DerekPaxton DerekPaxton

1.19 Changelog

1.19 Changelog

*** 1.19 is a public beta ***

*** 1.19 was released on 1/27/2011 ***

 

Changes

1. Fixed memory leaks.

2. Reduced memory consumption (especially in the late game) by releasing unneeded textures instead of retaining them indefinitely.

3. Raze city no longer requires a tech and is available right off the bat for all of your cities.

4. Prestige penalty for multiple cities has been broken out in the Other category on the city screen (instead of being a part of the base prestige number).

5. AI is more careful with their sovereign.

6. In the city breakdown the amount of buildings is listed (so it will say Study x3 if you have 3 studies in that city).

7. Fixed bug where conquered cities that had caravans that called that city home would end up with messed up caravan counts.

8. Fixed a bug where player ability penalties on resource production weren't actually being taken into account.

9. Fixed the effect of the "Call of the Titans" spell, which gathers all your unstationed units and transports them to a specified tile.  It will now skip units without an attack (ie. pioneers, caravans, boats).

10. Fixed bug where particle glow effect would remain on the map after getting a goodie hut until you hit the turn button.

11. Fixed delay in tactical battles with mounted archer units.

12. Fixed bug where sometimes particles would remain on the map from a destroyed factions cities.

13. Added a new game option to adjust Movie volume.

14. Removed the city idle dialog, replaced with a report item notification in the event list.

15. Pioneers/sovs cannot build/found cities in other people's territory

16. Since spells are capped at level 5, you are no longer given the choice to keep going up in spell level once you reach that max.

17. Disabling Janusk advice does not disable his creation in the game.

18. Custom sovereign starting appearance is randomized (so you don't start with the same model every time).

19. You are now able to select a tile under a unit without moving the unit.

20. Limited improvements (like the faction specific Beacon of Hope) won't be counted as being built until they are completed.

21. Fixed Titan's Breath (thanks to Heavenfall and Kenata).

22. Fixed an issue that was keeping the AI from casting spells in tactical battles.

23. Balanced resource placement (more variety, better distribution).

24. Added a blue highlight representing the range of a spell when in spellcasting mode on both the strategic and tactical map, so the user can see how far they are allowed to cast the spell

25. Added tooltips that hover underneath the spellcasting cursor that explain why a spell can't be cast on that tile (with no tooltip shown if it is a valid target)

26. The strategic map spellcasting mode now uses the same wand cursors (with support for an invalid cursor) that the tactical map mode uses

27. Fixed a bug in spellcasting where non offensive, defensive, or terraforming spells were now checking that the spell target was valid when deciding if the spell could be cast.

28. Fixed the Fallen Ambassador (so it now correctly gives diplomatic capital).

29. Removed the Refined Diplomacy techs.

30. Added gold as a tradeable resource for fallen and changed horses to wargs for them.

31. Added the champion ablity "Diplomatic" which gives +1 diplomatic capital per turn.

32. Hooked up a list at the top of the city HUD to show the enchantments that are currently on that city.

33. Fixed a bug in the main city context wnd where it would use the AI's cached version of the battle rank for display, causing it to often not match the city HUD and other screens.

34. Fixed a bug where dispelling Guardian Ward (and any other spells that involved a city-target summon modifier) would not kill the summoned unit.

35. Fixed a bug where killing a unit summoned on a city would not cancel the enchantment that summoned that unit, keeping the spell from being cast on that city again.

36. Fixed lighting on shields in unit design screens (so they won't appear black anymore).

37. Fixed an issue that caused units to lose their custom portrait after a few turns.

38. Units now fade out when they get killed on the main map.

39. Units now fade out when they get killed in tactical battles.

40. Fixed a bug where improvements in FOW still played their particle effects.

41. Added a info button where spellbooks are displayed (such as on the custom sovereign screen) that will show all the spells that spellbook gives.

42. When improvements are auto-upgraded they no longer make the upgrade noise (which can be deafening when a bunch do it at once).

43. Auto-upgrades won't spam the event list with the "new building" messages.

44. When casting a targeted spell on an army (such as imbue champion on a stack with more than one valid target) a dialog is presented to allow the player to pick the unit he wants.

45. Fixed an issue that kept AI champions from being able to cast spells in tactical combat.

46. Players can now earn achievements in single player mode if auto-login is enabled.

47. Fixed a bug with lifesteal that caused the caster to lose hit points.

48. Fixed some bugs in tactical AI code that were causing it to think enemy units were friendly units.

49. Added code so that AI units will try to cast a heal spell on themself before resorting to trying to escape.

50. Added code so that the AI can determine the best spell to use based on AI xml weights in the spells themselves.

51. Added AIData and AIPriority tags to all spells, so we can tweak how much the AI cares about them.

52. Min defense on armor has been removed.  Previously armor never absorbed less than half the units defense value, now it has the possibility to absorb the full range (though weighter to the high end).  So every attack can do damage.

53. Increased the casting cost for Return and Teleport.

54. When a pioneer founds a city, any remaining units in its army are now automatically stationed in the new city.

55. When a sovereign founds a kingdom/empire, the popup explaining what they are doing now includes a checkbox asking if the user wants to station their sovereign in the new city, where if they choose to not have it selected, the sovereign moves to an adjacent tile like before

56. Fixed a bug with units getting stationed over end turn not showing up in a cities context, and ensuring the new city founding behavior shows the most updated city context when all the shuffling of units is done.

57. Fixed bug where, when founding a city, you could see the pioneer either die on top of the city while it was being built, or the pioneer's graphic would stick around for a turn if in cloth map mode when the city was built

58. The events for "improvement built" and "unit finished training" start out temporarily expanded, for a short period of time.

59. Faction Power Wnd entries now have a tooltip telling you how each player feels towards you.  (ex. At War, Neutral, etc..).  Also, if you are at war with them, an AtWar icon will be displayed.

60. Unit info cards reworked to show more meaningful data, have the data fit better, etc.

61. Fixed Grip of Winter and Greater Grip of Winter to correctly apply a chance of taking effect (previously they always caused the victims to lose their next turn).

62. Added an event list entry when there are enemy units in your lands.  Clicking on the event will cycle through the enemy units in your lands.

63. Added a new tactical Air 1 spell, Wind Shield.  Gives all allied units +5 dodge vs ranged attacks.

64. Removed the Blink spell.

65. You can now recruit Janusk directly from his opening dialog (instead of him talking to you and then sometimes running away).

66. Empire can now claim refugee camps.

119,136 views 254 replies
Reply #26 Top

Derek, any chance we can get the Titan's Breath spell to actually work in the game?   it is supposed to move a unit to a random tile (actual xml says it should move it back 2 spaces), but currently does nothing.   

Actually according to HeavenFall it is the type of Unit that is the problem, it needs to be changed to TacticalUnit,   Once that is changed - it works!

Thanks!

Reply #27 Top

Days like these make a stardock products buying customer feel like he just relocatted into a candy store... :D

WTB: crashy, wormhole creating, use at your own peril build... :D

Reply #28 Top

Lots of great changes, and I can't wait to get to use them. One thing:

17. Disabling Janusk advice does not disable his creation in the game.
End of quote
This is cool and all, but can we get an additional option that does disable his creation?

Reply #29 Top

18. Custom sovereign starting appearance is randomized (so you don't start with the same model every time).
End of quote

Seriously? O_o I suppose that ends default Quendar female Sovereigns wearing clothes that are not available for them (in that case, male vest).

Reply #30 Top

18. Custom sovereign starting appearance is randomized (so you don't start with the same model every time).
End of quote

I don't get this. Whats the point of customizing your appearance if it changes everytime. Oh wait.. are you talking when you enter the customization menu? Cause I was thinking every game it would change and was like wtf.

Reply #31 Top

Sub

Reply #32 Top

Quoting Fistalis, reply 30

18. Custom sovereign starting appearance is randomized (so you don't start with the same model every time).

I don't get this. Whats the point of customizing your appearance if it changes everytime..
End of Fistalis's quote
They mean the Sovereign creator, when you enter it and start browsing the different races.

Reply #33 Top

my guess for the final letter code is az, as I suspect the bugs have a really good hold in the engine and will NEED a huge amount of 'bug spray' to remove them, BUT would like to be wrong.

harpo

 

Reply #34 Top

1. Fixed memory leaks.

2. Reduced memory consumption (especially in the late game) by releasing unneeded textures instead of retaining them indefinitely.

End of quote
Reply #35 Top

Quoting Wintersong, reply 32

Quoting Fistalis, reply 30
18. Custom sovereign starting appearance is randomized (so you don't start with the same model every time).

I don't get this. Whats the point of customizing your appearance if it changes everytime..They mean the Sovereign creator, when you enter it and start browsing the different races.
End of Wintersong's quote

 

Seems a bit strange still...

 

I sort of like customizing my Sov outside of basic skills, like clothing tint, skin tone, etc...Seems more like it would change it to random not custom Sov.

Reply #36 Top

Quoting Ratatosk7, reply 35

Quoting Wintersong, reply 32
Quoting Fistalis, reply 30
18. Custom sovereign starting appearance is randomized (so you don't start with the same model every time).

I don't get this. Whats the point of customizing your appearance if it changes everytime..They mean the Sovereign creator, when you enter it and start browsing the different races.
 

Seems a bit strange still...

 

I sort of like customizing my Sov outside of basic skills, like clothing tint, skin tone, etc...Seems more like it would change it to random not custom Sov.
End of Ratatosk7's quote
You still can do that. It's just that instead of the sovereign looking one way when you open up the sovereign creator, and then you go from there (as is currently the case) the sovereign creator will now give you a random sovereign, and you go from there. It's convenient for people who don't want to edit the aesthetics, it's irrelevant to those that do.

Reply #37 Top

Get out of my head Paxton!

Reply #38 Top

Awesome. Hopeful SOV's will stop the kamikaze attacks and glad we can raze from the get go.

Derek - unsure what coding is required but is it possible, if a SOV dies, that the remaining cities and associated resources pass to the monster and ruffian faction  instead of just poofing out of existence? I know there's a bajillion priorities and this could be a complex change but it would go a long way (I believe) to shore up a currently nonsensical mechanic. If it's too low of a priority, please consider adding to the list.

My thoughts:

  1. SOV dies
  2. Each city spawns a Tyrant leader competitive with the player's current weapon/armor techs
  3. City stagnates - no new units or improvements
  4. No need to add to diplomacy options - conquest is the only option with these guys
  5. ZOC is nuked thereby allowing all land around city not under a faction ZOC to start spawning monsters and ruffians again
  6. All units from the collapsed faction become monsters and ruffians
  7. Units stationed in cities stay in cities - units outside of cities start pillaging

Just food for thought. Many thanks for improvements and browsing feedback!

Reply #39 Top

Quoting Derek, reply 20

1.2 is about UI, AI and bug fixes.  It is not a feature patch (at least not on the big level for things like Global Mana and changing to a Population economy).
End of Derek's quote

Sounds good :D

If UI is a focus, can you guys give the equipment screen some love?

Reply #40 Top

"11. Fixed delay in tactical battles with mounted archer units."        :)

Reply #41 Top

Quoting AlLanMandragoran, reply 38
Derek - unsure what coding is required but is it possible, if a SOV dies, that the remaining cities and associated resources pass to the monster and ruffian faction  instead of just poofing out of existence?
End of AlLanMandragoran's quote
This is something that should take advantage of dynasties - rather than falling to chaos, this faction should merely take on a new leader - the one next in line for the throne.

Reply #42 Top

1.2 is about UI, AI and bug fixes.  It is not a feature patch (at least not on the big level for things like Global Mana and changing to a Population economy).
End of quote

Balancing, too ?

 

15. Pioneers/sovs cannot build/found cities in other people's territory
End of quote

That's very, very good. Can we have another exception to your "no new feature" rule for this patch ? Give us the ability to break alliances. It's a highly annoying issue. Less so now that we won't have the "ally" mess up our land, but still not a minor one.

Reply #43 Top

man i just hope that the issue with having to make a unit leave your stack to get enchanted and then move back is fixed.  i really need this fix.  its only 1 of 2 things keeping me from playing this game right now, the other being multiplayer save game issues.  i haven't played since the official 1.09 because i want to be blown away by all the improvements.

Reply #44 Top

Number of letters? I wont guess at, but I'm thinking they will keep going until 2 days before 1.2.

 

We all know how Brad likes to work on the AI

Reply #45 Top

I remember the 1.1beta starts with 1.09n (?) until 1.09w. 10 letters, if i count right . For 1.2 i dont excpect saturday patches as we had in the 1.1 beta phase. (I dont think its necessary :) ) So i make a bet on 8 letters. (1.11h)

 

Nice to see a new changelog, altough the news about E: FE takes away most of my interest for E: WoM. Now playing E: WoM is like playing a nice game before the real Elemental comes out. Maybe its silly, but i can not control or regulate my interests.      

Reply #46 Top

Elemental v1.11 spell bugs I noticed:

Contagion(Death L4) does no damage.

Demonic Ally(Summoning L4) has no spellbook picture.

Eyes of Eagle(Air L1), next turn after casting a fog of war appears around the caster.

Summon Earth Elemental(Earth L4) summons a Stone Giant, in the Hiergamenon description is a reference to a Fire Giant but should be Stone Gia... Earth Elemental. :-)

Reply #47 Top

19. You are now able to select a tile under a unit without moving the unit.
End of quote

 

Great! :)

Reply #48 Top

Quoting Cruxador, reply 41

Quoting AlLanMandragoran, reply 38Derek - unsure what coding is required but is it possible, if a SOV dies, that the remaining cities and associated resources pass to the monster and ruffian faction  instead of just poofing out of existence?

This is something that should take advantage of dynasties - rather than falling to chaos, this faction should merely take on a new leader - the one next in line for the throne.

End of Cruxador's quote

Couldn't agree more.. i said something to this effect in one of my diatribes about dynasties.

Reply #49 Top

here's some xml to fix titan's breath

   

<GameModifier InternalName="EnemyMovementModifier">
      <ModType>TacticalUnit</ModType>
      <Attribute>TargetMovesBack</Attribute>
      <Value>2</Value>
    </GameModifier>
End of quote

courtesy of Kenata

Reply #50 Top

Elemental v1.11 bug/exploit: 

Demonic Ally(Summoning L4) has Blink and Arcane Doom once per three turns. When attacking kingdom cities you get a tactical map with a row of impassable houses and a Windmill in NE corner. You can Blink Demonic Ally behind the houses and then commence with Arcane Dooming ... poor kingdoms...destroyed by the Enemy Within.... :-)