit; so the game is slowed down even more. The point I think should be the movement speed can be slowed down if you want (make adventuring, etc have a higher cost) but the sovereign is pretty week to begin with, he's supposed to have an army moving with him (i.e. organized is almost key).
Is is probably to reduce "city spam" - that is, building a city you don't plan to level up beyond 1 now has more consequence.
Actually let me rephrase that. You now have less incentive to build cities with no associated resources, because for them to generate anything useful you will have to pay for it from the profits of another city. But you can still spam for influence.
Well it should be easily changeable in the xml file... I think. SD made this game to be easily moddable.
Cool thx for the info and improvements hopefully things will work better
i like everything i see here, i can't wait!
I second this request. Animations in Tactical gameplay should definitely be a toggle.
Does this include the characters from the novel (for those who bought the book and entered the code) as suggested in a post from Brad last week (he said then 1.08 was required to make them work properly)?
If you've been following the forums, Organized has been considered overpowered by many players.
Personally, I'd favor removing Organized entirely, but adding powerful (expensive) spells to replace it, for those who want to go the magic route.
A side question: what happens to existing leaders that already have the Organized trait? Is there an easy way of wiping existing leaders and loading all the revised (post-patch) default ones? Or do they automatically get replaced?
I hope minDamage values can be applied to weapons also, not only spells...
From the wording it seems like the child will have 50-100 percent of the essence of the parent either when they are born or when they mature, so if you are improving essence you could have a child with a massive mana pool at lvl 1 which could then be further improved. Also, in a few weeks it won't matter with the upcoming communal mana pool.
Can we get
If this is true, sounds good.
Can we get some official notes as to the reason for some of the fixes? A list of patch notes is nice, but some of these need some more explanation.
They still haven't fixed the civ traits like Pariden with "Civilized" and "Influential" which actually have no in-game effects whatsoever, so far as any player has been able to determine. Settlements don't cost anything to establish, so Civilized's "Costs less to establish settlements" does nothing, and "Influential" claims to have increased settlement influence, but players have tested and found that doesn't work, either. I didn't see those mentioned in the changelog.
Actually it should be a frequency slider (or 2 sliders: 1 for combat animations, 1 for spell animations), so you get the full animation to spice up the battle visuals some % of the time, and the quick-run version the rest.
EDIT: You should also be able to queue up your next action while the current unit is still moving. Would make it 'feel' much better
Great, looking forward to checking out the new patch.
I like the idea of 75-125 essence range for children. And I second the motion to somehow speed up animations in tactical combat.
On the plus side, Paiden has undocumented +50% bonus to food production.
Actually, even 50% essence isn't bad, especially if your Sov is high level with a lot of essence anyway. Remember, your child starts at Level 1, so they can up their essence well over their Sov's since the higher levels take longer to achieve. If your Sov is, say, level 8, imagine how much you can dump into the child's essence by the time the child reaches level 8!
Not hard. +21
But then you should add bonus % too...
I have heard and do realize that organized is overpowered, but that's what I like about it: one ability that I can really count on that I will take and makes the game more fun. Complete balance is NOT always the best way to make a game fun (i.e. some people might like playing the Klakkons from MoM, they're NOT balanced well).
But I do agree with your other idea. If organized is nerfed, then give us other options in the form of items (more movement items, maybe, so other heroes can keep up with you) or spells.
+ Fixed AI bug where it was doing deficit spending and creating units still
Oh thank you. This was making me crazy.
Upping the cost of organized won't change the fact that everyone will still take it. Your stone cold crazy if you don't.
Woah! You guys really have been busy.
That would be an awesome option to have IRL.
Not that I'd ever use it...
Just would be fun to have. For example if I'm trying to play a game, not wanting to be disturbed, she comes over and starts talking on and on. I could hit a button on my phone (or a remote) that projected a holographic display of a trade window. Position her on one side and a list of "things" to trade on the other. Select her and then start selecting what to trade her for. Unfortunately I doubt she'd see the humor in it.
Would probably force players to take some disadvantages for points, though.
Outstanding support....really heartening to see a company back it's product even against adversity. I applaud you and understand why you guys have such an awesome reputation.
I happily spent my money buying Elemental today and anticipate it being one of those "always installed" games.
Thanks
Playing online. This is going to be cool!!! Stardock is cool!!!
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