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).

 

91,670 views 152 replies +2 Loading…
Reply #101 Top


Patch 1.09o is scheduled for release on Thursday 12/2/2010
End of quote

Callooh! Callay! Another frabjous Thusday!

Reply #102 Top

Thank you Derek. Great news. :)

Reply #103 Top

Take your time... Take another week if you need to.  Hehe.

Reply #104 Top

Quoting Derek, reply 90

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.

 

You can buy when you are adjacent to their city.  It isn't tied to being in their influence.
End of Derek's quote

 

Thanks. That clears that up nicely.

Reply #105 Top

Quoting John_Hughes, reply 89
 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

I changed the code so that if you are adjacent to an NPC city you can access their shop, which is how it was implemented originally.  So if you are adjacent to an NPC city and you are not at war with them, you will always visit that shop no matter who is influencing that tile.  If you are more than a tile away, it gets the nearest shop for the player who 'owns' that tile.

Reply #106 Top

Quoting CariElf, reply 105

Quoting John_Hughes, reply 89 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.

I changed the code so that if you are adjacent to an NPC city you can access their shop, which is how it was implemented originally.  So if you are adjacent to an NPC city and you are not at war with them, you will always visit that shop no matter who is influencing that tile.  If you are more than a tile away, it gets the nearest shop for the player who 'owns' that tile.
End of CariElf's quote

Thanks CariElf. That is good to know. Just while were here, do Minors often declare war on purpose, or have that inherent ability. Seems a bit presumptuous of the little buggers really. I will buy your stuff, but don't make me kill ya, so to speak. :) lol

Reply #107 Top

Is a fix for the zooming issue with some mice still planned eventually? If it's never going to be fixed, I'd love to know so I can go ahead and return the game since it's really difficult to play as long as this technical issue exists.

Reply #108 Top

Quoting Trojasmic, reply 103
Take your time... Take another week if you need to.  Hehe.
End of Trojasmic's quote

 

Nah, I'd rather see some fixes Friday morning, and get the rest later if it can't get finished.

 

This is still a beta, so not everything has to be fixed in one gulp (you're going to find new bugs anyways once you squash the old ones)

 

 

Reply #109 Top

Good one day to wait!

Reply #110 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

This thread is great, and best news, archer animations are fixed!!!

 

Reply #111 Top

76. City levels changed from 25/100/200/1250 to 25/75/25/1000.

 

Could someone clarify exactly what the new city levels are? (I'm thinking 25/75/250/1000).

Reply #112 Top

Yes.

Reply #113 Top

jecjackal, you are correct, the OLD city level values were 25/100/200/1250 population, therefore the new level points will be 25/75/250/1000 population.

harpo

 

Reply #114 Top

Quoting John_Hughes, reply 106

Quoting CariElf, reply 105
Quoting John_Hughes, reply 89 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.

I changed the code so that if you are adjacent to an NPC city you can access their shop, which is how it was implemented originally.  So if you are adjacent to an NPC city and you are not at war with them, you will always visit that shop no matter who is influencing that tile.  If you are more than a tile away, it gets the nearest shop for the player who 'owns' that tile.

Thanks CariElf. That is good to know. Just while were here, do Minors often declare war on purpose, or have that inherent ability. Seems a bit presumptuous of the little buggers really. I will buy your stuff, but don't make me kill ya, so to speak. lol
End of John_Hughes's quote

The minors won't declare war on you if you don't try attacking them.

Reply #115 Top

29. Procipinee thong crisis averted.
End of quote

 

What's that about?

Reply #116 Top

Quoting Ausland, reply 115

29. Procipinee thong crisis averted.
 

What's that about?
End of Ausland's quote

The best quest ever :)

Reply #117 Top

Quoting Spitz, reply 107
Is a fix for the zooming issue with some mice still planned eventually? If it's never going to be fixed, I'd love to know so I can go ahead and return the game since it's really difficult to play as long as this technical issue exists.
End of Spitz's quote

Spitz, I'll see if I can get it fixed today.  I have to talk to the QA guys and see if we have a mouse here in the building that reproduces it.

Update: QA did have a mouse that reproduced it. I think that I have it fixed, but I was getting crashes while zooming around in my loaded save game, so I need to test and see if it's related.

Reply #118 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

 

:grin:  

Reply #119 Top

29. Procipinee thong crisis averted.
End of quote

         What's that about?

 

LMAO.  So is that why people were saying Procipinee was their favorite Sovereign?

 

 

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).
End of quote

I hope this also means that for multiple enchantments of a given type, that we will be able to distinguish between one target and another.  Like for Enchanted Hammers... being able to disenchant only the intended cities, while leaving the others undisturbed. ?

Reply #120 Top

I haven't seen on any other posts, only so much searching im willing to do but after 25-40 rounds my game starts running incredibly sluggish, like 5-10 fps, and tends to start happening in the battle scenes, im not sure if anyone else is having this issue but my systems top end, all graphics drivers and other drive s fully updated,  it becomes unplayable basically by round 30-45, it seems to have a snowball affect, it runs great first 15-30 rounds then slowly see it getting choppier i think after each battle scene is when it gets worse,

 

Nvidia Evga 465 1gb

Intel Core 2 Quad Q9550

Win 7 x64 Enterprise (Also tried on XP on same system, same issue)

8gb ram , (also tried setting a 25 GB page file thinking maybe memory leak  related no improvement at all, or prolonging of the issue.)

System has no spy-ware , virus extra crap running, nothing bare minimums ( Am a tech)

Just haven't really seen anyone posting this issue everywhere so if I'm only one id like to send in a log or tweak my setup around till i figrue otu the issue, also tis a fresh install of impulse and elemental.

Reply #121 Top

Quoting econundrum1, reply 118
Quoting Trojasmic, reply 82the only thing that would make this list awesomer is 67. 20-30 new quests.


 

 
End of econundrum1's quote
Yes this would be f-ing awesome some new inns and dungeons even something quick n simple

Reply #122 Top

I'd take MEANINGFUL gameplay differences between facations / races / empires / kingdoms any day of the week over more quests at the moment.

Reply #123 Top



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

  Outpost base prestige: 0.3
  Village base prestige: 0.4
  Town base prestige: 0.5
  City base prestige: 0.6
  Metropolis base prestige: 0.7

  Capital Level 1: 0.5
  Capital Level 2: 0.6
  Capital Level 3: 0.7
  Capital Level 4: 0.8
  Capital Level 5: 0.9
 
End of quote

Correct me if I'm wrong, but if fractions of population don't accumulate, this doesn't really do too much, does it?

Reply #124 Top

Quoting LightofAbraxas, reply 123

Correct me if I'm wrong, but if fractions of population don't accumulate, this doesn't really do too much, does it?
End of LightofAbraxas's quote

The population is prob tracked behind the scenes as a float and is simply just rounded down when presented to the player / retrieved for a population specific function where a whole number is needed.

Reply #125 Top

Quoting TheProgress, reply 124



Quoting LightofAbraxas,
reply 123

Correct me if I'm wrong, but if fractions of population don't accumulate, this doesn't really do too much, does it?


The population is prob tracked behind the scenes as a float and is simply just rounded down when presented to the player / retrieved for a population specific function where a whole number is needed.
End of TheProgress's quote

Granted, I haven't been able to test this, myself, in the latest patch, but I'm pretty sure it's been mentioned a couple of times that fractions of prestige are just ignored in a way they aren't for, say, gold production. But, this may changing in the "o" release.