*** 1.09t was released on 12/10/2010 ***
Changes:
1. Fixed crashes.
2. Token of the Sand Golem now correctly summons Sand Golems (instead of normal golems).
3. Crazy stat creatures (like the 45 con wolf) from the campaign wont spawn in the main game anymore.
4. Adjusted the hp modifiers at high difficulties.
Challenging- AI Creatures *1.25, AI Sovereign *1.5 (was *1 and *1)Hard- AI Creatures *1.5, AI Sovereign *2 (was *1 and *1.5)Extreme- AI Creatures *2, AI Sovereign *3 (was *2 and *3)Ridiculous- AI Creatures *3, AI Sovereign *5 (was *5 and *10)
5. Fixed the Azur Armor quest.
6. Made the Sand Golem weaker.
7. Camapign spiders now named properly (not using internal name for display name)
8. AI Difficulty levels properly saving out (but only if explicitly set by the player, otherwise they are derrived from the world difficulty).
9. Several Spells updated to have SFX.
10. Quest Trackers will now find units by ID instead of Index (fixes "non-sovereign heroes can't complete quests" random buginess).
11. Fixed a crash from Call of the Titans.
12. Added the Garden improvement (Kingdom only).
13. Added the Skath Pit improvement (empire only).
14. Removed the Life spellbook tech (all kingdom players already start with the Life spellbook).
15. Added a Smelter improvement for the Empire to give them a way to boost metal production.
16. Fixed a bug with the cloth icon for the university improvement.
17. Fixed a bug with the construction tile design of the Abbey of Izil.
18. Changed the Kingdom Smelter improvement to be one per city.
19. Fixed the Empire Academy improvement to properly give tech research (instead of gold).
20. Added the ability to spawn crystals to the Empire tech Keepers of Avarice.
Known Issues:
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.
3. At the victory/defeat screens, the music level ignores your settings.
Now i'm intrigued!
Let me throw out another plea for our capitals producing 1 materials. We're still forced as players to build workshops and any time you take "choice" away from the player, you should just give it to them. As it is today, we start with 5 materials so we can a) build a archivist, build a lore shop, or c) build a farm and then we're stuck ... we have to build a workplace before we can build anything else (unless our sovereign finds a goodie hut with some materials, but that will run out eventually.
Now imagine a world with a capital that produces 1 materials. As a player, I can a) build a archivist, build a lore shop, c) build a farm, d) build some armies, e) build another archivist, f) build a second lore shop, and so on ... endless choices and I'm not forced to build a workshop.
An alternative would be to make a sovereign talent called "carpentry" or something that produces +1 materials without a workshop. Thanks for listening.
Personally I'd prefer such an ability to be a faction trait. A little too attractive for a sov to have that in the early game, so it'd either have to be expensive point wise or everyone would use it. As a faction trait though it'd be more balanced, since pretty much every trait that factions can have is worthwhile right now, and one like this would be great for those early rush type factions (one's that start with military tech, for example).
Assassin still seems bugged to only provide it's damage bonus in automatic combat resolution. I mention this only because it's been reported multiple times since 1.0x, still isn't fixed, and is a serious blow to one of the major options during sovereign creation.
I think early game could still use a lot of improvement and Troj raises some great points. As a factional only solution I propose the following subtle but powerful change:
Altar could be a sort of carpentry faction with their bonus changed to + 1 material production. Similiar to their original bonus where its strength is early game yet making it a continuous bonus like nearly every other faction has.
Relias could also sacrifice himself in campaign to save the world and later get resurrected as a super titan godlike being later. This idea is totally original and not stolen from Civ/bible, ok maybe I wanted to add some pointless filler to my two sentence suggestion.
Mmmmm.... filler
Now now, don't go adding traits and abilities until my death worshiping wraiths have an ability
Hey, you have an ability on paper that is awesome at least
This would be great. Not only for the options it gives players, but also because I need it for the mod I'm thinking of making
Why do people pop off without respectfully considering the possible reasons behind a given action? Personally, I wasn't sure why Heavenfall posted that but given his contributions to the community, I knew he had a valid reason. After reading through the thread, it was apparent. I think a little less pathos and a little more logos would go along way. IMO---I could be wrong
Last time I checked...
“Fear is the path to the dark side. Fear leads to anger. Anger leads to hate. Hate leads to suffering.”
wait version 1.09t was released 12/10 ?? - i dont see it ?- scratch that suddenly it updated looking forward to playing it!
1.09t is live and installed on my laptop!
Just wondering are we suppposed to post up our crash logs somewere atm with the beta releases so they can see were people are having issues, anyone got a link to the forum that were supposed to post them to . im to lazy to look around myself. but would like to hlep.
had a crash but no crash file was created -
As per request. https://forums.elementalgame.com/401954
Serious bug - Refugee centers swallow up my population at random (or at city level up - or when researching hut upgrades!!!)https://forums.elementalgame.com/401956
Overall this build feels like it runs less smoothly than 1.09s. Load times seem to be longer, the choke ups changing LODs seem to be longer...yeah. It's anecdotal but that's how it feels.
One real annoyimg bug i think is when u do a auto battle and it goes and selects your next unit on u , and the auto battle doesnt take place until u go back and select taht unit again, (auto turn, auto next unit on ) i know its not top priority but it gets annoying after a while, either have it stay on that unit, or do the battle while your commanding your other units
i had a issue like that like 3patches ago game ran awufll after liek 10 rounds or so but then after the next patch ti ran great, this current patch is running smooth and crash free for me for once though.
q9550 2.83 intel core 2 quad
nvidia 465
8gb ddr2800
win7 x64
Will the Death spellbook tech be removed and integrated into the Empire, too?
Unfortunatly, all the debug outpt we've had to put in has made certain parts of the game (end turn, tactical battles, etc) feel extra sluggish. We'll be taking those out ASAP to give back that much needed pep
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