War of Magic 1.2 Changelog

By on May 3, 2011 12:54:41 PM from Elemental Forums Elemental Forums

Derek Paxton

Join Date 03/2003
+122

The following changes were made in Elemental: War of Magic patch 1.2.  The focus of this patch was to improve the UI, memory use in large games and stomp out any remaining bugs.

 

New Features/UI changes:

Raze city no longer requires a tech and is available right off the bat for all of your cities.

Prestige penalty for multiple cities has been broken out in the Other category on the city screen (instead of being a part of the base prestige number).

In the city breakdown the amount of buildings is listed (so it will say Study x3 if you have 3 studies in that city).

Added a new game option to adjust Movie volume.

Removed the city idle dialog, replaced with a report item notification in the event list.

Pioneers/sovereigns cannot build/found cities in other people's territory

Since spells are capped at level 5, you are no longer given the choice to keep going up in spell level once you reach that max.

Custom sovereign starting appearance is randomized (so you don't start with the same model every time).

You are now able to select a tile under a unit without moving the unit.

Balanced resource placement (more variety, better distribution).

Added a blue highlight representing the range of a spell when in spellcasting mode on both the strategic and tactical map, so the user can see how far they are allowed to cast the spell

Added tooltips that hover underneath the spellcasting cursor that explain why a spell can't be cast on that tile (with no tooltip shown if it is a valid target)

The strategic map spellcasting mode now uses the same wand cursors (with support for an invalid cursor) that the tactical map mode uses

Removed the Refined Diplomacy techs.

Added gold as a tradeable resource for fallen and changed horses to wargs for them.

Added the champion ablity "Diplomatic" which gives +1 diplomatic capital per turn.

Hooked up a list at the top of the city HUD to show the enchantments that are currently on that city.

Added an info button where spellbooks are displayed (such as on the custom sovereign screen) that will show all the spells that spellbook gives.

When improvements are auto-upgraded they no longer make the upgrade noise (which can be deafening when a bunch do it at once).

Auto-upgrades won't spam the event list with the "new building" messages.

When casting a targeted spell on an army (such as imbue champion on a stack with more than one valid target) a dialog is presented to allow the player to pick the unit he wants.

Players can now earn achievements in single player mode if auto-login is enabled.

Min defense on armor has been removed.  Previously armor never absorbed less than half the units defense value, now it has the possibility to absorb the full range (though weighted to the high end).  So every attack can do damage.

Increased the casting cost for Return and Teleport.

When a pioneer founds a city, any remaining units in its army are now automatically stationed in the new city.

When a sovereign founds a kingdom/empire, the popup explaining what they are doing now includes a checkbox asking if the user wants to station their sovereign in the new city, where if they choose to not have it selected, the sovereign moves to an adjacent tile like before.

The events for "improvement built" and "unit finished training" start out temporarily expanded, for a short period of time.

Faction Power Wnd entries now have a tooltip telling you how each player feels towards you.  (ex. At War, Neutral, etc..).  Also, if you are at war with them, an AtWar icon will be displayed.

Unit info cards reworked to show more meaningful data, have the data fit better, etc.

Added an event list entry when there are enemy units in your lands.  Clicking on the event will cycle through the enemy units in your lands.

Added a new tactical Air 1 spell, Wind Shield.  Gives all allied units +5 dodge vs ranged attacks.

Removed the Blink spell.

You can now recruit Janusk directly from his opening dialog (instead of him talking to you and then sometimes running away).

Empire can now claim refugee camps.

In the default formula for calculating the hit point bonus from level and constitution (10 + level * .4 * constitution), made 10 data-driven, can be set with the <GlobalHitPointsBonus> tag in ElementalDefs.xml.

Changed the code that takes the A_Influence player ability into account for the max radius and influence power of improvements to not divide the ability value by 100 when adding a radius and power bonus, so that an ability of 1 now means a 1 tile increase in radius, instead of none (since it would be rounded down from .01 to 0).

Added  4 new maps.

When you select an army on the main map, it now only shows the spellcasting action if the leader can cast spells, and if selected, only the leader casts the chosen spell.

Improved ZOC performance – large map save game used to take 30s to update the ZOC at the end of a turn, now takes 4s.  ZOC is no longer cleared every turn and re-calculated; now the objects update the ZOC nodes as necessary, but the graphics and environment do not update until the end of the turn.  The ZOC Calculator now tracks which tiles have changed ownership so it only does the end of turn updates if something has actually changed.

The global resource pool in the main UI now reuses entries wherever possible, instead of recreating them for each refresh (performance improvement).

AI:

AI is more careful with their sovereign.

Fixed an issue that kept AI champions from being able to cast spells in tactical combat.

Fixed some bugs in tactical AI code that were causing it to think enemy units were friendly units.

Added code so that AI units will try to cast a heal spell on themself before resorting to trying to escape.

Added code so that the AI can determine the best spell to use based on AI xml weights in the spells themselves.

Added AIData and AIPriority tags to all spells, so we can tweak how much the AI cares about them.

Fixed an issue with the sovereign not going out to pickup goodie huts.

Bug fixes:

Fixed memory leaks.

Reduced memory consumption (especially in the late game) by releasing unneeded textures instead of retaining them indefinitely.

Fixed bug where conquered cities that had caravans that called that city home would end up with messed up caravan counts.

Fixed a bug where player ability penalties on resource production weren't actually being taken into account.

Fixed the effect of the "Call of the Titans" spell, which gathers all your unstationed units and transports them to a specified tile.  It will now skip units without an attack (ie. pioneers, caravans, boats).

Fixed bug where particle glow effect would remain on the map after getting a goodie hut until you hit the turn button.

Fixed delay in tactical battles with mounted archer units.

Fixed bug where sometimes particles would remain on the map from a destroyed factions cities.

Disabling Janusk advice does not disable his creation in the game.

You are now able to select a tile under a unit without moving the unit.

Limited improvements (like the faction specific Beacon of Hope) won't be counted as being built until they are completed.

Fixed Titan's Breath (thanks to Heavenfall and Kenata).

Fixed an issue that was keeping the AI from casting spells in tactical battles.

Fixed a bug in spellcasting where non offensive, defensive, or terraforming spells were now checking that the spell target was valid when deciding if the spell could be cast.

Fixed the Fallen Ambassador (so it now correctly gives diplomatic capital).

Fixed a bug in the main city context wnd where it would use the AI's cached version of the battle rank for display, causing it to often not match the city HUD and other screens.

Fixed a bug where dispelling Guardian Ward (and any other spells that involved a city-target summon modifier) would not kill the summoned unit.

Fixed a bug where killing a unit summoned on a city would not cancel the enchantment that summoned that unit, keeping the spell from being cast on that city again.

Fixed lighting on shields in unit design screens (so they won't appear black anymore).

Fixed an issue that caused units to lose their custom portrait after a few turns.

Units now fade out when they get killed on the main map.

Units now fade out when they get killed in tactical battles.

Fixed a bug where improvements in FOW still played their particle effects.

Fixed a bug with lifesteal that caused the caster to lose hit points.

Fixed a bug with units getting stationed over end turn not showing up in a cities context, and ensuring the new city founding behavior shows the most updated city context when all the shuffling of units is done.

Fixed bug where, when founding a city, you could see the pioneer either die on top of the city while it was being built, or the pioneer's graphic would stick around for a turn if in cloth map mode when the city was built

Fixed Grip of Winter and Greater Grip of Winter to correctly apply a chance of taking effect (previously they always caused the victims to lose their next turn).

Fixed the Arrogant weakness so it correctly makes recruiting more expensive instead of less expensive.

Fixed the custom faction tech granting abilities so they work correctly regardless of the factions allegience.

Fixed an issue that can cause massive recruit costs when the player has to many recruit cost reductions.

Min radius now takes into account the player's influence ability so that their influence zone won't shrink when going up to the next level.

We will allocate more memory before saving (so that you don't OOM while saving and corrupt the save).

Fixed bug where action entries used for a combat ability would always trigger that combat ability when clicked, even if reassigned a different action when being reused, caused by some entry info not getting cleared out.

Fixed bug where dragon breath effect (and any other attached spell effect that isn't a projectile) would play throughout the entire battle once triggered, floating on the tile where it was triggered.

Fixed bug where casting a spell from an army with a spellcaster leader on the main map, with the army selected instead of a particular subunit, would cause every unit in that army to cast the spell.

Fixed bug where, if you finished researching all spells and reached the max spell level, it would start automatically researching non-existent spell levels beyond the max spell level.

Fixed bug where the dragon's breath sfx would occasionally not play until the target unit took damage, causing the attack itself to be silent and the attack sfx to linger long after the attack.

Fixed bug where killing a unit in a tactical battle that had tactical modifier effects from spells on it would cause it's stats to get recalculated using a function with auto-killing logic in it, so that the parent unit would immediately be set to be destroyed, causing bugs like the sovereign dying and immediately ending the game, because no retreat or battle-finishing logic was reached.

Fixed a series of population and prestige-related bugs that conspired to cause cities to have negative population and huge power ratings.

Fixed crash on closing a game that had a tactical battle in it.

Fixed bug where some unit clean-up stuff in the player was not getting called when a unit died, so that the player-wide abilities of dead champions would remain until something reforced an ability value calculation, players would hold onto a pointer to the dead sovereign spouse, and military might and power rating wouldn't be recalculated.

Fixed a crash when exiting a game with any shards owned by the local player.

Fixed a potential deadlock when a unit is removed from a player, caused by some UI refreshes taking place while the unit critical section was being held onto.

Fixed crash when killing an enemy sovereign.

 

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May 3, 2011 1:06:22 PM from Elemental Forums Elemental Forums

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May 3, 2011 1:15:57 PM from Elemental Forums Elemental Forums

How many of these weren't in 1.19n ?

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May 3, 2011 1:38:29 PM from Elemental Forums Elemental Forums

Bring on the 1.3 betas!

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May 3, 2011 1:42:48 PM from Elemental Forums Elemental Forums

Awesome patch changelog

Now this makes me try this game again

Hopefully I do not get bored after 2 hours again.

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May 3, 2011 1:48:09 PM from Elemental Forums Elemental Forums

Awesome. Updating now and will fire up Elemental for the first time in a month or two after I get burnt out on SCII ladder. Thanks so much for all the hard work guys, can't wait for the 1.3 features and more news on Fallen Enchantress! I'm happy I've stuck around to see the amount of support you guys are pouring into this game, THANK YOU.

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May 3, 2011 2:49:38 PM from Stardock Forums Stardock Forums

Quoting Lord Cobol,
How many of these weren't in 1.19n ?

 

Good question. I think most were in, but I am not sure.

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May 3, 2011 2:51:27 PM from Elemental Forums Elemental Forums

This is huge man! Big thanks for all the people at SD for making this game better. So when is the 1.3 beta? 

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May 3, 2011 2:54:51 PM from Elemental Forums Elemental Forums

......now to go update.

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May 3, 2011 4:23:28 PM from Elemental Forums Elemental Forums

fantastic update

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May 3, 2011 4:35:45 PM from Elemental Forums Elemental Forums

Great Love the new UI !!!

Blink has been removed ? [e digicons]:'([/e]

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May 3, 2011 5:12:01 PM from Elemental Forums Elemental Forums

Thank you for the work you have put into this update Stardock

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May 3, 2011 5:17:00 PM from Elemental Forums Elemental Forums

I haven't been following the game for awhile and probably plan to give them some time to work on it before I play again, but can anyone tell me if they've mixed up the faction terrain any from that boring flavorless black and white style "Good guys grasslands, bad guys death lands" BS? I know you can manually customize the terrain your faction uses but they seemed to be railroading us into using those dull devoid of personality one size fits all terrains by adding bonuses and penalties for Empires and Kingdoms on eachother's terrain. It meant that in order to have a dark kingdom or blessed empire I had to do additional modding and if I wanted to have a frozen kingdom or a desert empire I got no bonuses, which sucked.

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May 3, 2011 5:19:44 PM from Elemental Forums Elemental Forums

^ I seriously think that Stardock underestimates the impact of adding a little personality like that can have, I know it's mostly cosmetic but it can add a distinct flavor to your kingdom and make borders more recognizable. It's not all ones and zeros guys.

 

Why not just let us cast spells that influence whether our kingdom domain transforms the land to ice, desert, deathlands, or grasslands, you know kind of like in Age of Wonders 2?

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May 3, 2011 5:25:02 PM from Elemental Forums Elemental Forums

I see that the fact that the female models can't wear pants, certain cloaks, and whatever is still not fixed.  So no female heroes or sovereigns can wear these.

 

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May 3, 2011 5:26:42 PM from Elemental Forums Elemental Forums

Derek, something I've noticed with 1.2:

There seems to be a serious inconsistency with the tooltips and popups. Some are failing to show up, others are failing to go away.

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May 3, 2011 5:29:27 PM from Stardock Forums Stardock Forums

Great job guys.  I'm so glad this company does such a great job updating their games.  It really make buying them rewarding and makes me look forward to what you do next.

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May 3, 2011 5:31:31 PM from Elemental Forums Elemental Forums

Nice. Can't wait to try it out. And I can't believe I'm poster # double-digit, seriously off my game lately.

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May 3, 2011 6:15:26 PM from Elemental Forums Elemental Forums

Wow.  Right out of the gate, the Main Menu is borked.

Screenshot: http://www.crawspace.com/ss/errors/elemental_exit.jpg

Anyone else getting this?

EDIT:  Also happens with the Load Game dialog.    ATI HD 4870.

 

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May 3, 2011 6:22:32 PM from Elemental Forums Elemental Forums

Quoting Crawdaddy79,
Wow.  Right out of the gate, the Main Menu is borked.

Screenshot: http://www.crawspace.com/ss/errors/elemental_exit.jpg

Anyone else getting this?

 

 

same here,

you must to change the video resolution setting to solve it.

But...

3 CTD for DX invalid cell error is too much for the first play in 1.2 release

i waited to post any comment for long time, waiting the 1.2 patch and now i find the same errors and the same glitches (as the annoyng one that change the pictures of any my designed troop with the sovereign one)

i'm very disappointed

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May 3, 2011 6:38:56 PM from Elemental Forums Elemental Forums

Quoting asadex,
same here,

you must to change the video resolution setting to solve it.

Changing the resolution doesn't do anything for me. 

Updated to the latest drivers, no difference.

Oh well.  Now my choices are either overlook this and hope it isn't a sign of more serious issues later on, or wait until the next patch, knowing the latter likely won't happen.

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May 3, 2011 6:42:49 PM from Elemental Forums Elemental Forums

Waiting isn't going to get anything fixed. Head over to the support forum, follow the instructions on how to report bugs and watch it disappear in a patch or two.

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May 3, 2011 7:13:40 PM from Elemental Forums Elemental Forums

Quoting Crawdaddy79,
Wow.  Right out of the gate, the Main Menu is borked.

Screenshot: http://www.crawspace.com/ss/errors/elemental_exit.jpg

Anyone else getting this?

EDIT:  Also happens with the Load Game dialog.    ATI HD 4870.

That happend to me quite a number of times. I was trying to figure it out but with no luck. Usually the reinstall helps.

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May 3, 2011 7:33:57 PM from Elemental Forums Elemental Forums

Fantastic.

Played the game for the first time in months, out of memory in under 200 turns. Great.

I guess I'll try reinstalling too.......

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May 3, 2011 8:02:17 PM from Elemental Forums Elemental Forums

Interesting. I have the same ATI graphics card and can't even get the game to launch under Win7 64. Wonder if that's the source.

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May 3, 2011 8:12:28 PM from Elemental Forums Elemental Forums

My comments regarding the tooltips not showing up: for some reason they were turned off (I can't remember doing so) but at least they're on now.

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