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.

119,131 views 254 replies
Reply #76 Top

Armor in Elemental is broken. It makes dodge pointless, makes only a few high dmg weapons viable, can easily make your units completly invincible, and makes monsters very UP etc....

They will probably solve this in the E:FE expansion. For E:WOM what I would like to see is a decrease in the dmg reduction of armor so it's not 1:1 with attack. 0.75:1 seems about right. To balance this increase hp by a bit. That way armor is still good but won't be able to block dmg %100 unless you have a significant very tech advantage.

Reply #77 Top

Quoting Werewindlefr, reply 74



Quoting Lord Xia,
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.


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%.
End of Werewindlefr's quote

 

Oh, I agree that it is boring and yea, they only use one or two weapons, I've beitched about that too.  The whole system armor/weapon system is crappy boring.

Reply #78 Top

Quoting Dsraider, reply 76
Armor in Elemental is broken. It makes dodge pointless, makes only a few high dmg weapons viable, can easily make your units completly invincible, and makes monsters very UP etc....

They will probably solve this in the E:FE expansion. For E:WOM what I would like to see is a decrease in the dmg reduction of armor so it's not 1:1 with attack. 0.75:1 seems about right. To balance this increase hp by a bit. That way armor is still good but won't be able to block dmg %100 unless you have a significant very tech advantage.
End of Dsraider's quote

I agree.  Even in HOMM defense skill does not negate all damage.  It can seriously lower it (to about 30% of base damage) but it never eliminates it.  And damage is always a minimum of 1.  Maybe we need to have damage lowering and minimum damage of 1 (the higher the armor advantage over attack the greater % reduction from base damage) but never being able to limit damage to nothing, except if you dodge (which would negate all damage, but only if dodge is successful).

What do people think of this possible solution, and Dsraider's?

Best regards,
Steven.

Reply #79 Top

I like it the way it is.

Reply #80 Top

Quoting StevenAus, reply 78


What do people think of this possible solution, and Dsraider's?

Best regards,
Steven.
End of StevenAus's quote

Well, there are 3 things that need to be avoided:

-Armor that gives %age damage reduction. This makes armor as efficient against any weapon, and doesn't work in my opinion.

-Armor that negates damage completely, or at least against weapons which aren't so outdated that they're the equivalent of the spearmen vs. modern tank of Civ.

-Having a system in which all outclassed weapons would deal "1" damage. Even when both are outclassed, a gnarled club should still be inferior to an axe.

For instance, heavy master plate could soak 80% of a broadsword's damage, 90% of a shortsword's, 50% of a karrazan and 30-40% of a lordhammer's. To differentiate outclassed weapons, give a change for the better ones to deal 2, or 3 damage, instead of a flat 1.

Reply #81 Top

Just thought I'd repost that here so its not overlooked given that especially the last 2 things are gamebreaking exploits essentially and seem rather easily fixed...


Bows in the shop are no longer priced relatively to their resource cost (at least not the empire variant, don’t know for sure about kingdoms).
Don’t know if its deliberate or an oversight that somebody re-checked the old prices for shortbows and longbows (100 and 250) but in the last part of the 1.1 beta it sure was different. This probably should be applied to Yithril bows as well...?

On reloading a save monsters seem to sometimes attack where they didn’t before (autosave or not) giving them what seems to ba a double turn and sometimes rendering saves unusable. Maybe monster actions shouldn’t be re-checked on reload.

Diplomatic capital is worth riddiculous ammounts of value in the treaties part of the diplomacy screen.
At least while one is at war with a faction. This means that factions you are at war with will give you insane ammounts of gold for riddiculous AIs if you don’t trade the diplomatic capital for peace but for gold.
Might be a neat idea to give diplo capital a bigger impact for certain situations and I am all for it, but then gold should be barred from the list of possible commodities (or the 2 goods should be exclusive for a single trade which whould fix the issue either.).
This one is a de-facto game-breaker.


The sums for trading heroes still is off (even in the trade-table-value with either the player side value multiplied by 10 / the AI hero-Side beeing the reference-value or the value beeing 10 times to high terms of real trade-value and the display on the players side being the intended but not enforced one.).
After testing it this is another game breaker like diplomatic capital (just not only at a certain part of the diplomacy-table under certain conditions like War)
When trading a hero to the AI the same hero is worth less on the AI-Side of the table than on the player-side. Effectively making it possible to strip an AI of all its gold and! all other resources in a single turn with a single hero (by trading it to the AI and promptly trading it back for part of the Stuff / especially gold the AI gave you for the hero). For all other goods the AI will always give you are worse ratio than you get from it for the obvious above reasons. So maybe the value of the hero should just be plain what is displayed on the table and not change variable to your charisma and bards in the kingdom empire (since that sooner or later leeds to heroes being literally worthless on the AIs side of the table..)







Also as a side-note / opinion for this patch or a later one (by far not as important as the above and up to opinion of course):
The idea to change the age of maturity of kids up to 25 was frankly a very bad one imo (don't know if that is just happening when playing epic).
That makes the dynasty-system even more trivial than it is anyways. Maybe the age should instead be reduced! to 16 (14 is another possibility but that might be both to fast and quite a bit touchy as far as censorship in many countries is concerned), this whould finally make dynasties more important not less and also is more fitting to the background of a dark forsaken world of medival-set fantasy. (not a bug per se but still very worth mentioning since without any detectable reason and sucking the fun out of a feature instead of adding to it.). Might be a bit touchy in some countries but it is a fantasy strategy-game after all...

Reply #82 Top

I think the reason % damage reduction if defense exceeds attack works in HOMM because weaker units have a weaker base attack in terms of damage, and stronger units do more base damage.  Since Elemental doesn't have different base damages, % damage reduction won't work in Elemental.

Best regards,
Steven.

Reply #83 Top

Quoting Derek, reply 53

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.
Not yet, it's on the list.
End of Derek's quote

 

I hate to sound shrill/overbearing, but this fix here is the #1 thing I expect fix-wise. from 1.2 as of right now that isn't on the list already.  It's the single most annoying thing about the UI for me right now.

Reply #84 Top

Hey, Kael. Feel like we're back in FFH2-land, and that's a _good_ thing.

Reply #85 Top

Anyone notice that the AI is not using defensive class spells in tactical combat. I recently made a custom monster with two different defensive skills, but it did not use either of them in the 15+ rounds of combat I had run through.

Reply #86 Top

Quoting kenata, reply 85
Anyone notice that the AI is not using defensive class spells in tactical combat. I recently made a custom monster with two different defensive skills, but it did not use either of them in the 15+ rounds of combat I had run through.
End of kenata's quote

I don't believe I've seen the AI use defensive spells in tactial combat either.

Reply #87 Top

Quoting kenata, reply 85
Anyone notice that the AI is not using defensive class spells in tactical combat. I recently made a custom monster with two different defensive skills, but it did not use either of them in the 15+ rounds of combat I had run through.
End of kenata's quote

there was definitely a problem with the AI casting spells in tactical combat that is fixed in this version (#27 in the list).  It's not that the AI simply couldn't cast spells in tactical before, but in some situations, and with some spell options it would try and fail to cast.  I've definitly noticed a lot more casting in tactical from this build, and we aren't done improving it yet.

Reply #88 Top

I have a question.  Do AI controlled Sovs and Champions assign their stat points when they level up?  Seems like I fought a level 10 Varga that had the same stats as a level 1 Varga.

Reply #89 Top

there was definitely a problem with the AI casting spells in tactical combat that is fixed in this version (#27 in the list). It's not that the AI simply couldn't cast spells in tactical before, but in some situations, and with some spell options it would try and fail to cast. I've definitly noticed a lot more casting in tactical from this build, and we aren't done improving it yet.
End of quote

Awesome! Are you guys adding some xml method to the AI's tactical casting? I would love it if we modders could specify that how a given unit prioritizes his spell v. his regular attacks.

Reply #90 Top

Here's my fear... If 1.2 is only going to address AI, UI, and defects, does that mean ... ?

a ) the hero/champion system in EWOM is finished?  Will there not be any more updates to the way this works in EWOM?  No skill trees?  No new heroes representing each of the EWOM races?  No new hero abilities?  I've heard you say that you want the focus to be on the sovereign so will there even be any changes to the hero/champion system in Fallen Enchantress?

b ) no more gameplay mechanics changes?  Is EWOM basically "gameplay mechanic" finished?

 - no more changes to tactical battles in EWOM?

 - no more changes to the tech tree in EWOM?

 - no more changes to the magic / spells system in EWOM?

 - no more changes to the quests system in EWOM?

 - no more changes to the items in EWOM?

 - no more changes to the city building/specialization in EWOM?

Reply #91 Top

difference between homm and elemental is that you have stacks of gazzilions of units. lots of hp.

 

unlike elemental... so unless you up the hp of everything... lots.. they will just meet a few spiders/wolves and all die due to simple attrition.

 

take your average starting sov. how much hp has it got? by all means change.. but beware unintended consequences.

Reply #92 Top

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
End of quote
Is the strategic version of this available in the cloth map as well as the 3D map?

Reply #93 Top

Woot! Custom Portrait fix!

Reply #94 Top

Yes, in HOMM lots of units stack, but not in Elemental.

Best regards,
Steven.

Reply #95 Top

 

Hi Derek et all,

Is there any possible fix in the pipe for the archer animation delay with heros/units on mounts? This bug seems to have creeped back into 1.1, and it would be great to see it squashed :)  It would be even better if we could already be working on other tactical actions while archers were firing, but perhaps that wouldn't be possible with how things are currently coded.

Thanks!

Reply #96 Top

Here's my fear... If 1.2 is only going to address AI, UI, and defects, does that mean ... ?

a ) the hero/champion system in EWOM is finished? Will there not be any more updates to the way this works in EWOM? No skill trees? No new heroes representing each of the EWOM races? No new hero abilities? I've heard you say that you want the focus to be on the sovereign so will there even be any changes to the hero/champion system in Fallen Enchantress?

b ) no more gameplay mechanics changes? Is EWOM basically "gameplay mechanic" finished?

- no more changes to tactical battles in EWOM?

- no more changes to the tech tree in EWOM?

- no more changes to the magic / spells system in EWOM?

- no more changes to the quests system in EWOM?

- no more changes to the items in EWOM?

- no more changes to the city building/specialization in EWOM?
End of quote

 

Cool to see all the fixes, but right now with the E:FE - announcment i´m afraid of that.

Reply #97 Top

Here's my fear... If 1.2 is only going to address AI, UI, and defects, does that mean ... ?

a ) the hero/champion system in EWOM is finished? Will there not be any more updates to the way this works in EWOM? No skill trees? No new heroes representing each of the EWOM races? No new hero abilities? I've heard you say that you want the focus to be on the sovereign so will there even be any changes to the hero/champion system in Fallen Enchantress?

b ) no more gameplay mechanics changes? Is EWOM basically "gameplay mechanic" finished?

- no more changes to tactical battles in EWOM?

- no more changes to the tech tree in EWOM?

- no more changes to the magic / spells system in EWOM?

- no more changes to the quests system in EWOM?

- no more changes to the items in EWOM?

- no more changes to the city building/specialization in EWOM?
End of quote

Right now, I am not afraid of this. Most of these are being addressed by the mod community, and there are already many mods which have begun to address these concerns. In fact, this is probably the way it should be as EWOM becomes more and more stable. If you do not like a particular facet of the game, then use the tools you have to try and fix them. My fear, which is fairly insignificant, is that there will be no changes made to help modders. In general, I would say that the list of mod changes truly needed to reduce the current mod limitations is actually fairly small and the effort to bring them to fruition would benefit both EWOM and FE.

Reply #98 Top

I think with Jon coming on board, and a significant budget for this game still to be spent, that there's reason to hope instead of fear on this end.

 

I'd like to see a portion of the budget set aside just for modders engine requests, if that is feasible though.

 

Reply #99 Top

Is Janusk related to Fargoth?

Reply #100 Top

Quoting Marks1381, reply 99
Is Janusk related to Fargoth?
End of Marks1381's quote

 

I think Janusk stole Fargoth's ring, hence why he is so eager to join up at the start of a game.