There is now an hotfix available (v1.08.037) that will fix these issues, along with: + CTD with some unit abilities + cur-mana values not being correct post battle Note that previous saved games will still have the 'always-miss' bow issue, but the ability crashes will be gone. Also, if you have the private MP build, you will have to uninstall and reinstall to see the newest build. We will have a new MP build up on Monday with these changes.
ScottTykoski
Thanks for finding the fixes for this one, guys...was an accidental merge on our end. However, there is now an hotfix available (v1.08.037) that will fix these issues, along with: + always-missing bows + cur-mana values not being correct post battle Note that previous saved games will still have the 'always-miss' bow issue, but the ability crashes will be gone. Also, if you have the private MP build, you will have to uninstall and reinstall to see the newest build. We wil
Yeah, looks like some bad/premature XML merging was to blame... There is now an hotfix available (v1.08.037) that will fix these issues, along with: + always-missing bows + cur-mana values not being correct post battle Note that previous saved games will still have the 'always-miss' bow issue, but the ability crashes will be gone. Also, if you have the private MP build, you will have to uninstall and reinstall to see the newest build. We will have a new MP build u
[quote]I'd rather see a stricter two total rings, one total amulet, etc system myself, deciding which rings to use is an interesting choice [/quote] That will be coming, probably in the patch with the major 'champion improvements'.
Item can be unlocked in a shop via 2 methods... 1. Unlocked in an improvement via the tag. or 2. Unlocked via a technology that the ITEM SHOP'S OWNER has researched. Right now, there's really no way for the item itself to identify which shops it will show up in, but I'll add it to the modding ToDo list!
Note that a fix for 'shards respawning on reload' did get in for 1.07...this also fixes random shards spawning in the campaign. purple: if those crashes are reproducable, can you send the savegame file to [email protected] and [email protected] ? Thanks!
[quote]Some people would have been like, we'll get that in the next patch. I admire the dedication.[/quote] ANd some people would see ANOTHER hotfix as sloppy Q/A, when it's really just the nature of these quick turn-around patches. Thanks for understanding! [quote]I am hoping this mean you can now select the unit by placing the mouse cursor over the unit graphic and clicking rather than the ground the unit is standing on [/quote] Yes, this is correct. We beleive this
[quote]I think it looks better too.[/quote] Yeah, some people were saining it looks more 'painted' without outlines...and the extra boost to performance is the icing on the cake! (I prefer them on, but to each their own...) [quote]Time to find out whats causing that bug... then it's time for a quickfix, Stardock.[/quote] A 1 minute fix :( Rebuilding now, the restaging.
[quote]I am hoping this was just a random map glitch and not signs of things to come with the patch.[/quote] The code that spawns creatures is actually handled by the AI, so hasn't been touched this week. It sounds like they're more likely to spawn from forests, so certain starting positions may be more inclided to roaming creatures than other.
More of a maintenance update than anything, Elemental v1.07 focuses on the performance issues seen by both high and low end users. There are more improvements to come as code is continually improved and tile-designs are streamlined, but this update should bring a healthy FPS boost to all. And, if your frames per second remain under-par, new options will give you additional wiggle-room. <span style="
[quote]We just didn't see what they were talking about. We thought any complaints would be about polish points or something. [/quote] I expected the 'big complaint' was that we didn't have 'Fallen' versions of the victory cutscenes. Off by a mile, to say the least [e digicons]:X[/e]
Right below this thread, on the forums list, was another post called "I did not pay to Fix or Finish Elemental", which I beleive is (ironically) the answer to your question. When officialy release something, and it gets a 50% dissatisfaction rate on our own forums, that's a HUGE chunk of our customers that feel it wasn't ready to be put out, no matter how we felt about the 'Gold' version. There's a lot to learn from the release of Elemental, and 'let's make every launch like this 
[quote]And now we should better get back to pitching the game towards the 9/10 mark, indeed![/quote] Absolutely :) There will be time for a proper post-mortem later...for now, we work !
[quote]I think Stardock should have more respect for its customers than putting out a masterlist de facto invalidating even the basics of both game design and content,[/quote] [quote] With all of things on that huge master list that need to be fixed, how in the world can anybody give this game a 9/10?[/quote] I apologize for the lenght of this one, but bare with me... We're all gamers here. The first questions during an interview are "What games are you playing A
Working on the patch as we speak...the items holding us back... - some of the memory fixes, alt-tab fixes have created timing issues with the portrait generator (random custom units having a black box for a portrait) - shards randomly appearing on reload and on campaign maps - got a saved game where 8 battles happen in a row, causing the popupmanager to get messed up...(not a showstopped, but something we'd liek to fix while the bug is reproducable) I'll jump on IRC
[quote]Out of curiosity then, what will happen to units that have stacked items in current save games?[/quote] Right now, it would still allow them, but if they tried to add more it wouldn't let them. [quote]there are other problems with save/reload, mainly new shards spawning, sometimes on top of older improvement. Any chance that got fixed too? [/quote] Looking into that tonight, actually :)
Unfortunatly, we've run into some issues and will have to post tomorrow (hopefully mid-day, if things go well the rest of tonight). The big changes in 1.07 will be... - performance boost (Q/A seeing a 15-ish FPS boost in apples-to-apples save comparisons) - lots of memory fixes, including game-within-a-game and sound issues - tweaked calculation of unit group battle stats (shouldn't be as powerful) - grouped units save/load max HP info properly - no more stack
[quote]Glad all our whining is contributing to something ^^[/quote] haha You guys just keep 'whining' then...the amount of constructive feedback being providing is awesome. Now to stick it all together for some great patches :) [quote]Anyway we could get an interim patch fixing some of the major bugs ready for Labor Day weekend??[/quote] Working on a v1.07 patch as we speak...and hearing promising feedback form Q/A about the FPS boost!
1.06 saves should be safe (with v1.07)....we have several old saves we're testing against and so far, so good! Plus it's mostly performance tweaks and such. [quote]Oh, wait, crap. PAX work starts tomorrow. [/quote] This will be the first time we'll miss PAX in the last 3 years. You working a booth or helping with the expo itself?
sd.stardock.com/Elemental/ELE_MusicCDArtwork.png
[quote]...and humility...[/quote] Above all, and after the praise garnered by the GalCiv2 series, this experience has been VERY humbling. I remember having a list of "wish we could have done THAT" items for GC2, but, despite fearing the worst, the game got great reviews and multiple editors choice awards. I had a similar list with Elemental, but things are turning out QUITE differently :( Many lessons to be learned, but for now, we work to (hopeful
[quote]I was essing with the map creator and it crashed (I was busy making a BLANK map).. on a i7 975 15GB RAM GTX 295 mind you... I don't experience slowdownns that often but they do happen. But what get me is the crashes.. [/quote] We fixed a memory bug when placing mountains....it'll be in for the next update.
[quote]I think the devs abandoned this forum.[/quote] We'll be around for a long time, my friend :) Just taking more notes than chiming in, ATM.
[quote]I disagree with the concept that 2 rings/1 ammy is lame.[/quote] All quotes are from forum goers or reviewers...just trying to retain a feel for what users are complaining about in the to-do list. :)
[quote]Something I've seen mentioned a lot as well is elemental weaknesses against, for example, summoned units.[/quote] Certainly...to have a game called 'Elemental' that doesn't make that information more accessable (to both the player, via UI, and modders), is a sin. We'll be cleaning that area up when battle damage and spell damage calculations are reworked.