*** 1.09s was released on 12/09/2010 ***
Changes:
4. Fixed a bug where you can't load maps in the map editor.
5. Regeneration spell fixed.
6. Blizzard spell made more powerful.
7. Learning Spell Ranks takes more time.
8. Learning Spells takes less time.
9. Imbue Champion now costs 25 mana to cast.
10. Fixed a bug where escaped units would take place in auto resolve battles when tactical battles get auto resolved.
11. Adjusted cost during sovereign creation of gear (boots and cloth armor).
12. Fixed another issue where some Fallen armor was being unlocked with the wrong tech.
13. Removed the Clarity ability from all creatures with it as it gives mana regen.
14. Tagged spells that are supposed to be resistable are now resistable.
15. Added the ability to resist the tangled web skill.
16. Removed the tangled web skill from one of the spiders that should not have had it.
17. Changed one of the spiders that spawns in a level 3 spider quest to be one without tangled web to avoid stun locks.
18. Adjusted citizen cost of almost all improvements (generally upward trend) hoping to increase the importance of your population.
19. AI equipment purchasing fixed
20. AI players don't treat monsters with the same level of concern as factions.
21. AI will back off on building improvements if they're losing money.
22. AI is smarter at choosing what imp to build.
23. AI smarter about using pioneers.
24. AI won't build parties of pioneers
25. AI will become more aggressive as the game progresses
25. AI more aggressive about acquiring goodie huts.
26. Monster spawning now balanced for new world difficulty settings.
27. Monsters spawn more gradually at the start of a game.
28. Monsters are less likely to attack cities.
29. AI prioritization of what to build has been improved.
30. Difficulty levels balanced for updated AI.
31. After turn 100, the zone of control is only calculated once per year (every 4 turns).
32. Smarter end turn calculations to decrease end of turn calc time.
33. GetBattleRank() no longer recalcs strength and defense because those fucntions are done during CalcBattleRank which should speed up end of turn performance.
34. Spell immunity is checked before modifier application now.
35. Fixed a possible bug where unit armies would kill their subunits when the leader died.
36. Fixed a bug where the tag marking special abilities wasn't saved out properly.
37. Casting a spell now uses all remaining action points (so units can only cast 1 spell per turn).
38. Great Mill now correctly costs 12 materials to build instead of giving 12 materials per turn.
Known Issues (with 1.09r):
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.
I have two questions, based on an earlier thread.
1. Are we to submit crash reports when running mods? I haven't, because it could be the mod making the game crash (which is obviously very hard for you guys to find).
2. But here's the dilemma. What if there's a crash in GENERAL related to how mods are handled, instead of a certain mod leading to a crash? It's a bit hard to specify what I mean, but it's the difference between these two statements: "I installed these 3 mods and now I crash all the time" vs "I installed ANY 3 mods and now I crash all the time". Basically, I'm suggesting there could be crash issues related to how mods are read or interpreted, even if the mod is built "flawlessly". How would we go about to find such a crash, if we never submit crash reports when running mods?
Don't know if this changes the priority of it, but known issue #2; the black off hand items, is not just while designing units, but also when buying for example a shield from the store for champions.
Peasants and Pioneers start with 10 Constitution while new designed troops start with 5 (a couple of extra hit points).
To-hit percentage in battle unit card seems higher than results and don't stack up to the formula we were given a while back (would be nice to know how all aspects of combat is calculated now please).
Ranged weapons to-hit and damage show as zeros in the battle unit card.
following this.
Awww Man,
This list is nowhere near long enough. I guess it's time to start harping on balance/execution stuff rather than bugs!
(Thanks again for all your hard work, SD)
Well, I'd still like to see a fix to:
-The tactical battle "skipping a tile when attacking" bug.
-The "slow, double damage children with weird mana and life regen'" bug, where the double damage display as "daring strike". Good thing the magic system is broken, because otherwise they'd kill me dead.
And something severly limiting the amount of spellcasting that can be done, and the imbue champions exploit. Don't nerf spells, fix magic. And there's only one way I can think of doing it, even though there are several methods to implement it (casting points, cooldowns, etc.): severly limit the frequency of potent spells, moderately limit the frequency of basic spells.
I still had some crashing, though I couldn't pin it on anything.
This isn't ready, but it's getting closer. Hopefully we get these fixes today to get ready for the weekend.
I have noticed in 1.09r that spiderlings typically have 15 health, and wolfs have either 15(less common) or 24(more common),and that bears have(from memory) 9 and brigidands have only 15. I think that the spiderlings would be better around 5-8 and wolfs around 8-10 with brigidands and humans at 15 the darklings should be about 10-12 and bears about 20.
harpo
This.
Was the flavour text for spells changed to reflect the new spell values?
ex: "Heal giving +6 hp (was +10)"
Was playing r last night, seems like the back end may have changed but not the text.
They do.
I would definitely like to see a lot of work on Dynasties and the magic system in the near future. Though 1.1 is a massive step in the right direction in most aspects.
A simple idea to act as temporary bandaid to the magic abuse problem until a better system can be implemented is to simply add cooldowns to spells to prevent spamming. Simple combat spells could have cooldown of one season so they would still be useful every turn. Stronger spells like certain OP superweapon spells could have much larger cooldowns. This would make having a larger spell library useful, and make lesser used spells considered underpowered more useful when you can't use the stronger ones due to cooldown. Magic that causes effects like 50% chance for unit to lose next turn would actually be used over one shot and its dead spells as you would want to conserve your strongest stuff for worthy adversaries.
I also agree with those who think shards and Int should be much more useful with more spells. ATM lesser shards like water and earth are used mostly as mana batteries in my recent games. There doesn't seem to be much reason to increase Int for your Sov as they seem to be able to cast everything, although I like how the other stats are actually very useful now. Personally I think any numbers based spell should be affected by Shards/Int, with maybe spells that last for a turn lasting longer per related shard. A larger variety of spells would of course be nice too though I am sure that's planned.
Excuse me for the tl;dr-ish first post
That's the solution I've been advocating in the current system. That's not the only one, but I believe it's the one with the best efficiency/required work ratio.
We talked about it, and cooldowns don't really change the fact that a player with Arcane Arrow, Spell Blast, and Touch of Entropy could still fire off those three spells in one round. We're trying a code fix where casting a spell uses up all remaining spell points (still open to micromanagement cheese...using up most of your pts before casting a spell) but it's a step in the right direction.
They would avoid, at least, the imbue/disimbue exploit. And would allow you to put potent spells that are only usable once (or twice, if the battle is long) per battle
You will see the day when "Spell Blast: X Mana and Y Crystals."
three bugs I am getting
1) changes I make to hero cards get reset after a few turns. (I have seen others mention this)
2) I can't cast the +1 food spell on first city using my sov for some reason.
3) if I have a daughter born wearing the hooded robe and then I equip her in armor she has no hair... not quite the look I wanted for my daughter
If you can put a minimum actions on there as well (50-100% of max AP to cast a spell) I think you'll be in good shape.
I approve of that mechanic whole heartedly.
I like this direction. However, I do want to say, that I have really enjoyed the more powerful/useful spells, and I don't want this to devolve into a nerf for all spells. Right now, my sovereign feels powerful with his spells. I think it just needs to be more "permanent" when you imbue a champion, or at least be a bigger sacrifice. Maybe tie the number of imbued champions possible to the number of shards you have under your control. Or make a cooldown on imbuing to encourage people to leave champions imbued as opposed to imbuing and disimbuing them.
Or a make "imbue champion" a permanent choice that forever reduces mana production by 1. Simple and efficient.
I support this option. Makes it a big decision. What do you suggest if that hero dies? Get the mana back or is it gone forever?
Critical:
- AI build first city (exept capital) when i have 5 - 7 cities.
- AI does not expand after finishing his great "second city" project.
- AI does not attack even if we have war.
- AI in no mood to grow his cities.
- AI build new units ones per 11 years (according to the solar cycle)
- Please, make AI on ridiculous more aggresive and cheat, let him restlessly attack player, make this lever ridiculously hard, not ridiculously stupid.
Gone forever. Just like the money spent on items for melee heroes. You want to throw touch of entropy around more often ? Be ready to face the consequences.
I agree. This sounds like a good step at least for the time being. However, I just hope this is seen as a temporary band aid and not the permanent fix.
Another basic fix that would be easy to implement: increase the casting cost of enchantments like imbue champion dramatically, up to say 50-60. This would cut down significantly on the imbue champion exploit. It doesn't make it permanent (i don't think it should be), but it does make me really think twice about removing it.
Um, increase the action points needed based on the power of a spell? Quick and dirty = less action points while a big flaming nuke might use 2 or 3 action points....
And being able to chain off multiple spells.... Is precisely why you took the time to learn them! If everything else is on cooldown, you use what you have available.
One of the problems with this game right now is that you can spam the same spell over and over. Adding a cooldown gives value to other spells and cuts down on the min/maxing. It provides impetus for researching more spells and for attaining a broader variety of potential solutions.
Anyhow, when you consider solutions, please think about the net value of a spell and if your solution heightens or lessens its value. Right now most of the spells are junk (especially the bulk of the enchant with seasonal cost ones) because there is one spell that gets the job done.
Speaking of enchants... I think that it would be a lot easier if the seasonal maintanaince cost was removed and you instead had a limit on the total number of enchants that could be in play. Like 3 per empire with additional slots awarded for key arcane structures.
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