--------------------------------------------------- ----------- 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.
Yes clearly it's a quick fix to try to reduce city spam. It should help a bit. I like that it forces the player to think about economic trade-offs and whether it's worth it. Trade-offs always make things more interesting. Hopefully the AI pioneers and building construction routines got the memo on how these new trade-offs work.
An impressive list of bug-fixes, preformance improvements and balance tweaks overall, look forward to testing it out.
You realize you can still level up your sovereign's children right? Children who could have inherited up to 100% of your sovereign's essence at the level it was at when the child is born (i.e much higher than on turn 1).
Still haven't fixed my biggest complaint; combat animations. I don't want to wait 4 seconds every time I tell my archers to fire.
Oh well, at least some bugs are fixed. Pity that organized is expensive now, but it was probably the best pick for your sovereign.
Not if you are a female sovreign and married to janusk.
It appears in 1.08 that I am unable to hire or even find out the cost of champions now. I am able to hire people with trades (increase gold or research, etc) but not a champion that is purely for fighting.
Has anyone else seen this or am I missing something here?
Some good progress on the game, though I'm worried about the bandaids to the magic system and economy as I think these need far deeper game mechanic fixes.
Since comments were locked on the polling journal I'll add this here too. I extremely, extremely disappointed that no option was added to the poll for making a priority fixing ANY of the games economy. If you don't think it needs fixing as indicated by the polling choices, then I think you should really pay more attention to what your customers and reviewers are saying (or not saying... like anything good about it) about the game's economic system.
Really appreciate your attitude towards this game. Love the fact that this game is only going to get better and better.
Combat appears to be broken. My units are hitting every time for max damage. I am running off of a 107 save game, but I would hope that would not matter.
Fantastic work. love the premise of the game and will hopefully continue to support it, was on the wall about buying it but then saw I will get two free expansions about it, so why not.Stardock you are a fantastic company and I hope you continue to design (and take care of) your games.Would love to see an economy fix, right now what you've described seems to be a really bad patch at fixing city spam. 1 food for a merchant but zero for a study? This is just tossing variables around to fix something really quick. Think of something else please! Keep up the good work, been checking the site everyday and grow happier each time.
lol. some people miss everytime and others hit every time. random number generator broke much?
QA!
Can't seem to recruit any soldier-type heroes.
I got about an hour through a new game before it crashed totally. At least magic is more powerful and accurate.
The right-click to recruit seems to be broken. If you click on the hero then select the action pane you can still recruit. Definitley a new bug with 1.08.
Yes, now I realize the core of Elemental Problem. It is not the game mechanic or something, but the portion of the community who play this game. Not everyone consider Elemental as a strategy game with RPG elemental; some of them consider this game as RPG with Strategy element. That's why, Stardock should "BALANCE" the need of their gamers.
My suggestion for the next expansion / Elemental Game, just make two mode. The strategy game with RPG element and RPG game with Strategy element. The strategy game will make the game more balanced which give the player lots of limitation, while the RPG game is the players who love hack & slash game and just consider the game for fun (for example the Monster hunting, etc, etc). This way the community won't protest as both of the group get the elemental game that they want.
I can't seem to find any iron...
No, I can't. As I posted in its own thread, it was not until I encountered the 6th champion that one was recruitable at all. The first 5 had no "Recruit" nor even "talk to" icon under "Actions" if I had the NPC champion selected. They are completely unrecruitable.
1.08 CHANGELOG ADDENDUM:
+ Most -- well over half -- of the heroes in the game world are no longer recruitable by anyone. Not at any gildar price.
I just think Organized should be a default Sov ability. It only makes sense and it gives a certain degree of power to Sovs. That's how I have it modded in atm.
Hmm... maybe they should consider giving access to the post-QA build for a few days before making it available as a release build. There are people who would be more than willing to test it out and report issues so that some of those could be addressed before making it available to the general public.
I wonder if people, who installed the mod that patched parts of the game, have remembered to remove them.
Bugfix Modhttps://forums.elementalgame.com/395013
Delete all HF107_ files in your /Mods/ folder before starting a new game with the 1.08 patch.
NOTE: Remember to delete all files starting with HF106_ from your /Mods/ folder if you were using the previous version of the Bugfix mod.
** Stardock, you may want to consider adding a note about checking mods after installing a mod. Otherwise do something similar like WoW does with addons or Firefox does with extensions - provide an optional element to allow mod authors to put in a target version and ignore those entries once the game has been updated.
QA has investigated this further and the cause was a change to how NPCs are recruited. Higher spawn rating NPCs cannot be recruited. However, there is no UI indication of this. I've requested that this be treated as a high level bug since it is not intuitive why the NPC can't be recruited.
Since there will likely be a slipstream update on this, there are two routes this can go. 1. The previous behavior can be used such that higher quality NPCs cost more or 2. The UI informs the player they need a higher level adventuring tech to recruit them. Do you have any preferences?
Looks good, thanks Frog!
Technical as in - game/system crashing is my guess.
Those things are gameplay issues. They don't stop the game from running/being unstable.
i vote 2. that would give a more visual use to that tech.
Is my preference.
Don't RPGs have balance as well?
I mean, classes with certain abilities, but not other abilities. Weapons of different strength/costs, etc. Those are all game balance.
So you would prefer that you be forbidden from recruiting certain NPCs until you have sufficient adventuring tech versus paying more for NPCs that you don't have the tech?
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