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!!!!     

---------------------------------------------------------
----------- 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 14)
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on Aug 27, 2010

maniakos
I'm just amazed at this work, I wasn't expecting anything till next week.

 

While it would be nice for patches to be save game compatible, I do think that game-play and bug fixes are more important in the long run.

on Aug 27, 2010

Thanks for the patch

on Aug 27, 2010

edpfister
1)  Everytime I get a new patch from you guys all of my settings are reset which is quite annoying.  Is it really necessary to change my auto move, mouse settings, ect everytime there is a patch?  I just get the impression there will be lots of patches for this game and having to remember all my settings (I change a lot of them) is rather annoying.

I agree on this one.

edpfister
2) Please let us go to the main menu from tactical battles.  If a battle is going badly I shouldn't have to play through the whole thing or go to windows to kill the process.  Just disable the save option or whatever is causing you not to allow this currently.

In Tactical Battles, there is an "autoresolve" button located on the left side of the bottom action bar. Just click that to finish up, then you can reload a save.

on Aug 27, 2010

Thank you, the game is now playable, still a lot of small issues, but nothing critical.

1.06 IS that "gold" version should be from the start.

 

on Aug 27, 2010

Lord KiRon
Thank you, the game is now playable, still a lot of small issues, but nothing critical.

1.06 IS that "gold" version should be from the start.

 

 

I think alot of problems were introduced because they tried to give us a pre 0day patch that wasn't tested as well as the 0day patch, prtobably introduced a ton of crap that was hard to fix.  Lesson learned I bet.

on Aug 27, 2010

I found a game breaker:

early sandbox, level Normal, after 45 turns, I attack Relias and his gang of 3 nobodies. He flees, and his gang dies. After combat he is standing right next to me, alone, with 3 hp. I do an Auto-resolve, and level up. He is next to me again, still with 3 hp. I do it again, etc. Within 10 mins, I had gone up 5-6 levels, with no end in sight. Note that after the second or third run, after combat his side is a blank, but I still get the XP.

on Aug 28, 2010

New update?

on Aug 28, 2010

For those of you who finished the campaign, can you help me out here?

I managed to cross the pass from New Pariden into Gilden, but then the bug happened that reclosed it.  I didn't even notice it was closed off until I tried to send a caravan through there many turns later.

Now that 1.06 is here, it will break my saved game, and I don't want to start the campaign all over again.  Is there going to be a need later to get back through that pass into the starting location and New Pariden later in the campaign?  If so, with it blocked, the campaign would be borked at that stage anyhow.  So I don't want to get hours more into it only to find out I can't finish it.

If there's no need to get back through the pass, then I'll just finish the campaign without 1.06.

on Aug 28, 2010

Nah there's no need to go back, and once you have your second city up you can freely teleport yourself and troops between your first and second city.

on Aug 28, 2010

BoogieBac, Boogie

Oh, BoogieBac

When are you comin' back?

Oh, BoogieBac, Boogie

Oh, BoogieBac

When are you comin' back?

My PC's a missin' you

My heart feels the same way too

I've tried so hard to be true

Like I promised I'd do

But this MoM keep's a comin' 'round

Its tryin' to wear my resistance down

BoogieBac,Boogie

Oh, BoogieBac

When are you comin' back?

Oh, BoogieBac, Boogie

Oh, BoogieBac

When are you comin' back?

Need your lovin'

Need your lovin'

It calls my PC about hundred times a day

No, my heart's not listen' to

What it has to say

But this lonelieness i have within

Keeps reachin' out to be its player

Oh, BoogieBac,Boogie

Oh, BoogieBac

 

on Aug 28, 2010

cfehunter
Nah there's no need to go back, and once you have your second city up you can freely teleport yourself and troops between your first and second city.

Thanks much, cfehunter!  I'm gonna finish my campaign as is then.

on Aug 29, 2010

Never had a problem with alt-tab before 1.06, I did it quite often without a single resulting crash. After being fully updated game crashes on alt-tab most of the time. Unfortunately the pre-release version of the game was incredibly more stable for me than the fully patched version, since being updated to the last patch I've run into issues I never had in a 400 turn game previous to 1.06 Alt tab, randomly when I click on end turn... nothing happens. Performance issues.

Very frustrating. I think I'm going to give up on Elemental and come back in a couple weeks and hope new patches have fixed the problems the current patches caused for me.

on Aug 30, 2010

@Kaiser - have you tried windowed mode?  That way it runs at your desktop resolution.  Since I switched, I haven't had any alt-tab issues.

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