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 5)
14 PagesFirst 3 4 5 6 7  Last
on Aug 26, 2010

 

Sorry you guys didn't get your break, but I'm really really encouraged to see another patch so soon.

on Aug 26, 2010

+ Campaign: Fixed oddity where reloading a save would reblock the pass between New pariden and Gilden.

This happened to me.  After I patch and reload my game, will the pass be unblocked?  Or will I have to start the campaign all over?

on Aug 26, 2010

Fantastic!  (when??)  I'm having the "Campaign: Fixed oddity where reloading a save would reblock the pass between New pariden and Gilden." Issue too.

on Aug 26, 2010

Awesome, this should help reduce the frustration I feel every time I sit down to play the game.

on Aug 26, 2010

SD folks - is there anything else you'd like us to do to assist at this point other than sending in logs on crashes, etc?  I'd be willing to play the crap out of the campaign and log all of the things that could use fixing or tweaks (and I'm not talking about game breaking things - just stuff that adds to the overall polish).  I'm not going to spend the time if it isn't likely to be used though. 

on Aug 26, 2010

Does this patch fix the awful fps issue a lot of us are experiencing?

https://forums.elementalgame.com/391334/page/1/#replies

on Aug 26, 2010

OMG_pacov
SD folks - is there anything else you'd like us to do to assist at this point other than sending in logs on crashes, etc?  I'd be willing to play the crap out of the campaign and log all of the things that could use fixing or tweaks (and I'm not talking about game breaking things - just stuff that adds to the overall polish).  I'm not going to spend the time if it isn't likely to be used though. 

I'll join your quest, good sir, if you'll have me.

on Aug 26, 2010

diamondspider
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?

 

I can set the game on the highest video settings including 8xAA and its lowest settings I still get 8 FPS when viewing any town. It's like the game is stuck at 8 FPS on my computer. This computer is running two 4870 in crossfire mode. I tried just one GPU too, no effect.

on Aug 26, 2010

Update: Looking good, just one last sanity pass and we'll get it in your hands 

GI_Joe: Unfortunatly It will require a restart of the campaign

Mtrixis: I think some tweaks were made but it's not completely squashed.

PMG_pacov: Tomorrow I'm going to do a post about where we're at, where we're going, and the best way to get your suggestions/issues into our hands.    We appreciate the offer, and will gladly be taking you guys up on it

on Aug 26, 2010

Training time increased for the more sophisticated weapons
Way to make the game even more imbalanced towards squads.

on Aug 26, 2010

diamondspider
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?

If you checked out the performance related thread you'd see that no change in resolution or quality is having an impact on the performance.

What is your computer's setup?

on Aug 26, 2010

Werewindlefr

Way to make the game even more imbalanced towards squads.

What are you talking about?

on Aug 26, 2010

Get some sleep guys.

on Aug 26, 2010

Sorry guys, I've just never heard of graphical performance issues that weren't helped by lowering settings That really does suck.

I have:

System  
  Manufacturer Dell Inc
  Model XPS 630i
  Total amount of system memory 6.00 GB RAM
  System type 64-bit operating system
  Number of processor cores 4
Storage  
  Total size of hard disk(s) 596 GB
  Disk partition (C:) 169 GB Free (594 GB Total)
  Disk partition (D:) 1 GB Free (2 GB Total)
  Media drive (E:) CD/DVD
Graphics  
  Display adapter type NVIDIA GeForce 9800 GT
  Total available graphics memory 3326 MB
        Dedicated graphics memory 512 MB
        Dedicated system memory 0 MB
        Shared system memory 2814 MB
  Display adapter driver version 7.15.11.7744
  Primary monitor resolution 1920x1200
  DirectX version DirectX 10

on Aug 26, 2010

i must say the support has been stellar!!  I enjoy the game and appreciate support of the game.  ty to all

14 PagesFirst 3 4 5 6 7  Last