1.1 changelog
Full details here: https://forums.elementalgame.com/402305
The big change between 1.1 and the 1.09w is that we tracked down the problem with creatures not spawning in the mid to late game and that is fixed for 1.1.
Full details here: https://forums.elementalgame.com/402305
The big change between 1.1 and the 1.09w is that we tracked down the problem with creatures not spawning in the mid to late game and that is fixed for 1.1.
Cool. I can stop restarting games soon then ![]()
gasp!
That is so so good to hear.
I have to admit I stopped playing about three days after the initial release, but the public beta for 1.1 got me interested again. The UI, magic, and tactical combat are a vast improvement and got me playing again.
Thanks for the hard work, especially this month.
Are us, the beta testers going to see this fixed version before the official 1.1 release?
1.1 comes out today. Why would they release another beta patch?
I'm pretty sure everyone will get it when it's released.
Where did you hear that it comes out today?
Read the link in the OP
There are so much more important things in life than a video game, but my gamer heart is sooooo happy.
Thank you Derek, Brad and all of you guys working on this game.
@kecjackal
If you check the changelog (It's an updated version of the old changelog post for the 1.1 beta; which could be confusing to some people. I'd recommend a whole new post, really.), it says it's scheduled for today.
Anyway, I'd like mention how much I appreciate you (Derek) and all of the rest of Stardock for your hard work and the accomplishment of getting this out. The game's really starting to live up to its potential. And the sheer effort behind patching every single day for the past, what, 7-8 days or so has been something I've never seen before from any developer. Thank you.
I suppose the best way to show such is the fact that once it comes out I'm going to be playing the hell out of it for... a long time. It's like an early Christmas!
My question ..
+ All factions given a starting tech:
Kingdom of Altar- Exploration
Kingdom of Capitar- Trading
Kingdom of Gilden- Civics
Kingdom of Tarath- Training
Kingdom of Pariden- Arcane Research
Empire of Yithril- Tools of War
Empire of Umber- Reunion : is this tech supposed to spawn a darkling camp ? or added to umber so they can reach Umberdroths faster ?
Empire of Magnar- Mapping
Empire of Resoln- Lore Mastery
Empire of Kraxis- Proper Living
Nice work. I think the 1-patch per day system is nice, although you overdid it by giving us patches during the weekend. Get some rest.
I think you guys are kinda dicks. How many days straight did you make Toby, Boogie and Cari and everyone else work straight for this stuff? How many hours a day? Are they getting vacation or anything soon? Boogie has a new baby. I appreciate the hard work, but still.
Good stuff. I put a few hours into W last night and didn't see any crashes just the tactical turn lock. It felt much more stable and i'd say you all did a fantastic job. ![]()
1.09w just came out (less then 24hrs ago), changes were made to it and now they are just going to release it?
What's the point of beta testing if your just going to make changes to a version and then release it? I think the final version should get several days of testing before its official release.
I agree that the short testing cycles leave room for error. I barely put 5 or 6 hours into v and w collectively. But i imagine they decided to cut it off at some time.. and the crash reports have probably reduced with each patch to a slow trickle. As I said before.. 1.1 won't be the final patch so the goal isnt to fix every issue for it. (and to be frank even final patches usually leave issues.. OOM fully patch CIV IV much? lol)
My point is if they keep pushing it back to fix "one" more issue it'll never go out. They eventually have to decide when its "good enough" for general release. That said a few extra days to test W would be best IMO.. but the decision has been made so we're pretty much debating a moot point.
That being said.. I decided not to put anymore time into testing W since were seeing the public release today regardless of what issues I may or maynot find.
I hadn't yet been able to personally verify the problem mid-game because of the daily patches. It was a serious concern to see the community bringing it up so I'm glad this is nailed down.
werid i just update my gqame -.- thought it was this patch -.- instead my game is now 1.09e ????? woot? and there are no other patches `? - i have clicked check for betas but huh?
(Bored at work home and haunting the elemental forums for a bit)
Any thoughts on bringing back the uncommon and rare tech variables, and actually making them uncommon/rare and for things that matter like mid-late game techs that are powerful like weapons/armor/building unlocks? I thought it added a pretty interesting and unique aspect to Elemental although I hated the way they were originally implemented (since they were pretty much pointless, no offense). The more random variables (to an extent) the more replayability which means a lot in a strategy game thats usually played single player.
Agreed. I didn't realize that they were taken out. Is the code still in so that we can tweak these ourselves?
Betas are no longer available. 1.1 isnt live quite yet but is supposed to be sometime today.
Where are the update notes now? The link at the beginning of this thread no longer works.
i think its sucks they removed the betas
people "me" might mistakanely downgrade their game from a good functioning beta to something very bad
whilst having the bad shakes for the 1.1 ![]()
You don't know? Stardock has postponed the launch of 1.1 for a few next months. 1.1 seems to bugy. Sorry...
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