Delete your C:\Users\"Username"\Documents\My Games\Elemental folder, and afterwards open Impulse and shift+right click Elemental, click 'Verify Installation'. Once Impulse is done checking and updating Elemental, check to see if the issue still persists after that.
Aexrael
You have always been able to press the Sword/Shield icon to bring up the inventory. Just as you cast spells by clicking on the Spellbook icon. Having an action button for it was sorta redundant.
Once you start building the Labor Pit/Workshop you can already purchase items with your Sovereign. In prior builds you couldn't purchase items until the Labor Pit/Workshop had finished completion.
Also Cloak of Thwarting could probably do with having [code="xml"] Unit AdjustUnitStat UnitStat_Dodge
Longstrider Boots are also missing technological requirements, and have improper . Amulet of Warding and Clarity does not include Kingdom techonlogy. [code="xml"] Tech Magical_Forging_Amarian [/code]
These three items have some oddities in the xml files. EDIT: On second thought, and after testing this, it is better if these SupportedUnitModelType are removed all together, as default permits all. Less chance of making an error. This fixes the issue with the items not being available for customization in the Unit Designer, regardless of their race. There is however still one problem. Traveling Boots shows up for purchase by the sovereign prior to the technological re
Very funny Brad.
Line 101 of the CoreMagicEquipment.xml file has an incorrect listed.
Pressing the Back button when you're at the 'Choose Opponents' screen sends you back to the Custom Faction editor. I have a custom faction selected in the Empire list, that I made using the Faction creator tool.
The Age of Wonders 2 manual was stupidly huge. Waste of a rain forest. As far as Elemental is concerned, they could have stuffed the Hiergamenon full of all the information possibly which the game contains, and they still can. Hopefully it gets fleshed out over time, to include all monsters, buildings, units, spells ect.
Race: Tarth Sex: Male If I click 'Upgrade' from the existing default Peasant design, I get choices of a lot more items than when I choose 'New', and make a new male unit design. Also if I click 'Update' on the peasant, and then subsequently click on the randomize button by the stats, to generate new male layouts, they revert to the item availability of 'New'. Also pressing the 'Clear' button does not update the portrait on the left
Bit whacked out influence border there.
Another one here with low performance over cities. System Specs Intel i7 920 2.6GHz EVGA x58 SLI LE (BIOS 73) 3x2 GB Mushkin Redline 2x OCZ Vertex Turbo 60GB RAID0 (FW1.6) MSI Nvidia GTX 295 (258.96) Creative X-FI Titanium FATALITY (2.17.8) 3x Dell 2209WA (1680x1050@59Hz) Matrox TripleHead2Go Digital Edition Antec Signature 850w Windows 7 x64 Pro. ps. only playing at 1680x1050 on 1 monitor, despite the hardware setup listed.
If your sovereign has movement orders to move somewhere, and it connects with a roaming NPC champion (say a farmer), it auto-initiates combat dialog. Now I play with threshold at 0, so I can always choose whether to auto-resolve, fight manually or flee. But I suspect default settings would initiate combat automatically with this farmer, and this would result in the somewhat (un)common #Elemental line of "man, a farmer beat my sovereign".
It takes two turns it seems before a resource you've chosen to build on, gets listed in the build queue. This makes for annoying game play. For example, If I want to build this gold mine, and queue up a hut afterward, as it is now if I choose to build the mine first, and then put down a hut also, once two turns have passed, the mine will be listed in the queue AFTER the hut. Despite choosing to build the mine before the hut. This makes
Graphical bug when in the city builder of this city.
The NPC traders/caravans run all over the place. Looks like a little man with a sack on his back also, instead of a Caravan.
This is with all Adventuring technology researched, only Refined Charm remains. The problem I think, is that when you discover something the AI already discovered, they stack, instead of being ignored. So you raise world NPC/Notable level every time you and the AI research the technology, it is a guess at least, based on what I observed when researching adventuring technology and watching my own and world levels go up. <d
The AI proposes discussing this new tech they invented, but there is no tech trading as far as I know. Seems an artifact from what could have been.
All shields cost the same.
The cloak provides the same defensive benefits as a Warriors cloak. It should perhaps add +x Dodge also.
When I picked up the Darkling quest, I was immediately notified that an Old Growth forest was within my influence. I am also allowed to build there. Obviously, that would be a silly thing to do, because of the spiders there, and once the quest is complete, my influence is gone, and the resource would not benefit me. It would be probably be better if the village did not have an influence radius. <img src="http://i138.photobucket.com/albums/q262/Ancile_vanguard/
Three times in a row I trained caravans and sent them on the way to my other city, only to have monsters appear every flipping time and gank them, but that aside. Now I can't train caravans anymore in Arx. Savegame
Changes so far to the Traveling Boots and Longstrider Boots. ADDED Technological requirements [code="xml"] Tech Equipment_Kingdom &l
This is a simple fix for the Vengeance Coating item. Simply put the file in C:\Users\"UserName"\Documents\My Games\Elemental\Units Compatible with Elemental v1.06.019 Download link [code="xml"] &n