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.

119,121 views 254 replies
Reply #226 Top

The levies idea sounds interesting, but leads me to this question?  Why would you research it instead of something else?

Part of me is thinking several things in this game technologically, shouldn't be specific techs, but maybe tied into the general tech level instead?

 

That may be a little too out of the box for EWOM, but might be a good idea for FE.

Reply #227 Top

Derek, I have a couple questions about 1.2:

-Is it going to follow the same update schedule as 1.1 ? Regular patches with incremental fixes/improvements ? Or does 1.19 contain the bulk of the changes we should expect in 1.2 ?

-Can we expect more armor fixes ? From my experience in 1.19, it's still really broken, "blocked" results are the norm instead of the exception, and quality is still far superior to quantity.

-Is the new spell (from the contest) going to be implemented in 1.2 ?

Reply #228 Top

All these changes are great but It would be great if we could get a promised changes to combat (as in initiative per unit).

Also things like children taking over the kingdom after sovereign gets killed outside of borders would be great as well as not all cities going Puff when we kill him/her. While we are at it age system would be great as well with bonuses to spellcasting and penalty to fighting as the character gets older and with children taking over after death or in case of Empire an ability to sacrifice children for additional 20-50 years :D

Reply #229 Top

Great update. I just started a new game on a medium sized map and it runs like a dream, but with linear time. I have had some particular fun think of new unit strategies against the AI's warhammer-spearman combos they are pumping out in groups of 4 with 25-45hp each, showing that they are research showing veterans over logistics. They are small, but prove a consistent challenge as I try to get magics and better armor to level the field. Until I can outclass them, I fell back on using lightly armored spearmen as fodder. They do good damage but generally only last for a hit or two against the hammers. This level of combat is more than have I seen in the game so far, rivaling that of the old GC2 days. I haven't been able to overwhelm them because they used a colony rush at the beginning to secure almost twice the territory I have. For that matter, every city I own I had to capture from the AI and each one had at least 2 and as many as 8 defenders. While I am sure I can eventually defeat the Kingdom of Altair, I plan to leave them a quarter of their old empire on the east, making a good buffer between my cities and the Capitar, a much more fearsome society. 

From there I will have to dig into the diplomacy tree in order to secure alliances so that the kingdoms of the realm of Epopea may face the coming hordes of the Empires. This is the kind of epic gameplay I have longed for in elemental. No magic spell of making and no adventure victory. Just epic wars fought against distant empires for control of the magic shards, 25 of which exist in the realm of Epopea. 

One thing I would like to add myself to the game, assuming that the triggers have been left in, is epic events that occur after 1000 to 2500 turns. I would like to have demon gates opened, titans return, kingdoms got to war with their allies, zombie hordes arise from epic battles long forgotten. All these things are possible and are needed to throw that extra twist into late game strategy. It would also be nice to randomize which things will occur and when, but that is asking a little too much. 

All in all, balance is much better with the new armor equations, it runs better, and most importantly, the AI is fun to play with. The only thing worth looking at now IMHO is adding those little pieces of flavor to the AI to make sure they can utilize late game tech, since there is no limit to how far one can research.

Reply #230 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

Either that or make Janusk a confirmed bachelor so that neither gender has the advantage of acquiring a spouse right off the bat.

Edit: Oh, jeez, didn't realize this thread was 10-pages long, so it's entirely possible somebody suggested this already.

Reply #231 Top

Anyway to destroy a current improvement outside the city?  I am trying to destroy a shard improvement, since it is an empire improvement, and it didn't upgrade when I researched improved shard harvesting (or whatever the tech is to improve shard harvesting).  Or better yet, just fix that bug, so that the empire harvested shard will switch over to a kingdom harvested shard when you conquer the city, so you don't have to destroy the improvement and build a new one.

Reply #233 Top

why not make janusk a hermaphrodite( ie BOTH male & female) that way everybody gets a quick spouse, but with the nonsov gender kids ALSO being hemaphrodites, could be an interesting situation in the dinasty  choices, and no difficulties breeding with the other factions as the hermaphrodites can both hit AND pitch, perhaps of two hermaphrodites were to marry then the total number of kids could double and the speed that they pop out would also increase as each could take turns in bearing the kids(this assumes that hemaphrodites CAN breed and breed true)

harpo

 

Reply #234 Top

Well, I don't think Janusk should be allowed to procreate with either male or female Sovs.  He is usually a Ginger, and it's a sin to create more Gingers, since they are born without souls.

Reply #235 Top

Why was the Blink spell Removed? And how do I put it back in?

You already removed most of the spells from the game, Raised the cost for casting anything so high it's near impossible to cast more then a few spells a turn, made it so the casters use all their action points to cast just one spell.

Not even sure why Magic is in the title any more.

There are only maybe 3 or 4 spells per book. so what is the point of creating a sovereign to specialize in one type of magic when he can only learn 4 spells?

Blink was one of the only useful nondamaging spells left in combat. A bow wielding caster could have lots of fun jumping about the map targeting opponents until his mana ran out. But not anymore. Was this an attempt to prevent those who used the tactic of blinking to unreachable locations on the maps to pick off opponents with spells or bows. Here's a better idea, how about fixing the maps instead?

And will this patch break my save games like so many others? I'm getting really tired of playing a game to 300 turns and then losing it because the patch will not support it.

Not to mention is there away that changes that I make to the xml can be saved and not lost every time I update? I hate fixing so many issues on my own only to have to turn about and fix them again next time a patch comes out.

:annoyed:

 

Reply #236 Top

Quoting Lord, reply 234
Well, I don't think Janusk should be allowed to procreate with either male or female Sovs.  He is usually a Ginger, and it's a sin to create more Gingers, since they are born without souls.
End of Lord's quote

Except for the hot ones.

Reply #237 Top

obviously 'lord xia' is a ginger and  does NOT want any compatition for breeding.

harpo

 

Reply #239 Top

@swillo: we already put "Blink" back in the game, is bundled up with a load of additional spells for the Murteas Grimoire mod v.32 (for 1.19 beta).  There is no way to support saved games with XML changes, that is in the engine and is just the way life shall be.    I suggest keeping either separate versions of the code to sub back in, or making your "fixes" mods.

 

Honestly all the people complaining about lack of content never make it even 1 level deep into the forums to notice the amazing stuff the mod community is putting out there. Must not join the .... :troll: s

 

@TheProgress: I don't always agree, but when you have a point sir, you nail it out of the park.

Reply #240 Top

Honestly all the people complaining about lack of content never make it even 1 level deep into the forums to notice the amazing stuff the mod community is putting out there. Must not join the .... s

End of quote

Let me preface this by saying I love mods, have worked on mods for other games and I am currently planning a decent sized mod for Elemental.  But...

Some people actually expect stuff to be in the game.  :)  There are people that don't like mods for one reason or another, and expect that the developer should actually provide robust content, not the community.

I'm not trying to be a jerk, and really hope I'm not coming across that way.  Just giving another point of view, and not even one that I agree with.  LOL

 

Reply #241 Top
[quote who="M. Agrippa" reply="239" id="2877773 

@TheProgress: I don't always agree, but when you have a point sir, you nail it out of the park.
[/quote]

 

Heh, heh, he said nail. *_*

 

Like there is any other reason to watch Mythbusters.

 

Great job on the mod M.  It has made the game much more funner.

Reply #242 Top

Quoting M., reply 239
 
Honestly all the people complaining about lack of content never make it even 1 level deep into the forums to notice the amazing stuff the mod community is putting out there. Must not join the .... s
End of M.'s quote
I feel somewhat insulted by this comment, and I am glad Stardock doesn't follow this philosophy of game development. Mods are not here to fix the game or to make a dull game not-dull. Availability of mods isn't an excuse for lacks in the game. That said, I understand Kael's arguments and am not too pissed off by the loss of a single spell (nothing says it'll never come back in the game), but pointing out that the game lacks content isn't trolling, and a thousand awesome mods won't change that. 

For instance, because Nehrim is awesome doesn't make Oblivion's poor mechanics any better. SureAI deserves the praise, not Bethesda.

Reply #243 Top

Gasp, I have offended someone on the Internet! :(O

 

In seriousness, read the posting again.  I was not saying swillo was trolling, I said that I was wandering dangerously close to that territory with my curmudgeonly ways.  Thus I stopped ranting and went for an amusing cartoon character, one of my favorite ways of defusing through humor. :thumbsup:

 

Its also a thread; the statements about Blink seem to show not read the pages of discussion around Blink that had already occurred.  Seems to fall more into "read patch notes" > Reply with spleen venting.  Its not that the points have no merit, its that they were already in the discussion.  The game is what it is, this is explicitly a clean & polish patch, and Fallen Enchantress has been announced and is coming with a load of new content.  Right now they are explicitly trying to make the best damn cream of wheat they can, and Elemental's "lack of content horse" might have the most desecrated body in the history of dead horse beating on the web.  Showing up to scream for more fixins does not constitute discussion, especially in the "ideal length of time to boil the wheat" thread.

 

The fact that the formal Mods section of the site has nothing but a tumble weed Easter Egg blowing through it if you hit Refresh fifty times does not help this, but is understandable given the fundamental code changes that are occurring so regularly.  I gave some, near uselessly general, advice on how to better manage code changes and limitations of the engine.  Stardock is working to fix the game, and I am on record as supporting the iterative development they are doing.   I was pointing out that the mod community has ALSO created loads of great stuff and content that only a small fraction of people are aware of AND YOU CAN USE RIGHT NOW TODAY! 

 

What out of this causes insult and or a hostile response?  Where was I crediting Stardock for the improved mechanics and content created by so many awesome modders?  :S

 

@NaytchSG: Thanks, glad you like it and someone got that joke. :grin:

 

Reply #244 Top

all i know is that KAEL will slowly but surely make this game what it was meant to be. right now hes pretty much laying the foundation for the best possible UI and game mechanics to make it all work in harmony. after all the mathematical crap has been put together to fine tune.

THEN..and only THEN...

HES GOING TO POLISH THE SHIT OUT OF THE GAME.

THE GRAPHIC DISPLAY IS GOING TO MAKE CIV 5 LOOK LIKE CIV 1. EACH RACE WILL BE SO UNIQUE AND EACH ZONE ACCORDING TO THEIR ALIGNMENT WILL BE SO DIVERSE IT WILL BE LIKE A FALL FROM HEAVEN 2 ON STEROIDS. ONE MOMENT YOU THINK YOUR WALKING THROUGH HEAVEN THE NEXT ZONE YOUR TREADING ON HELL GROUND, IF YOU STILL ALIVE YOU FIND YOURSELF IN AN UNDEAD ZONE WITH VAMPIRES AND WITCHES AT YOUR THROAT TELEPORT OUT CUASE YOUR GETTING SERVED... FIND YORU SELF IN SOME LEPRECHAUN BANSHEE WONDERLAND WITH RAINBOWS AND FAIRIES( MINUS THE TRIX RABBIT).

THE LOOK OF THE GAME WILL BE SO MAGNANIMUS THAT THEY WILL HAVE TO JUST RENAME THE GAME DUE TO SUCH EYE CANDY UPGRADES.

this is KAELS master plan for this game and its expansions. so just give him time bake that cake to perfection... and chant

"IN KAEL WE TRUST"

Reply #245 Top

Quoting noobshot, reply 244
all i know is that KAEL will slowly but surely make this game what it was meant to be. right now hes pretty much laying the foundation for the best possible UI and game mechanics to make it all work in harmony. after all the mathematical crap has been put together to fine tune.

THEN..and only THEN...

HES GOING TO POLISH THE SHIT OUT OF THE GAME.

THE GRAPHIC DISPLAY IS GOING TO MAKE CIV 5 LOOK LIKE CIV 1. EACH RACE WILL BE SO UNIQUE AND EACH ZONE ACCORDING TO THEIR ALIGNMENT WILL BE SO DIVERSE IT WILL BE LIKE A FALL FROM HEAVEN 2 ON STEROIDS. ONE MOMENT YOU THINK YOUR WALKING THROUGH HEAVEN THE NEXT ZONE YOUR TREADING ON HELL GROUND, IF YOU STILL ALIVE YOU FIND YOURSELF IN AN UNDEAD ZONE WITH VAMPIRES AND WITCHES AT YOUR THROAT TELEPORT OUT CUASE YOUR GETTING SERVED... FIND YORU SELF IN SOME LEPRECHAUN BANSHEE WONDERLAND WITH RAINBOWS AND FAIRIES( MINUS THE TRIX RABBIT).

THE LOOK OF THE GAME WILL BE SO MAGNANIMUS THAT THEY WILL HAVE TO JUST RENAME THE GAME DUE TO SUCH EYE CANDY UPGRADES.

this is KAELS master plan for this game and its expansions. so just give him time bake that cake to perfection... and chant

"IN KAEL WE TRUST"
End of noobshot's quote

I think you have a stalker Derek.

Reply #246 Top

Lets say a new stalker is all.  *_*

Reply #247 Top

i just want this game to be completely badass in all categories across the board. therefore motivation for the devs is good for the long haul. gotta praise them so they believe that its all possible and with some hard work all can be achieved. in the end i just want a real quality of a game to be produced with near limitless game path possibilities in a fantasy world with lots of strategy.

Reply #248 Top

More balanced resources (hoping metal)?  Thank God!

Reply #249 Top

Gasp, I have offended someone on the Internet!

In seriousness, read the posting again. I was not saying swillo was trolling, I said that I was wandering dangerously close to that territory with my curmudgeonly ways. Thus I stopped ranting and went for an amusing cartoon character, one of my favorite ways of defusing through humor.

Its also a thread; the statements about Blink seem to show not read the pages of discussion around Blink that had already occurred. Seems to fall more into "read patch notes" > Reply with spleen venting. Its not that the points have no merit, its that they were already in the discussion.
End of quote

Not offending me, in fact thanks for your answers. I really don't have the time to spend searching every thread on the forum for them.

I will totally own that I have not read every thread on this forum.  I was searching the forums for answers to other issues and couldn't find any when I found this thread. And I think I only read four or five pages of this particular thread before I posted, which may be rude of me, but I get about one hour every couple of days to either play the game or read forums. Spending time slogging through pages and pages just isn't that much fun. So if I miss where the Blink spell was discussed I will back track and see what was said.

But I think people should realize that not every one here is a 19 year old with 8 hours a day to spend Moding, searching the web, and playing games. Some of us gave that life up years ago when other responsibilities became more important and now only have limited time to get a fix. If I need to spend more time maintaining a game then I get to play it, the value of it quickly goes out the window. Not saying that as an attack or troll, I just think that point gets lost on lots of game companies these days. 

That being said my time to play this night had been used up in trying crafting this response so that it didn't sound to much like venting. So night all and we will see if my save game still work tomorrow or the next day.

Reply #250 Top

Sorry, I'm dumb today - Where can I participate and dl 1.19? Didn't find it in Impulse nor here...?

Just bought the game - I'm confident I'll have a good time playing it - looks like the game I always wanted to me. Even if there's work to be done... :)