--------------------------------------------------- ----------- 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 gonna jump on and echo that weapon/armor balance is way off in the direction of armor. Great that maces got nerfed, but now it's really hard to kill anything past turn 200. This is not to mention that my SOV is my only hero and can't find a damn wife.
This game has promise, SD. Let's get it sorted.
Can we get a beta build test group? I used to do work on one of the bigger MMOs on their test server, and we would have caught at least these problems. I mean, not being able to recruit or kill much of anything without magic are pretty obvious bugs if you've played the game for more than a few hours (I've only managed a couple of hours at this point).
If you are loading a saved game created with a previous version, there may be some anomalous behaviors in tactical battles with direct damage magical spells (we may release an update to address this).
Does that include old sov I created? I start a new game with them and my spells miss all the time
I know we the user community have been tough on you guys for a rough release, but I want to commend you for your hard work in rapidly addressing the bugs and fixing them. You guys are doing a top notch job. The drinks are on me tonight guys! Cheers!
If I could choose between auto resolve v tactical, it would be most helpful. I am currently playing the new version and I have a sovereign with no weapon because I wanted my points for attributes not a weapon. I figure I could purchase a staff early in the beginning. Hard to do with gilder reduction. Ok, fine--I have a sand golem to assist me. Coll, right? Not so much. The problem is sometimes I go straight to auto resolution. I would never use a spell to kill wolf pups, bears, or other minor characters. What is the point when the golem can just slap them across the battlefield? I'd rather use that precious mana to teleport or boost my cities. The AI, however, disagrees and I find myself short on mana early in the game. The gilder issue I can probably figure out. I just don't care for my sovereign's autonomy being usurped by the AI
still, a GREAT game!
Where do you want my dump files? Games started with v 1.07 are still getting Out of Memory issues when I quick save mostly. I'm not starting any new games unless I'm confident the issue is fixed.
Win7 Ultimate 64bit, 4GB Ram, nvidia 8600m & 8800m running latest nvidia drivers (at least as of a month or so ago)
Check the game options. Adjust the auto resolution threshold.
NEED HELP PLEASE!!!
I keep trying to register the game so i can update it it wont recognize my serial number i would appreciate sugestions. If you have any please send them to my e-mail zac_rchrds@yahoo.com Thank you.
dgracia
go into the options and change your threshhold, it determinds at what level you will be able to choose battle, versus auto.
The Fang Dagger uses no Metal. Is this correct?
.
One thing I like about the new version, I think this is new, I didn't notice it before, is that there is an option to flip the X-axis when camera panning with the middle mouse button. If you click down with the middle mouse button on the top half of the screen, when you drag right, the world spins to the left. When you click down with the middle mouse button on the lower half of the screen, when you drag to the right, the world spins to the right (how I like it). The Y-axis stays the same regardless of what area of the screen you click down on. Was it always this way and I didn't notice it? In terms of X-axis inversion options, this is a perfectly okay solution that I can live with, though I would rather set it in the options menu so it works that way regardless of where I click on the screen.
I notice as I type this Alt-tabbing is working fine to so definite headway in terms of both UI and stability. An excellent step forward all around.
We have implemented an option for quick moves in tactical battles but it was not checked-in in time for this build.
AHHHH THIS WAS ALL I WANTED *DIES*
Good stuff, though, stardock. Keep at it.
My biggest gripe so far has been the lack of documentation, whether in-game, online, or paper. I would prefer that over a complete tutorial any day. However, after seeing the huge number of changes being made in the specific values of all sorts of things throughout the game, I understand that extensive documentation would end up being inaccurate in lots of spots unless written after most, if not all, of these alterations occurred. I'll simply have to be patient and wait until the tweaking's done before I start bitching for it. Just promise me that after the game gets smooth and level you'll provide us with the written resources to cover everything. One of my favorite parts of in-depth, detailed gaming is the extensive documentation. I miss the days, during the eighties, of renting PC games, copying the disks, and using my dad's copier (I stated to type "memiograph". How freakin' old am I?) to copy the small-type eighty-page instruction books so that I'd have something to read on the can. Much better than going over the back of the same shampoo bottle a million times.
I kinda feel like buying the game on its release date was more like being invited to the middle of the beta version. When viewed from that perspective, worse things have happened.
Thanks for all the quick fixing and tweaking. It's obvious through this that the too-early release wasn't a result of a mere lack of concern, as most company's early releases tend to be. You're totally redeeming yourselves.
...of course, I never doubted you for a second.
+ Teleport/Blink mana cost increased from 5 to 15.
THIS pisses me off. Why such a dramatic change? Ruined my fun that's for sure...
Is this something we can change ourselves in the game files? If so can someone tell me how?
Ok well the Default TerrainType for Empire and Kingdom Territories is EXTREMELY BLAND AND BORING BECAUSE IT'S ALL EXACTLY THE SAME GRASS TERRAIN FOR KINGDOMS AND EXACTLY THE SAME FALLEN TERRAIN FOR EMPIRES EVEN THOUGH THIS MAKES NO SENSE GIVEN THEIR LOCATIONS AND EVEN CONTRADICTS ONE OF THE EMPIRE DESCRIPTIONS, WHICH CLEARLY SAYS TROGGS LIVE IN A LAND OF GRASSLANDS, FORESTS, AND SWAMPS, NOT DRY DEATH LANDS.
I hope that clarified what I meant by The Default Terrains Suck. Sorry for the caps I'm just trying to call Stardock's attention to this issue, not an easy task.
Seriously why should all empires just be different flavors of grass hating bad guys and all kingdoms be different flavors of meadow loving good guys? How boring and lazy is that? This is supposed to be the game that people get Impulse for, a game that lasts a decade, it's going to be an incredibly DULL decade if all the empires are basically the same flavor of evil, why not put Kraxis in the desert since it sets so well with their color scheme and location? Why not put Wraiths in Winter since they're up north at the land bridge? Why all the same boring terrain? Why Stardock Why?
As long as we're not looking at a popup that interrupts your gameplay every 10 seconds (Like Europa Universalis, which basically required you manually disable a lot of pop-ups to make it playable) then I'm all for it.
Even though it's not your main focus, I for one hope multiplayer will get some love I already really like how easy it is to just start playing it. And I understand the possibilities to save games, have AI opponents and fight tactical battles are coming at some point? One other thing: It would be nice to be able to choose a set length for turns, ie. turn lasts 1 minute or other amount of your choosing (of course ending quicker if everyone presses "end turn" before that). The current system has some serious possibilities for griefing.
@ Yellowstone_1872
By far the best wife in the early game is Ayen Mitela. I actually look for her. Getting the Dominate ability is superb, and having your kids get it is pretty great as well. The other good trait is Adventurer I think, but to be honest, I am not sure that option is worth it, for some reason I can't wear traveler's boots with anyone with that option as far as I can recall. That's what I really want, some bloody clarification on who can wear what and why not. So, if you can find her, marry Ayen Mitela. I used to alternate between male and female sovs but stopped when I realized she was the only good candidate for marriage available from day 1. It's so quick to get to level 10 or so with just a bit of grinding you can get some nice stats before you start having kids.
On another note, I found 4 Rilis' in my latest game, I recruited 3 of them and ran across one in another sovs army. That's a little silly frankly. She does kick ass in the early game though.
The problem with toning down the gold for combat is that most heroes, especially the fighter ones, or ones with low Int, are no longer worth recruiting unless they are Trader's or have one of the city boosting stats. Gear is too expensive to outfit a bunch of heroes and paying 100+ gold for 1 tech per turn or something may be worth it in the long haul, but not if you have money problems.
I always pretended that getting gold for wolves and the like was because you can sell their pelts or something. I get why you might tune in down for animals and the like, but Outlaws and other intelligent enemies should have more gold. You have just nerfed the Thief talent out of existence. Why would you pass up another option if all Thief nets you is a couple of gold per combat?
I still get out of memory errors normally after a few quick saves, which I got in the habit of doing when the game was a bit less stable. Now I have to break the habit because that seems to be what is making my game crash these days.
So I get why the change to teleport and blink but what now separates it from the high level spell?
Also, please make it so:
1) Your kids (natural casters) can cast Imbue Champion.
2) Your units with the highest attack value start at the front of your army in tactical combat.
I guess I am really not thrilled with the change to gildar for combat because as it is now, unless you have several gold mines you can't get ahead very easily and since the AI can apparently run massive deficits you are at a pretty extreme disadvantage.
Hey! I'm usually just a lurker here but I wanted to congratulate Brad and his team on the excellent job they've been doing after the release... I just finished the very first game I considerered to be really enjoyable, both from a gameplay and a performance perspective...
Seeing just how much the game has improved in a few weeks since 1.06 makes me wonder what would have happened if they had released the game say, in June, sure they would have been bashed even more, but by now we'd have truly a gem in our hands... (just kidding there, almost)...
Having around 100k (maybe more, I'm recalling a number Brad gave a week ago) people playing the game and giving input while the team is actively developing the game is by far the best method to make a game perfect, this reminds me of another great game that was develped in this way, Mount and Blade, which thanks to player input became very good despite the really small develping team... perhaps for future releases follow this method, only naming the release version .90 or something so that you don't give the eternals whiners a reason to well, whine... because let's face it, if the game was in still in development sure by now it would be a little better than 1.00 but definetely not as good as the current version is...
Now to my little list of suggestions, I have more but they are probably being implemented for 1.1 anyway and I really wanna play another game so:
Shop: Make it so we can see what the hero has currently equiped when we're buying stuff, preferably with a figure representing the character with his/her character slots
Movement in the map: Please have the unit/s draw a line first to the destination we're moving and then have another click confirm the move, maybe have it as an option as well.
Squads, etc: When showing the attack/defense values of a group of soldiers, please make it so we can see the stats for the individual figure.. say if i have a group 4 solders with 5/5... its better to see those numbers instead of 20/20... big numbers tend to be misleading...
Magic: Can't really say much since the current embodiment magic will change, I'd just like to add, like many people suggested, a magic resistance stat of sorts... or not, after all, armor should protect you from a fireball or a stone to some degree...
Make cities something more than just resource collectors, have them produce something on their own as well, but to prevent city spamming have it tied to their level... say a merchant makes 1 gilder in a lvl 1 city, 3 in a lvl 2, 5 in a lvl 3, etc... same with the 4 basic buildings... another option could be provided to scale metal and crystal production as well...
That way when the city just starts off wharever resources it has will make a difference but in the end a lvl 5 city will beat a gold mine laying around... also there should be administration cost associated with the level of the city, being 1 for lvl 1, 2 for two etc... in that case gildar production could be boosted to cover that...
Heroes: have them earn a some hit points when leveling up as well as the usually stuff... and why not some passive xp just for being there...
Soliders xp: reduce the way solders gain experience when leveling up, a solder that survives a couple of battles can have up to 3 times the hit points of a fresh one, make it just 1 per level up or a multiplier of their original ones (adding 20% per level up, that way soldiers that started with better training will keep being better)
An option to build roads!
and last, move the independents away from them, its annoying when they just sit there and prevent my units from using them, forcing me to lose a turn when they are needed in the front...
Btw I just remembered there was another post for this so I'll paste it there as well...
Keep up the good work!
Thank you for the friday batch! The combat speed increase and pioneer cost/merchant food cost makes the game 10x more fun.
IMNSHO teleport was hugely overpowered before the change. Now moving casters takes much more strategic thinking. I guess it's a preference thing, but I'd take strategy game over hero-hammer any time.
On the blink / teleport change if you don't like that you could very simply MOD it back to the old value.
I actually enjoyed a full game on the unmodified 1.08 yesterday, have to say it was much more like a proper release and was actually very fun to play. May not get a chance to try these new modifications as we have a guest coming to stay but good job Stardock Elemental is starting to feel a lot better.
By the way has anone else noticed a bug with mounted unit portraits?
The big issue with "fixed" teleport is poor mana regeneration.
With old teleport, if you already used your mana, you need 5 turns to be able to teleport again. With new, that's 15 turns. For that time, you could have already moved your army on foot to destination.
Pretty big nerf, considering that teleport only works when cast by army leader, so you can't shuffle multiple casters to do teleporting, without leaving original leader behind.
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