1.09w Changelog

*** 1.09w is scheduled for release on 12/13/2010 ***

 

Changes:

1. OOM fixes.

2. Fixed the Destiny's Tutor quest.

3. Fixed a stuck turn bug.

4. Fixed a bug where wild improvements wouldn't be upgraded unless they were adjacent to a city.

5. Fixed a bug that was keeping dynasty kids from starting as channelers.

6. Fixed a bug where dynasty children wouldnt have a new name reflected in the family tree.

7. Fixed a bug that caused a mismatch in saving/loading city data.  Could cause games to crash when loading.

 

 

 

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).

 

18,691 views 51 replies
Reply #1 Top

OOM?

 

Reply #3 Top

Octopus Of Magic.... I thought he was fine as he was, certainly didn't see any need to "fix" him

Reply #4 Top

OOM was "Out of Mana", a very, very bad thing for us Clerics back in the Everquest days...

Reply #5 Top

I'm still getting hp's on the info cards for units with the same name not updating when you highlight one then another in a stack, they both display the number of the first unit highlighted.  I hope I described that sufficiently badly.

Reply #6 Top

Future Features= not in 1.1 right?

 

 

Reply #7 Top

Quoting Alstein, reply 6
Future Features= not in 1.1 right? 
End of Alstein's quote

Yeap, bounced by lockdown.

Reply #8 Top

Is a fix to the "roaming monsters not spawning mid-game" in the work ? 

And is the ability to cancel treaties something that will be added post-1.1, or is it still something that can slip under the lockdown ?

Reply #9 Top

I wonder what the will be the beta patch name after 1.09z

Reply #10 Top

Quoting Werewindlefr, reply 8
Is a fix to the "roaming monsters not spawning mid-game" in the work ? 

And is the ability to cancel treaties something that will be added post-1.1, or is it still something that can slip under the lockdown ?
End of Werewindlefr's quote

We don't know the cause of that.  We haven't been able to reproduce here (it isn't simply that monsters don't spawn in the late game).  We did have a player here that encountered the same thing (so I know you aren't crazy) but when we reloaded his save to check it out monsters spawned just fine.

Attached a save (in a thread for that issue, not here) if you have a late game with plenty of open areas and no monsters.  It can be misleading sometimes because monsters don't spawn just when 1 player heads up the Adventure tree.  The amount 1 player increases the spawn numbers depends on how many players are in the game (so the more players the less any one player can move the spawn counter).  So in a 4 players game if 1 player unlocks all 10 creatures spawning techs he can only raise the spawn level to 2.5 (out of 10).  Which is fairly minor stuff.

 

Reply #11 Top

Quoting Derek, reply 10

Quoting Werewindlefr, reply 8Is a fix to the "roaming monsters not spawning mid-game" in the work ? 

And is the ability to cancel treaties something that will be added post-1.1, or is it still something that can slip under the lockdown ?

We don't know the cause of that.  We haven't been able to reproduce here (it isn't simply that monsters don't spawn in the late game).  We did have a player here that encountered the same thing (so I know you aren't crazy) but when we reloaded his save to check it out monsters spawned just fine.

Attached a save (in a thread for that issue, not here) if you have a late game with plenty of open areas and no monsters.  It can be misleading sometimes because monsters don't spawn just when 1 player heads up the Adventure tree.  The amount 1 player increases the spawn numbers depends on how many players are in the game (so the more players the less any one player can move the spawn counter).  So in a 4 players game if 1 player unlocks all 10 creatures spawning techs he can only raise the spawn level to 2.5 (out of 10).  Which is fairly minor stuff.

 
End of Derek's quote

I will send a savegame, but it's something that a lot of people seem to experience... and I've actually never seen a mid-game spawn ever, but what you've just said could explain it. (If that's the case, you might want to reassess because there's nothing to fight).

Which leads me to wonder: what if a faction is eliminated ? Is it still considered a "4-players game" for the purpose of that calculation ?
But the issue isn't just that the roaming monsters stay weak anyway, they seem to stop spawning, even the weak ones.

Reply #12 Top

Quoting Derek, reply 10

Quoting Werewindlefr, reply 8Is a fix to the "roaming monsters not spawning mid-game" in the work ? 

And is the ability to cancel treaties something that will be added post-1.1, or is it still something that can slip under the lockdown ?
We don't know the cause of that.  We haven't been able to reproduce here (it isn't simply that monsters don't spawn in the late game).  We did have a player here that encountered the same thing (so I know you aren't crazy) but when we reloaded his save to check it out monsters spawned just fine.

Attached a save (in a thread for that issue, not here) if you have a late game with plenty of open areas and no monsters.  It can be misleading sometimes because monsters don't spawn just when 1 player heads up the Adventure tree.  The amount 1 player increases the spawn numbers depends on how many players are in the game (so the more players the less any one player can move the spawn counter).  So in a 4 players game if 1 player unlocks all 10 creatures spawning techs he can only raise the spawn level to 2.5 (out of 10).  Which is fairly minor stuff.

 
End of Derek's quote

 

Are defeated players removed from this calculation? If not then you suddenly have a max of 7.5 out of 10 with whatever that defeated player may have researched before he got pwnt.

Reply #13 Top

I'm all for oom fixes.

Reply #14 Top

Quoting Derek, reply 10

Quoting Werewindlefr, reply 8Is a fix to the "roaming monsters not spawning mid-game" in the work ? 

And is the ability to cancel treaties something that will be added post-1.1, or is it still something that can slip under the lockdown ?

We don't know the cause of that.  We haven't been able to reproduce here (it isn't simply that monsters don't spawn in the late game).  We did have a player here that encountered the same thing (so I know you aren't crazy) but when we reloaded his save to check it out monsters spawned just fine.

Attached a save (in a thread for that issue, not here) if you have a late game with plenty of open areas and no monsters.  It can be misleading sometimes because monsters don't spawn just when 1 player heads up the Adventure tree.  The amount 1 player increases the spawn numbers depends on how many players are in the game (so the more players the less any one player can move the spawn counter).  So in a 4 players game if 1 player unlocks all 10 creatures spawning techs he can only raise the spawn level to 2.5 (out of 10).  Which is fairly minor stuff.

 
End of Derek's quote

 

I did see one game where I managed to see a Skath, but usually it's just bandits of various sorts and wolves and bears.

I'd like to see this fixed, but I don't think it's necessary for 1.1 to be released for it to be fixed.

 

Reply #15 Top

Isn't the problem that monsters don't spawn in forests currently inside the influence of a player/AI? Mid-game, all forests will be 100% controlled, and no monsters will spawn.

Reply #16 Top

We can be both crazy and right about the monsters at the same time!

But seriously I have played like 7 200+ turn games, and never seen any monster tougher then a young ogre, and then usually only 1 or 2 before they just stop spawning completely. I can explore the entire map and not find anything. I usually play mid size maps with 5 comps.

Reply #17 Top

I've gotten reliable OOM crashes from restarting new games ~50 times (experimenting to see what sort of start positions are available -- I've found up to 3 shards in the starting area, or up to 3 food sources, in ~every 150 starts).

I haven't included any files, as this appears to be easily reproducible (just takes a few clicks to restart with the same game parameters), if you want one let me know.

Apparently something isn't clearing out after hitting 'New Game', and it just keeps on adding up each time until CTD with a windows error message.

Reply #18 Top

Quoting Derek, reply 10



Quoting Werewindlefr,
reply 8
Is a fix to the "roaming monsters not spawning mid-game" in the work ? 

And is the ability to cancel treaties something that will be added post-1.1, or is it still something that can slip under the lockdown ?


We don't know the cause of that.  We haven't been able to reproduce here (it isn't simply that monsters don't spawn in the late game).  We did have a player here that encountered the same thing (so I know you aren't crazy) but when we reloaded his save to check it out monsters spawned just fine.

Attached a save (in a thread for that issue, not here) if you have a late game with plenty of open areas and no monsters.  It can be misleading sometimes because monsters don't spawn just when 1 player heads up the Adventure tree.  The amount 1 player increases the spawn numbers depends on how many players are in the game (so the more players the less any one player can move the spawn counter).  So in a 4 players game if 1 player unlocks all 10 creatures spawning techs he can only raise the spawn level to 2.5 (out of 10).  Which is fairly minor stuff.

 
End of Derek's quote

It's a nice idea to moderate the monster spawns on the average of players; but can it discount players when one is killed off? otherwise in a 6 person game chances are you'll never see high level monsters. Or maybe a weighting on the highest 50% of players in the game so you will eventually get high level creatures spawning?

Oh and thanks for the Destiny's tutor. :)

Reply #19 Top

On the monster spawning note, I've gotten to winter of 244 (where I always crash for some reason) and I have not seen anything tougher than a bandit (the 8 attack one). I'm on ridiculous world and faction diff. I play an 11 player game and I don't normally do the adventuring techs (atleast i'm not testing them in this beta because not a whole lot changed in them). From how Derek explains the spawn level working my 0% contribution would amount preventing the 89%->100% spawn level. (or atleast i'm adding 0% to the pool).

 

Its a very neat idea to have it work that way.

 

On a side note, I've never seen elementalium, or a minor faction. (yes they are enabled).

Reply #20 Top

Yes, I agree it's fun if the bigger, badder monsters eventually make an appearance, and would welcome changes that would enable that. :thumbsup:

Best regards,
Steven.

Reply #21 Top

<insert whining>

Too many bugs to list here, but general stat info in tactical and strategic aspects is still incredible inaccurate. Seems to be increasingly inaccurate and completely useless as I progress past 200 seasons. Tactical info is always being wierd telling me units have different atk/def then I know they have. It's nothing to do with the 10% defense terrain either, which seems like a pretty small bonus until you get ridiculous armor to where it hardly matters. For the strategic side it tells me some guys have 48 health and 18 attack when I know they only have 18 health and 9 attack. There also seems to be some sort of army health rating when you just select the whole army, not sure what use that is supposed to be. Honestly I think the whole unit system needs to be completely redone as its extremely buggy and I'm also sick of AI NAPers acting like evil players and sitting on my shards so I can't upgrade them. I hope this and spell targeting gets fixed soon, I've had game crashes from just casting them nevermind having to move them out of party. Its also frustrating to settle a city or build an improvement and have it push out the escort (planned garrison) only to have the place conquered before the next turn when the guard is right next door. Would be nice if armies on adjacent tiles could add support instead of just standing there too. Would be great if tactical maps were fleshed out a bit AoW2 style along with sieging, maybe giving archers more of a point as their attack power is just pitiful, by the time you unlock crude bows I think most people have armor to negate its damage 100%. Would also like it if tactical battles were more tactical than just "my stick is bigger" even a silly weapon triangle, rock-paper-scissors, would add a lot to make them more interesting. Also perma-alliances, please fix, really hope this isn't a feature working as intended.

</end whining>

 

I whine only because I care.

What is the best way we can help out with Betas like this btw. Should we be screenshotting, posting save games, or just listing off all the bugs we find?

 

Reply #22 Top

thanks for the extra monsters in the 'v', saw a whole bunch of monsters & ruffians that I had not seen in any of my previous games going BACK to beta 2.

harpo

 

Reply #23 Top

Derek, where does cleaning up the text so we know what we're researching in the adventure / domination track fall under? 

a ) changes in 1.1x? 

b ) known issues?

c ) future features?

d) go jump in a lake ... we ain't fixing it.

Reply #24 Top

Quoting Trojasmic, reply 23
Derek, where does cleaning up the text so we know what we're researching in the adventure / domination track fall under? 

a ) changes in 1.1x? 

b ) known issues?

c ) future features?

d) go jump in a lake ... we ain't fixing it.
End of Trojasmic's quote

 

  Can you give me an example of what you mean?

Reply #25 Top

Will this update make the game hotter and meltier?