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 2)
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on Aug 26, 2010

IZ-Master

https://forums.elementalgame.com/391334

Came to ask exactly this. I can understand that this is the trickier one, but it is also by now the most disruptive one and it affects far too many people. I hope you guys can get this fixed before more reviewers get their hands on Elemental or it's going to be a massacre...

But other than that, good to see you guys still working on the AI. At the moment it seriously needs some love.

Since I'm on the subject I thought I'd point out something you should take care for the AI. If the AI's city is discovered early on, an a sovereign/champion starts approaching it, have the AI sovereign immediately run back to defend. In fact, the first thing the AI should be doing is training soldiers for defence. It is far too easy for a player to bump into an AI sovereign, wait until they've left the city undefended and then just swoop in to get it.

on Aug 26, 2010

on Aug 26, 2010

I don't think the game is actually using my graphics card at all, it's painfully slow. (Radeon HD 3850 512mb)

on Aug 26, 2010

Thanks for your continued efforts!

on Aug 26, 2010

Awesome stuff! Btw..I found something you guys at Stardock might want to consider putting into the patch. It is rather game-breaking.. If you use the spell "Confuse" on a creature several times, it increases the creatures attack power and thus..I could turn an imp with 5 attack power and 5 CR into an imp with 4k Attack power..and get like five thousand gold at the end of the fight. I had thought something was fishy when I defeated a dragon and got 11,000 gold ~ ~

on Aug 26, 2010

Yea I can't play because of lag and low framerate after the first couple hundred turns. Especially when you get to lvl 2 adventuring and you get all those new goodie huts / quest chest all over the place. And I got a E8500 coreduo cpu with ATI 4850

on Aug 26, 2010

Thanks guys!

on Aug 26, 2010

Nice to see another quick patch from you guys! Keep up the good work and this will go from a good game to a great game in no time!

on Aug 26, 2010

Ravenstrike
I don't think the game is actually using my graphics card at all, it's painfully slow. (Radeon HD 3850 512mb)

Funny, I have that exact card and no problems*. Just out of curiosity, what version of windows? Think I read something about an issue with 64-bit vista/7, I'm still running ye olde and reliable XP.

*By no problems I mean a slight slowdown of performance after a few hours that might indicate the ubiquitous memory leak is at work, and I can't alt-tab without windowed mode, but nothing major.

on Aug 26, 2010

I wasn't expecting anything until next week.  Man I just love the Michigan work ethic.    Keep up the great work, everyone!  And feel free to mix a nap in every now and again.

On an unrelated note, my stock in 5 Hour Energy Drink is going through the roof.

on Aug 26, 2010

Austinvn

Funny, I have that exact card and no problems. Just out of curiosity, what version of windows? Think I read something about an issue with 64-bit vista/7, I'm still running ye olde and reliable XP.

My Win7/64-bit and ATI 5870 has been a rock star.  I think there is an issue, as you mentioned, but it's definitely not blanketed across that OS/GPU.

on Aug 26, 2010

Jharii

Quoting Austinvn, reply 24
Funny, I have that exact card and no problems. Just out of curiosity, what version of windows? Think I read something about an issue with 64-bit vista/7, I'm still running ye olde and reliable XP.

My Win7/64-bit and ATI 5870 has been a rock star.  I think there is an issue, as you mentioned, but it's definitely not blanketed across that OS/GPU.

Much newer card anyway - it could be something obscure like 64-bit 7 and certain older ATI cards. Anyway I'm sure the Stardock guys already have it figured out, was just wondering.

on Aug 26, 2010

Looking at the AI changes, I look forward to testing out the bum rush again. Mwahahaha...

on Aug 26, 2010

+ Fixed Map Notifiers only placed for resources your faction can eventually tap (ex. won’t tell kingdoms about wargs)

Hey wait a sec. Does this mean we can't know about resources we might be denying the enemy?

on Aug 26, 2010

Nice looking patch, Thank you for this, I will be a happy bunny if this fixes the memory leak issue, Elemental is the first game I have played in a while which feels like its got a bit of soul to it and I can't wait for it to progress past this initial teething stage.

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