--------------------------------------------------- ----------- 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.
#2. Provides a carrot for researching adventure tech.
Maybe until we increase our adventuring tech, they think of themselves as being too good for lowbie adventurers. They're an elite class.
It also provides an opportunity for another Sovereign trait - "Adventurer" or "Charismatic" (sorry, don't remember if either name is being used) that ignores or reduces the adventure tech requirement for recruiting NPCs. Or use Charisma as an offset.
I for one would prefer being informed that higher level adventuring is required. It gives some incentive to actually research those techs that I never ever research because they don't provide any significant benefit. The AI always researched enough to make plenty of champions for recruiting.
After the patch, I am having a problem with spells. They miss 100%. This was initially with a 1.07 save game, so I went back and started a brand new game. Same thing, spells will not land. Level 1 spell (flame dart) with a 14 INT, zero hits.
Tried this with several different games, 1.07 saves and brand new games. Melee is working, offensive spells dont.
Instead of a denial for recruiting champions you do not have the right level of tech for, have a massive increase in payment that was modified by the difference between level required and level possessed currently. I would want to say at least a x5 or x10 modifier for each level between what you got and what you need to recruit. I think that is in fact how I'd want it.
I prefer option #2, that they don't associate with inexperienced adventurers.
Or make it the purpose of Bard trait - I like your idea. Or even both Charisma and the Bard trait.
Bard gives a +modifier to whatever the champions are looking it in deciding if they want to sign with you.
Sweet Georgia brown! No more trading wives.
I am undecided. If QA tested and confirmed the same rules apply to the AI trying to recruit, then I would be willing to give #2 a try, but if and only if the UI specified exactly what you needed to do/achieve to recruit them.
EDIT 1: Also, I don't believe the cost to recruit a champion was correlated to the difference between your level and the NPC-you-are-trying-to-recruit's level, but -- in my observation and recollection -- simply by the NPC's level and discounted by your Charisma. That is, a level X champion seemed to cost the same regardless of your level or your notables level from Adventuring research; the only thing that affected the cost to recruit was the charisma of your sov or champion trying to recruit another NPC.
EDIT 2: On further thought, if it is decided to continue with #2, perhaps NPCs above your level should not even be visible until someone researches that level of NPC, instead of so many unrecruitable NPCs being visible from the getgo. Also, Janusk should always be recruitable from the getgo.
thanks for another patch. will be giving this a go fri or sat.
I have the same problem with my heroes, although it seems to be only with damage spells. I could get a Confusion spell to land. Although I'm not sure the shrill's attack value should have gone to -59
My Fire Giant and Stone Giant are landing their spells just fine.
Was hoping for some UI changes, but all these bug fixes just might make up for it!
Great work guys!
I agree here. If the champion level is greater than the required tech level, charge more for the champion, but also make it obvious what the reason for the extra charge is.
Most the peoples who have spells missing have been proven to be running either the unofficial patch OR icecrowns particle spell effects mods. Both of those break the spell casting in 1.08. Get rid of your outdated mods!
I'd really like to hear an answer to this also.
And regarding the recruitment of heroes, I would vote for #2. The heroes shouldn't join even for more money.
But why would mod make issue?
All XML data is preloaded during game creation, and stored in saved game. You can't get rid of mod you started game with. Or of patch 1.07 values, if playing old game with 1.08.
False. Certainly, no one has in my case. I do not have any mods loaded ... I was tempted when I saw one that fixed a number of bugs in vanilla, but I knew 1.08 was coming and would likely break a lot of the mods so I have held it off until the mod is assured compatible with 1.08.
To me, it makes no sense anyway that you have to unlock a tech to hire someone. You just pay him or get him because of your fame or something. Similarly, one shouldn't need a tech to raze a city. You just raze it.
Frankly, seeing all the little bugs addressed by this patch makes me worry. A lot. The overhaul that the game needs is so vast in my opinion that bugfixing at this level should be considered completely irrelevant, because these bugs themselves should become irrelevant soon. The fact you're actually trying to fix them tells me the basic structure of the game will remain the same.
Not that I don't appreciate the hard work.. but I'm starting to think, maybe for the very first time, that the game will never be what I hoped it to be.
I kind of like option #1 seems more realistic(in context)... we can research to reduce the price.
Yes, i personally would like that better. Just give a hint in the UI for the reason i cant recruite.
I would like it to stay as it is, with UI tweak to make things clear.
You should not be able to "cheat out" researching recruitment tech tree (thus making you safer from creature spawns), just because you have extra gold to pay expensive heroes. If you want good heroes, you need to increase monster spawn... period.
P.S.
In my 1.07 game, I have dozen of heroes and haven't taken a single tech in recruiting sub-tree of adventuring. All that, because I'm swimming in gold.
Looks like the answer is no
Could we please have an update on when these will be available?
Pacencia y Fe.
Not sure why I'm complaining. Less $ for monsters? I should probably actually try the new version a few times. I've been playing the game everyday since it came out. I love it. The SD team has done a great job with it. Thank you for your commitment to the game
Thanks for the patch.
After playing a couple of hours i am surprised what big effect the new upkeep costs have. I like the change very much.
The reduced monster loot is also great, building economy now makes sense.
The new spelldescriptions are very good, but some are strangely balanced (compare shard bonus of Fire Bolt with shard bonus of Lightning Strike - both level 1). Maybe just a wrong entry?
I see a problem with the AI. It seems it cant handle the new economy and coupled with the squashed deficit spending bug it stops expanding and building at some point. That of course makes sense, but i feel that it should balance its spending better. In that one game Altar had 3 cities (not spammed but placed very reasonable) but no army to speak of.
The new weapon stats are much better balanced, but you now run into the problem that armor value is much greater then attack. Most of my troops have like Attack 6 and Armor 14.
Which brings me to the question: Have combat calculations already changed? I only saw 1 miss in two hours of play (which is great). Maybe i just have been lucky.
Also: Horses are still a myth, they dont exist. They are so improbable they simply cant be. (<= never ever since release found horses)
1.08 is great. i blasted through 450+ turns smoothly just to test things...
how about a chess-like tactical combat appearance with cloth map-like pieces?
otherwise, good just keeps getting better.
thanks
edit: also, after playing that long, all spells worked as intended and i loved the math breakdown provided. as for recruiting NPCs, i'd vote for #2. but don't make them invisible or anything like that, if we can't recruit them, we can still kill them
edit 2: also, i saw wargs and horses on a large map, so i can confirm they do exist. and the AIs built extremely large armies on the game i played. and no deficit spending
I vote for #2.
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