Someone already mentioned a form of this bug, but it's making the game much less enjoyable for me, so I think it bears repeating. When I lose a fight, by fighting and fleeing with some of my heroes, any units that were killed in the fight are still alive in the fleeing stack with zero hit points. This really ruins the feeling of immersion for me, as I really don't like seeing units that should be dead still alive. I suppose I could just disband them, but it really makes th
stevelamperti
Thanks for the Christmas present. Merry Christmas!
This problem is still present in 1.1. I was just playing a game, and playing primarily on the cloth map. Imagine my surprise when I zoomed in, and saw that my sovereign had walked right by something that wasn't showing up on the cloth map. (A cloth bag? Don't quite remember what this kind of drop is called.) This is disconcerting, hope someone can find this and fix it in 1.11, or whatever the next release is called. Games working well by the way.
There needs to be some kind of mechanism for distribution here. It's frustrating to read about a exe with a tweaked AI without being able to try it. I know it's not an official release, or even an offical beta, but I for one would like to try it anyway.
Is there a reason why no one has posted a link in this forum or somewhere? I'd like to try out the tweaked AI as well.
I've seen posts about this before, so when I was playing this afternoon, I looked for it. In the game I was playing I noticed three goodie huts near each other that didn't show on the cloth map, so I saved the game, and then though about posting the same. First I tried opening the saved game up again to see if the problem reproduced. Interestingly, the goodie huts showed on the cloth map when I opened the saved game. For me this means two things, first, we can't make a s
I'm very pleased with the progress on the game this week. Night and day kind of difference, but there is one issue that I've seen mentioned many places on this forum that still doesn't show up on this list, that is really disconcerting. The issue is the start of a new turn, when the game has multiple things to tell you, like you need to research a new tech, and/or a new spell, and/or a city needs to do more development and/or what ever. What happens is that the game report
There are still lots of bug reports in the support section. I think the beta a day process has been very fruitful. I don't think you should rush 1.1.
I've seen this as well, but I think that I can start the research myself, it just doesn't prompt until later.
I just played my first game of 1.09s, and changed the difficulty level to Normal. (I have been playing on the hardest level, but recently it's actually been hard.) On about turn 10, or so, a wolf with 140 hit points came out and marched into my city. I actually did 70 damage to him, but there is no way I could have dealt with him by that point with 140 hit points. I'm not sure what the rule is for how many hitpoints these creatures have, but that seemed wrong, 140 for
I played two games earlier today (short games, I was killed by wandering monsters on ridiculous level,) and he didn't show up, so I do believe that there is some kind of bug here.
Sorry this is the first time I tried to use DropBox, so I hope this link works: http://dl.dropbox.com/u/16544811/Elemental1_09r-2010-12-09T12-40-18-413.zip I had just starting a new game. I had actually played two previous games in the same session. (Those early bears, wolves and bandits have gotten aggressive. Perhaps I need to stop playing on the hardest difficulty.)
Very small thing, but something that bothers me, and I think makes the game not look as polished as it should. When designing a sovergn, there are two boot choices available, the standard travelling boots, and a fancier pair (don't remember what they are called.) The standard boot cost 5, and the fancier boot cost ten, but they both do the same thing. I expect that the second pair of boots used to have some additional ability. (In fact, I think that I remember th
Don't know if this changes the priority of it, but known issue #2; the black off hand items, is not just while designing units, but also when buying for example a shield from the store for champions.
By the way, it's really amazing to get a personal response from a developer to a question like this. You really do rock.
I didn't realize that items could be removed from the store based on the level of the city. I thought it was just based on the researched tech, and that some items were hidden from characters that couldn't use them. That probably does explain the seemingly erratic behavior I was seeing. Great to hear that it's going to be fixed. I still think that items should not be hidden just because the character can't use them, but that's probably a question for 1.2. Thank
No one else is noticing this problem? For me, it really feels odd that each time one of my champions accesses the store, I don't know what's going to be available.
Unfortunately this post is absolutely correct. All spells need some kind of casting cost in addition to the maintainance costs, and strategic heal is very broken. I say unfortunately because I'm enjoying abusing the heal spell in my current game.
On my machine the current version is extremely stable. I just went home for lunch and played for an hour without any problem. If you are really seeing a consistent crash, you need to submit a crash report as opposed to complaining about it.
The notion of making things that can't be worn by the current character not show up in the store is really not a good interface. These items should really show up with a red border or something. In fact, the character should be allowed to buy them, just not wear them. Having items disappear just because the current character can't use them is really very confusing. That said, I think that the store has deeper problems then this. Some items seem to be available
I'm very excited about 1.1. I think that Elemental has definitely broken the fun barrier. Which brings me to my question. I was enjoying playing with 1.0.9p until I ran into two bugs. The invulnerable unit bug, and the taxes not being effected by multipliers bug. These make me feel like I don't want to start a new game until 1.0.9q. So I'm hoping that 1.0.9q comes out soon so I can get back to playing, testing, and really enjoying this game. So please
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Could we please get some response from the developers on this? For me this seems like a really big user interface problem. Having to separate units out from stacks to cast buff spells on them can really change the course of the game, as it can slow down the movement of a stack hugely.
Hope this gets seen by the developers. To me, this is a huge issue. It really makes the casting of many spells much more difficult then it should be.
Am I missing something? When I cast a buff spell, (even the embue spell, which you can cast early on,) I seem to have real trouble selecting which unit I want to cast it on. If I click on a stack of units on the map, the spell seems to always apply to the leader. The only way i can control which unit to cast the spell on is to separate the unit out into it's own stack, which requires a bit of manipulation and multiple clicks. A very easy solution to this probl