DerekPaxton DerekPaxton

1.09o Changelog

1.09o Changelog

Patch 1.09o was released on Thursday 12/2/2010

 

Resolved Issues:

1. Fixes an issue where animals won't attack cities (looks like combat will start but then it ends without combat).

2. Fixed a crash when clicking on the game concepts or walkthru entries in the Hiergamenon.

3. You can no longer drink some quest items (like the magic flute).

4. Storm now correctly has a mana cost.

5. New diplomatic conditions: - You killed my kid -5 to diplomacy - You're wiping others out -2 - Seriously, you're out of control -5 - Early game +1 - Not very strong +1 - Focusing on other enemies +1

6. AI: AI is more thread safe (fixes crashes).

7. AI: Monsters will run away from tougher enemies.

8. AI: Intelligent monsters tend to band together with other types of monsters

9. AI: Intelligent monsters will actively target weaker units (or cities) -- beware

10. AI: Intelligent monsters will run away from tougher units

11. AI: AI significantly better at choosing new city locations

12. AI: Pioneers update their paths to avoid accidentally attacking other settlements

13. AI: AI more intelligently evaluates the value of an area of land.

14. AI: AI somewhat better at choosing which unit to build in a city

15. AI: Monsters more intelligent regarding selecting victims.

16. AI: Monsters are more aggressive.

17. AI: More Monsters are spawned early on.

18. AI: Pioneer behavior is more intelligent in selecting area.

19. AI: AI more effective at defending cities.

20. AI: AI more effective at reinforincing cities that are under threat.

21. Some strategic buff spells now have no range requirement (easier for human and AI players).

22. Non-capital cities have a population storage of 10 (instead of 0 for the outpost which caused problems).

23. Bows reduced from:

Crude Bow: Attack 6, Accuracy -2, Range 8
Cedar Shortbow: Attack 15, Accuracy -2, Range 8
Cedar Longbow: Attack 23, Accuracy -2, Range 8

      New stats:

Crude Bow: Attack 4, Accuracy -2, Range 6
Cedar Shortbow: Attack 9, Range 8
Cedar Longbow: Attack 12, Range 10

24. Pioneer Packs are available when designing units.

25. Redesign of the CombatRating calculation to give a more accurate reflection (not perfect but much better) of a unit or army's effective combat strength.

26. Renamed "Quests" to "Lore Recovery". Ancient Lore renamed to "Greater Lore"

27. AI better at valuing trade offers

28. AI: AI now intelligently casts strategic spells

29. Procipinee thong crisis averted.

30. Improved performance of moving units into and out of cities.

31. New Improvement: Library. Studies upgrade to libraries when a city reaches level 3 and the player has civics. Libraries provide 2 knowledge per turn. (Fallen version added called the Master Archivist).

32. Gold Mines now require Harvesting tech to use

33. Lost Libraries now require Lore Recovery to use

34. Ancient Temples now require Arcane research to use

35. Schools now only require civics and level 2 (was level 3) to build and can be built in 10 turns instead of 15.

36. Inns can now be built by level 2 cities without a prerequisite.

37. Removed the range requirement for more strategic spells

38. Diplomacy dialog text changes based on who they are talking to

39. Close borders now has a -2 weight (was -1)

40. Different ideology now has a -5 weight (was -1) since AIs were getting a bit too buddy buddy with each other.

41. Implemented the Tremor spell.  Strategic earth spell that immobilizes a unit in your ZoC for a turn.

42. Implemented the Slow spell. Strategic water spell that reduces the movement of an enemy army in your ZoC to 1 per turn.

43. Military Policy crash fixed.

44. Dead players no longer show up in the faction window.

45. Storm lightning bolt no longer appears to hit the caster (cosmetic).

46. When a city is conquered enchantments on the city are canceled.

47. Titans call is now correctly a level 5 spell.

48. When you access the spellbook from the kingdom report window (either through the tabs on the side, the shortcut in the actions area when nothing is selected, or from the little icon by the spell research status bar in the main tray wnd), it now sets the local player's sovereign as the caster, so that the spells can be cast without needing to expressly select a spellcaster on the main map

49. Fixed bug where tech category was always reset to Civilization after loading a save game.

50. NPC hubs updated to not exude influence, which improves calculation time and lets you walk up to a NPC city.

51. Fixed bug where ZOC was not accurate after loading a game because the city tiles didn’t recalculate their values after loading.

52. Updated the ZOC save/load code that is not currently used by Elemental.  ZOC is currently re-calculated from the sources, which works since influence does not linger after a source is removed.  But if that changes, we’ll need this code, and I initially thought that it would be necessary to save/load the ZOC data.

53. Royalty talent reduced from +100% to prestige to +10%.

54. Archery is no in the equipment line and required for ranged weapons (previously it was possible to learn ranged weapons and have access to bows but be unable to build archery ranges so you couldnt build archers).

55. Summoned units don't have essence anymore (so they cant summon other creatures).

56. Clicking on a players entry in the Faction Power window opens diplomacy with that player.

57. Fixed an issue with combat damage for spells, ranged damage and special attacks like crushing blow.

58. Fixed an issue with gold being given out from combat (to much was being given).

59. All factions given a starting tech:

  Kingdom of Altar- Exploration
  Kingdom of Capitar- Trading
  Kingdom of Gilden- Civics
  Kingdom of Tarath- Training
  Kingdom of Pariden- Arcane Research
  Empire of Yithril- Tools of War
  Empire of Umber- Reunion
  Empire of Magnar- Mapping
  Empire of Resoln- Lore Mastery
  Empire of Kraxis- Proper Living

60. Hovering over enemy units in tactical will give you your hit odds and damage ranges.

61. Logistics and City Defense tech order reversed (formorlly you got the command post to build groups early but couldn't build it because it required a rank 3 city).

62. Fixed a bug where tactical battle maps would not render props after multiple battles.

63. Villa Improvement added (replaces apartments), +60 pop, -1 food.

64. Houses moved up to the Economics tech (they were coming way to late).

65. Slums food cost reduced from 4 to 2 (to make slums efficient, if not pleasant to live in).

66. Slums moved back from the Proper Living to Majesty tech.

67. Fixed mounted archer animations.

68. Fixed bug that allowed you to talk to yourself, NPC player, or creatures if you select the unit and hit the Talk button (for NPCs and creatures, this would crash if you then tried to trade with them).

69. Added the Summon Ice Elemental spell.

70. Added the Pillar of Flame spell.

71. Added the Inferno spell.

72. Added the Summoners Boon spell.

73. Fixed a bug with Natures Bounty that allowed it to be cast on cities that weren't producing food.

74. Removed Leather armor Shirt, Chain mail shirt and scale mail shirt.

75. Implemented changes to Prestige generating improvements (and city hubs) as follows:

City hubs now automatically produce some prestige per turn equal to 1 - (0.1 * number of non-capital cities), with a min prestige production of 0.2 per turn

Kingdom

  Beacon of Hope- +1 prestige
  Fortress- +1 prestige, 1 per city, city level 5
  Pub- +1.5 prestige, 1 per city, city level 3
  Inn- +1 prestige, 1 per city, city level 2
  Theater- +2 prestige, 1 per city, city level 4
  Palace- +2 prestige, 1 per faction, city level 4
  Great Arena- +4 prestige, +25% prestige in all cities, 1 per game, city level 5

Empire

  Tower of Civilization- +1 prestige
  Imperial Throne- +2 prestige, 1 per faction, city level 4
  Statue of Kir-Tion- +25% prestige in all cities, 1 per game, city level 2
  Monument- +0.5 prestige, unlimited, city level 2

This is to make population more critical (since it won't grow as quickly).

76. City levels changed from 25/100/400/1250 to 10/50/250/1000.

77. Added a mana maintenance window (so you can see where all your mana is going and disel any enchantments easily if you don't want to pay the maintenance cost anymore).

78. Number of monsters spawned now based on world difficulty level.

79. Reduced base Sovereign mana from 3 to 2.

80. Added a new Sovereign talent, Attunement , which increases mana by 2/turn.

81. Assigned the Attunement talent to Procipinee.

82. Increased Shard Shrines from 1 mana/turn to 2 mana/turn.

83. Moved Shard Harvesting/Shard Domination to later in the tech tree.

84. Fixed a mousewheel scrolling bug for some mice.

85. Fixed a bug where NPCs that spawn as an army weren't creating their subunits as champions.

86. UI now shows units that can't be built because buildings are required and lists the needed building (so you can see that you need an archery range to build those archers).

87. Fixed an issues that forced a player to pay all costs for improvement upgrades when a city upgraded (often running the player out of a resource and leaving empty holes in the city).

 

Known Issues (with 1.09n):

1. The campaign isn't playable.

2. 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).

3. Gold modifier improvements (like markets) currently don't effect the tax rate.  Making them useless in most cities.

 

This list will be updated as fixes are checked in (so you can see if an issue you are experiencing has been fixed yet).

 

91,663 views 152 replies +2 Loading…
Reply #76 Top

3. Weird combat stats results (dodge and damage display, especially with ranged, spells and special ability attacks).

4. To much gold is given out form combat.

End of quote

Now we're going somewhere. I have high hopes for 1.09o !

Reply #77 Top


 



57. Fixed an issue with combat damage for spells, ranged damage and special attacks like crushing blow.



 

End of quote

 

YES! Finally, you should release 1.09o NOW!

Reply #78 Top

Quoting tanafres, reply 63
50. Doesn't this mean that you can gain influence all the way up to the NPC city hub?  Seems to nerf NPC factions pretty significantly; maybe have a special type of influence that doesn't trigger a 'get out' response?  Would require a way to intuitively notify the player of the difference, though.  Alternately, a 2-radius hard limit might be workable, though still nerf-y.

51. + 52. This is a huge improvement, but... how are you handling ZOC conflicts?  I assume that equal influence results in the first player to cover the terrain winning.  Will basing influence solely on calculations result in influence being re-granted based on the order player influence is calculated, or is it near-impossible to have equal influence in a contested space?
End of tanafres's quote



Yes, you will now be able to surround an NPC city with your own influence.  They're supposed to be minor. They don't really need it anyway, since they don't harvest resources or build up their cities.  Alternatively, now that you can get them in your influence, the AI will have to declare war on you to get at them.


If there is equal influence on the tile, the player who was created first is dubbed the winner. I'm adding in a check so that the player who previously had control of the tile will be the default winner, but in cases where the tile was not previously owned, it would still use the original method. 
Influence is exuded by improvements, and there is a minimum distance between improvements of one city to another.  The farther a given tile is from the source of influence, the less influence that source has on the tile.  So that cuts down the likelihood that there will be a tie. Right now, most improvements have the same influence power and influence radius, but soon we'll be making improvements that give off higher influence and have larger radii.

Quoting mvanhowe, reply 74
is the issue of not being able to train designed units related to the archery range building?
-Matt
End of mvanhowe's quote


You can't train units with bows until you build an archery range in your city, the same as you can't train parties after researching logistics until you build a command post (which requires your city to be level 3).  The archery range was grouped in the fortifications branch instead of equipment though, which was confusing. 


Reply #79 Top

Is this scheduled for this week, or we going to have to wait longer?  Elemental's fun now, so I want things fixed so I can keep playing it.  ^_^

 

 

Reply #80 Top

This list is getting better and better.... :thumbsup:

Reply #81 Top

Quoting Wintersong, reply 75
56. Clicking on a players entry in the Faction Power window opens diplomacy with that player.




Quoting alaknebs, reply 73doesn't it work for food though?There are farmers that increase the food production of their city but also champions that increase the production. I haven't seen lately any of those who also gave Prestige and too lazy to check the XMLs.
End of Wintersong's quote

 

i know... just wondering why it doesn't work for prestige... not like it's a case of nothing works in a specific city only.

Reply #82 Top

the only thing that would make this list awesomer is 67. 20-30 new quests.

Reply #83 Top

I haven't checked this list for a while...Wow!...it's really grown!

Great work you guys...look forward to the 1.09o release!

Reply #84 Top

Please include a projected release date in th sticky part of the thread. Could you?

Reply #85 Top

Quoting Trojasmic, reply 82
the only thing that would make this list awesomer is 67. 20-30 new quests.
End of Trojasmic's quote
67. 30 new quests:

Damsel in a hurry.

Stressed Damsel.

Rescue the Damsel!

Traveling with a Damsel.

You, me and the damsel.

The wild damsel chase.

...

:P

I don't think that quests count as "fixes" though. A welcome addition to 1.1 in any case.

Reply #86 Top

Is 1.09o scheduled for this week? Fixing the ZOC (save/load) Bug will bring me back into the game... :)

 

 

Reply #87 Top

Wow, that list has grown a LOT since I last read it.  The last two days must have been rather busy at Stardock!

 

Two quick, minor requests when posting these upcoming changelogs. 

One, that the thread title indicates that the changelog is for an upcoming patch, not the current one.  That way, people don't get too excited prematurely.

Two, that as new items are added to the changelog, a date header is added before the list of new changes. Example:

-Added 11/30/10

Sovereigns can now summon the Ghost of Jimmy Stewart

Bonus gildar rewarded to bards who tell awesome jokes

(etc. etc. etc.)

 

This way, we can more easily pick up on the new changes added since the last time we looked over the list.

 

Great job guys!  Looks like all that turkey and pie was just the rejuvenation that tired brains needed!  I'm very much looking forward to seeing the new patch!!!

Reply #88 Top

I am very excited to try this out. If they release all this and get it stable I will have a very merry christmas.

Reply #89 Top

"Yes, you will now be able to surround an NPC city with your own influence.  They're supposed to be minor. They don't really need it anyway, since they don't harvest resources or build up their cities.  Alternatively, now that you can get them in your influence, the AI will have to declare war on you to get at them."
End of quote

Unless I missed it, quite possible, but how is a Minor Faction going to be able to offer "special items" from their Shops when I am within their area of Influence, I have read that some are supposed to be "unique" to them, if they have no ZOC left.

I cannot physically enter their city at that point other than to conquer so no more "special items" from Minors???? :(

Sorry but I am somewhat confused by this new possibility.

Reply #90 Top

Quoting John_Hughes, reply 89

"Yes, you will now be able to surround an NPC city with your own influence.  They're supposed to be minor. They don't really need it anyway, since they don't harvest resources or build up their cities.  Alternatively, now that you can get them in your influence, the AI will have to declare war on you to get at them."

Unless I missed it, quite possible, but how is a Minor Faction going to be able to offer "special items" from their Shops when I am within their area of Influence, I have read that some are supposed to be "unique" to them, if they have no ZOC left.

I cannot physically enter their city at that point other than to conquer so no more "special items" from Minors????


Sorry but I am somewhat confused by this new possibility.
End of John_Hughes's quote

 

You can buy when you are adjacent to their city.  It isn't tied to being in their influence.

Reply #91 Top

Nice work on the list guys, 66 pretty awesome changes. Do you guys have any goal in mind for the number of changes you plan to get in before you release? if you are stuck for a 67 I vote for a set of colour selection boxes in the unit creation UI :pout:

Reply #92 Top

Quoting Lantros, reply 86
Is 1.09o scheduled for this week? Fixing the ZOC (save/load) Bug will bring me back into the game...

 

 
End of Lantros's quote

 

I doubt it's scheduled for this week-- they had thanksgiving off. 

 

That said, I went to keep playing this now- so another patch would be nice.  This feels like the beta of the game I wanted earlier this year.

 

 

Reply #93 Top

 

  We are targeting tomorrow (Thursday) for release.  It will probably be late tomorrow, maybe past midnight EST (and into Friday).

Reply #94 Top

Quoting Derek, reply 93
 

  We are targeting tomorrow (Thursday) for release.  It will probably be late tomorrow, maybe past midnight EST (and into Friday).
End of Derek's quote

 

Why not just plan for Friday then? I really want the patch soon, but I'd rather you guys take the time to do it right (don't work crazy hours to get it out on Thursday).

Reply #95 Top

Quoting impinc, reply 94

Quoting Derek Paxton, reply 93 

  We are targeting tomorrow (Thursday) for release.  It will probably be late tomorrow, maybe past midnight EST (and into Friday).

Why not just plan for Friday then? I really want the patch soon, but I'd rather you guys take the time to do it right (don't work crazy hours to get it out on Thursday).
End of impinc's quote

It's the time it takes to get through the staging process.  The games team will be all wrapped and ready to go by a reasonable time (though we tend to start late and work late).

Reply #96 Top

Quoting impinc, reply 94



Why not just plan for Friday then? I really want the patch soon, but I'd rather you guys take the time to do it right (don't work crazy hours to get it out on Thursday).
End of impinc's quote

You know very well thats not how it works around here... they state a date in the near future... we lose sleep and hurt our fingers hitting f5 for days on end... then they take the time to do it right and release it on a sensible time frame only after missing the initial deadline ^_^ come on man don't mess with the tried and tested formula.

Reply #97 Top

Quoting xStarfirex, reply 96

Quoting impinc, reply 94


Why not just plan for Friday then? I really want the patch soon, but I'd rather you guys take the time to do it right (don't work crazy hours to get it out on Thursday).

You know very well thats not how it works around here... they state a date in the near future... we lose sleep and hurt our fingers hitting f5 for days on end... then they take the time to do it right and release it on a sensible time frame only after missing the initial deadline come on man don't mess with the tried and tested formula.
End of xStarfirex's quote

Haha true, I was simply trying to give our fingers a break from the bruising of hitting F5.

Quoting Derek, reply 95

Quoting Derek Paxton, reply 93 

It's the time it takes to get through the staging process.  The games team will be all wrapped and ready to go by a reasonable time (though we tend to start late and work late).
End of Derek's quote

Makes sense then. BTW, although it was a step back for stability, I DO like the way things are going. I also like the huge list of fixes/changes in the next version. I'm thinking you'll need one more run of beta testing to get 1.1 solid (a third beta patch), especially if they are like this 1.09o patch. 1.1 will be awesome for those who chose not to beta test (and even for the beta testers too). Keep up the good work everyone!

Oh yes, and thanks for doing this (the open, changing 1.09o changelog). It settles (a little) my impatient/restless mind when wondering what's going on with the patch.

Reply #98 Top

Quoting Derek, reply 93
 

  We are targeting tomorrow (Thursday) for release.  It will probably be late tomorrow, maybe past midnight EST (and into Friday).
End of Derek's quote

Yes!

I'll be sure to plan a complete feedback by Caturday.

Reply #99 Top

Quoting xStarfirex, reply 96

a sensible time frame
End of xStarfirex's quote
Usually when I'm about to go to bed (if I'm not already), which means a very looooong wait for me. So forget sensible time frames!!  :P

Reply #100 Top

Glad I'm wrong on this one.

 

Also glad for the heads up so I know not to expect it before conking out Thursday (I go to bed early non work nights)

 

I'm thinking you're going to need 2-3 more runs for stability, and then 1-2 for balance.  You guys are massively improving this though, I now want to play the game.