DerekPaxton DerekPaxton

1.09u Changelog

1.09u Changelog

*** Beta patch 1.09u was released on 12/11/2010 ***

 

Changes:

1. Fixed a bunch of monsters that had essence (and therefor the ability to cast) that the player might get by picking a guardian unit.

2. Death Worship faction bonus now correctly gives +10% to hit points, previously it didn't do anything.

3. Fixed Empire city bonuses (previously they were giving way to much of a % boost), set equal to the kingdom cities of the same level.

4. Removed the Enchantment, Combat and Summoning spellbooks from the Empire Advanced spellbooks tech.

5. Added the Book of Summoning tech to the Empire tech tree.

6. Removed the Refined Essence Use tech from the Empire tech tree.

7. Removed the Essence Transference tech from the Empire tech tree.

8. Added the Master Spellbooks tech to the Empire tech tree.

9. Arcane Experiments Empire tech now requires Shard Harvesting.

10. Arcane Armor Empire tech now requires Arcane Experiments.

11. Arcane Weapons Empire tech now requires Arcane Armor (with the huge advantage of moving the Sword of Wrath to a late game tech instead of being a 2nd tier tech).

12. Fixed an issue that was keeping Wargs from spawning.

13. Modified spider stats (tougher ones get tougher, weaker ones get weaker).

14. Fixed an issue that wouldn't allow players to cast natures bounty on a city under rations.

15. Fixed Assassin's Strike.

16. Fixed an issue that could cause combat text to not be displayed.

17. Balanced children (which lead me to ask one of our female developers "sarah, how do you make babies?", HR complaint pending).  Children's stats will be based more on the parents and children won't get free defense, attack, etc.

18. Fixed an issue that could wipe out your population if your city leveled up while relying on housing from a Refugee Camp.

19. Kingdom Peasants now have a 5 constitution (like empire peasants).

 

 

Known Issues:

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).

2. In the design a unit screen off hand items appear black.  It is because they are being lit from the wrong side.

3. At the victory/defeat screens, the music level ignores your settings.

4. Sometimes improvement icons don't show in the build lists. http://ewom.sjwt.org/2010-12-11/01/24%20-%20Missing%20build%20icons.png

5. Custom unit info card pictures are lost after a few turns.

30,170 views 48 replies
Reply #26 Top

Derek:  

CoreSpellBooks.xml:

<SpellbookNode InternalName="Node_L3_GreaterEvasion">      <SpellDef>GreaterEvasion</SpellDef>      <StartingResearch>1</StartingResearch>    </SpellbookNode>

CoreSpells_AIR_Tactical.xml:

  <SpellDef InternalName="GreaterEvasionSpell"> (etc.)

Which makes the spell not appear in the spellbook. (The fact that they have a different name).

Reply #27 Top

Quoting Werewindlefr, reply 26
Derek:  

CoreSpellBooks.xml:

<SpellbookNode InternalName="Node_L3_GreaterEvasion">      <SpellDef>GreaterEvasion</SpellDef>      <StartingResearch>1</StartingResearch>    </SpellbookNode>

CoreSpells_AIR_Tactical.xml:

  <SpellDef InternalName="GreaterEvasionSpell"> (etc.)

Which makes the spell not appear in the spellbook.
End of Werewindlefr's quote

Thanks, it will be fixed in the next patch.  (not U, u is staging right now).

Reply #28 Top

Quoting Derek, reply 24

Quoting Nenjin, reply 18If you guys addressed unit card info not being saved when the game is saved in this patch, I'd be mighty happy.
This won't be fixed for 1.1.  But it is on my post 1.1 list.

Unfortunately it isn't a simple change.  When you use a infocard picture the game saves it for 3 turns and then drops it (we don't want to waste the memory holding onto all these images, we will just rebuild again if required).  But the rebuild process doesn't look at the actual unit where you configured the custom portrait, it looks at the unit type and pulls a generic image.

So we know what's wrong, it will take time to fix, but it can't get through lockdown.  It's in the list of issues we will address after 1.1.

 
End of Derek's quote

Thanks for the explanation.

Reply #29 Top

So what happens when they hit patch 1.0.9z? What is the next patch after that?

1.0.9aa?

1.0.9.z.a?

Something else?

Reply #30 Top

Derek,

 

Thanks for the hard work on the patches. The game has definitely stepped up to being a lot of fun to play again. I have a couple of bug/feature items for consideration.

1. I'd love the ability to mod the two name ruleset files. There appears to be no way to effect these files in 109 and I have a set that worked well in the early version (albiet through data.zip rebuild) and I'd like to get hem back up and running.

2. AI should not be bravely charging my units and cities with Pioneers and caravans when war breaks out. If anything they should run for the closest friendly city.

3. Caravans should probably not be able to recruit NPCs. Caravans already are the best Recon platform in the game since they can drive through any factions zone (unless at war) and scout out cities and the depth of the players kingdoms. In the last game I was able to snag a few NPC/Heros deep in other factions territory. This leads to anoth glitch. Once I hire them the faction is pissed about them being in their territory and after you "leave" peacefully the NPC is punted out of the ZOC in an apparently random direction. I have a NPC trapped behind another factions ZOC and he could not get back to my area. Either the game should at least look to move him into or at least near my ZOC(s) or add a spell called Recall that allows my caster to target a freindly unit in any terrritory and port them back to my caster.

4. The addition of a protection capability to a unit. Like guard, but it "attaches" a unit to another so they move as a group and denotes the protection unit as something to fight enemy units. I see this being usefull for guarding caravans.

Thanks.

Reply #31 Top

I would really love to have caravan guards. In my last game (1.09t) I lost about a dozen caravans, each causing my econ to tank.

Reply #32 Top

Quoting TheProgress, reply 22
So have you guys abandoned your original concept for making sovereigns complete bad asses? It's fairly sad to feel threatened by a 1 on 1 with a lowly bandit.

Brad was originally drawing comparisons to characters such as Sauron for inspiration for sovereigns.
End of TheProgress's quote

They're only a threat in the early game. Once you gear them up they are unstoppable. I just walk around with my soveriegn by himself and mop up the entire map with autocalc battles. With all the spell casting nerfs now I need a small escort, just in case.

Buy a spear and a soldiers cloak (or chest piece if your a tight wad) pretty early. Low level spawns should not be a problem anymore, they are then just free XP.

 

Reply #33 Top

please say you fixed the slowing down of tactical battles - something about you had added debugging to it ? making end turn / tacticals etc becoming sluggish ?

this is the really big kill joy for me when playing right now - the game is simply tedious when in a huge battle


other than that - AWESOME - keep up the bug hunting - and stay frosty - and check those corners!

GAME ON MAN!! GAME ON!!!

Reply #34 Top

Quoting jecjackal, reply 31
I would really love to have caravan guards. In my last game (1.09t) I lost about a dozen caravans, each causing my econ to tank.
End of jecjackal's quote

 

I was thinking it'd be kewl to design the caravan. Like you can design a unit and put a "pioneer pack" on them, if you could design a unit or squad and put  a "merchant/caravan pack"  on them. Now when the enemy attacks they aren't a 0/0 unit. They have the weapons and armor you gave them, thus can at least put up a fight. If you've got tons of extra money then you'd have really bad ass protection for that caravan.

Reply #35 Top

Quoting Redwind85, reply 33
please say you fixed the slowing down of tactical battles - something about you had added debugging to it ? making end turn / tacticals etc becoming sluggish ?

this is the really big kill joy for me when playing right now - the game is simply tedious when in a huge battle


other than that - AWESOME - keep up the bug hunting - and stay frosty - and check those corners!

GAME ON MAN!! GAME ON!!!
End of Redwind85's quote

As of yesterday every swing, every damage number, every action in tactical was written to a file so we could know exactly what was happening when something went wrong.  There is still a ton of debug code running Elemental right now so its slow, but it will be coming out soon.

+1 Loading…
Reply #36 Top

Quoting SirFlak, reply 32



Quoting TheProgress,
reply 22
So have you guys abandoned your original concept for making sovereigns complete bad asses? It's fairly sad to feel threatened by a 1 on 1 with a lowly bandit.

Brad was originally drawing comparisons to characters such as Sauron for inspiration for sovereigns.


They're only a threat in the early game. Once you gear them up they are unstoppable. I just walk around with my soveriegn by himself and mop up the entire map with autocalc battles. With all the spell casting nerfs now I need a small escort, just in case.

Buy a spear and a soldiers cloak (or chest piece if your a tight wad) pretty early. Low level spawns should not be a problem anymore, they are then just free XP.

 
End of SirFlak's quote


yeh basic gear and the soverieng can handle alot early - and late he is a powerhouse that can not be stopped.

Though!. it would be fun to get the "feel" of a badass (ala sauron) i would love to see extra stuff in animations - like completely brutal finish moves from super powerfull creatures - (like lotr start : where you see sauron walking around hitting a massive group and they all just go scatter flying into the air.)

you know - mood of power - right now the sovereign is just a hero with a "free" channeler" nothing really sets him apart from all the others (except he can cast all spells and wont die if killed in friendly territory) they need to make the sovereign really  unique - mystical add mood stuff! - like glowing eyes! - extra stat income (because he/she is who they are) - add skills that can be purchased in game - some only allowed by sovereigns - something like that

Reply #37 Top

Quoting Derek, reply 35



As of yesterday every swing, every damage number, every action in tactical was written to a file so we could know exactly what was happening when something went wrong.  There is still a ton of debug code running Elemental right now so its slow, but it will be coming out soon.
End of Derek's quote



ok :( hope it comes out soon - i supose it isent easy to take out before staging - its a developer tool yes ? gives you guys more info to hunt bugs - i can understand that


would be nice if there was a "way" to shut debugging off/on - both for you guys to continue doing what you need to do - and for us to help checking the game (without bangning our head into the keyboard while waiting for our two huge armies to finish moving towards each other

Reply #38 Top

Quoting jecjackal, reply 31
I would really love to have caravan guards. In my last game (1.09t) I lost about a dozen caravans, each causing my econ to tank.
End of jecjackal's quote

 

I would like an "your caravan has been destroyed, shall rebuild and send it on its way" option

Reply #39 Top

Quoting Redwind85, reply 37

Quoting Derek Paxton, reply 35


As of yesterday every swing, every damage number, every action in tactical was written to a file so we could know exactly what was happening when something went wrong.  There is still a ton of debug code running Elemental right now so its slow, but it will be coming out soon.



ok hope it comes out soon - i supose it isent easy to take out before staging - its a developer tool yes ? gives you guys more info to hunt bugs - i can understand that


would be nice if there was a "way" to shut debugging off/on - both for you guys to continue doing what you need to do - and for us to help checking the game (without bangning our head into the keyboard while waiting for our two huge armies to finish moving towards each other
End of Redwind85's quote

 

Their is, down grade out of Beta <G> but yerh, I'd rather play twice as slow if it meant bugs will be ironed out faster.

Reply #40 Top

I have a recommendation / request, i don't think it will interfere with the final state but it would be cool if we could have a select amount of auto saves as i like having it every 1 or 2 turns, and have 3 or 4 auto saves would be kinda nice. but either way just thought id put it out there,

 

also  another cool idea would be able to upgrade current units, and merge single units into stacks when the tech becomes available , i know this couldnt make it to 1.1 but would be cool for the future, at least the merge stack . i thought i read somewhere that it would happen automatically if u hit 9 units in a group, but i don't think Ive ever had that many of same unit in a pile.

also were have all the tech temples gone, i haven't seen them at all, or do i have to research the temple tech for them to appear?

Reply #41 Top

Quoting sjwt, reply 38
Quoting jecjackal, reply 31I would really love to have caravan guards. In my last game (1.09t) I lost about a dozen caravans, each causing my econ to tank.

 

I would like an "your caravan has been destroyed, shall rebuild and send it on its way" option
End of sjwt's quote

Caravan idea awesome +1 , also if we could see were the current city has them sent to and or maybe a message before it gets all they way to that city.

Reply #42 Top

mistpost

 

Reply #43 Top

well in under the cities there is a list of trade routes - could be nice if the trade route listed "Caravan destroyed - and if yu have a free caravan in the town you can say - Assign to trade route" that would be very nice

Reply #44 Top

Once again there seems to be a lack of any testing on Stardocks end!!
End of quote

Hmm..what an interesting point of view.I had not thought of it that way.

Personally, I think it's great and the game seems to be shaping up nicely. The fixes seem to happen as fast as the patches. SD is resourceful to use the community for feedback. Granted, I am not getting far with games but I use this to experiment with different difficulties & tactics. Thanks Stardock!

Reply #45 Top

This must be the most aggressive beta test ever...it's superb!

Stardock rocks! :thumbsup:

Reply #46 Top

Yeah! :thumbsup:   Stardock is certainly a very unique software company, and being able to bring Kael in was fortunate, and making the decision to bring him in, was very astute.  After all, Kael's standalone FFH project lost funding and was cancelled, so he found something else to do. =)

Best regards,
Steven.

Reply #47 Top

Peasants were reduced to the standard 5 constitution. but Pioneers still have 10. (Superpioneers anyone?)

Tarth, which starts with Training, does not get the Observer unit until another Warfare tech is studied.

.

Reply #48 Top

Quoting Jarod, reply 29
So what happens when they hit patch 1.0.9z? What is the next patch after that?

1.0.9aa?

1.0.9.z.a?

Something else?
End of Jarod's quote

I think that the next sequence would be aa. But I don't think that we'll come to that.