Frogboy Frogboy

Elemental v1.09 change log

Elemental v1.09 change log

We expect to make this available either this evening or tomorrow.  Here’s what’s new:

---------------------------------------------------
----------- Elemental v1.09 Change Log  -----------
---------------------------------------------------

* Gameplay / Balance *
+ AI sovereigns take more care about where they are doing their attacking
+ Added code so that AIBasic is smarter about attacking units in cities
+ ‘Equipment Cache’ goodie hut now hands out cloth armor, instead of the patchwork armor that should not be in the game anymore
+ You can no longer train *groups* of Dragons, Catapults, or Giant Demons
+ New option: Players can choose not to have monsters spawn
+ New option: Players can disable minor factions
+ Loot given by monsters increased
+ Fixed bug where some AI-controlled caravans that had already established trade routes would wander off those routes while delivering their stuff at a city
+ Fixed a bug where caravan pathfinding through territory owned by anyone other than their owner would still have a penalty, even through caravans can always move freely through any territory
+ Changed dynasty kids to determine their essence based on the BASE essence of their parents (ignoring equipment, player ability bonuses, etc.)  This should keep kids from double-dipping from things like player-wide essence bonuses and keep their max mana at more reasonable levels
+ fixed several armor and special ability xml issues (that were either pointed out on the forums or that I discovered while fixing others)
***********
* Battles *
+ The starting side in a tactical battle is now chosen randomly. The attacker and the defender have an equal chance to go first. This is a short-term change. In the longer term, we are moving to an initiative system (individual units moving based on their combat speed rather than each side taking a turn together).
+ Added shorter animations for bow attacks and spell attacks
+ Fixed a divide by zero error in spell damage.
+ Fixed some logic to determine whether or not a tactical unit was moving.
+ Added code to make sure a unit cancels its destination when it skips a turn.
+ Added some additional checks to skip turn logic in tacatical battles to stop a turn from being skipped in the middle of other actions.
+ Fix to be sure ranged attacks don't always do max damage in tactical battles.
+ Fix to experience display for battles, and fixed a bug where auto resolve was only rewarding experience for killing the leader unit.
+ The AI does not take its first turn immediately after the window loads. This will prevent cases where the AI takes its turn before the window finishes rendering.
+ Fixed a spell type tag for Quicken (now shows up in Tactical Battles)
+ Fixed an issue where a single unit might lose its mana after attacking and killing a defending team.
+ Added the UsableInBattle tag for item types, will help to determine if an item should be displayed during a tactical battle. This defaults to FALSE.
+ Items in a tactical battle will now properly stack in the UI.
******
* UI *
+ NEW! City List window which can be brought up via a tab on the kingdom screen
- this will list all your current cities, along with vital information about resource, training, and building being done there (ie: it's a city spreadsheet)
+ New icons hooked up for sovereign talents
+ Got rid of trailing decimal zeros for the global resource pool tooltips, to clean up the display of resources that are always integers
+ Fixed bug where the global resources for a player didn't refresh when a city was lost through razing until the next turn
+ Tweaked the spell info card to get the stats to show up in the grey bar at the bottom of the info card, and to support multiple text entries of varying sizes
+ Item Shop now shows change in Combat Speed, Defense, and Attack for the highlighted item
+ Message Box input field now limited to 20 chars
+ Made auto-select next moveable unit code not select caravans
+ Fixed City HUDs clipping at the end (now they all get rounded edges)
***************************
* Performance / Stability *
+ Moved clean up code around so that game within a game cleans up better
+ Fixed mem leak in Trigger Manager, city wall nodes, destination and selection cursors for destroyed objects
+ Removed code in CTreeGraphic that was causing a leak on Win7-64.
+ Fixed big leak in DecalGraphicGraphicManager where every decal in the game was leaking on Win7-64bit when starting a new game within a game
+ Fixed leak in CUnitSceneViewWindow (which is used on lots of screens)
+ Fixed random crash in kingdom screen with the filling of the Lore Book
+ Tile Designs now flush out the graphics for their "base graphic" (the one that the graphic instances use to render) once the instances for that base graphic are released
+ Fixed crash if a spellcaster ever had to cancel more than one enchantment at a time from losing 2 or more available enchantment slots
+ Fixed memory leak in UnitAnimationHelper that caused unit gfx to leak after the unit was destroyed
+ Fixed memory leak in TreeGraphic that caused tree batches to leak on game within a game or destruction of the forest object
*************
* Bug Fixes *
+ Fixed bug where mini map would sometimes not update itself after starting a new game from within a game
+ Hooked up renaming cities and units to use events (for MP)
+ Fixed cheat flag bug where you could go into the enchants tab for any unit and cancel their enchantments, whether that unit belonged to you or not even when cheat flag was not used.
+ Fixed bug where destination cursor would disappear if the unit it belonged to was off-screen
+ Added support for Resource modifier types in unit ability bonus options to be taken into account in what resources a unit always provides, without needing to be stationed in a city
+ Fixed Bug When reload a game with Wild Shard Improvements, the game now properly relinks them to their resource hoards (fixed issue where destroyed shrines would not regenerate shard resource)
+ Fixed particle effect render order on main map screen for better visuals
+ Fixed graphical bug where mounted units in an army did not scale properly
+ CalculateAbilities now uses champions for ability modifiers (this fixes NPCs that should give bonuses but didn’t, such as ‘Royalty’)
+ Fixed bug where the NPC AI player would spawn new NPCs based off of the unit types of dynasty kids.  This would cause champions wandering around with the same name, and with baby portraits if they hadn't grown up yet.
+ Attacking cities or lone improvements while in attack cursor mode now works properly in all cases
- hooked up the cursor to change to the crossed swords at the right time for cities/improvements when one of your units is selected
+ Fixed comment in CityLevelUpBonuses.xml that caused malformed xml
+ Fixed merge error in QuestUnits.xml for Talax
+ Fixed end tags in CoreCityWalls
+ Fixed game modifiers and ending tag after Magnar_Staff in CoreSpecialWeapons.xml
+ Fixed end tag for Thumb in SpecialUnitProps.xml
+ Fixed comments in UnitSoundPacks.xml
+ note: thanks to ‘kenata’ and ‘heavenfall’ for helping us hunt down those above XML issues down and pointing us to some cool data checking tools


***********
* Modding *

+ Tile Editor: Fixed bug where large silhouette figure would render in the middle of a tile design when placing pedestrians
+ Map Editor: when using the creature placement tool, defaults to giving the creature a random wander radius, which can be changed with the tool's third spinner in the bottom left corner
- Also changed the wander radius 0 item to say "Don't Wander" instead, does what the default used to do, cause the unit to not even go into auto-patrol mode
+ Added new data def type, CSpellResourceCost, which can be used in spell def xml to specify resource costs on casting a spell, as well as any persistent maintenance costs if this spell is an enchantment
- <PerTurn> tag used in the SpellResourceCost xml object to say whether the cost is deducted at time of casting (Per-Turn is 0), or if it is a continued maintenance cost that exists as long as the spell is in effect through an enchantment (Per-Turn is non-zero)
- Note: maintenance resource costs can only be per-turn if the spell is an enchantment; there's no one-time cut to per-turn resource production from an instant, non-enchantment spell
- Here's an example of some xml to put in a spell def, making this spell cost 5 metal immediately when cast, and having a maintenance cost of 1 material per turn until the enchantment is cancelled:
<SpellResourceCost>
<Resource>Metal</Resource>
<Amount>5</Amount>
</SpellResourceCost>
<SpellResourceCost>
<Resource>Materials</Resource>
<Amount>1</Amount>
<PerTurn>1</PerTurn>
</SpellResourceCost>
+ MODs folders now creatured for the user in their My Games/Elemental folder
+ Fixed Bug: Quests read in from XML (after loading the Data.zip) no longer override QuestDefIDs
+ Images and models now read in from the Mods/GFX folder properly
+ Mods are now enabled by default in Prefs.ini
+ Overlay: Implement tile upload/download

***************
* Multiplayer *
+ Added code to prefer a random map that supports the max players
+ Cloud saving/loading enabled
+ AI opponents enabled
+ Added handling for if firewall is turned off
+ Added check for if player is disconnected before starting turn timer when the end turn is requested
+ Added check to prevent player from going to multiplayer menu if it's still checking for an update

We are still deciding whether we are going to flag multiplayer as “beta” or release for this build. It’s a subjective call but given recent events we are tending to try to be extra careful on this determinations so that the unwary do not encounter unexpected behavior.

183,877 views 86 replies
Reply #51 Top

Quoting Xtropy, reply 50
Multiplayer version of 1.09 not out yet?  Downloaded 1.09 but in game it tells me to click show pre-release versions in options.  I already have show pre-release selected, and multiplayer worked in 1.08 for me.
End of Xtropy's quote

 

Yeah I get the same thing, and also have 'show pre-release versions' on. 

Reply #52 Top

I'm still extremely disappointed with the timetable of releases. That said it seems like things are on the right track. I hope one of the devs understands the in game economy. I'm glad creatures now drop decent loot again it was impossible to have fun without city spamming for economy during 1.08.

Reply #53 Top

Tactical Battles in Multi play would be nice, the quick battles kinda remove the ability to use focus fire and down the more important targets. This would allow you to take a stack into a losing battle and still possibly kill/harm a unit or two of importance to you as to remove them from future battles. I realize that this could result in longer waits, but prehaps limit the fight via timer,<auto resolve at end of the timer> and only player vs player battles , not random monsters or quests. Also allow the players not paticipating in the fight to watch it while they wait. If people cant deal with that , then they are probably too impatient to be playing a strategy game in the first place?. At any rate, thanks for the cool game, and the patches.

Reply #54 Top

I love the battle initiative idea. It makes more sense and I think will make battles much more fun with having units on both sides mixed up.  This gives weaker armed units an advantage over just having heavy armed units.  More of a HOM&M set up.  Much better than the whole army taking turns.

The only thing that I have not read on here as a suggestion is that the larger the map, the more spread out factions should be.  it doesn't matter if you are on small or large, there are three or so other factions so close to my starting area I get trapped by them too soon.  There shouldn't be 4 out of 8 factions within an 8th or 10th of the map.  Maybe they are spread out but to me it seems like the bigger the map, other factions are no further away from my start position. 

I know everyone has their 2 cents, and really I believe you guys have done a great job trying to get this all fixed.  It is a great game because I have been playing it since it came out even with the breaks in it.  I know it takes time, but patiently awaiting to see how this game looks polished.  Kudos to you guys for not just leaving the consumer out to dry and wanting to have a finished polished product.

Reply #55 Top

Are we getting any changes to champions? I'd like to be able to use my champions in melee without being one hitted by an enemy of similar strength.

Reply #56 Top

May want to add "made Temple of Essence one per faction instead of one per city", since it seems you did :)

Reply #57 Top

I hope this will be initiated in the future but one thing that would be nice is larger maps. The large maps are nice sized but when I can have almost half the map explored, having a faction building setlments all around mine and having found out that another faction is gone (when I only started with three other factions) all within the first hundred turns, it kind of makes the game not be as epic as it could be. Also I've found that sometimes the ai will build settlements like crazy while killing their people with lack of food, so then I'm easily able to take them on because they don't have much of an army

 

Reply #58 Top

Was the ability to add additional resource types (like gildar and food) removed? It does not seem to be working now and it did before, and I have checked and I have the format correct. Was it suppose to have been disabled?

Reply #59 Top

Thanks so much!!!!


The game gets better each update, no doubt about it!!
Keep up the magnificient work!


Can we get Tactical battles for online at all? I know it wouldnt be easy, but would be better imo :andrew:

Other then that, lookign forward to the 1.1! Love the work you have done after hte release, thanks!

Reply #60 Top

...+ Fixed a divide by zero error in spell damage...
End of quote



Couldn't resist.

Reply #61 Top

Loving the new city window.

 

More empire management tools most welcome (a list of caravan routes would be nice, amongst others).

Reply #62 Top

Nice update!...can't wait for 1.1! :) I like the new city window, but I still miss that army management window, what I've suggested a loooong time ago. :P

Reply #63 Top

+ Added new data def type, CSpellResourceCost, which can be used in spell def xml to specify resource costs on casting a spell, as well as any persistent maintenance costs if this spell is an enchantment

- tag used in the SpellResourceCost xml object to say whether the cost is deducted at time of casting (Per-Turn is 0), or if it is a continued maintenance cost that exists as long as the spell is in effect through an enchantment (Per-Turn is non-zero)

- Note: maintenance resource costs can only be per-turn if the spell is an enchantment; there's no one-time cut to per-turn resource production from an instant, non-enchantment spell
End of quote

These are awesome!  More stuff like this, please!  Thanks for the patch; can't wait for 1.1.

Reply #64 Top
Swerdyass wrote:
"Initiative = units current ‘combat speed’ (as in current code)

The reason i don't want this and instead everyone has an equal base initiative(before modifiers) is because basing it off combat speed would make mounts and archers godlike.  They would always get to go first and get more attacks which would be devastating to balance.

Initiative per unit – not side.

  This is good and I guess I assumed that it would be that way."

I reply:  GOOD POINT!  HAD NOT THOUGHT OF THAT.

I have played 6 games, and never had cavalry.. never had horse resource.  LOL.  Anyway.  I had not thought of what you wrote about mounted units and initiative.  If mounted units have higher combat speeds than other units, perhaps changing their combat speed to lower numbers would fix this.  They would still have higher APs (movement points), but not necessially have inatitive (get their act together and do something effective). 

With this in place, mounted units would still have more APs (movement) but would not necessarily be acting before all/most other units (act sooner).

That would address your valid concern, I think?  

Lower mounted units 'combat speed' (that = inatitive)  Leave MPs same.  Yes?  What do you think?

Reply #65 Top

+ The starting side in a tactical battle is now chosen randomly. The attacker and the defender have an equal chance to go first. This is a short-term change. In the longer term, we are moving to an initiative system (individual units moving based on their combat speed rather than each side taking a turn together).
End of quote

 

YesssSSSsssssSSS

Reply #66 Top

Lower mounted units 'combat speed' (that = inatitive) Leave MPs same. Yes? What do you think?
End of quote

yes this is what I was suggesting...

Reply #67 Top

anyone still with that slowdown/city thing getting a break now? i still think i'm gonna wait until at least 1.1 to give it a whirl. i noticed there were some fixes for  us win7 64-bit users, maybe we were the ones suffering from the performance issue mostly?

Reply #68 Top

Quoting econundrum1, reply 25
As a Win7 64 bit person, thanks
End of econundrum1's quote

 

+1.

Maybe switch back from CivV and see if its less frustrating to paly now.

 

Reply #70 Top

anyone having the problem where you get 6-10 initial spawns (on a 144x144 map) of the same NPC (creature), "Princess of <Faction name>," with a baby portrait, and it continually respawns? it also has the exact stats of my spouse (essence and all).

 

 

Reply #71 Top

If we could get some more sovereign traits in by 1.1, that would make me a happy soul.  Especially if we could get the organized trait for custom sovereigns.  I never really missed that 'till I played the campaign, and got WAY to used to everyone moving at 6+ tiles per turn.

Reply #72 Top


+ Fixed City HUDs clipping at the end (now they all get rounded edges)
End of quote

They are still clipping for me. This doesn't appear to be fixed.

Geforce GTX 460, Windows 7 x64. Latest drivers.

Reply #73 Top



+ Added new data def type, CSpellResourceCost, which can be used in spell def xml to specify resource costs on casting a spell, as well as any persistent maintenance costs if this spell is an enchantment
- <PerTurn> tag used in the SpellResourceCost xml object to say whether the cost is deducted at time of casting (Per-Turn is 0), or if it is a continued maintenance cost that exists as long as the spell is in effect through an enchantment (Per-Turn is non-zero)
- Note: maintenance resource costs can only be per-turn if the spell is an enchantment; there's no one-time cut to per-turn resource production from an instant, non-enchantment spell
- Here's an example of some xml to put in a spell def, making this spell cost 5 metal immediately when cast, and having a maintenance cost of 1 material per turn until the enchantment is cancelled:
<SpellResourceCost>
<Resource>Metal</Resource>
<Amount>5</Amount>
</SpellResourceCost>
<SpellResourceCost>
<Resource>Materials</Resource>
<Amount>1</Amount>
<PerTurn>1</PerTurn>
</SpellResourceCost>

End of quote


This doesn't seem to work for non-stored resources

Reply #74 Top

Okay, I dont understand the "Enable minor factions" option.  Can we have that enable something other than just the Orekeepers ones?  I know there are more than just those guys, but thats the only one that ever shows up.  I want to enable ALL minor factions.  Somewhat dumb option to enable just the one minor faction.

Can you please fix The armor visuals on the Fallen races?  Please.  Looks like shit.  The automatic units  created when you research techs produces units that are wearing HUMAN armor, that doesnt fit.  This means all the AI units I fight look shitty.  Their chest are poking out.  On the Urxen, they cant wear gloves because all their other clothing pops through it, looks crappy. 

Reply #75 Top

Out of memory error at turn 225.  Not much of an improvement over the last patch.

Was at war with Magnar, they ran a force of about 300 into my city with a force of about 600, Magnar III killed, I win the battle and Marnar are destroyed  Before that fight, he was pretty powerful.  Still need an AI boost, I think. 

Strange Princess units are around, they are the princess of my nation, before I have any children born, they have essence and baby pictures, are monster, not recruitable heroes.  Strangeness.