1.09q Changelog

*** 1.09q was released on 12/07/2010 ***

 

Changes:

1. Crash fixes.

2. Fixed the issue where gildar modifiers weren't getting applied to the tax rate (so merchants, markets, etc were useless in most cities).

3. Fixed an issue where faction ability bonuses were being reapplied with every reload.

4. Fixed an issue with Magnar's inefficient trait (it was giving a construction bonus instead of a penalty).

5. City level 5 pop requirement lowered from 1000 to 750.

6. Hedge Walls/Wooden Walls city level requirement reduced from 3 to 0.

7. Forts and castles city level requirement reduced from 4 to 3.

8. Fixed bug caused by going into the options menu from cloth map mode.

9. Campaign fixed.

10. Alchemy returns 25 gold for 25 mana (no maintenance, just a straight conversion).

11. Fixed an issue with teleport that caused them them to walk back to their previous destination.

12. Fixed bug where the creatures, NPC, and minor race AIs were being set to "Novice" instead of the world difficulty

13. Fixed bug where every major AI faction had its difficulty set to the world difficulty, and overriding it in the choose opponent screen didn't actually override it in the data.

14. Modified crystal spawns from techs so they are within 12 of the players capital instead of 20.

15. Modified mine spawns from techs so they are within 12 of the players capital instead of 20.

16. Modified food spawns from techs so they are within 12 of the players capital instead of 20.

17. Added an additional food spawn to the food spawns from techs (bees and an orchard instead of just bees).

18. When you hover over the build button for a resource you dont have the right tech for, it will now tell you exactly what tech you need.

19. Updated Empire gold mine and lost librarys to require techs like the Kingdom versions.

20. Lowered defense values slightly.

21. Fixed an issue where units can be immune to all damage (show as resisting damage).

22. All players start the game with 5 materials.

23. Order of Draginol tech now correctly spawns a random shard (it didnt do anything before).

24. Traveling Boots are available for all unit models.

25. Fixed an issue that was keeping higher level creatures from spawning.

26. Added in some late game magical equipment that you can buy in the shops:

- Cloak of Thwarting : +5 dodge
- Sword of Wrath : 65 attack +6 accuracy +1 combat speed -10 constitution
- Arielle's Shield: 5 armor +15 hp
- Shield of the Sovereign: 5 armor +5 magic resist
- Yithril Bow: 18 attack +2 combat speed +10 accuracy

27. Added some additional debug logging to help gather info on crashes that have been eluding us.

28. Fixed bug where the players graph that shows up in the bottom right context area (when nothing is selected), would be out-dated if a player died, showing values from the turn before they died and not being updated to show that they now have 0 population, etc..

29. Fixed bug with Kingdom Report showing dead players in 2 places.  The first was in relations section of the kingdom report for a player, lists dead players.  The second was that every player had a kingdom report page even if dead.

30. AI is more likely to build command posts (and therefor be able to build groups of units).

31. City ZoC's adjusted:

City level 1: 1-3 (was 1-3)
City level 2: 3-5 (was 3-5)
City level 3: 5-7 (was 5-8)
City level 4: 7-9 (was 12-15)
City level 5: 9-12 (was 15-18)

 

Known Issues (with 1.09p):

1. 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).

 

38,544 views 102 replies
Reply #1 Top

First!

Reply #2 Top

Quoting Heavenfall, reply 1
First!
End of Heavenfall's quote

 

:s what does that make Derek?

Reply #3 Top

OP

Reply #4 Top

Quoting Heavenfall, reply 3
OP
End of Heavenfall's quote

phew was afraid you were making him out to be some sort of zero

Reply #5 Top

0st?

Or is he base on which we place our inane integers?

Good to know the updates are getting done fast.

Reply #6 Top

Yeah! Thank you Derek.

Reply #7 Top

Quoting Heavenfall, reply 3
OP
End of Heavenfall's quote
Nerf him!

Reply #8 Top

 

Just want to mention the unkillable mob bug that a few people have reported as well, best description is the following post:

https://forums.elementalgame.com/401490

It stopped one of my games personally when one of these units was defending a capital city.

The impression I get is that the unit has spell immunity cast on it, which would explain why it resists all spells, but at the same time it is making the unit 'resist' (instead of dodge or block) all physical attacks as well.  Just a guess :)

Reply #9 Top

On a more serious note here are some bugs that have really impacted my games.

 

There is a bug that prevents monsters from spawning midgame.

https://forums.elementalgame.com/401372

 

Bug with Magnar that causes the map to fill with advanced quests

https://forums.elementalgame.com/401371

 

 

Reply #10 Top

Will the AI improvements be in this build?

Reply #11 Top

Mounted melee animation is much better, and mounted archer animation has improved, but there still seems to be a second or so delay after completion to being able to click.

Thanks.

PS. Oh and more quests please :)

Reply #12 Top

Quoting Sherekhaan, reply 11
Mounted melee animation is much better, and mounted archer animation has improved, but there still seems to be a second or so delay after completion to being able to click.

Thanks.

PS. Oh and more quests please
End of Sherekhaan's quote

You know that there is at least one mod with more quests, right?  The specific one I'm thinking of is still a 'beta' mod though...

 

I'd send donuts to Derek and the guys/gals as a thank you for making this game more fun, but they'd go stale before they arrived in the mail... so I'll just say thanks (again) guys!

Reply #13 Top

What about the bug where my kids don't get magic because their mother doesn't have it. So now I have to "give" it to them.

Reply #14 Top

Looking good. Could you also add to the known issues that any updates we make to our heroes info cards are not getting saved properly. They will change and then so many turns later they will reset.

Reply #15 Top

Nice job buffing the walls for city defense by reducing the city level requirements. This should make the early game zerg offense much more challenging (assuming the AI takes advantage of the walls). Thanks!

Reply #16 Top

you guys are making me cry.  1.0.9q is going to be sweet! 

Reply #17 Top

20. Generally lower defense values

End of quote

It's a good start, although I hope that you guys are looking at the big picture to see if the rest of the values (weapon damage, spell damage, hit points) works well with those values.

Reply #18 Top

Great job guys.  Looking better and better.

I have still noticed a couple of issues with tactical combat (though cannot say how to reliably reproduce, sorry):

  1. Still see occasions where units will attack, show no damage number (or "hit" sounds) yet the unit takes damage.
  2. Unit says dodge or block, but still takes damage
  3. Damage received is different from the damage shown on the screen.

These are a lot better in 1.09p, but still see from time to time.

Also, I started a brand new game as Pariden and when I got Jansk he was a Researcher and not a Merchant.  I thought that was kinda neat and maybe related to the faction that I chose.  However, several turns in (cannot recall specifically because I had him on Auto Explore) I noticed that he was now a Merchant and no longer a Researcher.

In both of these situations I had started new games after updating to the 1.09p patch, not loading a prior saved game that was started on a prior patch level.

Reply #19 Top

yeah EWoM has always had problems on loading saved games since Day 1.  1.0.9p still has those problems.  i would have thought that protecting the integrity of the saved game was Game Development 101, but maybe it's not...maybe it's hard.

Reply #20 Top

20. Lowered defense values slightly.
End of quote

 

Uh.. it's been changed to "slightly". Seriously, I don't get it. With the major changes made to the game, how can values which were already completely inconsistent still make any sense and be relevant ?

I mean, it's not like I'm the only one thinking this. And it's not like it's not obvious: if you rethink your system as deeply as you did, if your probability curve has been changed, you need to forget about *all* the current values and restart from scratch. I mean, there never *were* good values to begin with ! At some point, you guys need to sit at the table and design this stuff from the ground up with a clear idea of the scales involved in mind and how previous game tackled that issue. AoW 1 and 2, MoM, Battle for Wesnoth. Civilization. Hell, FfH2, that I've heard some people in the dev' team know a little bit :p, which I still play regularly !

I come off as a bit aggressive on this issue, but for several people here (and on other forums), this is a critical issue and a deal-breaker. To use an example similar to the one I've used in another post, if you switch from D&D D20's system to Chaosium's d100 without changing the value of the modifiers and roll difficulties, then nothing will make sense. And right now, this is kind of what's happening with Elemental.

What people like me are expecting isn't a slight change to armor values*, it's a total reassessment of every piece of equipment, based on a guideline of what the scale should be and what are the expected effects. And before changing any piece of equipment, you need to have this scale decided somewhere.

I remember Frogboy saying that going for quality and quantity should both be options that work to some extent. Well, as it is, and even with small changes to armor values, this will *not* happen.  

 

I have high hopes for this game, but I think it's important to get those fundamentals right. Some people might not care, but some others do. It's not about perfect balance. It's about not having numbers all over the place which don't fit a big picture.

 

*I mean, seriously, they're not a "bit" broken, they're totally off. Almost everything in this game is because there's no scale. Look at Civ IV and V: technological advance never made units suddenly vastly superior to others. They provide a significant advantage, but nowhere near the levels Elemental reaches.

Reply #21 Top

 

  You may be reading a lot into "slightly".

  Most of the game values have been fundamentally changed.  It's one of the reason my first dev journal is about changing the base stats, and why we went after balance next.  Its a lot of numbers, its a lot of moving pieces.  We have been through every defense value.  Its not perfect, but its better.

  But we don't do ourselves any service by swinging blindly from one extreme to the other.  We went through it once, we will continue to adjust as balance requires, but expect us to be more conservative.  Lower, playtest, lower again if needed.  Get the bugs out of the way so we can see how things really work.  But consistent progress toward a specific goal, not restarting or redesign when balance issues are encountered.

 

Reply #22 Top

Then, as long as it's just one step in a series of many, I'm satisfied. I hope you understand my concerns, though. And yes, I understand the need to proceed slowly (the last bow nerf made them useless for obvious reasons), but I will most likely say that a lot of changes are still needed after that :p

Reply #23 Top

 

  Im surprised to hear that about bows.  I played a big archer heavy game after making the change (though I admit I'm only one guy and one experience, what we need for balance is a lot of good feedback so we arent reacting to a single game anomally).  But for my part I found bows to be incredible in the current combat system (because archers can make multiple attacks per round, and a lot before melee guys get into range).  They will be even better with lowered defense.

  Anyone else think bows are useless now?

Reply #24 Top

Hey Derek, Any chance to get an acknowledgment on the intro/cut sceen sound bug? the one where if you go into options and turn the sound down, it doesn't effect the volume of the intro and cut scenes, and if you disable the sound fully, they still play at a loud volume.

 

I've been hilting my head against a brick wall hear since the original beta 0.90 serries. I did get once response after many requests for acknowledged on this bug which was we read and log all bug reports, which if it was happening the lists where getting thrown out each night by the cleaners.(and the cloath one that you have added to this fix list, thanks mate) 

Reply #25 Top

What kind of guys did you fight against ? Because those light-plated soldiers Resoln throws at me are totally immune to bows. And that's just light plate :/.