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 4)
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on Aug 26, 2010

Oh good, another night of barely any sleep.

 

Well to be fair, I probably would have ended up playing elemental into the wee hours of the morning anyways (thank god for no work tommorow).

on Aug 26, 2010

Thanks SD for all of the hard work - again!

on Aug 26, 2010

great work, there's a lot to fix and I'm still have a lot of fun with this game, but the performance is KILLING me. i had an ATI Radeon 4670, just put my brand new GeForce GTX 460 today...and absolutely no difference in performance.

It really does seem like the game is not using my graphics card at all, like some people are saying (i dont know how to tell) but its not even 100% quick on the cloth map.

on Aug 26, 2010

Damn it's getting late there isn't it? Are you guys still planning on releasing this tonight (Thursday)? Thanks for working at odd hours.

 

I'm downloading the game now... only 10% so far I was hoping it would be out by the time my download is complete.

on Aug 26, 2010

If the game runs, it's using your graphics card.

On another note, you uninstalling your drivers when you switch graphics cards? Then installing new ones?

on Aug 26, 2010

rilzic
Damn it's getting late there isn't it? Are you guys still planning on releasing this tonight (Thursday)? Thanks for working at odd hours.

Appreciate the heads up but now you have me constantly refreshing Impulse watching for an update to become available.

Keep up the hard work.  It's greatly appreciated.

on Aug 26, 2010

Nice work guys! Love to see the effort you are putting in!

on Aug 26, 2010

Figured since I've seen so much crap come out the past few days I'd mention: I love you guys at Stardock. Elemental has taken up the past few days of my life and I've been happy. The patches are proof that you love us back. Group hug.

K, last time that's happening, or I'll have to change my name.

on Aug 26, 2010

That's GREAT,  the reason I bought this was for the promised updates.  Glad to see another even though UPS just delived my game today.  I've barely played with the old version now.

on Aug 26, 2010

Very good, i especially like the camera option in tactical regarding arrows .. made my head hurt

Any chance you guys could limit the amounts of rings, amulets and sutch you can wear, its not a important thing in single player i know, but im weak .. heh

on Aug 26, 2010

Great!

Balance issues are my big thing at this point, but there is one bug that is really hurting me:

-When I click on one of my own stacks, hovering over the small circular icons for the units in that stack will display the "card" on the right, allowing quick view of stats. For enemy stacks this doe NOT work. Hovering over the icons randomly does or does not display the "card" a few times, then gets stuck on one of the cards, requiring that I not only click on each icon, but must them click on the large ciruclar center icon to see several important stats (yes, this displays some in lower right, but not as much as the card does).

on Aug 26, 2010

Cool, but PLEASE fix the bug where a town doesn't understand when to level up.

ie:  "Your town will reach the next level when population reaches 0"

 

That cant be a hardware issue thats a general coding issue!

on Aug 26, 2010

tamides
Any chance you guys could limit the amounts of rings, amulets and sutch you can wear, its not a important thing in single player i know, but im weak .. heh

I don't understand why everyone wants to limit the amount of jewelry one can wear.

I present Exhibit A in my argument for no limits.

on Aug 26, 2010

Thanks for the update. Hopefully the next update fixes the performance issue I'm having. Overall I really like the game.

on Aug 26, 2010

My computer is 2 years old, and running at the highest settings, I get no performance issues at all.

I'm wondering if folks with performance issues are turning down their graphic settings and seeing if those issues go away?

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