*** 1.09r is scheduled for release on 12/08/2010 ***
Changes:
1. Crash fixes.
2. Mobility and Greater Mobility both cost mana to maintain now.
3. Empire War council correctly requires Armies instead of the Tools of War tech now.
4. Caravans now produce +10%/+15%/+20%/+25% gildar instead of +10%/+20%/+30%/+40%.
5. Removed the Road Warriors ability from Umber (it didn't do anything).
6. City Level Gildar bonuses reduced from +10% per level to +5% per level.
7. Added a tech requirement to the Empire Arcane temples.
8. Fixed bug from https://forums.elementalgame.com/401682, where when asking to recruit a group of NPCs, they would ask only for the gold their leader requires for recruitment, but then deduct all the units' recruitment costs, sometimes causing players to go into the red.
9. The leader of an NPC group will now include the cost of all the subunits in the cost told the player, and subunit costs are included in checks to see if the player can actually recruit them
10. Fixed bug where the recruitment cost of NPC group leaders double-counted the cost of subunits by including them in their battle rank calculation; also manifested itself in the diplomacy wnd as NPCs being more valuable if they happened to be leading an army, even though they didn't bring the army along when traded
11. Fixed a "String Not Found" when displaying the season and year a sovereign or their spouse was born in the dynasty wnd, caused by the turn number -> date code not being able to handle turns before the first turn of a game (and sovereigns and NPCs are listed as being born some years before the start of the game)
12. Fixed bug where dynasty kids were showing their grown-up portraits in the dynasty wnd while they were still babies; dynasty members will now straight return baby pictures as the crest of any child, instead of try to keep the unit type from overwriting its portrait
13. Fixed bug where arranging a marriage with one of your daughters who was leading an army would cause her subunits to all be stacked separately on the same tile when she got traded over, instead of forming an army under a new leader
14. Fixed various display bugs, and possibly multiplayer bugs, when trading NPC units stationed in a city or part of an army by having the champions automatically get moved to the capital city of their new owner (or in an army with the sovereign if they have no city) like arranging marriages already does
15. Fixed bug where you could not click on the same faction in the faction power wnd twice in a row to talk to them, because the entry thought it was still selected and would not receive the message to start talking to that civ's leader
16. Spell balancing
Touch of Entrophy dealing 30 damage (was 50 damage)Heal giving +6 hp (was +10)Arcane Arrow hitting with 50% of INT (was 75%)Spell Blast hitting with 30% of INT (was 50%)
17. Fixed an issue which defaulted all spells/abilities to be resistable (they should default to not being resistable unless specified in the XML).
18. Merchant changed from +25% gold to +10%.
19. Town Hall changed from +25% gildar production to -25% city maintenance and moved from city level 4 to 3.
20. Some NPC tweaking.
21. Kingdom catapults are no longer available for Empire.
22. Some improvements had their maintenance increased.
23. Removed spell immunity from Darklings.
24. Fixed some tech requirements on fallen armor (different parts of the same suit unlocked on different techs).
25. Adjusted weapon damage on weapons with combat speed bonuses to make them more in line with other weapons of their tier (with multipliers).
26. Adjusted damage and con reduction (down) on Sword of Wrath.
Known Issues (with 1.09q):
1. There is currently no way to target a unit in an army for a strategic spell (without breaking him out of that army, which is a pain).
2. In the design a unit screen off hand items appear black. It is because they are being lit from the wrong side.
First
god you guys are actually releaseing patches faster than I can play them atm. Keep up the good work guys. Just for your info theres a bug whereby if you click to attack unit in movement range in tactical combat you unit moves to close and attacks yet it only uses up the one action point (think of it acting like a charge).
Thanks for the frequent update Derek.
Can we have a fix for the "unit skipping a tile in tactical battles when given the order to attack an enemy 1 or 2 tiles away" bug in this patch, pretty please ?
You worded that far better than I managed good sir
Soooooo. Closing in on 1.1?
Glad to see that Empire fix is in, I was wondering why I couldn't build gangs of 3, I was needing them.
Civics tech no longer allows one to build either a library or school (with city level 3.) Was that an intended, undocumented change for 1.09q?
Lost my kingdom border in my current 1.09q game...not sure how to upload a screen shot.
Seconded, I haven't even had time to play 1.09q yet and now the changelog is up for r.
This is just the running changelog so you know what we're working on and if any issues you encounter have been fixed
I actually wish we had been doing this all along...it's a great comminucation tool, mostly during the beta phases.
The greatest indication I have that things are really getting good is that there is a sudden upswing in the number of actual strategy posts on the forums, instead of "you should do this" type posts, or "this doesn't work" posts. People are playing the game, and that's a great, great thing. Hats off, Derek.
Right! It is great. Its because the game is so much better. Best thing is, i know SD will not suddenly stop to improve this game....
need a release date.
Yes. I've got to say I hated the 1.0 beta process because of not really getting an idea of what was being addressed and whether all the hours spent writing feedabck etc were of any value. But the 1.1 beta process has been very enjoyable.
I am hoping this is released soon as I really can't even really help beta-test at this point. The game siezes up after ~30 turns when I try to do almost anything it seems. I had the day off today so tried to play all morning, but spent more time re-loading and re-booting the game than actually playing it.
So just a minor gripe but why do we not have any basic text-editing features when creating a sovereign? It isn't even possible to erase the "default" backstory by highlighting then deleting it, you have to backspace through the whole thing which is a pain.
If you double click in the text box it highlights the entire thing so you can delete it. It will turn a bright yellow-orange.
-----
As for the patch, are we going to be seeing any kind of rebalancing of specialists before 1.1 to get the balance right where they're actually a relevant gameplay factor? It's kind of a shame that the system's been implemented but isn't really working at all.
Also I am sure everyone is still having the issue where if you edit a champion or sovs card in game using the edit function, any changes you make will get reset after a few turns (perhaps when it autosaves. This is easy to replicate by just changing a heros card and then skipping a few turns.
On a brighter note I have played tonight for nearly 400 turns with no crash, which has brought a huge smile to my face.
Sorry for the double post, Really likeing the change list so far, I am very intrigued by "some npc tweaking"
in beta Q the game was stable all the way though. I only had 3 crashes when I tried to load a save. Good going everyone!
LOL! The release date is today. So now we're getting patches every day? Stardock is A-W-E-S-O-M-E!
To the Stardock devs, I think you need to read this:
https://forums.elementalgame.com/401719/page/1/#2840106
https://forums.elementalgame.com/401719/page/1/#2840122
I think these are excellent suggestion. The second one might be a bit difficult to implement yet, but it could be very interesting, especially if you give a different cooldown to every spell, making damage spells feel less redundant.
Meanwhile, you could maybe put a 1-turn cooldown on spellcasting for all spellcasters, to avoid having them cast touch of entropy 3 times a round while still allowing them to do more in a turn than casting a weak spell ?
Great update. Couple of issues:
My latest game my sovereign is not getting any shared XP from my other units. They usually got a % of the XP. Did this get removed?
It seems they changed the XP rewards a bit. Usually after only 1 fight they leveled up. Now they only got 9/10...
On the subject of XP. Is there any incentive to split stacks? I've noticed it makes no difference as the whole stack will get 100% xp for each unit. I'd think it'd make more sense to have XP be split into % based on stack size. That way it wouldn't feel as overpowered to stack up champions to kill everything and have them all leveled up compared to AI champions. I'd allow for a more varied strategy and not feel like I let the power gamer in me down.
There is still an issue with autoresolves that happen out of the part of the map you are seeing (autofocus on units to be blamed, I'm sure as they are responsible of the "jumps" in the screen from one point to the otehr of the map). The animation of the combat is not played until you manually move the screen to where the battle is supposed to happen. While you don't do that, you cannot even end the turn.
Or a couple of times I got one character to lose it's card image and go "black". Or get a different pic.
Some races in the Sovereign creation screen have default clothes that are not really available to their race type (CoreBlahBlahUnit not matching that of CoreClothingOption file). Like female Quendar wearing a male coat or Trog female wearing a short shirt that isn't available for their race. Totally minor detailes but as we are to mention things for... well, whenever you decide it's fine.
Is Daring Strike still 3%? Do NPCs with the Sword of Che...Wrath get something special? https://forums.elementalgame.com/401715 There you will see lots of pics of the wife of one of my sons that carries such sword. In the whole game she didn't get Daring Strike in 2 strikes: 1 normal strike and 1 dodged. The rest were overwhelming Daring Attacks. Glad I was not in the receiving end.
The mid game bug that prevents monsters from spawning still exists.
This was supposedly fixed according to the P patch log but it still happens to me. I got to young ogres in several games before monsters just stopped spawning. Here is the one where it's the most obvious.
http://filebin.ca/swkhej/NoMonsters.EleSav
Isn't it usually spelled Entropy?
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