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.

119,107 views 254 replies
Reply #126 Top

Can you throw some numbers our way as to how damage vs armor works in 1.19? That knowledge is needed for mods, and for the hardcore players. #52 is extremely vague.

Let's say a unit with 12 warriors inside, wearing lord hammers (40 att) are attacking an enemy with 30 armor. What rolls are performed?

Reply #127 Top

Quoting Heavenfall, reply 126
Can you throw some numbers our way as to how damage vs armor works in 1.19? That knowledge is needed for mods, and for the hardcore players. #52 is extremely vague.
End of Heavenfall's quote
I think I can answer that one in his place:

If nothing else has changed, then the max value of armor or attack is squared before the roll, then the roll is between 1 and max squared with equal probability for each result, then the result is square-rooted. For attack, and previously for armor, all results with less that half the max values were discarded and rerolled, and this has been removed for armor. 

So for instance, for 20 attack, the roll was between 1 and 400. If the result of the roll is, say 225 (for simplicity I took a perfect square), the final attack roll result will be the root of 225, which is 15. If it had been 226, it'd have been rounded down or up depending on what's in their algorithm. If the final result had been less that 1/2 max - so less than 10 in this example - it'd have been rerolled. This was also the case for armor, but this will be removed in 1.19, allowing for less-than-half final results.

 

What this means is that the higher the result, the higher the probability to get that result. The probability to have a final result of 1/2 or less (which was then previously discarded for armor and attack, but won't now in the case of armor) was 1/4th: for instance, in the case of 20 armor, you need to roll between 1-100, that's 100 possibilities out of 400.

What this means is that previously, the average result was around 80% max value (I did the math once), and will now be 70% for armor. That's a change, but we'll still see a lot of "blocked" results for similar tech equipment clashing.

Edit: Ah, so the low results are not rerolled, they're raised to 1/2.

Reply #128 Top

Quoting Heavenfall, reply 126
Can you throw some numbers our way as to how damage vs armor works in 1.19? That knowledge is needed for mods, and for the hardcore players. #52 is extremely vague.

Let's say a unit with 12 warriors inside, wearing lord hammers (40 att) are attacking an enemy with 30 armor. What rolls are performed?
End of Heavenfall's quote

Lets say the warriors are level 3, that gives them an accuracy of 24.

Lets say the enemy has a dodge of 12.

Each of the 12 warriors makes an attack against the enemy.  They roll 1-24 (their accuracy) to hit.  The Enemy rolls 0-12 (its dodge) to dodge.  Whoever gets the highest number wins.  The defender wins ties.

Of the 12 attacking warriors lets say 8 hit.  The other 4 miss and are no longer relevant for damage.

The 8 that hit go through the following to determine their damage.  They square their attack to 1600 (40^2).  A random number is selected between 1-1600.  Lets say they pick the following for the 8 hits:

1400

1300

1200

1000

800

600

400

200

 

Then these numbers are square rooted to:

37

36

34

31

28

24

20

14

 

Damage can never be more than half so those numbers are converted to:

37

36

34

31

30

30

30

30

 

Now the enemy gets defense against each of the attacks.  His defense is squared to 900 (30^2).  A random number is selected from 1-900.  Lets say the following are selected:

800

700

600

500

400

300

200

100

 

Then these values are square rooted:

28

26

24

22

20

17

14

10

 

Previous to todays change armor would also be mined to half its defense value.  So this unit would have a min of 15 absorb against each attack.  But that has been removed so we move ahead with these values.

As is the enemy takes 96 damage (258 - 161).  Prior to todays change the enemy would have taken 90 damage (since the 14 and 10 would have been raised to 15).  But we didn't make the change to modify these situations much (though it does make defense less powerful in these situations too).  We made it so that its possible that the good armor wont do anything (or very little) at all.  So that any attack could to damage.

A few common questions:

Q: Why do we square, roll and square root?

A: To make the random results less linear, we want a more predictable range with some variability.

 

Q: Why do we force min's on weapon damage?

A: For predictability, we want larger weapons to have predictably more damage. and we want players to be used to seeing the same damage ranges in attacks.  We dont want a unit to hit for 40, then hit for 2 the next round against an unarmored opponent.

 

Q: What are the problems with this system?

A: Its hard to easily communicate to the player exactly what the damage range is.  Technically its the entire range, but since its not linear the range of 0-40 dos do a good job of describing what a reasonable average or expected damage should be.

Reply #129 Top

Q: Why do we force min's on weapon damage?

A: For predictability, we want larger weapons to have predictably more damage. and we want players to be used to seeing the same damage ranges in attacks. We dont want a unit to hit for 40, then hit for 2 the next round against an unarmored opponent.
End of quote

If you want predictability, why not average a bunch of rolls instead of skewing the distribution toward high values (and one-hit-kills)? If you average, say, the results of 5 attack rolls (preferably after considering the defence rolls), you will get results that are much closer to a normal distribution, and somewhat predictable (centred around the average).

Of course this already happens when large stacks are fighting each others, but a lot of the game is single units vs single units (champions, monsters, summons, and early game armies).

Reply #130 Top

Using the same calculations, if the attackers had 30 attack instead, they'd have dealt 5 damage (166-161, because of the cap on attack). That's calculated using the same set of rolls than your 1-900, but raising the 10 and 14 to 15 (after square root). I'm... not sure it's enough, really. And if they had 20 attack...

I mean, full light plate is 14 defense, and a broadsword is 15 attack. It's not like equal defense vs. attack was rare or extreme.

Also, here, part of the problem is that you're doing (Sum of attack)-(Sum of armor). This actually makes squads weaker than individuals, because it smoothes lucky attack rolls out.

When 2 independant units roll, one great and one badly, the one that rolled great deals damage, but the one that rolls badly will just do 0. Here, the one that rolled badly actually harms the final result. If you had rolled 12 independant units, you'd have had a better result.

 

Example: 2 attack rolls, 15 and 10, against two defense rolls of 12. 

Independant: final damage = 3 (15-12, and the other deals 0)

Group: final damage = 1 (15+10 - (12+12)).

While I'm sometimes afraid of the power of groups and want them balanced with individuals, I don't think this work. Really.

Reply #131 Top

"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."

YEEESSSS!!!!!!

I have to agree changing Janusk in some fashion.  Eunuch is a fine option! 

Reply #132 Top

Can we get something to stop the heal spell being cast on a chr with full health.

 

Reply #133 Top

Quoting Derek, reply 128

Then these numbers are square rooted to:

37
36
34
31
28
24
20
14

Damage can never be more than half so those numbers are converted to:

37
36
34
31
30
30
30
30
End of Derek's quote

More than? presumably less than a minimum - and 30 isn't half of anything


 

Quoting Derek, reply 128



Q: What are the problems with this system?

A: Its hard to easily communicate to the player exactly what the damage range is.  Technically its the entire range, but since its not linear the range of 0-40 dos do a good job of describing what a reasonable average or expected damage should be.
End of Derek's quote

Try using a 10 percentile to 90 percentile range and then use the phrase "typically/normally X to Y" and then add a note somewhere under damage ranges - Damage ranges cover most (80%) outcomes but results may occasionally be outside either end of this range (10% high and 10% low).  As someone who gets to explain complex random numbers to a non technical audience this has worked across a wide range of people.

 

Reply #134 Top

Thanks for the post Derek.

Follow-up question. When we use the gamemodifier DefendableDamage, does the game randomize that damage like it would a normal attack?

 

Reply #135 Top

Quoting RFHolloway, reply 133

More than? presumably less than a minimum - and 30 isn't half of anything
 
End of RFHolloway's quote

Sorry, you are correct.  The min on the attacks should be 20, not 30 since the attack was at 40.

 

Quoting Heavenfall, reply 134
Thanks for the post Derek.

Follow-up question. When we use the gamemodifier DefendableDamage, does the game randomize that damage like it would a normal attack?

 
End of Heavenfall's quote

I'm not sure off of the top of my head.  And Im don't have access to the source at the moment.  I would guess that it just allows for the defense steps I described but not the attack pattern.  But thats just by guess.

Reply #136 Top

Thanks for the update!

 

Two UI suggestions that I would have:

 - could the shard resources be designated with a shard symbol and a number following like the other resources are.  

 - could two small tabs be added near the calendar (upper left corner) to activate or disable the hero & city column of the left side of the screen?  The tabs would be similar to the ones controlling the mini map etc. 

 

One other Tech/magic thought:

 - Could techs be added so that you could eventually learn the 4 magic schools that you choose from in the beginning.  Be nice to eventually be able to pick up the spell areas that are not critical at the start but might be fun later on in the game.

 

 

Reply #137 Top

Follow-up question. When we use the gamemodifier DefendableDamage, does the game randomize that damage like it would a normal attack?
End of quote

I am pritty sure it randomizes the damage as well. I've killed Unarmoured Janusk enough times to see that when using DefendableDamage with an ability that sets the damage "Value" (not MinValue/MaxValue), the damage done is in a range of 50% of the value to ~100% of the value. Note, roughly 100% as I don't recall seeing 100% damage, definitely 50% though.

Reply #138 Top

One fix I would still love to see is a setting where I can change the network timeout value used when the game starts up.  It is painful having to wait several minutes for the game to load simply because the network is present but the game can't call home.

Reply #139 Top

Here's a few more bugs I've come across with 1.11 that have to do with Player Ability Bonuses:

A_Administrative used by CivilizedBonus1 doesn't appear to do anything, I've tried using values up to 50...

A_Influence still doesn't seem to affect a settlements influence radius...

A_Sight and A_Agility both appear to be nonfunctional as well.


Reply #140 Top

One UI suggestion of my own:

 

44) For targetted spells on armies, since you can cast unlimited strategic spells in a turn, allow casting on multiple targets at once?  Maybe like AOW2 have right click invert your choices?  (don't know how exactly you're designing this right now)

Very promising looking changelog right now.

 

 

Reply #141 Top

Thank you, thank you, thank you for #44 after this patch i can finally play this game again! it was the only thing holding me back from it.

Reply #142 Top

Wow, E:WOM is going to be really polished after 1.2 is released.

If there is one thing that bugs me right now about the dumb AI in tactical combat it's how it always uses up all it's troops movement points even if it puts them right in front of your troops without being able to attack. Then you have a huge advantage and can use all your points to attack. The AI needs to hold back and stay one or two squares away from melee units, then attack next turn. Thus forcing the player to either move back or to use up action points to close the distance.

This change alone would greatly increase the tactics in tactical battles. Also If the AI has a advantage in ranged/spell dmg they should go on defense and not rush you.

Reply #143 Top

Happy days, #53! Glad to see return and teleport are getting a nerf.

Reply #144 Top

Quoting Dsraider, reply 142
Wow, E:WOM is going to be really polished after 1.2 is released.
End of Dsraider's quote

 

Honestly I'd hardly call getting things to freakin work in the first place 'polishing'. Honestly calling any of the last few patches polishing is really insulting to those that bought the game at release :P

But I do have a lot of respect for Stardock for working on fixing a game that has a lot of potential while many others would just let this game fade into the mists of time. I understand that due to the massive changes made in December that the game is fundamentally different and a lot of bugs were bound to occur. I really am rooting for team Stardock and just being a grumpy impatient person, honestly I don't have any right to bitch as Stardock is making this game awesome and even handing out free expansions to the most patient of us.

 

Hopefully I can start recommending the game to others after the 27th. IDK about others but I'm a bit starved for a great TBS to take the place of Civ 4. This patch looks really promising as it addresses a lot of the issues I've been stressing about. I will be happy to grind out some more hours in it post-patch to do my small part to hunt out more bugs.

Reply #145 Top

I think the game will be moderately polished after v1.4, but of course such guestimations are pointless. The primary determining factor of whether the game will be entertaining or not by v1.4 will be the state of the AI; there is no point in playing if the AI (on ridiculous) poses no threat.

Reply #146 Top

So is the public beta still on track for 1-27-11? <3

Reply #147 Top

Can't believe I didn't notice this thread until now.

Looking forward to this, esp. #36 and #44. Those two really bugged me for some reason.

Reply #148 Top

Out of curiosity, is the new version going to include work for the strategic AI?

Also, while Frogboy was testing the AI during Christmas holidays, he mentioned that a bug where an AI faction never built even their first city wasn't an AI bug, but instead a map bug. A farm was situated within a swamp or something similar. Given that this bug was recognized by Frogboy, is it being fixed?

Reply #149 Top

I didn't see any mention of the broken custom faction/sov traits being fixed.

 

Faction talent Arrogant reduces Champion cost instead of increasing it.

Faction talent Influential does nothing.

Faction talents that give a free tech give it regardless of faction type. (Kingdoms can get empire tech, and vice versa.)

Sovereign talent Stupid does nothing.

 

 

Also, don't forget that Spell Immunity is a 64 mana spell with no upkeep!

Reply #150 Top

Does anyone else find themselves never using the Summon spellbook because it is so far up the tech tree and requires its own "tech"?  Seems like it should be included with something else, maybe unlock it when you get Arcane Mastery and the Abbey of Izil / Advanced Spellcasting for Fallen?