What was in the two 1.08 hotfixes?

I updated to 1.08 straight away, because I kept on being beaten by defecit spending AI's, but there has been two more hotfixes since then, but no release notes to tell me what's been fixed in them. Any idea where I can find a list of defects fixed?

Hopefully the offspring of my sovereign will no longer lose all their mana after a battle, even when they didn't use any mana in the battle... That's very annoying.

5,351 views 15 replies
Reply #1 Top

Good question. The most recent one seems to have made things worth rather than better. UI elements which used to work OK now don't (e.g. the save screen is now transparent and harder to read and the thermometer bars for city population or character mana have disappeared). It also doesn't seem to crash any less often.

Reply #2 Top

Friday update:

******
* Gameplay / Balance *

+ New Sovereign Ability: Wealthy +1 gildar per turn
+ New Sovereign Ability: Green Thumb +2 food per turn
+ Organized Sovereign Ability removed
+ Shop Costs moved to be a formula (unless specified in the XML)
+ Research costs increased
+ More balancing of initial resource seeding
+ Fertile land availability increased
+ Long Bows now cost 40 gildar to construct
+ Default shop values on weapons and armor removed from XML (you can overrride the formula still)
+ Teleport/Blink mana cost increased from 5 to 15.
+ Eliminated criminal adventurers (caused confusion amongst players)
+ Pioneer Kit Gold cost reduced from 10 to 5, Materials cost increased from 1 to 10.
+ Organized ability added to general special abilities
+ Late game monster respawning reduced.
+ Increased movement speed of units in tactical battles
+ Lots of spell damage tweaks. 


******
* Bug Fixes *

+ Added logic to stop spells from dealing max damage every time.
+ Restored old terrain/tile movement costs until that can be better addressed.
+ Adjusted the combat speed from 2 to 3 for the base male/female sov units.
+ Fixed bug where Karavox, Magnar, and Verga sovs only had 1.0 for combat speed.
+ Fixed bug that made it not load any maps except mp maps
+ Fixed bug resetting default map size to tiny
+ Fixed bug where rapidly clicking the fortify action for a unit twice or more would cause the game to hang
+ Fixed bug where, after unhiding the game lobby wnd once, human players would get assigned team 1 when joining a custom game, instead of an unused team ID
+ Fixed crash when restarting new campaign after you load a saved campaign game
+ Fixed bug where Cancel button would not show up on mutliplayer Join Game with Password screen
+ Fixed an error where old saves with old data had logic conflicts with new code that made spells miss.

-------------

Also, multiplayer has been turned on, but it's a beta version.

Reply #3 Top


I updated to 1.08 straight away, because I kept on being beaten by defecit spending AI's, but there has been two more hotfixes since then, but no release notes to tell me what's been fixed in them. Any idea where I can find a list of defects fixed?

Hopefully the offspring of my sovereign will no longer lose all their mana after a battle, even when they didn't use any mana in the battle... That's very annoying.

End of quote

 

It isn't just children. Apparently can happen to NPCs and Summons as well. Really annoying, and I don't think any of the hotfixes or community patches have fixed it yet.

 

We also got the bug with ranged attacks always missing, but that has been addressed by some patches, although I haven't tried it yet.

Reply #4 Top

Quoting Tormy-, reply 2
Friday update:

******
* Gameplay / Balance *

+ New Sovereign Ability: Wealthy +1 gildar per turn
+ New Sovereign Ability: Green Thumb +2 food per turn
+ Organized Sovereign Ability removed
+ Shop Costs moved to be a formula (unless specified in the XML)
+ Research costs increased
+ More balancing of initial resource seeding
+ Fertile land availability increased
+ Long Bows now cost 40 gildar to construct
+ Default shop values on weapons and armor removed from XML (you can overrride the formula still)
+ Teleport/Blink mana cost increased from 5 to 15.
+ Eliminated criminal adventurers (caused confusion amongst players)
+ Pioneer Kit Gold cost reduced from 10 to 5, Materials cost increased from 1 to 10.
+ Organized ability added to general special abilities
+ Late game monster respawning reduced.
+ Increased movement speed of units in tactical battles
+ Lots of spell damage tweaks. 


******
* Bug Fixes *

+ Added logic to stop spells from dealing max damage every time.
+ Restored old terrain/tile movement costs until that can be better addressed.
+ Adjusted the combat speed from 2 to 3 for the base male/female sov units.
+ Fixed bug where Karavox, Magnar, and Verga sovs only had 1.0 for combat speed.
+ Fixed bug that made it not load any maps except mp maps
+ Fixed bug resetting default map size to tiny
+ Fixed bug where rapidly clicking the fortify action for a unit twice or more would cause the game to hang
+ Fixed bug where, after unhiding the game lobby wnd once, human players would get assigned team 1 when joining a custom game, instead of an unused team ID
+ Fixed crash when restarting new campaign after you load a saved campaign game
+ Fixed bug where Cancel button would not show up on mutliplayer Join Game with Password screen
+ Fixed an error where old saves with old data had logic conflicts with new code that made spells miss.



-------------

Also, multiplayer has been turned on, but it's a beta version.
End of Tormy-'s quote

This is the patch notes for the Friday update. Saturday update had no patch notes. It also fixes at least the bow bug that was introduced with this patch.

See: https://forums.elementalgame.com/397200

Reply #5 Top

There was an update on Saturday? o_O Ohhh, hmmmm.....I guess that is for the "normal" build? Because the beta build wasn't patched yesterday, but I might me wrong.

Reply #7 Top

I see, now I am getting confused...ah well, 4+ patches/week > 0. The dev team is working hard, that is for sure! :)

Reply #8 Top

I am also confused.  Which version is the one we should have?  If I am to understand, if we have 1.08b Beta (1.08.0.92), we uncheck the preview beta thing in preferences and verify the game, then update to 1.08.037, right? 

 

So 1.08.037 is the one we should have as it's the newest AND we leave "show prereleases and beta" unchecked? 

Reply #10 Top

Well in the current latest version which I would say is still better than the pre 1.08 versions I have seen the following very annoying bugs.

1 - summoned units special attacks always miss.

2 - the vanishing mana on my children after battles.

These where not in 1.08 but introduced in one of the later patches. I'd be more careful about QA on hotfixes in future I think.

 

Reply #11 Top

Quoting econundrum1, reply 10
Well in the current latest version which I would say is still better than the pre 1.08 versions I have seen the following very annoying bugs.

1 - summoned units special attacks always miss.

2 - the vanishing mana on my children after battles.

These where not in 1.08 but introduced in one of the later patches. I'd be more careful about QA on hotfixes in future I think.

 
End of econundrum1's quote

 

1 -I think it is all ranged units, but I think that was fixed in the hotfix. I know it was for bows, maybe not for special attacks...

 

2 - This isn't just for children, it can happen (apparently) to anyone with mana.

Reply #13 Top

Still in beta testing I guess :\ you gotta wonder what they use for QA, a Ouija board?

 

 

 

Reply #14 Top

@ Grimmjack,

What version of the game does it say at the bottom of the Impluse screen when you highlight Elemental?

Reply #15 Top

Quoting Maj-Grimmjack, reply 12
Been playing up to date version all morning bows are still not hitting anything.
End of Maj-Grimmjack's quote
More important then the version question is this. The game saves the XML of whatever version you were playing in the Save games. So if you are playing a save game from BEFORE the hotfix on saturday then it wont' be fixed till you start a new game.