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 #126 Top

Quoting dopeydave, reply 120
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.
End of dopeydave's quote

 

I have had that problem in the battle scenes. I have the same CPU as you.

Reply #127 Top

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

Reply #128 Top

I'm wondering if changes to global mana are being thought of? With a mere +3 at the beginning a lot of the strategic spells are kind of useless IMO. Heck 1 imbued champion and a crappy summoned unit and I'm pretty much maxed. I really like the idea of a system where there is a maximum amount of mana and at lower mana levels you accumulate mana faster.

 

Anywho, lots of great changes here. I'll be installing right away and trying a game out.

Reply #129 Top

I also have the same processor.  You could try turning outlines and localized content off.

Reply #130 Top



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

End of quote

So... whereizit? :karma:

Reply #131 Top

Quoting Magog_AoW, reply 130

quoting post

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

So... whereizit?
End of Magog_AoW's quote

 

Its not released yet, it will probably be fairly late.  Maybe past midnight tonight EST.

Reply #132 Top

Quoting Derek, reply 131

Quoting Magog_AoW, reply 130
quoting post

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

So... whereizit?
 

Its not released yet, it will probably be fairly late.  Maybe past midnight tonight EST.
End of Derek's quote

 

Don't say that Derek! Frog told us 8 est and that's in less than 4 hours. What more you guys be adding anyway? *_*

Reply #133 Top

 

  One developer is working on improving the UI for when you cant build a unit because it needs a building (for Archers).

  Another is working on a system change on prestige.

  The rest are working with QA on fixing any issues they find (so far it has been camera and animation issues and some stuck turns which are being looked at).

Reply #134 Top

 



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

You guys are covering some serious ground.   :congrat:

Like previously said, the only thing missing from this patch now is some new quests.

Reply #135 Top

I'm a little concerned by the bump in monster everything. In 1.09n, creeps are semi-intelligent already, and quite the pain in the ass starting game. Now they're going to be even smarter AND more of them will spawn at the game start? It will require feeling out, but honestly if creeps are going to rise to their full potential finally, a couple very important things need to happen:

1. Creeps need to treat the AI factions the same as the player. It's not fair to the player to have to invest resources in protecting themselves from creeps while the AI basically gets to ignore them. With creeps intelligently attacking guarded and unguarded cities, and the fact they can band together, players should not be the only ones that have to put up with that. I've seen 200 point monster armies in the early game before, a threat big enough to require all my attention. Against the expansionist AIs, that puts players at a significant disadvantage. The playing fields needs to be level with regard to creeps, or there just needs to be a lot of less of them.

2. Creeps CANNOT SPAWN WITHIN 5 TILES OF A CHARACTER. I've been wishing for this since Day 0. Ninja ganking monsters has to stop. Players need at least 1 turn to take some action against a monster, run away, whatever. Having hundred point armies spring from the nothingness and attack players is not only frustrating, it's immersion breaking. How did a 30 unit strong army manage to crawl out of the ground unnoticed?

Other than those concerns, this looks like another good patch and I can't wait to try it (especially now that the ZoC has been fixed.)

Reply #136 Top

Quoting Sherekhaan, reply 134
 
quoting post

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


You guys are covering some serious ground.  

Like previously said, the only thing missing from this patch now is some new quests.
End of Sherekhaan's quote

 

Speaking of quests, I remember Frogboy mentioning them getting an overhaul. Is this still in the works? If so, when is it expected to be done? First expansion? Second? Earlier?

In other words, is it currently worth modding in more quests?

 

Reply #137 Top

80. Added a new Sovereign talent, Channeler, which increases mana by 2/turn.
End of quote
Those who can cast spells are already Channelers according to Lore. So what about renaming it to "Attunement", "Improved Channeling" or something like that? Less confusion.

 

Bara, the Quick Reply window in Chrome is too long. Too much height, therefore too much scrolling to Post Reply. XD (too lazy to go to Forum Issues)

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Reply #138 Top

Quoting Wintersong, reply 137

quoting post80. Added a new Sovereign talent, Channeler, which increases mana by 2/turn.
Those who can cast spells are already Channelers according to Lore. So what about renaming it to "Attunement", "Improved Channeling" or something like that? Less confusion.

Bara, the Quick Reply window in Chrome is too long. Too much height, therefore too much scrolling to Post Reply. (too lazy to go to Forum Issues)
End of Wintersong's quote

Where were you 3 hours ago when I was looking for a better name?  :)

I like Attunement, I changed it.

+1 Loading…
Reply #139 Top

ooh. Attunement.

 

Reply #140 Top

Is it possible to add to the list of "issues" that some tactical spells should be castable on a strategic map (healing spells and other tactical buffs...) ? It's a pain to have to start a fight to heal my units.

 

Edit: yes, attunement rocks.

Reply #141 Top

Werewindlefr, that's not a bug, that's a feature that hasn't been implemented yet. :)

It's planned.

Reply #142 Top

I didn't use the word "bug" :p.

Reply #143 Top

Quoting Derek,

Its not released yet, it will probably be fairly late.  Maybe past midnight tonight EST.
End of Derek's quote

In this digital age you have fans all around the world! I live in Shanghai and if I've worked out the time difference correctly then the patch should be out around lunchtime, which is perfect for me because I've got the day off today! (Dec 3rd...13 hours ahead)

Just wanted to say the work you guys are all doing for the game and for the community is amazing! :thumbsup:

Reply #144 Top

Quoting Derek, reply 138
Quoting Wintersong,
reply 137

quoting post80. Added a new Sovereign talent, Channeler, which increases mana by 2/turn.
Those who can cast spells are already Channelers according to Lore. So what about renaming it to "Attunement", "Improved Channeling" or something like that? Less confusion.

Bara, the Quick Reply window in Chrome is too long. Too much height, therefore too much scrolling to Post Reply. (too lazy to go to Forum Issues)


Where were you 3 hours ago when I was looking for a better name?  

I like Attunement, I changed it.
End of Derek's quote

Yeah, see this?  This right here?  Yeah, this is why I like Stardock.  If this was any other company, it wouldn't have been changed.

Reply #145 Top

 

  The patch is staged and available.  Let us know what you think.  (its probably best to start new threads for issues and such, don't post them all here).

+1 Loading…
Reply #146 Top

Quoting ZehDon, reply 144

Yeah, see this?  This right here?  Yeah, this is why I like Stardock.  If this was any other company, it wouldn't have been changed.
End of ZehDon's quote

Same here. I was looking at a few games the other day and chose Elemental because it's a Stardock game--I love how they tend to support their games well past release, often adding new features to the core games, and interacting with the users on the forums.

If I'd gotten any other game so riddled with bugs, I'd have returned to Gamestop and argued with them until I got a refund. (Battlestation: Midway, anyone?)

Reply #147 Top

It's looking like a hotfix is needed- apparently there's a crash bug that causes a CTD when you train units on a lvl 3 city.  I've run into the problem myself.

 

 

Reply #148 Top

Quoting Alstein, reply 147
It's looking like a hotfix is needed- apparently there's a crash bug that causes a CTD when you train units on a lvl 3 city.  I've run into the problem myself.
End of Alstein's quote

 

I really hope that can be fixed before the weekend. Beside this issue the game is very enjoyable. :)

Reply #149 Top

Yes, we'll be hotfixing it today. 

Reply #150 Top

Quoting CariElf, reply 149
Yes, we'll be hotfixing it today. 
End of CariElf's quote

 

Yay!