Hotfix, Stability Pass and More - Not Compatable with Old Saves!!
Published on August 26, 2010 By ScottTykoski In Elemental Dev Journals

Hey guys!

Got a fancy new build coming your way tonight. The big fix we wanted to get out there was for the "white screen" that happened in tactical battles on certain setups (this should also fix memory issues those players may have encountered).

We're testing this internally now and we'll let you know when its public. In the meantime, here's the changelong of various additions and bugfixes...

10:08pm - Just finish testing the major bullet points...giving it one last look over (a be triple sure when the boss isn't around) then we'll start the mirror uploading.

11:10pm - It's out!  Stop reading this post and go update!!!!     

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----------- Elemental v1.06 Change Log  ------------
---------------------------------------------------------

**********************
* Gameplay / Balance *

+ Cost of weapons increased in terms of gold and materials
+ Monster leveling tops out earlier so that there aren’t crazy powerful monsters late game
+ Training time increased for the more sophisticated weapons
+ AI will focus more on training soldiers rather than building up their cities if under threat
+ General AI improvements
+ AI smarter about training units in cities based on their current resource situation
+ AI more effective at determining who to go to war with
+ By default, the AI opponents added in the Choose Opponents window get difficulty set based on the World Difficulty
+ Campaign: Markinn now gives tactical HASTE spell instead of strategic SUMMON ROCK GIANT spell
+ Campaign: city leveup bonuses for TECH KNOWLEDGE and ARCANE KNOWLEDGE now suppressed in campaign
+ AI sov's are now using an HP adjustment multiplier based on AI difficulty settings

***********
* Battles *
+ Hooked up the projectile follow camera code to obey the Auto-Move Camera in Tactical option.
+ Adding message boxes to explain why spell casting fails.
+ Fix to repick targets in autoresolve when a counterattack kills the attacker.
+ Fix to make targeting picking more intelligent (to be sure it doesn't pick invalid targets).
+ Auto selection of the next unit in tactical battles should no longer occur if the game option for not auto selecting is turned on.
+ Tactical action cost modifiers for everything except for movement (which can have buffs) should now be 1.
+ The tactical action cost of special abilities is now 2.
+ All tactical actions use up to their cost, except for spells which require at least 2 action points.
+ When a tactical battle closes it now sets the cursor to be an arrow.

******
* UI *
+ Fixed Map Notifiers only placed for resources your faction can eventually tap (ex. won’t tell kingdoms about wargs)
+ Trade Equipment Wnd tweaks so that summoned creatures show up in the scene views better.
+ Hooked up new entries for the actions list, vitals list, and other basic image entries in main game wnd contexts to act more like buttons (highlight and have a click down state) to indicate that they are clickable

*************
* Bug Fixes *

+ Fixed the infamous "white screen" in tactical battles that occurred on a very specific hardware/driver/OS configuration.

+ Fixed a problem that would cause the particle effects to disappear after alt-tabbing out of the game when running in full-screen.
+ Fixed a DirectX warning in Tile Highlight Graphic
+ fixed uninitalized UNIT pointer in AIMessageBox (caused a debugger crash, probably fixes random crashes users have witnessed)
+ Fixed bug where linked pioneer improvements were getting the multiplier bonuses from their linked cities twice
+ Changed around the values grabbed for some resource breakdowns so that they match getting rid of this double bonus
+ You can no longer build pioneer improvements on resources outside of your ZOC, even if they are adjacent to a city, to prevent them from getting destroyed if they can't get absorbed in time
+ Adjacent pioneer improvements to cities now get absorbed into the city the very next turn, instead of 2 turns after they became adjacent
+ Fixed bug where custom empire factions designed in the faction designer wouldn't have a valid tech tree
+ Custom factions now get the appropriate wall set, and change their name to "Kingdom of" or "Empire of" appropriately
+ Fixed a bug in the faction designer that caused the race spinner to not match the actual race being displayed
+ Shortened the text in the caravan info cards to make it less likely that text entries will overflow to the next line down, and got rid of some old text that doesn't mean anything to how caravans work anymore, and got rid of some hardcoded strings, and moved the hardcoded quote to the different caravan/trader unit types
+ CMapGenerator no longer generates race starting position for tactical battles, since they aren’t used in that mode and were causing debug messages to flood output as the random land tile buffer isn’t getting filled after the first tactical battle map is created.
+ Campaign: Fixed oddity where reloading a save would reblock the pass between New pariden and Gilden.

 

_________________________________________________________________________________________________________________

** Hotfix Update **

We've released a 1.06 hotfix - despite our intentions were to have 1.06 be more supportive of 1.05 saved games, things didn't work as planned and we were seeing a lot of oddities throughout the forums.

The hotfix will force the player to start with the new data, ensuring validity of key components (read: less crashy).

Enjoy!


Comments (Page 12)
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on Aug 27, 2010

i managed to download the update now after waiting a while. dont know why it worked now and i dont care cause im happy

on Aug 27, 2010

New game and about 100 turns in. Certainly looking better.

-After taking an indie city, still getting the "will grow when population reaches 0" bug.

-Sounds still drop out on nearly everything (SFX) after a few hours of play.

-Can do trade treaties still without purchasing the tech for it.

-Rolling over icons in a monster stack still doesn't show monster cards right.

Looking a lot better!

on Aug 27, 2010

Uh... you guys just ruined my v1.06 game... applied patch and it won't start due to being "incompatible"... that is a real drag... should only apply to games started PRIOR to v1.06!

on Aug 27, 2010

That's 5 hours flushed... certainly ticks me off when a simple warning message would have sufficed...

on Aug 27, 2010

Whoa, a new patch has been released again? Stardock devs = awesome!

on Aug 27, 2010

And I still can't even boot the friggin game. Black screen and then crashes into desktop.  Is a fix for this being worked on? :/

on Aug 27, 2010

We've released a 1.06 hotfix - despite our intentions were to have 1.06 be more supportive of 1.05 saved games, things didn't work as planned and we were seeing a lot of oddities throughout the forums.

The hotfix will force the player to start with the new data, ensuring validity of key components (read: less crashy).

 

Noooo my campaign!!!

on Aug 27, 2010

And I still can't even boot the friggin game. Black screen and then crashes into desktop. Is a fix for this being worked on? :/

Have you made a post in the support forum? If not read the quick little explanation on how to give them the info they need and make a post in that forum.  Here's a link to the instructions on how to make sure you give them all the information so they can address that problem:

https://forums.elementalgame.com/391297

Then go ahead and post in this forum:

https://forums.elementalgame.com/forum/877

That's assuming you haven't already made a post with your computer configuration/specs and included an error log and/or memory dump file as per the instructions in the first link.  Hope that helps and I hope you get up and running soon.

on Aug 27, 2010


+ Fixed bug where linked pioneer improvements were getting the multiplier bonuses from their linked cities twice
+ You can no longer build pioneer improvements on resources outside of your ZOC, even if they are adjacent to a city, to prevent them from getting destroyed if they can't get absorbed in time
+ Adjacent pioneer improvements to cities now get absorbed into the city the very next turn, instead of 2 turns after they became adjacent

What is a "pioneer improvement"?  Is that just improved resources that aren't yet adjacent to a city?  Or is there something my pioneers can do that I'm missing?!  

on Aug 27, 2010

Amazing how fast you guys are getting stuff done - great job!

on Aug 27, 2010

It's great to see the fixes coming.  But I have to agree with many others above, the performance is just too choppy, making it unplayable, especially after playing for a while, it gets much worse.  Hope this can get addressed otherwise I'll be  shelving the game, which I really don't want to do.

on Aug 27, 2010

After a couple of playthrough the last several days, I think I'm going to take a break for a week or so.  At the rate you guys are going, it'll be a whole new game next Friday!

 

Great job guys.

on Aug 27, 2010

It's great to see the fixes coming.  But I have to agree with many others above, the performance is just too choppy, making it unplayable, especially after playing for a while, it gets much worse.  Hope this can get addressed otherwise I'll be  shelving the game, which I really don't want to do.

They're working on it, but in the meantime they're putting out the fixes for the stuff they got fixed

on Aug 27, 2010

I'm having a problem with the update - it says my previous saves aren't compatible with the current version - since this is just a bugfix, this seems like it shouldn't be the case.

on Aug 27, 2010

Tohron
I'm having a problem with the update - it says my previous saves aren't compatible with the current version - since this is just a bugfix, this seems like it shouldn't be the case.

Read the hotfix portion in the OP. 

** Hotfix Update **

We've released a 1.06 hotfix - despite our intentions were to have 1.06 be more supportive of 1.05 saved games, things didn't work as planned and we were seeing a lot of oddities throughout the forums.

The hotfix will force the player to start with the new data, ensuring validity of key components (read: less crashy).

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