*** 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.
Darn you Dsraider and your ungrateful tirades!!!!
j/k Great Mill fixed.
Except for the game that I'm playing right now in which I have an horde at the gates in turn 3, playing on Normal I don't see much of roaming monsters. ANd lately the worlds seem very very very barren. Thank goodness for resource tech spawn.
Has anyone else notice that:
1 -if you enter the Shop with a character that is not the Sovereign
2 -but that is in the same stack as the Sovereign
3 -that said Sovereign doesn't appear as one of the characters when you cycle through them using the arrows in the shop window?
Thanks Derek for your response.
Does this mean monster bug is fixed? Will monsters keep spawning? Also I really liked monsters attacking cities, it prevented expanding without actually building an army. Hopefully they are still a threat to expansions on higher difficulties. I will have to wait and see. Thanks again for your hard work.
The effect is actually a bit more considerable than even that. If you have multiples of characters that can shop in a party, and you go to a shop with one of the members, the only people that show up as switchable are those units lower in the stack (that is, farther to the right of the unit stack). It's easily repeatable and if you go down the line, you'll find all units higher in the stack do not appear.
It's just more noticeable with a sovereign because they are always default party leaders.
I like this idea but i really hope that this is moddable in some way. Like does it cost all action points for a summoned unit or a monster to use its special abilities?
Kael, is the fact that children are often given "Life regeneration 2 + double damage on every strike (shows up as "daring" in floating text) " a bug and is it being looked into ? The double damage really bothers me (it's impossible to defend against).
Also, what about the fact that the AI cheats when giving equipment to its children ?
Thanks .
And thanks for all the great work.
My suggestion for making more spells INT-dependent would be to increase a lot the required INT for all spells, then make the spell castable without the required INT, but with a mana cost penalty. Like +20% per missing INT increase for non-channelers and +10% per missing INT for channelers.
I'm making a mod that does this, makes spells stronger, but introduces a cooldown on some spells so you have to cycle between them.
Liking the AI and spawn changes a whole lot. Here's hoping the AI won't have to cheat so heavily in the near future to have a chance
1.1 is turning into one heck of a super patch, at this rate I don't think anyone will say the game is 'unfinished' after this beta testing is over!
Only major complaints are the magic and dynasty system atm, but it looks like those are getting looked at closely. Hoping ZoC gets some more love though from I read its really frustrating to try and fix atm.
Found a low priority bug with the quests that have you escorting a noble, if in combat they will not retreat. Possibly not even a bug, and rare enough to fight something you can't beat when on this short quest that it shouldn't come up often especially with latest spawn changes.
Just take a look at the placement of staves. They are not placed right in the unit's hand:
http://screencast.com/t/PbjcApghWJ
http://screencast.com/t/PtR8PojGDt3
Thank you!
I know this is due out today but is there any chance for you to look at the following bugs I am still getting in the latest beta.
1) When I edit champion and SOV cards any changes made will get reset after a few turns. (This must be an issue with how the data changes are being read or saved)
2) In the last two releases I have been unable to cast "Natures Bounty" on my starting city using my sov even though I have the mana to cast and maintain it.
3) Small issue where my daughters born wearing hooded robes have no hair (because of the hood). This is a pain as when I equip them in armor they go bald. Sadly this is probally a tough one for you to "fix" atm unless you can choose to disable the females from spawning in hooded garments.
Even if you can't fix them atm would be nice to see these things on the known bugs part of the list.
These patch notes look brilliant, really excited about the pop and ai changes. Also your dev diary was a good read this morning.
I am having major tactical lag problems when taking actions -bug post with savegame / debug file here https://forums.elementalgame.com/401859this has only occured in the last few patch versions
So far the game isn't crashy crashy for the first time since the betas started. I'd need to play more to make sure.
If you get the stability down, it will be time to work on the balance of a few things- then you'll be able to release. I still don't think you'll be ready by Christmas, but early January looks quite possible now. (I was thinking late January before to early March)
I would suggest letting spells cost a certain amount of action points - even to the point of costing more than a regular hero can ever attain.Like a massive aoe spell that will hit every enemy (cost 7 action points) - the caster begins to cast first round - spending all 3 action points - the enemy approaches - he spendts another 3 action points - the enemy moves in and attacks him - he manages to survive the attacks - he spendts the last action point casting the spell - and vaporizes the foolish mortals with his massive spell - and then he has 2 spare action points which he uses to cast a heal on himself and walk off happy
1+ to the cooldown spell idea that sounds like something that could really work, maybe for certain spells make it castable 2x or 3x before the cooldown kicks in for say fire arrow, as its a weak spell and ud think they could cast it twice in a day as opposed to some massive spell. like say fireball for ex, (dont konw if thers a fireball spell but you get the idea).
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