--------------------------------------------------- ----------- 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've noticed it with 1.07 too. Pretty sure there were ok before, with 1.06.
I Know the portrait issue was there since release just wondered if they'd noticed since it hasn't been fixed yet and seems like it would be simple.
By the way don't know if it's been said already but the description of green thumb is wrong; it gives 2 food at the start, not +2 food per turn (which is good because if it did give +2 per turn it would throw the balance way off).
Some good improvements, but still not there yet. Just had a crash when clicking end turn without any message, and yesterday I still had an Out of Memory error: Win 7 x64 and ATI seems still to cause problems...
I also still have the problem that I have my mouse over a tile, but when I click it, the one next to it gets selected and my unit walks there instead. It usually happens when loading a game out of game, e.g. when my sovereign died
Since the latest patch to 1.08 my Fire Giant and Stone Giant always miss with their spells but do normal damage in melee. They worked fine with the initial 1.08 release.
*before* the nerf my armies consisted of caster+summons. Now I need more armies, as I cant just zoom in one of my 8 (or 14 with some luck on champion recruiting) casters without thinking.
If mana regen was faster, the 1 per caster system would overpower tower of essence+imbue strategy making the game way too easy.
+ Organized ability added to general special abilities
where are the general special abilities?...
35 minutes into a new game, solid freeze during tactical combat.
Please send out an email when 1.1 goes live, I'm not going to keep up to date with this anymore.
So...um, did you send in your bug file?
I get crashes all the time too with this new build. I am not going to pay to beta test this game for them. It's darnright disgraceful. I want to pay a company 50 bucks and have a stable and fun game to play. I do not want to pay someone 50 bucks to bugtest and beta test their unfinished game.
I anticpated some unpolished features when I bought, I did some research. but I figured it would at least run and be stable.
Um... I didn't pay $80 to be a beta tester. If they want to credit me back some of my money, I'd be happy to do work for Stardock, but I already have a job.
This is not what a game community is for.
What a jerk, you and the other guy complaining. If you have a bug which is causing problems you report it so that it gets fixed instead of acting like a complete jack@$$.
WTF I don't even know how to report it...there are so many crashes I don't know where to begin. It's not how I envisoned spending my Saturday you know? Like scouring the forums looking for tips on how topaste bits of code and error messages onto the forums, starting new games, trying to figure out the pattern in my crahses and reporting it dilligently, destroying my computer by trying to use custom sound drivers out of desperation to get this game working.
This is a lot of work, I am out 50 bucks. I should have waited, I knew I should have I just did not anticpate the degree to which this game would be bug filled. The ability to mod and the Devs devotion to the game was what tipped me in favor of purchasing, but with these crashes and really annoying things like slow paced tactical combat it's more suck than I intended to get involved with.
I am going to go running and enjoy the day, I wanted to play Elemental some but that is not going to happen...what I am not going to do is sit holed up all day beta testing and debugging this game.
I have not had EVEN 1 crash. The performance of the game is incredible now. I seriously doubt that there are so many crashes, your greatly over exaggerating. You are obviously having an issue, but its most likely just one crash issue. Did you try starting a new game? When does it crash? Posting your DEBUG file is EXTREMELY easy. All you have to do is upload one file, how much easier could it be? It takes a whole 2 minutes TOPS.
I takes a few minutes to report a crash. If that is too much then I dont envy your busy lifes. I have not had a single crash the last 3 versions.
Hm.... I have reinstalled the game 3x now and i keep getting a strange icon on the desktop it has a white icon with elemental under it. Any one else with this?
cheers.
So you can't figure out how to send in the crash report it does for you? I mean, you don't have to do anything yourself...christ cry more.
Yeah, because we all know that every user has the same software, same machine, same parts inside....you should look into apple computers.
Well that is dandy for you, but I am not exagerating. I would not be on the forums if I could play in the game. I would not even ahve bothered to register except the game became unplayable in tactical battles.
I saw a nice FPS boost with 1.08 the hotfix just brought a butload of instability. I run a very avergae set up
ATI Raedon 4870 1GB
Intel I7 920 CPU
SB X-FI Xtreme gamer card
6GB Crucial Ram
Windows Vista Premium 64 bit
All the latest drivers....every other game or program runs sweet on my computer. Got ARMA II and ARMA II OA running like glass, Stalker Clear Sky perfect. Oblivion all modded and tricked out with 160+ mods runs like a dream. Mafia II --perfect. Just Cause 2, excellent no crashes.
It gets to a point where one must ask oneself what is more likely to be the issue here? I mean maybe there is some kind of odd compatibilty issue with something somewhere. I got no idea what. But the point is I have a very predictable system setup and I can run anything else fine. These other games seem to be less "sensitive" to PC setups.
It takes a radical amount of cognitive dissonance to paint me as the bad guy for not doing someone else's job - a job for which I have already paid. If you enjoy doing it, more power to you. If you think it makes me a jerk - well, I can be. But telling people it's their job to report bugs to get them fixed is blaming the victims.
Hell, I could probably have figured out how to upload the whatever by now, but I resent the need. Anyway, whatever. See you in 1.1.
.
Settle down folks. If people want to submit bug reports, great, if they don't, then that's their business and isn't a big deal. There's absolutely no need for all these flame posts on the subject.
Hey there,
I'm still experiencing issues with hero recruitment, even after the update to 1.08b. From what I've read on this forum so far, it was supposed to be fixed in this update, wasn't it?
I loaded a previous game from 1.08 where I was experiencing the same issue, do I need to start a new game all over again to be able to recruit?
Any help would be appreciated.
slipstream patch did fix hero recruitment(for me)
Agreed.
You guys who are bitching at people for not submitting bug reports are acting like total douchebags. Sorry for the language but it's unbelievable that people who have paid for the game and now are experiencing crashes are being ripped into by other people for complaining about it.
Stardock should have included an automated way for reports to be submitted. It shouldn't be up to the customer to dig through their file system for the files, upload them to a website, and create a post notifying Stardock of it. Kudos to those who have taken the time. However not everyone is aware of the process, nor has the patience to do such a thing.
Then something that is broken on his machine will most likely not be fixed. It's that simple. It's not magic.
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