[quote who="WhiteElk" reply="3" id="2841768"]At the victory/defeat screens, the music level ignores your settings. You can get blasted by a high audio level. [/quote] This is what it was. I knew there was something related to the sound levels that the options weren't working on. This isn't as simple as a line or 2 of code (those scenes play outside the typical process) so it can't get through lockdown. But I have it on my list for a future fix.
DerekPaxton
*** 1.09t was released on 12/10/2010 *** Changes: 1. Fixed crashes. 2. Token of the Sand Golem now correctly summons Sand Golems (instead of normal golems). 3. Crazy stat creatures (like the 45 con wolf) from the campaign wont spawn in the main game anymore. 4. Adjusted the hp modifiers at high difficulties. Challenging- AI Creatures *1.25, AI Sovereign *1.5 (was *1 and *1) Hard- A
Studies upgrade to Libraries with the Literacy tech in the last few patches. That may be why you aren't seeing it as soon as you expect.
I know a few people have commented about game options (sound levels and such) aren't saved when you exit and reload Elemental. What other options aren't saved? We are taking a look at them today.
Lockdown is the least fun part of the process for me. There are some bugs I mention to the programming team and they fix before I get back to my desk. And there are others that take a lot more work. There are issues that a crash dump will tell you where the failure is, and there are some where the dump only shows you what happened afterwards. Like finding a body in a room with a knife in its back. You can see that the body is dead, see
[quote who="Dsraider" reply="48" id="2841122"]Cool, all the changes look nice. Hate to sound ungrateful but could we get a quick Great Mill nerf as well, it's obviously OP. Also There is still the monster bug which I have a thread on here. https://forums.elementalgame.com/401821[/quote] Darn you Dsraider and your ungrateful tirades!!!! j/k Great Mill fixed.
I tried a few times and Jansk appears for me (much as I want to kill him).
Postign all your crash reports has been awesome. The error we are fighting doesnt happen when the crash occurs. The error happens well before and its only when the load/save/autosave process goes through to write the data that we get the crash. Which makes it really tricky to track down what is corrupting the data in the first place. But getting a bulk of crashes so we can try to find patterns to narrow our search is awesome and greatly appre
Please include a the crash dump and game save if possible as well as aa description of what you were doing when the crash occurred. Thanks!
Yeah, it's what Heavenfall said. You are seeing the female and male versions of the armor (they use different sets because their models require different sets). Ideally we would have one set of armor that linked to different art assets based on the model (which would also give us just one place to manage that suit) but that isn't the way it currently works.
*** 1.09s was released on 12/09/2010 *** Changes: 1. Crash fixes. 2. Fixed a problem in the Empire Domination techs that kept anyone from researching beyond Curgens Journal (because the Lost Bounty was incorrectly tagged as an Adventure tech). 3. Fixed Sentinel's combat speed. 4. Fixed a bug where you can't load maps in the map editor. 5. Regeneration spell fixed. 6. Blizzard spell made more po
Great catch on this. We are already staging so I can't check it into tonights build, but it will be in patch "s". If you are ever in Michigan dinner is on me!
Sounds like maybe you cant afford the other groups?
This will be fixed in tonights patch.
One of the reasons is because some items (like traveling boots) available in starting cities but not in higher level cities. So as your city levels up you loose items. That will be fixed in patch r.
The lighting is wrong on these objects (it's behind the object). I'll add it to the public list but its a low priority right now.
*** 1.09r is scheduled for release on 12/08/2010 *** Changes: 1. Crash fixes. 2. Mobility and Greater Mobility both cost mana to maintain now. 3. Empire War council correctly requires Armies instead of the Tools of War tech now. 4. Caravans now produce +10%/+15%/+20%/+25% gildar instead of +10%/+20%/+30%/+40%. 5. Removed the Road Warriors ability from Umber (it didn't do anything). 6.
Yes, please post the debug files in this forum if you are getting them with the latest beta version.
[quote who="FatNonFree" reply="64" id="2839081"]If they do release it today will it mess up my old save? I can actually finish a game now and want to.[/quote] Yeah, you shouldnt trust old saves. But you dont have to update. You can keep playing your old game and patch when your done. The big reason we are pushing tonight is we have updated the debug information to give us more details around some of the crashes you guys are experiencing. so that if we get cra
Very cool, thanks Ive reproduced an issue with shrine upgrades with it and we are looking at it now.
[quote who="FatNonFree" reply="7" id="2838762"]Glad I could help. Do you mean I helped you guys find 3 new bugs? I'll just keep posting them as I get them.[/quote] Yes you did, which was great. But even posting the bugs we knew about was very helpful because it lets us know that we are working on the right stuff.
If you could provide a save of this I'd like to check it out.
[quote who="Alstein" reply="26" id="2838320"]Regarding the strategic spell known issue- do you have a plan for that? If not, I'd suggest the AOW2/SM UI for that- worked perfectly well in that.[/quote] I isn't an issue. We know how we want it to work. The problem is that spells hook into a lot of places so thats a fairly large feature (one of the strangest things of game design is that some requests are super simple and others very complex just because of the way the
[quote who="xStarfirex" reply="31" id="2838524"]Out of interest sometimes I use the adventure resource techs yet no resources show up. Is this why you have reduced the spawn distance of these techs down to 12? If this solves the issue thats great news.[/quote] The short answer is yes. The long answer is that the process that spawns things randomly places it on a tile within 20 tiles away from the players capital. Because there are many more tiles in the outer 5 rings of
Im surprised to hear that about bows. I played a big archer heavy game after making the change (though I admit I'm only one guy and one experience, what we need for balance is a lot of good feedback so we arent reacting to a single game anomally). But for my part I found bows to be incredible in the current combat system (because archers can make multiple attacks per round, and a lot before melee guys get into range). They will be even better with