1.09t Changelog

By on December 10, 2010 12:34:00 PM from Elemental Forums Elemental Forums

Derek Paxton

Join Date 03/2003
+173

*** 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.


 

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December 10, 2010 12:41:44 PM from Elemental Forums Elemental Forums

Glad to see the wolf getting the boot and this sure explains why I thought those sand golems were a bit too strong...they could actually help me fight extreme cheating AI early game

 

Hope this is out before weekend but take as much time as you need please! This week's patches have been simply amazing.

 

 

 

What if instead of 1 mana upkeep for enchants a spell is "Cost: X*Y" where X is the number of turns you want it to last for and Y is whatever mana cost you want associated with that spell. This would buff mana income by removing upkeeps and act as another way to use up mana. ATM it seems like there isn't much/any reason to maintain an enchantment, you just cast it one turn and then remove it the next. Of course Imbue Champion is a unique and exceptional violator of this.

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December 10, 2010 12:41:44 PM from Elemental Forums Elemental Forums

double post

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December 10, 2010 12:42:15 PM from Elemental Forums Elemental Forums

looking good!

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December 10, 2010 12:50:09 PM from Elemental Forums Elemental Forums

Since the game is stable now it seems I don't think there's a rush.  Getting it out today would be nice though.

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December 10, 2010 1:20:36 PM from Elemental Forums Elemental Forums

Quoting ,


3. 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)

 

There are still some problems with the Constitutions throughout the game:

1. In one of the XML files (didn't take note sorry) it lists default constitutions for soveriegns twice within the same grouping - first one is 5, second is 10.

2. Newly designed units start with 5 con yet Pioneers and Peasants start with 10 (sometimes 8 or 7 depending on race).

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December 10, 2010 1:26:51 PM from Elemental Forums Elemental Forums

One thing I've noticed concerning specialists and improvements. It seems like a lot of the resource improvements don't require them. Which seems strange to me. You're telling me it takes not a single person to get materials from a stone quarry? Or a Timber Mill? How about those lost libraries, or arcane temples? Is this an oversight, or was it on purpose?

 

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December 10, 2010 1:48:43 PM from Elemental Forums Elemental Forums

Following this thread.

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December 10, 2010 2:04:01 PM from Elemental Forums Elemental Forums

Quoting impinc,
One thing I've noticed concerning specialists and improvements. It seems like a lot of the resource improvements don't require them. Which seems strange to me. You're telling me it takes not a single person to get materials from a stone quarry? Or a Timber Mill? How about those lost libraries, or arcane temples? Is this an oversight, or was it on purpose?

 

 

Probably on purpose.  If those things required people they could hose people over.

 

Also, you have to make them valuable.  Free stuff is never a bad thing.

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December 10, 2010 2:12:34 PM from Elemental Forums Elemental Forums

Quoting Alstein,

Quoting impinc, reply 6One thing I've noticed concerning specialists and improvements. It seems like a lot of the resource improvements don't require them. Which seems strange to me. You're telling me it takes not a single person to get materials from a stone quarry? Or a Timber Mill? How about those lost libraries, or arcane temples? Is this an oversight, or was it on purpose?

 

 

Probably on purpose.  If those things required people they could hose people over.

 

Also, you have to make them valuable.  Free stuff is never a bad thing.

 

I don't think any of the things I listed would hose anyone if they couldn't build on them right away. I understand not having it on a Farm as you need to build on it right away to get things going.

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December 10, 2010 2:14:47 PM from Elemental Forums Elemental Forums

I need to start playing smaller games of Elemental. I can't "finish" one in the time frame that each patch is coming out

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December 10, 2010 2:18:48 PM from Elemental Forums Elemental Forums

Quoting Alstein,

Quoting impinc, reply 6One thing I've noticed concerning specialists and improvements. It seems like a lot of the resource improvements don't require them. Which seems strange to me. You're telling me it takes not a single person to get materials from a stone quarry? Or a Timber Mill? How about those lost libraries, or arcane temples? Is this an oversight, or was it on purpose?

 
 

Probably on purpose.  If those things required people they could hose people over.

 

Also, you have to make them valuable.  Free stuff is never a bad thing.

 

I think both of you hit on a key point. Realistically, it would take people to get stone from a quarry (or gold). Maybe we could upgrade the quarry (or mill etc, the building on the resource).

 

It certainly would make the resources more valuable if they could be upgraded. Some examples are below

Crystal Mine

Base: 0 pop, 1 crystal per turn (and what ever cost it currently takes to build).

Level 1: 15 pop, 1 material maintenance, 2 crystal per turn.

Level 2: 40 pop, 2 material maintenance, 3 crystal per turn.

Level 3: 70 pop, 3 material maintenance, 4 crystal per turn.

 

By allowing the resource nodes to be upgraded, a player can choose to focus their population and resources towards a more specific goal. The reason I've included the possibility of materials maintenance, because in virtually all games i've played, After turn 50, i never have to worry about materials again. This would give materials a purpose in the latter parts of the game.

 

Anyway, just some thoughts,

Jec

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December 10, 2010 2:36:36 PM from Elemental Forums Elemental Forums

Quoting Heavenfall,
Following this thread.

 

Why do people write this?  Who cares?!?

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December 10, 2010 2:50:16 PM from Elemental Forums Elemental Forums

Quoting Javaslinger,



Quoting Heavenfall,
reply 7
Following this thread.


 

Why do people write this?  Who cares?!?

It makes it accessible through the My Posts tab without scanning the forums to find it.

Incidentally, I am also following this post.

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December 10, 2010 3:19:09 PM from Elemental Forums Elemental Forums

Quoting Javaslinger,

Quoting Heavenfall, reply 7Following this thread.
 

Why do people write this?  Who cares?!?

In order to follow a thread on your account page you need to have posted on it. So people who want to follow a thread but have nothing to add to the conversation at that time post "following this thread". So then they can simply choose posts I have replied to to see threads they are interested in rather than digging through various forum menus.

 

I would do the same but i usually find a post I can have some reply too.. yours in this instance

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December 10, 2010 4:23:42 PM from Elemental Forums Elemental Forums

Following this thread.

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December 10, 2010 4:41:22 PM from Elemental Forums Elemental Forums

 

I read someplace early on that that in the higher difficulties the AI could see everything on the map and plan accordingly, as if there was no fog of war. Is this true? Also, does difficulty affect the level of equipment and amount of gildar the AI starts with? or is that a bug? lol

 

Also, to the guy up above me, in his post about material maintenance, i think just than in and of itself is a great idea.

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December 10, 2010 5:38:53 PM from Elemental Forums Elemental Forums

You guys are simply awesome at this update schedule, but I can't even finish a game between the updates!

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December 10, 2010 6:15:23 PM from Elemental Forums Elemental Forums

please also look into the tactical animation lag that sometimes occurs ! - the last few patches has been giving me problems!


http://forums.elementalgame.com/401859  - details - savegame - debug file

good to know that the ultra super wolves are gone

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December 10, 2010 6:42:11 PM from Elemental Forums Elemental Forums

Quoting impinc,
One thing I've noticed concerning specialists and improvements. It seems like a lot of the resource improvements don't require them. Which seems strange to me. You're telling me it takes not a single person to get materials from a stone quarry? Or a Timber Mill? How about those lost libraries, or arcane temples? Is this an oversight, or was it on purpose?

 

 

I was actually going to be making a post about that today.    In the current patch, population matters a lot more (though it could probably use a little more mattering), and the fact that improvements on nodes don't use any is something I noticed perhaps for the first time.  Farms, mines, and logging mills and such take people to run, so it's only logical that's the next step to take toward making the player choose whether they can immediately afford to claim a resource.

 

Also, magic feels kind of underpowered as a whole in this build.  While I think limiting spells cast to once per turn was the correct decision, everything could use a 20%~ boost or so.   Healing is, especially, kind of silly, and I think 10 (or better yet, an intelligence-based amount per turn) would be the right move.   And of all the spells, Fire Magic really needs some love.  The spells are just a little too anemic.

 

I brought this up in the General forum last night, and I'm bringing it up again not only because it's an intuitive idea but to raise another point well illustrated in Heavenfall's post.   That little magic icon next to the elemental shards that not only is exactly like the icon for mana generation, but serves no apparent purpose other than to take up space on the bar.   It's a bit of a nitpick, but it came to attention as something that could be removed.  General polishing aside (There are many venues that could be expounded upon about where to take that, but the real focus right now is getting the actual game to play correctly), I think the overall balance is really focused on just these issues I've brought up as the most pressing ones.

 

Other than that, I think we're zeroing in dangerously close to where the game needs to be for a 1.1 release.

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December 10, 2010 7:25:33 PM from Elemental Forums Elemental Forums

At this rate, we are going to run out of letters...

I guess there is always 1.09za, 1.09zb...

Any chance we'll see this before you guys go home for the weekend?

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December 10, 2010 7:27:30 PM from Elemental Forums Elemental Forums

Quoting tjashen,
At this rate, we are going to run out of letters...

I guess there is always 1.09za, 1.09zb...

Any chance we'll see this before you guys go home for the weekend?

 

We've done that before.  On Stardock's non-games, this is standard procedure actually.  

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December 10, 2010 7:37:13 PM from Elemental Forums Elemental Forums

Quoting Tempestwrath,

Quoting impinc, reply 6One thing I've noticed concerning specialists and improvements. It seems like a lot of the resource improvements don't require them. Which seems strange to me. You're telling me it takes not a single person to get materials from a stone quarry? Or a Timber Mill? How about those lost libraries, or arcane temples? Is this an oversight, or was it on purpose?

I was actually going to be making a post about that today.    In the current patch, population matters a lot more (though it could probably use a little more mattering), and the fact that improvements on nodes don't use any is something I noticed perhaps for the first time.  Farms, mines, and logging mills and such take people to run, so it's only logical that's the next step to take toward making the player choose whether they can immediately afford to claim a resource.

Other than that, I think we're zeroing in dangerously close to where the game needs to be for a 1.1 release.

 

Yes, lets nerf resources so they are no better then building the city based buildings. why not get rid of them all together!

 

As for 1.1, their are still 100's of un actioned bugs out their that need to be hit before a real 1.1 realise.

 

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December 10, 2010 7:43:27 PM from Elemental Forums Elemental Forums

Quoting sjwt,
As for 1.1, their are still 100's of un actioned bugs out their that need to be hit before a real 1.1 realise. 

If you could make a post with a save of the issue happening on the latest version I will check them out.

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December 10, 2010 7:44:36 PM from Elemental Forums Elemental Forums

Quoting Derek Paxton,

Quoting sjwt, reply 22As for 1.1, their are still 100's of un actioned bugs out their that need to be hit before a real 1.1 realise. 

If you could make a post with a save of the issue happening on the latest version I will check them out.

 

more then happy to, will try and consolidates a new post for you.

 

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December 10, 2010 7:45:16 PM from Elemental Forums Elemental Forums

Quoting sjwt,


Yes, lets nerf resources so they are no better then building the city based buildings. why not get rid of them all together!

 

As for 1.1, their are still 100's of un actioned bugs out their that need to be hit before a real 1.1 realise.

 

 

That's taking it to a bit of a logical extreme, to be honest.   Simply requiring say, 5 population per node or so isn't going to break the bank, but it'll make it seem a bit less glaring (I mean, unless I'm missing an important part of the lore I don't think that mines and farms are technologically automated factories) and, despite being a small change, have positive effects on overall balance.  It hammers home the point that people are the backbone of any nation.

 

And well, with most any piece of software, they could sit and crush bugs for a year or more and not get all of them.   That's just how complex software is.    There is really a saturation point in which you have to decide to move forward, and if you compare Elemental now to how it was at release or even at 1.09 classic, the changes are nothing short of dramatic not only in regards to balance and gameplay, but stability and bugs.

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