DerekPaxton DerekPaxton

1.09p Changelog

1.09p Changelog

*** 1.09p will break save games (you will need to start a new game after patching) ***

*** 1.09p was released on 12/03/2010 ***

 

Changes:

1. City level 2 raised from 10 pop to 15 pop.

2. Capitals provide a base 10 pop storage instead of 5 storage.

3. Sions and catapults no longer show on the train list (but greyed out) before you get the appropriate techs.

4. Fixed a crash when clicking train on a level 3 city (with low resources).

5. Modifiers from starting tech are now applied correctly (previously, for example, Capitar couldn't create caravans because they got trade as a free tech which didn't correctly unlock caravans).

6. Wolves won't talk to you anymore (I might actually miss this bug).

7. Fixed an issue with Arcane Arrow and Spellbast having defendable damage and the formula for Arcane Arrow doing 25% of the casters int in damage instead of 75%.

8. Fixed Cloth map only mode (https://forums.elementalgame.com/400772).

9. The Empire can now build crystal mines.

10. Blink is castable now.

11. Fixed a bug where partial prestige from units charisma was not being added to cities. Changes were made to City.cpp and LoreBookWndListHelpers.cpp to accomodate this change (and display it in the city breakdown screen).

 12. Balanced the Sentinel starting units.

 13. Balanced sovereign starting weapons and armor.

 14. Changed store prices of huge portions of armor items and weapons to more accurately reflect the cost to train with that item, this should make it more balanced price wise but probably will not be perfect

 15. Fixed defense boost of improvements that boost defense to their proper values.

 16. Balanced goodie huts that were spawning weapons/armor that was now too good for their spawn rating.

17. Fixed a bug with quest data being lost during save/reload causing crashes or weird quest behavior.


 

Known Issues (with 1.09p):

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.

 

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Reply #26 Top

The spreadsheet isnt ready yet, it only has monsters, weapons, armor and a few other things on it. And Im not sure that we are going to switch to it (at the end of the day it comes down to whats easiest for the team). But the nice part is that if we do xml will be consistently formated and of course I will be happy to share the spreadsheet with anyone who wants it.
End of quote

I'd find that very useful.

 

 

Reply #27 Top

 

  Definitely more than an hour.  Probably late.

Reply #28 Top

Thanks for the answer about the XML. Well, it's not that critical anyway, modders are usually programmers who know how to read weird code :p.

Is the gold modifier bug planned to be fixed in this hotfix or next patch ?

Reply #29 Top

Just wanted to note that some things just seem to have been fixed for kingdoms with patch 1.09. n and later, you might want to check if some other important things apart from the ones below are affected as well. Have only played kingdoms so far and now tested an Empire.

Tings of note:

The Empire spy-minon summon doesn't have a cooldown/casting time of 1 Turn like its kingdom counterpart has leading to the ability to summon as many minions as Mana allows as long as there is always only 1 active per caster. (leading to the usual kill em with spys tactics similar to familiar armies when summons still had mana only with much more battles...)

(sorry if this has ever been like that and I just misjudged that:) Empires don't seem to be able to hook up Chrystal, they seem to miss the tech (and some others in the magic tree allowing for various trinkets, also the empire tech tree seems to miss a few other things in Sorcery-Tree. Might be mistaken about that though since its the first game as Empire.)

+ even though the starting tech bug is already known let me chime in with newly created factions also missing their perks from starting techs (like notable and quest-level for mapping ect. nothing seems to be gained from starting with a tech save for unlocking the higher techs in the relevant tree)
Maybe a tech is always just checked for effects when actually researching it. Might want to add one such check at game's start...

Maybe that is of help for you to pin down a few other things...

Ran Into a bug making the saves run into a chrash on load making it impossible to continue the game. Will see if the patch will be out by midnight GMT and try to test it if time permits...



Overall much more interesting feel with the new combining and aggressive hordes of monsters and the aggressive AI actually building loads of troops. Still the AI declares far to early without any armies even miles from my area of influence.

Reply #30 Top

Quoting Werewindlefr, reply 28
Thanks for the answer about the XML. Well, it's not that critical anyway, modders are usually programmers who know how to read weird code .

Is the gold modifier bug planned to be fixed in this hotfix or next patch ?
End of Werewindlefr's quote

Its not going to make the hotfix, its a big change.

Reply #31 Top

Quoting Derek, reply 24
 it does is always perfectly formated
End of Derek's quote
:drool:

Right now I was checking the XMLs of my mod and was thinking about going emo on the armor and "cosmetic" files and their non-indented lines and more lines. XD

Reply #32 Top

We need a quest with speaking wolves, whose births were due to a small mistake by one of Draginol's servants.

Reply #33 Top

We need a quest with speaking wolves, whose births were due to a small mistake by one of Draginol's servants.
End of quote

I think a talking worlf quest if a great idea maybe have him / her join you as a quest reward. I'm going to miss the talking wolf bug too, that's why I didn't report it, just to amusing to want them to fix it.:grin:

Reply #34 Top

Could you sneak in a fix for the blink spell, it's not castable at least not by my soverign because of mana cost apparently.

Think it's because it has this tag;

<ManaCost>3.0</ManaCost>

In addition to the

- <SpellResourceCost>
  <Resource>Mana</Resource>
  <Amount>16</Amount>
  </SpellResourceCost>
 
section, assume the ManaCost tag relates to the old personal mana system.
Reply #35 Top

Quoting Werewindlefr, reply 32
We need a quest with speaking wolves, whose births were due to a small mistake by one of Draginol's servants.
End of Werewindlefr's quote
LOL. I think speaking wolves would be great as an Easter egg. I'll leave it to someone more creative than me to come up with an appropriate trigger :)

Reply #36 Top

4. Fixed a crash when clicking train on a level 3 city (with low resources).

 

How can we avoid the crash until its fixed?  (What do you mean by "with low resources"?)

Reply #37 Top

Quoting econundrum1, reply 34
Could you sneak in a fix for the blink spell, it's not castable at least not by my soverign because of mana cost apparently.

Think it's because it has this tag;

<ManaCost>3.0</ManaCost>

In addition to the


- <SpellResourceCost>


  <Resource>Mana</Resource>


  <Amount>16</Amount>

  </SpellResourceCost>
 
section, assume the ManaCost tag relates to the old personal mana system.

End of econundrum1's quote

 

How can I resist when you give me the problem and the fix.  Thanks!

Reply #38 Top

How can I resist when you give me the problem and the fix. Thanks!
End of quote

No problem, it just occured to me to check the XML since the spells are all data driven and there it was a rogue left over tag.

 

Reply #39 Top

thanks eco yer the best!  drop in some quests code for 'em now.  ;-)

Reply #40 Top

Quoting Trojasmic, reply 39
thanks eco yer the best!  drop in some quests code for 'em now. 
End of Trojasmic's quote

What like a talking wolf quest :thumbsup: .

Reply #41 Top

6. Wolves won't talk to you anymore (I might actually miss this bug).
End of quote

What about adding a wolfbrother attribute?

Reply #42 Top

I am having a lot more crashes on saving and loading games - a problem that I never had before in EWOM.

 

Reply #43 Top

Looking good, I am waiting on this patch before I start my new game. So far the feedback sounds really positive. consider me excited.

Reply #44 Top

I'm kinda glad we had that level 3 crash problem now because we're getting another large patch within 24 hours!

You guys are awesome! :thumbsup:

Reply #45 Top

Quoting Takao21, reply 41

6. Wolves won't talk to you anymore (I might actually miss this bug).
What about adding a wolfbrother attribute?
End of Takao21's quote
That would be cool - allow wolves to be recruited like champions. It would probably be a huge hassle to implement, and pretty mediocre later in the game, but it would be great in the early game and just in terms of being awesome.

Reply #46 Top

eco, there WAS a quest that could give you a pack of two wolfs for towns leveling to 30(was the strange noise quest), but have not seen the quest trigger since release (1.00) had it a few times in beta.

harpo

 

Reply #47 Top

add a tech called wolf whispering... or a sovereign type called "druid" that would allow you to talk to animals... you may have stumbled onto a winner here!  nice bug!  and who says all beta bugs are bad?

Reply #48 Top

Quoting Trojasmic, reply 47
add a tech called wolf whispering... or a sovereign type called "druid" that would allow you to talk to animals... you may have stumbled onto a winner here!  nice bug!  and who says all beta bugs are bad?
End of Trojasmic's quote
I was thinking like a Talent, but a sovereign type may be better. I don't care for that name, as "Druid" implies more mysticism than the other sovereign types, but I don't have a better idea. It could be broadened to also include bears, and maybe something like a hawk, which could scout.

This seems a bit overpowered, though. It could do with some form of mitigation.

Reply #49 Top

Quoting Cruxador, reply 48

Quoting Trojasmic, reply 47add a tech called wolf whispering... or a sovereign type called "druid" that would allow you to talk to animals... you may have stumbled onto a winner here!  nice bug!  and who says all beta bugs are bad?I was thinking like a Talent, but a sovereign type may be better. I don't care for that name, as "Druid" implies more mysticism than the other sovereign types, but I don't have a better idea. It could be broadened to also include bears, and maybe something like a hawk, which could scout.
This seems a bit overpowered, though. It could do with some form of mitigation.
End of Cruxador's quote

If you do all this make sure you add a wolf whisperer called Perrin and give him goldeneyes

Reply #50 Top

Thanks for responding to the gold issue.  For some reason I couldn't post last night.