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.

119,112 views 254 replies
Reply #51 Top

Known Issues

 

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).

End of quote

 

Has this been fixed? I remember hearing that work on this got pushed back from 1.1.

Reply #52 Top

Here's some minor 1.11 xml bugs that I've come across while modding...

 

Refined_Recruiting_Amarian & Refined_Recruiting_Trogs

Code: xml
  1. </em>        &lt;GameModifier&gt;</span>
  2. <span style="font-size: x-small;">            &lt;ModType&gt;Player&lt;/ModType&gt;</span>
  3. <span style="font-size: x-small;">            &lt;Attribute&gt;AbilityBonus&lt;/Attribute&gt;</span>
  4. <span style="font-size: x-small;">            &lt;StrVal&gt;A_Recruiting&lt;/StrVal&gt;</span>
  5. <span style="font-size: x-small;">            &lt;Value&gt;-10&lt;/Value&gt;</span>
  6. <span style="font-size: x-small;">        &lt;/GameModifier&gt;</span>
  7. <span style="font-size: x-small;"><em>

<Value>-10</Value> makes recruiting 10% more expensive...

 

Refined_Diplomacy_Amarian

This tech claims to give a 10% bonus to DC, yet has no game modifiers hooked into it to do so. That said, CorePlayerAbilities.xml still needs A_DiplomaticCapital defined as a PlayerAbilityType before this tech can work as advertised.
 

Trading_Trogs

Horses are unlocked as a tradeable resource rather than wargs. Gold is also not listed, but I'm not sure if that is a bug or intentional.

 

Influencing_Trogs


This claims to unlock a Propaganda Ministry improvement, but no such improvement exists. This tech does give a one time boost to DC in the same manner as Refined_Diplomacy_Trogs, which makes Influencing seem redundant and ultimately useless.

 

I know there are a few more, but I'll be damned if I can remember them at present...

Reply #53 Top

Quoting Ratatosk7, reply 51

Known Issues

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).

Has this been fixed? I remember hearing that work on this got pushed back from 1.1.
End of Ratatosk7's quote

Not yet, it's on the list.

Reply #54 Top

Quoting Derek, reply 20

Quoting TheProgress, reply 16
Quoting Derek Paxton, reply 8 

Yes, this is the 1.2 beta.

If this is the beta for 1.2, what are the big focusing points for the 1.2 patch? Is it all fixes or are there new additions / overhauls?
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

I thought you guys had said we would be introducing initiative-based tactical battles in 1.2.  Is that not the case?

Reply #55 Top

Here is an improvement for caravans and city spam that would be (relatively) simple to implement I would imagine: https://forums.elementalgame.com/403940

Reply #56 Top

Could we get another fix in for displaying only valid stuff in the UI?  So:

1) Techs only display their items/improvements if the item/improvement is actually available to that race

2) Cities only display resource dependent buildings that the city has a resource for (ie. Smelters)

3) Buildings that are not available for that level of city ARE NOT IN THE BUILD LIST!

 

1 & 2 would really help the mod community, right now there can be a lot of clutter in the UI if you try and use all the awesome stuff being generated.  3 just annoys me; would be fine if that were an Interface Option I had  to go checkbox out somewhere.

Reply #57 Top

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

 

This should be a great help.  I am interested to see how far this goes to help the AI in tactical battles.

Reply #58 Top

Quoting Trojasmic, reply 54

Quoting Derek Paxton, reply 20
Quoting TheProgress, reply 16
Quoting Derek Paxton, reply 8 

Yes, this is the 1.2 beta.

If this is the beta for 1.2, what are the big focusing points for the 1.2 patch? Is it all fixes or are there new additions / overhauls?
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).

I thought you guys had said we would be introducing initiative-based tactical battles in 1.2.  Is that not the case?
End of Trojasmic's quote

Not version 1.2, the first expansion.

 

Reply #59 Top

For Call of the Titans, what about Pioneers with an Updated (Staff) Weapon (mod) that gives +1 Strategic Movement?  To be all-inclusive of Pioneers, could you instead exclude all units with a Pioneer Pack from teleporting?

(This would properly exclude regular Pioneers and Speedy Pioneers. =))

That would be great! :D

Best regards,
Steven.

Reply #60 Top

Nice catch and solution StevenAus, I just want to vote for that change to exclusion list for Call of Titans too. :thumbsup: I often arm my pioneers even playing vanilla, there are spiders out there!

 

 

Reply #61 Top

Call should just ignore 0 attack. Early in the game I make armed and armoured pioneers (Engineers).

Reply #62 Top

Quoting Heavenfall, reply 3
Please make Janusk a variable gender, to the opposite of the player's sovereign gender! If Janusk always spawns, its a great boon to female sovereigns as they can marry him very quickly. If the player plays a male sovereign, Janusk should be female.
End of Heavenfall's quote

 

I vote YES on this one, since the AI starts the game married. I have had several games where AI is having children before I even find anybody to marry.

Reply #63 Top

Agreed - I've turned Janusk off specifically to avoid privileging female sovereigns, but now you're removing that option.

Reply #64 Top

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

 

Magic, pure magic, thank you.

Reply #65 Top

Quoting Kestral2040, reply 23

Quoting Alstein, reply 19Not a fan of having to see Janusk in every game.  I really, really hate that dude.
 

hey, me too...  someday I hope to wipe him from the universe.    shhhhh
End of Kestral2040's quote

 

Oh no, not planing to commit Januskside are you?

Reply #66 Top

 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.

 

Great!!!  I was wondering why this wasn't working.

Reply #67 Top

 

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

Wha? Could someone please expain this?

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

I would be cool if they could also enter enemy territory.

 

This patch is looking awesome!

 

 

 

Reply #68 Top

Looks like a fairly good patch, and wait, I got another nod in the patch notes. Awesome Sauce.

Reply #69 Top

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

 

Finally no more black shields on white "angel" knights.  Sweet.

Reply #70 Top

Quoting sjwt, reply 65

Quoting Kestral2040, reply 23
Quoting Alstein, reply 19Not a fan of having to see Janusk in every game.  I really, really hate that dude.
 

hey, me too...  someday I hope to wipe him from the universe.    shhhhh
 

Oh no, not planing to commit Januskside are you?
End of sjwt's quote

 

I can with absolute certainty tell you that this has happened. Janusk is the perfect enemy when testing new units and abilities in the game - always there at turn 2, ready to have his head bashed in. I've probably killed him around 300 times so far.

Reply #71 Top

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.

 

 

*Erm...what if i have level 6 spells modded in?

 

Another thing has been bothering me... if I'm at war, and take out an enemy's resource, and place my troops on it, they seems to be able to just build right under my troops feet. Is this intended?

 

I also don't see any mention of Fog of War fixes. (units going blind and phantom LOS' from destroyed cities)

Reply #72 Top

Any word on changes for armor?  Invincibility is fun for about 3 mins...

Reply #73 Top

I don't understand people talking about being invulnerable with armor.  The enemies in my game seem to research lord hammers pretty damn quick and are able to hurt me no matter what armor I wear.

Reply #74 Top

Quoting Lord, reply 73
I don't understand people talking about being invulnerable with armor.  The enemies in my game seem to research lord hammers pretty damn quick and are able to hurt me no matter what armor I wear.
End of Lord's quote

The issue being that having only one weapon and one weapon that work in the game doesn't strike me as interesting. Not to mention that this whole "quality vs quantity" thing that was advertised just doesn't work at all.

In other words, as soon as I hit light plate in the tech tree, I disable almost any 1-handed weapon. And with heavy plate, almost anything but lordhammers and trog scimitars. Compare this to civilization, where spearmen can and will still deal light damage to late-game infantry, or Total War, which, considering Elemental doesn't cover everything from the stone age to the fusion age, should be a more accurate comparison.

It's not that armor makes you invulnerable, it's that it disables weapons (and very quickly) instead of doing damage reduction. Also, this makes dodge useless...

 

If you want variety in the game, you need to make sure that most weapon and armor stay an option late in the game. And that means:

-No more "blocked" results, unless we're talking master heavy plate against clubs (maybe). 

-Armor shouldn't reduce 70 or 80% of the damage so consistently. If you want dodge to be useful, then you need to balance the survivability they provide. And that means making dodge statistically (slightly) better than armor, because armor gives you a relative certainty, which is a huge tactical advantage.

Heavy master plate is almost as strong as lordhammers, which means it blocks almost all damage from these. They're on the same tech level, so they should absorb 50-60%, not 90%.

Reply #75 Top

The issue I have with armor is exactly the one stated above. 

 

You can even see the same effect in the early game.. if you attack a guy who has an 8 attack rating, and you have 4-5 armor, they might hit you for 2 damage every other attack...  which means that if they don't have any armor, you can easily kill them with even the worst weapon in the game and take little to no damage.  This same effect rolls all the way up the tech tree. 

When I roll up to a 'glass cannon' type unit (high damage low def) at any point in the game, I want to be worried that if it hits I'm in trouble, but if I can hit it first I can put the hurt on.  Right now I see pretty much any attack value and say 'meh, what's the def value, how long will it take me to kill this unit?'