*** War of Magic 1.2a patch is scheduled for release on 5/19/2011 *** Changes: 1. Fixed bug where editing info card caused equipment to be removed from the world’s list of game items, which prevented it from being equipped again. 2. Fixed a crash when cycling through the party in trade equipment screen. 3. Fixed a bug where you couldn’t build improvements in MP.
DerekPaxton
[quote who="impinc" reply="2" id="2931944"]I think he may be referring to the info card that pops up. If you have the card up, and just hit enter to cycle turns, the card will not update until you click on something else, then hover over the unit again.[/quote] Ahh, thanks Impinc, you are right.
It's updating correctly for me. Can you post a save of where you are seeing the issue? Video of it updating correctly for me: http://screencast.com/t/VyhA6XgB
If you could provide a save from a game with slow performance I'm glad to check it out.
Hmm... it is working for me. The only case I can find where I have a sovereign/champion that can't equip (ie: the equip button is greyed out) is when they don't have any new equipment to equip. If anyone can provide a save I'm glad to check it out.
The following changes were made in Elemental: War of Magic patch 1.2. The focus of this patch was to improve the UI, memory use in large games and stomp out any remaining bugs. New Features/UI changes: Raze city no longer requires a tech and is available right off the bat for all of your cities. Prestige penalty for multiple cities has been broken out in the Other category on
[quote who="Kadrium" reply="46" id="2929975"]Derek, one thing I'm concerned about is tech research being a bit to automated. If the entire tree is visible from the start, it seems like it would compel the player to look down to the end of the trees, pick the end game tech they most want, and let the auto-pathing handle it from there on out. The system actually seems to discourage you from changing research strategies mid game, as there will be no surprise windfalls or revelations in the t
[quote who="Cruxador" reply="42" id="2929965"]There is next to no point in having random techs, if they're all nearly inconsequential. It needs to be a game-changer. If a tech is just "oh, I get this slight advantage this time" then it means nothing. It's just an added dice-roll to make the game slightly more about random chance, without really adding anything of worth. It needs to be something that will actually alter people's games. And it needs to be a significant portion of th
Yeah we talked a lot about the risk of people restarting to try to get some particular random tech they want, or a combo they like. It's a smaller version of the risk of people restarting to get a starting location they want. It's a legitimate risk. We are attempting to balance that by not having the random techs be to powerful. Things like Masterwork Shields, once researched, allows the player to make better quality shi
In my opinion, the biggest issue in War of Magic is game pace. Some things we can improve. We can speed up the early game, we can even out the progression of spells, armor and weapons so it doesn’t feel like they obsolete older versions too quickly, but are still worthwhile upgrades. But the tech system is a giant pace imposing beast that cannot be avoided. Which is unfortunate, because conceptually I like the tech system in War of Magic. I
*** 1.19n is a BETA patch *** *** 1.19n is scheduled for release on 4/20/2011 *** Changes: 1. Fixed an issue where you are unable to reequip default (ie: starting) equipment. 2. Fixed an issue that could cause crazy ZoC placement when rebuilding a city on the location of a destroyed city. 3. Fixed an issue with improvements no auto-upgrading when capturing a city. 4. Fixed an issue with environment and ZoC no updating properly aft
[quote who="FatNonFree" reply="11" id="2923626"]What is R&D and PoC?[/quote] R&D- Research and Design, the time spent checking out what the memory system would be like, how it would work and how long it would take to implement PoC- Proof of Concept, the trial to make sure the proposed system is meeting the goals we have for it We really don't talk in acronyms, I was just being goofy.
I'm not 100% happy with the state of memory utilization in WoM. But the developers have been working hard on fixing memory issues. I wish it was one memory issue that we could fix and everything would be great. But instead we fix individual memory leaks which may account for a few meg each. The longer we work the smaller and smaller memory leaks we find (we can profile and see where memory is going) and we are working on getting 1.2 out f
*** 1.19m is a BETA patch *** *** 1.19m is scheduled for release on 4/14/2011 *** Changes: 1. Fixed bug where action entries used for a combat ability would always trigger that combat ability when clicked, even if reassigned a different action when being reused, caused by some entry info not getting cleared out. 2. Fixed bug where dragon breath effect (and any other attached spell effect that isn't a projectile) would play th
*** 1.19k is a beta patch *** *** 1.19k is scheduled for release on 4/7/2011 *** Changes: 1. Memory leak fixes. 2. Performance improvements.
[quote who="LightofAbraxas" reply="113" id="2918129"]You know what I'd love to see? I'd love to see a Dev Journal that outlines how you get from Point A to Point B from here, where Point A is: having the code for a large handful of combat-related variables implemented, and Point B is: having a fun, deep combat system implemented. Not that I actually expect you all to do one just because I asked. Just curious, is all.[/quote] Such a great question. &n
[quote who="Kadrium" reply="94" id="2917745"]how you can then also say that there is no such thing as units "strong against" a certain damage type. This sort of "strong vs damage type, weak vs damage type" is what I'm concerned about, and these two statements seem to conflict. The illusion of strategy that 'strong vs/weak vs' interactions tend to create is something I desperately hope is avoided.[/quote] There is a difference between weapons that are better in s
[quote who="LightofAbraxas" reply="92" id="2917559"] My thoughts exactly. With as many variables as are involved with combat now, I think that the results are going to be hard to predict until we actually get to play the game. And Kael's comments about damage types being one factor among many only makes me more hopeful that it's going to be a good system. Just one thing, though. Have you all considered making armor piercing a variable instead of a Boolean? I think that
[quote who="Kadrium" reply="80" id="2917438"]I just feel that rock/paper/scissors styles weapon and armor interactions restrict viable choices and remove flexibility and variety by pigeon-holeling the player into tactical unit matchups.[/quote] I think RPS designs make for dull gameplay. Unit A beats Unit B which beats Unit C which beats Unit A isn't an interesting choice, its the illusion of strategy. Instead of RPS we want a unit system with some depth to it.  
*** 1.19j is a Beta patch *** *** 1.19j is scheduled for release on 4/1/2011 *** *** Releasing a patch on April fools day, are we crazy? *** Changes: 1. Memory fixes. 2. Performance improvments.
[quote who="TheProgress" reply="9" id="2915353"]This is great. Especially the part where there will finally be unique equipment and a reason to explore. Yay! This is slightly off topic, but I read through your live interview Derek and there was a question or comment on how playing through the game as any sovereign with any race or faction essentially felt like the same experience. You responded by saying that to make each game unique, the world was randomized (nice) so the player w
There are currently 124 weapons in Fallen Enchantress including 17 base weapons. The base weapons are the normal weapons you will encounter and equip your armies with. One of our design goals for FE was to make every weapon valuable and distinct. So there is a reason you may want to use a broad sword instead of a mace, or a spear instead of a dagger. To accomplish that
[quote who="Gwenio1" reply="10" id="2914841"] Quoting Pantasd, reply 4Quoting Vandenburg, reply 2Edit: After watching the video: Don't heard anything about housing. on some other post Derek mention it It was the first post at: http://forums.impulsedriven.com/406999[/quote] Thanks! I didn't see that.
[quote who="Pantasd" reply="4" id="2914777"] Quoting Vandenburg, reply 2Edit: After watching the video: Don't heard anything about housing. on some other post Derek mention it[/quote] Link?
This map is to large for Elemental. There are 3363 units on a map with 15x16 (240) sectors in a game where the largest map should be 12x8 (96) sectors. All of those resources require memory and there simply isn't enough available to a 32bit system to do it.