Released 10/5/2012
Content
Fixes
Fixed an issue with Rusty Helmets on Quendar females
Things that are immune to magic are really immune to magic (not just with really high spell resist)
Fixed the Quick Empire ability
Palace continues the +1 ZoC from the Town Hall
Any faction with the Binding trait can train the binding spiders
Henchmen are now vulnerable to the anti-champion abilities
Fixed an issue where you could take all of an AI players resources by taking advantage of the greater influence bonus (shame on you)
Fixed an issue where monsters wouldnt use their special abilities in auto-resolve
Fixed a memory overrun crash
Fixed a crash if you held shift and spun the mouse wheel with the Demolish or Clear Forest entry selected in city build mode
Fixed an issue where the tax slider buttons weren't showing what the values would change to
Fixed Granary to be in the tech line between garden and
Balance
Monster lairs are now more evenly distributed (lots more monsters are in the mix)
Inspiration is +1 research instead of +1 per essence
Reduced the Escaped Juggernaut attack
UI
New Burning Wraith particle (more dark energy, less chipendale grand finale)
New icon and particle effect for the Imprison ability
Fixed the tags on the Berserker weapons
Removed the Cloth map color from the Custom Faction screen
Added Hair Color and Skin Color to the Custom Faction screen (try to be responsible, it stresses our art director when you create stuff that looks bad)
New descs for Restoration and Guilds
New medallions for Sorcery and Rituals
Booyah.
...
I'll try to be responsible, but my 4 year old daughter sometimes forces me to choose pink hair...or other random colors.
Now that we have most of this stuff in check, why not make a more powerful version unlock from Arcane Mastery and spell level 4? The per essence would be pretty well balanced in the mid to late game.
+1 for greater inspiration and enchanted anvils
Yay!
Man , I love watching the changelist grow!! Just gimme a beer and let me watch this page update constantly!
I was hoping for "Fixed an issue that causes constant crashes on Win XP".
I had this problem. Switching to "Cloth map only" helped me a lot. (Yes, not an ideal solution)
Derek and other Stardock peeps - I have posted a VERY serious gameplay issue / bug about autoresolve not using magic any more, in this link: https://forums.elementalgame.com/433204
This has also been reported elsewhere as well (https://forums.elementalgame.com/432819) and causes a HUGE cheat benefit for all non-magical AIs, a big disadvantage for magical AIs, and a Catch-22 situation for the player forcing them to either cheat as well (by auto-resolving all hard battles against magical opponents) or be unfairly left behind while other AI players naturally win by autoresolving...
Please take a look at the thread, give at least an acknowledgement of the bug, and FIX it (I have proposed a solution in the other thread) - it may very well be a gamebreaker...
Any word on pioneers displaying the Zone of Control before they create with an outpost or city? https://forums.elementalgame.com/416088
Or how about displaying the specific ZoC for an oupost inside of a city's ZoC?
I came here today to post a bout not being able to train those spiders, guess that's taken care of. And I'm very excited about skin and hair choices for created nations.
Also had some problems building a sacrificial altar. It was an option in the city, but when I clicked on build, it did nothing. I had a created faction, empire, race of Men, with Binding, Enchanting, Heroic, and Wanderer with No armor and Uneducated.
awwww.....I was really liking my +4 inspiration spell on my capital early game.
Only thing I would caution is that inspiration could become a dead spell mid-late game beacause other per essence spells become effectively better.
Inspiration is one spell that would really benefit from a '+1 per city level' approach.
The 'greater inspiration' idea would also work very nicely...
+1 per level is still op
but in general research values are very low that +1 is ok even end game imo
also i dont know if that +1 get teh bonuses from buildings etc
I have to agree that the +/per essence stuff is OP in the early game, but about right in the late game.
We may need different spells, and more spells is never a bad thing.
The troop boosting spells are going to be the big thing late game.
Also, why doesn't the AI use antipathy?
Fire and earth shrill in the game? I have them have never met. And have not seen the temples of generating them. After all, they were in the game, judging by the screenshots
http://s50.radikal.ru/i127/1210/d4/5e28ad11cb67.png
http://s019.radikal.ru/i605/1210/24/c085d96b1cd7.png
P.S. If you are going to improve the face. Gildar men need to improve first and foremost. Very little face shapes. And a very bad person. No young people.
I must say I am enjoying the slow and tortuous adding of new items in these changelogs almost as much as playing the game
What is the word on Storehouse and Granary? Is Animal Husbandry intended to unlock a building that has a prereq later in the tech tree?
Inspiration is +1 research instead of +1 per essenceNow that we have most of this stuff in check, why not make a more powerful version unlock from Arcane Mastery and spell level 4? The per essence would be pretty well balanced in the mid to late game.
I've gotta agree -- this is a really excellent suggestion! And I see that several other respondents (GFireflyE, ddd888, Alstein, etc.) are at least partially "on-board" with Seanw3's recommendation.
I want to add my vote; and just point out: that we want to continue to make "Meaningful Choices" (i.e. Hard Decisions); and you are removing one of them if you make the Inspiration +1 Spell relatively worthless by mid-game or late-game!
As Alstein says, the troop boosting spells will naturally appear more attractive later in the game. But if you create a mechanism (unlock Arcane Mastery, or a Conclave reaches Level 3, or Level 4) whereby the Inspiration Spell shifts to: +1 research per point of Essence, then you keep this Spell valuable enough, that the players still have to make Hard Choices! We should always have to think about whether or not to re-allocate, how those precious (few!) Essence points are being used.
I would also note, that when several "Fine Minds" among the Beta testers agree on something like this, it is time to take second look at it!
There are still quests that doesnt trigger when you walk on them.
Agreed. Too few, imo.
Still waiting for one of the following in sequencial order:
I probably beat a dead horse, but ...
i think the scaling of the damage spells and that the AI is unable to create powerful heroes with useful traits are still the reason for many unbalanced fights.
+ Water shrill and temples - inferior - in their squad no water elementals. by the all units they are not dangerous.not entirely clear why. from air is shrill allied air elementals
Wait, Chris Farley vs Patrick Swayze chipendale finale or just regular chipendale finale?
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