Still embarissing on our end any time a hotfix is needed :( If you've heard stories about Q/A testers having to re-play through an entire game as the gold RC is tested, every time the littlest code-change is made, know that those stories are painfully, 100% true, as are stories of those of Q/A testers throwing controllers, consoles, chairs, etc out the window in frustrated rages.
ScottTykoski
[quote]What? I thought this changes will come with the first exp. To see this in 1.1 would be fantastic. Is it really true?[/quote] Sigh...this way my miswriting during a meeting...this is indeed a 1.2 improvement. Sorry guys :(
Yeah, this was discovered and fixed soon after the build went out...restaging as we speak. Needless to say, Q/A has a very deliberate, direct focus when testing a build (if we had them test EVERYTHING, we wouldn't be able to put out builds at the speed we do). Apparently 'Test Loading Modded Maps' should have been a RC test instead of a weekly test (was working fine Tuesday), so we appologize for the hiccup.
[quote]When i heard about it, I didn't wanna buy a version, and then have another one come out that i would much rather have. [/quote] Yeah, when it's done the 64bit version won't have an upcharge. We're still hammering out basic performance and enjoyment issues, but once more players are happier with their purchase we'll officially tackle 64x Elemental.
It's live! Enjoy guys!
Hey Everyone, Tonight you’ll be able to update to v1.09E of Elemental. There are several bugfixes and tweaks in it, but the major change is the shift to a public Multiplayer build. If you’ve been playing the ‘release candidate’ MP builds, we suggest turning off ‘Show Pre-Release’ versions for anyone that has it selected that ONLY wants the official updates). After 1.09E we’ll be shifting all our energies onto v1.1, where you’ll s
[quote] I am trying to use ingame textures as much as possible. [/quote] This just made our day :) Awesome stuff, 3dG, keep up the great work!
Nice list! Thanks BK!
I thought we were keeping the sizes manageable (less than 20megs)...are they showing up as half-gig bandwidth pigs?
Sorry guys, there was a performance fix for 1.09 where an event was borderline spamming the trigger system, but unfortunatly it broke this bit of the campaign. The fix has been made internally and will be released in the next patch (this Thursday, if things go well).
Found it :( Looks like there was a redundant event call that got cleaned up, but in the clean up, certain situations would leave the 'AddResource' function without sending the event, which would leave the trigger un-triggerable . It's fixed internally, and I beleive an update is scheduled for this Thursday, so you have a few days to muster your forces for the later chapters :) Or play sandbox mode...which would probably be the more enjoyable of the options.
[quote]Bought the game yesterday and before i even played i updated to 1.09 right out of the box[/quote] Yeah, ironically 1.09 is a considerably better experience besides whatever messed this trigger up :( Thanks for all the saved games guys, I'll keep you posted as we get the issue sorted out!
[quote]Oh, I thought this represented the 'escaped' young heir of the faction I just conquered seeking the possibility of a return to power.[/quote] That would be cool, but it was actually/accidentally factoring in 'children' unit types into the possible 'monster' units to spawn :) Fixed for the next patch.
Yeah, you shouldn't need a caravan or anything...once you reach 25 crystal it should trigger the next phase. You you wouldn't mind, could you guys send your last campaign save to [email protected] ? We'll get this sorted out asap. Thanks!
Indeed, great rundown...thanks flymar!
beerdeed/oinedark: Did you actually build a crystal harvesting mine? A crystal resource should have appeared after defeating he ogre. lord xia: One of the 'heroes', as in Janusk or Miramous? Disappearing is certainly...odd.
[quote]*AI pioneers in tactical combat move to engage when they should run like hell and escape.[/quote] Brought this up to the team, and trained units can't actually escape from T.Battles, so, unfortunatly, they're screwed regardless...but very nice of you to worry about the AI like that :)
[quote]I have a little work around for this. [/quote] Bless you for working around our ineptitude :) Getting the city vitals up when a city levels is one of our next tasks...but in the meantime, I think I'll steal your solution ;)
Is this from a 1.08 saved-game? This shouldn't be possible in 1.09, but if it happened in a previos play-through you could still see it. If it IS a new game, then we'll probably need the save file. Thanks!
[quote]TBH I still have no idea what "Adaptive Anti-Aliasing" gives you in on the ATI cards.[/quote] Apparently something that dosen't play nice with Elemental :) I'll ask our engine guy if we've heard from ATI on the problem.
I'm going to be in the #elemental IRC chat room all day...feel free to drop by to ask any questions...between CariElf an myself, I'd like to get everything mods-related sorted out to make sure the game properly supports what you guys are doing.
[quote]that bug has been around for a while. Zooming in and then back out is the workaround, but it probably should be fixed.[/quote] Yeah, i think we're getting to the point where we can re-prioritize polish oddities like that. Zooming in/out certainly does the trick, but it's definately sloppy.
[quote]For example, translate these lines to read from the mod folder instead of the install dir .... GFX/CPELF/CPELF_hair1.png[/quote] THe way the graphics resource manager works, those should work in a number of ways (but I'll verify when I get in the office)... MODS/GFX/CPELF/CPELF_hair1.png GFX/CPELF/CPELF_hair1.png CPELF_hair1.png</Textu
Hey everyone, So v1.09 went live, and one of the big modding-side improvements is in the official addition of a 'my games/elemental/Mods' folder! The game will now properly read data from 'Mods/Data' and graphics and models from 'Mods/GFX'. For anyone using Mods that have required data or graphics to be placed in the core game directories, I highly suggest moving these out into this new folder, otherwise Elemental may attempt to rebuild the Data.zip file, resulting
[quote]Nothing about specialists. Is the idea postponed/dropped?[/quote] No, that's one of the biggies for 1.1...there have been some re-evaluations on the topic, but I'll let Brad explain those when he wants that info released...I beleive it will be a solution many people approve of and many folks have even been asking for long before we hit v1.0.