I can see what both sides are saying here. What most people on these forums don't realize is that of the active people who play the game, over 97% of users who play Elemental (and are connected to the Internet) are running the last released version because they don't know there is a beta. Only people who have changed the Impulse mode to show betas will know there is a beta. The purpose of this post (as the title implies) is to see how people are feeling about stability.
Frogboy
I've spent some time this weekend looking at memory issues. @Esc923, how much memory do you have on your video card by chance?
@Nenjin: I still experience some crashes as well so I don't want to suggest that I think we're "there" yet. I just want to make gauge where others are on this. The problems I am running into tend to be deadlock issues (competing critical sections between threads). If we're starting to get to requests being changing textures or something, then that indicates to me that we're about ready to move to v1.2. But before we can release v1.1, stability needs to be ve
@pad: While all the things you mention are things that I think should be addressed in a future update, none of them are things we would hold back v1.1 for. Heck, my GalCiv II: Twilight of the Arnor pet peeve list has things on it like that. None of those things you listed are bugs or stability issues. They're change requests -- ones I happen to agree with but change requests nevertheless.
[quote who="Nenjin" reply="57" id="2842944"]I got to say, I'm surprised you guys have had no crashes internally in this build. This is one of the more stable builds, but no build has ever been crash free for me, ever. And I found Elemental *relatively* stable at release. If you're willing to answer, how long do you honestly give each build in terms of just straight play testing? Because I guarantee you will hit a crash if you test for a solid 2 hours. Hit end turn then screen grab while it's
If you're having stability issues with the betas, please post about them. One thing we don't want is to release v1.1 and have people come out and say "I can't believe they released this! It's buggy!" when the forum has gotten pretty quiet. The current build 1.09t is still not stable enough for release, but it's getting pretty close.
[quote who="pad152" reply="48" id="2842886"]I think you need more than just a few days of testing. What makes this the 1.1 release, is the AI really that much better? Is there documentation or an updated manual to explain all of the changes from the initial release? [/quote] The AI for v1.1 is what it is. I won't be making any significant updates to it until v1.2. I can say, I'm fairly satisfied with where it is right now. &nb
[quote who="marlowwe" reply="47" id="2842879"]I'd say wait until January for 1.1. There are still plenty of bugs in the game and they need to be dealt with before you start moving on to other patches. Also, this would be an excellent opportunity for you (and Derek) to see what the team can do with an extra bit of time. [/quote] If there are plenty of bugs (i.e. not features) then we need to start discussing them. At this stage, we're getting pretty low on known issues. Fo
[quote who="Magog_AoW" reply="38" id="2842840"]Well Frog, of course 1.1 is better than 1.09. But 1.1 has been pitched as THE patch that will make Elemental complete and to be honest you are not there yet. However, with 1.1 now in lockdown, I say release it asap so that you/we can begin working on 1.2.[/quote] v1.1 is designed to address the most significant issues we saw with the original release. Its feature set is based on that. IF the reason someone thinks
[quote who="DevildogFF" reply="31" id="2842774"]Mr. FrogBrad, your game is most certainly leaps and bounds better than it was on release. However, the pop up screens blitzkrieg, the daring strike children, and the insane number of spiderling groups in a normal game still detract from the serious progress you've made. Also, the "found city/kingdom" animation is still being blocked by the initial build screen and I still dislike that shields block my entire characters body in the equip screen.
[quote who="Trojasmic" reply="26" id="2842686"] Quoting Frogboy, reply 16 But on the other hand, I am very keen to demonstrate to our fans that Stardock HAS addressed the QA issues that bogged the initial release of the game. In short, is v1.09t sufficiently superior to v1.09 (public release from October) to safely release to the general public? Hi Frog, I think it's safe to say we've come along way, but if you want to "demonstrate to our fans
That sort of thing will have to wait until v1.1. I have started on the code to do more calculations on what it should choose as its specialty but we're currently in lock down.
[quote who="Tempestwrath" reply="9" id="2842572"]I for one cannot remember the last crash I had in Elemental, which is quite something as they used to be an indication that I need to button things up and go to bed. Suffice to say, my sleep schedule has suffered considerably. As far as that goes, I think 1.1's ready, but there are still some balancing issues that need to be resolved (overly anemic and badly scaling tactical magic, a little bit more emphasis
[quote who="Dsraider" reply="13" id="2842600"]Monsters still stop spawning half way through the game for me. I have made several threads on it but have never gotten a response.[/quote] We've looked into this. What I think happens i that there is a world population level for monsters that if exceeded won't increase.
[quote who="weller1980" reply="5" id="2842543"]ive played 2-3 hours no crashes so far.... however fps seems very poor, starcraft 2 for example on medium settings i average 40-60 fps Elemental medium to low settings I average 15-30 fps. My laptop far exceeds minium specs, yet performance is still quite bad.[/quote] have you tried turning off outlines in the video options?
We're looking to button up for v1.1 over the next couple days. We haven't had any crashes with 1.09t internally or in QA and we're not seeing any external reports. Has anyone had any technical problems with 1.09t? Do you guys think it's ready to proceed to v1.1?
It was a bug in previous builds. It should be fixed in the current one.
During the holiday I wouldn't mind making a quest. I just don't want to have to make it up. I'm the anti-Kael, I like IMPLEMENTING but I don't like designing. So you guys come up with a quest you like and I'll work on putting it in.
[quote who="tjashen" reply="20" id="2842019"]At this rate, we are going to run out of letters... I guess there is always 1.09za, 1.09zb... Any chance we'll see this before you guys go home for the weekend?[/quote] We've done that before. On Stardock's non-games, this is standard procedure actually.
Glu, hit Ctrl-G to turn on the grid. That might help you see where you can move. Since it's a TBS with tiles, you have to move to an available tile. If you click in the same tile, you won't move.
From here on out, it's lkely to be bug fixes/balance.
Weird.
It'll be late tonight EST.
Hot fix scheduled for today to address this.