DerekPaxton DerekPaxton

1.09q Changelog

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).

 

38,542 views 102 replies
Reply #26 Top

Regarding the strategic spell known issue- do you have a plan for that?  If not, I'd suggest the AOW2/SM UI for that- worked perfectly well in that.

Reply #27 Top

by the time I can get archers i don't bother because my magic is so powerful.

Reply #28 Top

Just tried again with the archers. Got to longbows, fought against leather armor dudes (~8-9 armor). I was doing light damage, even though I had the best bows in the game (which I shouldn't have obtained this early, but it's a different issue), at least 2 tech levels above leather. Against plate and heavy plate... it'd be just pointless.

Crude bows are on the same tech level as leather, and I can send you a savegame that shows you how weak they feel. 3 crude bowmen against one dude with 14 HP and 7 armor. They got massacred without even hurting him.

 

Edit: okay, it's not as bad as I initially thought (it looks like armor doesn't have that 50% min on the rolls, only damage. Good), but bows and some early-mid game weapons could get a (large) bit of a buff to reduce those "blocked" against same tech level armor; longbow is on the same tech level as heavy armor, and there's not way it can even scratch heavy armor. And, of course (but I understand it's happening already) late game armor is quite too strong.

Reply #29 Top

The war council improvement has the prereq of Tools_Of_War_Trogs, it should be Armies_Trogs.

 

Reply #30 Top


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


Magnar bastards! I`m coming for you!

Reply #31 Top

Out of interest sometimes I use the adventure resource techs yet no resources show up. Is this why you have reduced the spawn distance of these techs down to 12? If this solves the issue thats great news.

Reply #32 Top

Great to read that you have already fixed issues, i ran into while playing. :)

 

There are two things i´d like to see that they get fixed....

- the problem with the messages at the same time like idle city, new tech, new spell etc.

- pls. find another way to manage city lvl.up. I would like to have the possibility to take a look at the city and then i can decide wich bonus is useful. Something like that...

 

 

 

Reply #33 Top

Did this correct the issue with lev 5 city pop re-setting to a lower level when you load?  It was causing me major gold issues after crashes since suddenly my population would be dramatically lower.  It was not because the saves was several turns old as i set it to auto save after every round and my gold income was high and positive at all times until the crash.  Upon reloading my lev 5 cities would have a listed population of 670 but the population bar would still be full.  The population would then grow normally until another crash, after which it would be reset.

Reply #34 Top

Quoting xStarfirex, reply 31
Out of interest sometimes I use the adventure resource techs yet no resources show up. Is this why you have reduced the spawn distance of these techs down to 12? If this solves the issue thats great news.
End of xStarfirex's quote

The short answer is yes.

The long answer is that the process that spawns things randomly places it on a tile within 20 tiles away from the players capital.  Because there are many more tiles in the outer 5 rings of that giant square than there in the first 5 rings, its incrediably more likely that whatever is being spawned will end up far away from the player.  Usually so far away that the player doesn't even now it was dropped.  Thats what I initially thought but after some playtesting with some cheats enabled I found out it does always spawn its just across 3 mountain ranges and an ocean.

So I changed the function yesterday to allow us to pass in a range for spawning stuff.  Before everything was just 20.  Then modified the functions passing to it to include a range of 12.  The default is still 20 (if the calling function doesn't specify a range) so that I don't break any existing calls that were using that function.

Way more detail than you wanted I'm sure.

Reply #35 Top

Quoting Derek, reply 34



Way more detail than you wanted I'm sure.
End of Derek's quote

That was the perfect amount of detail. I am always interested in the thought processes and codeing challanges that you guys go through.

Reply #36 Top

Quoting Alstein, reply 26
Regarding the strategic spell known issue- do you have a plan for that?  If not, I'd suggest the AOW2/SM UI for that- worked perfectly well in that.
End of Alstein's quote

I isn't an issue.  We know how we want it to work.  The problem is that spells hook into a lot of places so thats a fairly large feature (one of the strangest things of game design is that some requests are super simple and others very complex just because of the way the system was implemented, but you would never have guessed it from the description of the features).  We are in lockdown right now (only bug fixes) so that issue is on the edge of not being included in 1.1 just because I can't have a new feature that makes a lot of changes added in at the last minute.

It is our grey line issue at the moment and it will probably slip to 1.2.

Reply #37 Top

Is it possible to have resources spawn at the begining of the game in a future patch, and the techs only reveal them, Civ-style? I mean... it's kind of weird to have techs *create* resources all over the place. I know it would require quite a bit of code change, but maybe for 1.2?

Reply #38 Top

If the stuff was there but not visible before you got the tech then you would just run into odd areas that you could not build on, or you would destroy resources by building.  I think spawning near your hometown is better.

Reply #39 Top

Quoting Werewindlefr, reply 37
Is it possible to have resources spawn at the begining of the game in a future patch, and the techs only reveal them, Civ-style? I mean... it's kind of weird to have techs *create* resources all over the place. I know it would require quite a bit of code change, but maybe for 1.2?
End of Werewindlefr's quote

I'm a big fan of this, as well.

With revealed resources, the value of territory changes dynamically, creating the opportunity for interesting emerging conflicts. Spawning resources available for instant use just seems kind of dumbed down to me. But, there's probably a large segment of the player base that prefers it this way, so...

Reply #40 Top

Quoting LightofAbraxas, reply 39
With revealed resources, the value of territory changes dynamically, creating the opportunity for interesting emerging conflicts. Spawning resources available for instant use just seems kind of dumbed down to me. But, there's probably a large segment of the player base that prefers it this way, so...
End of LightofAbraxas's quote
Apparently you have never suffered your spanwed resources appearing in enemy lands. Happens to me most of the time. Way to start Food Wars too. (or Iron ones)

Unfortunately for AI, I also happen to benefit from sometimes getting their gold mines, orchards... }:)

Reply #41 Top

That's my point. Although iron, food and gold are vital resources you should always have (but you don't have to make them spawn near the players, just make them more common), crystal, ventri ore mines and lost libraries should have entire wars fought over them, and should never be placed conveniently at the doors of your empire. It should be so that if you have one in your territory, other factions will get envious and will want to steal it from you.

Reply #42 Top

Yeah, agreed. That's the point. If revealing depends on a certain tech, it's not like they'd be able to use it, or even that it would be "your" resource, really.

Reply #43 Top

Case 1: Tech spawns stuff that may or may not appear in your land.

Case 2: Resources are hidden and need a tech to make them appear to your eyes... they may be in your territory or they may be not.

Only difference, is that with Case 2, the enemies cannot see/use the resources until they get the techs. With Case 1, they can see/use them (depending on spawn) and plan accordiingly to the situation (and later add more resources with their own tech).

 

I get the feeling that I'm totally missing yer point. For that, I'm apologize. :S

Reply #44 Top

Yeah, I'm talking about Case 2 here. It's just personal preference, I understand that there's a case to be made for either that or the way it is now. It's harder for me to see what the arguement for Case 1 would be.

Edit: By "the way it is now," I mean the 12 tile spawn, not 20 tile spawn.

Reply #45 Top

Quoting Wintersong, reply 43
Case 1: Tech spawns stuff that may or may not appear in your land.

Case 2: Resources are hidden and need a tech to make them appear to your eyes... they may be in your territory or they may be not.

Only difference, is that with Case 2, the enemies cannot see/use the resources until they get the techs. With Case 1, they can see/use them (depending on spawn) and plan accordiingly to the situation (and later add more resources with their own tech).

 

I get the feeling that I'm totally missing yer point. For that, I'm apologize.
End of Wintersong's quote
That's not the only difference.

Right now, you can have more of a resource on the map because someone else discovered a tech. Either it's spawned very close to his territory, or even inside, and they I think it's making the war for rare and powerful resources a lot less interesting, or it's spawned randomly on the map, and then it becomes kind of weird (in a bad way) to have stuff spawn because of techs other people discovered. "Hey, someone else discovered about rare resources just like we did previously, and suddenly lots of other of those rare things appeared in the world that weren't there before ! And it's not because we didn't see them, since we *had* the tech to find them".

Seriously, if possible, in 1.2 or later, it'd be much better to go for a Civ-style thing where everything is placed at map creation. Just make it so that if someone places a city on a resource, the resource is found even if the tech hasn't been obtained yet. We can live with that.

Reply #46 Top

In the real world we keep discovering new "sources" of resources we already knew about. Why cannot be the same for Elemental where explorers (invisible, abstracted little guys that roam the world without us noticing) can find new places where that resource can also be exploited? "See this map sir! In this place we had previously visited, this time we explored a cave system that was there and found a gold deposit that we could use!"

 

I don't mind Case 1 or Case 2. But Case 1 includes some random spawn of resource types which makes it "better" for me. But that's talking preferences which shouldn't be the point.

Reply #47 Top
Quoting Wintersong, reply 46

In the real world we keep discovering new "sources" of resources we already knew about. Why cannot be the same for Elemental where explorers (invisible, abstracted little guys that roam the world without us noticing) can find new places where that resource can also be exploited? "See this map sir! In this place we had previously visited, this time we explored a cave system that was there and found a gold deposit that we could use!"

End of Wintersong's quote

Couldn't this be an arguement for either Case 1 or 2?

Quoting Wintersong, reply 46
 

I don't mind Case 1 or Case 2. But Case 1 includes some random spawn of resource types which makes it "better" for me. But that's talking preferences which shouldn't be the point.


End of Wintersong's quote

Yeah, I agree. The one thing I'd add is that the reveal method adds an incentive to research the tech early, to better direct colonization. Not a huge deal, I know, but maybe something to offset a warfare tree rush?

Reply #48 Top

Quoting Wintersong, reply 43
Case 1: Tech spawns stuff that may or may not appear in your land.

Case 2: Resources are hidden and need a tech to make them appear to your eyes... they may be in your territory or they may be not.

Only difference, is that with Case 2, the enemies cannot see/use the resources until they get the techs. With Case 1, they can see/use them (depending on spawn) and plan accordiingly to the situation (and later add more resources with their own tech).

 

I get the feeling that I'm totally missing yer point. For that, I'm apologize.
End of Wintersong's quote

 

I've been asking for Case 2 since launch.  It's one of my biggest complaints about the game, and I think it devalues adventure tech- as you can benefit from your opponents research instead of doing it yourself.  I only ever research it if I"m 100% desperate.  I am really not a fan of the way Elemental does this right now, though it isn't gamebreaking.

I would suggest the following adjustments to case 2:

 

Improved resources are visible to everyone.

 

I think it's likely there would be an issue of players/AIs building the wrong improvement on bonus tiles, and the GC2 AI had an issue with building the wrong thing anyways.  Some possible ideas based around there.

 

Case 2a) Player when they try to build on the tile, discovers the resource

Case 2b) Player when they try to build on the tile, destroys the resource unknowingly (they never find out it was there)

Case 2c) Player whenn they try to build on the tile, cannot

Case 2d) A random selection of the above.

 

I don't particularly like case c, If I was Kael, I'd implement d) with a 50-50 chance of a or b

 

This is something I flat-out want implemented later on.  It's #1 or #2 on my personal dislike list about the gameplay right now.

Reply #49 Top

Quoting Werewindlefr, reply 25
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 :/.
End of Werewindlefr's quote

 

You may be running into the invulnerable unit bug.

Reply #50 Top

Is it possible to have resources spawn at the begining of the game in a future patch, and the techs only reveal them, Civ-style? I mean... it's kind of weird to have techs *create* resources all over the place. I know it would require quite a bit of code change, but maybe for 1.2?
End of quote

As someone has said if they where in position at the start of the game how do you stop people building other things on them. And from a player perspective there is no visible difference if they spawn at the time or just become visible. In both cases they appear on the map from the players point of view and in both cases the in character explaination is that you discover them once you have the right tech spot and use them...