1.09v Changelog

*** Beta patch 1.09v is scheduled for release on 12/12/2010 ***

 

Changes:

1. Fixed crashes.

2. Fixed an issue with the Great Mill materials cost.

3. Fixed the Greater Evasion spell so it shows up correctly in the spellbook.

4. Empire tech Refined Weaponry requires Dread Weapons now (instead of Offense).

5. Empire tech Refined Armor requires Master Armor now (instead of General Armor).

6. Tower of Civilization renamed to the Tower of Dominion.

7. The Imperial Throne reduces maintenance costs in the city it is built in by 50%.

8. Merchant improvement gildar bonus raised from +10% to +25%.

9. Removed the Empire Indoctronation tech.

10. Fixed an issue that caused stuck turns in tactical combat if an AI sovereign or champion had a bow.

11. You won't receive three popups for caravan attacks anymore (one saying your being attacked, another where you are forced to select auto-resolve combat and a third saying the caravan was destroyed).  Instead you only receive one popup saying that the caravan was destroyed.

12. Fixed a bug that could keep used from being able to load maps in the map editor.

13. The empire Ventri Mine now has a tech requirement.

14. Removed lots of debug messages.

15. You can only cast 1 Guardian Ward on a city.

16. Fixed a bug where tribute wasn't being deducted from the players treasury.

 

Known Issues:

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

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

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

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

 

Future Features:

1. Add a way to target a unit in an army for a strategic spell (without breaking him out of that army).

2. Add a way to select the terrain when the unit is on a tile (so you can build an improvement on a resource without moving the unit).

14,114 views 45 replies
Reply #1 Top

Thank you for all of your hard work guys. And thank you for re-enabling the Death Worshiping ability.

 

There is one small thing I would like to suggest that you change. Right now both Death Worshiping and Brave cost 2 points. However, Death Worshiping gives a 10% hp bonus and Brave only gives a 5% bonus. Could you either...

1. Up the cost of Death Worshiping to 3 points

2. Up Bravery to 10% HP bonus

3. Lower the cost of Bravery to 1 point.

 

Thank you again for your hard work and dedication. It is very inspiring and has pushed me to start working on my neural net.

 

Jec

Reply #2 Top

Hi  Derek,

Thanks for the fixes.

By the way, is it normal if an ally can pop a city in *my* influence ? Because that's totally a casus belli for me.

Reply #3 Top

unbelieveable.... Thank you so much for your hard work. I´ve never seen something like that.

Reply #4 Top

Three more versions to go? :grin:

Reply #5 Top

I've found few minor things:

1. Master Scouts, unlike Great Warriors, Brave and Death worshiping, does not affect recruited champions.

2. The tooltip for sight for my sovereign says the following:

     Base Sight 2:

     Total Sight = 4.

     Basically its probably just outdated.

3. The tooltip for combat speed when great warriors is used states that the bonus is +10% not +1.

 

Once again, great work guys.

 

Reply #6 Top

I am astounded at the dedication of you and the rest of the team.   You have no idea how much this effort is appreciated or respected by me, and I am sure many others in the community.

 

I am curious however if perhaps a fix for a certain issue I've been having is in order:   When huts upgrade to houses once the tech is researched; they apparently lose all population capacity in the process, resulting in the loss of hundreds of citizens, and a crippled economy until the population builds back up.   Is there way to fix this?

Also, with the one-spell-per-tactical-turn deal, I think that tactical magic needs a bit of a power boost.  It's so weak as to be useless now.

 

Thank you for all your hard work.  I know we're a demanding lot, but it's out of the same love for the game that I am sure you as a team share too. 

Reply #7 Top

Hi Derek,

I didn't see any "Crash fixes" in Patch T and I don't see any listed here in Patch U despite a number of us still reporting them.  Are you guys having a tough time recreating or finding the issues in our debug info?

Reply #8 Top

I didn't see any "Crash fixes" in Patch T and I don't see any listed here in Patch U despite a number of us still reporting them. Are you guys having a tough time recreating or finding the issues in our debug info?
End of quote

I think it's likley that the remaining crashes are the ones that it's harder for them to track down and elminate and with these patches coming out so fast I suspect they just haven't had time.

Reply #9 Top

Quoting Trojasmic, reply 7
Hi Derek,

I didn't see any "Crash fixes" in Patch T and I don't see any listed here in Patch U despite a number of us still reporting them.  Are you guys having a tough time recreating or finding the issues in our debug info?
End of Trojasmic's quote

No, i just forgot to keep putting "crash fixes" at the top of every changelog.  It is 90% of what we are working on in every patch for the past week.

 

Reply #10 Top

7. Merchant bonus raised from +10% to +25%.
End of quote

 

Just curious skipper, is this referring to the "Merchant" unit ability or the "Merchant" building?

Reply #11 Top

Quoting jecjackal, reply 10

7. Merchant bonus raised from +10% to +25%.

 

Just curious skipper, is this referring to the "Merchant" unit ability or the "Merchant" building?
End of jecjackal's quote

Merchant improvement.

Reply #12 Top

Is it me, or is there no way to cancel an alliance, research or trade treaty ?

Reply #13 Top

Glad to see your polishing up the empire tech tree.

Reply #14 Top

Quoting Werewindlefr, reply 12
Is it me, or is there no way to cancel an alliance, research or trade treaty ?
End of Werewindlefr's quote

 

I believe you are correct. As far as i know, there is no way to cancel any sort of relations with the AI. On that note, I would much prefer that alliances, research and trade treaties be indefinite.

Reply #15 Top

Okay, so not only can it steal by resources by spawning cities in my zone of control...  

But I can't do anything about it and kick its ass out of the place.

That's sort of the last straw. Been playing this game too much lately and there's still a lot of frustration to be had. I'll come back in a month, but at least I'm reassured about the future of this game.

 

Also: it seems that mid- and late-game spawns are still not there. Past the first spiders, bears, bandits and wolves, the world is safe.

Reply #16 Top

derek, a quick question regarding the missing 'strange noises' quest,

the last time I actually had the quest pop up was back at beta 4 pre-release, and the xml for it is STILL in the game, any idea WHEN we will be able to play the quest again?

harpo

 

Reply #17 Top

Also: it seems that mid- and late-game spawns are still not there. Past the first spiders, bears, bandits and wolves, the world is safe.
End of quote

 

Yea i noticed that too.

Reply #18 Top

Quoting Werewindlefr, reply 12
Is it me, or is there no way to cancel an alliance, research or trade treaty ?
End of Werewindlefr's quote

 

Right, this here drives me nuts. They can waltz through your territory and setup cities on resources right outside your border that you plan to take and there is nothing you can do about it....ever!

 

At the very least please give us the ability to cancel or make these only last a few years before both parties have to renew them. Diplomacy is pretty much a Win Button tech tree, which is one more reason to avoid it entirely if you want to have fun. You can diplomatic victory win any game just by meeting all the AI players and having alliances researched. Almost everything about diplomacy seems broken atm to me. AI is super easy to manipulate using anything, diplomatic capital seems to be there for the singular purpose of cheating the game. AI will accept extremely one sided treaties (8 tech gain for me, and .4 tech gain for him), so long as I toss him 20 gildar. It doesn't seem like the relationship scale even has an effect on anything. I assume the AI declares war on you eventually if the scale goes down, but there doesn't seem to be much that affects it either way. ATM I move some armies near the border and just declare war when I feel like it and roflstomp them. Difficult part only being surviving early game in which the AI won't be aggressive against you anyways.

 

Perhaps this is different if you don't have the highest power rating, though I've never had a game where the AI has come close after early game (not bragging about it!). Maybe AI is smart because they don't want to war someone with 3x their power and the work just needs to be done in increasing their power or I need to play larger maps with fewer AI so that some can go expansion crazy and bulk up. I tried a game where I focused on playing Sim City style (should be death in a strategy game) and just focused on building up some cities w/ minimal protection and it doesn't seem to vary much from normal style of investing all tech into warfare/civics and making massive armies.

Reply #20 Top

Perhaps this is different if you don't have the highest power rating, though I've never had a game where the AI has come close after early game (not bragging about it!).
End of quote

That's because the AI is still rather stupid about what to build, where, and how to manage its economy. I don't mean to insult Frogboy or anything - I'm just saying that when I'm making 150 gildars a turn and the AI can't make 30 because of how its cities are not specialized and quite inefficiently built, the AI can't do anything to me ever.

Reply #21 Top

I foresee a huge problem. We're going to run out of letters to use for new update versions soon.

Reply #22 Top

Quoting Cruxador, reply 21
I foresee a huge problem. We're going to run out of letters to use for new update versions soon.
End of Cruxador's quote

 

I think someone at stardock mentioned that they go into 1.09aa, 1.09ab, etc when this happens.

 

To spoil you, imagine daily patches like this for a month! :drool:

Reply #23 Top

Frogboy's post from the future:

"Beta patch 1.09zzzzzzzzzzzzzzzzzzzzzzzzzzzy. Are we ready for 1.1?"

Reply #24 Top

Quoting Tsuyashu, reply 19
How do you go about downloading these betas? I am still stuck with 1.09e?
End of Tsuyashu's quote

You need to set your Impulse Control Panel to 'Show Pre-Release Versions'.  This is found in one of the tabs at the upper left of the Impulse window.  Then refresh and you should see 'new update available'.

Reply #25 Top

27^26 = 1.6423203268260658146231467800709e+37 days ? Derek sure is dedicated to finish this endeavor.