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 8)
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on Aug 26, 2010

Started a new post, but in case you only look here:

I'm pretty sure this is a new bug, but maybe not.  I start a new game.  My sovereign has no equipment.  I come up on a creature that is strong.  I get the option to auto-battle or battle.  I choose to battle to run away.  I succeed.  My spell research finishes for flame dart.  I re-engage monster to kill them using magic.  My sovereign automatically enters battle and I die.  No option for tactical battle.  Obviously, I'm thinking the code that decides whether or not to engage in auto-battle needs a pretty big tweak as I'd think you would only want to auto-battle if you have a nice advantage... NOT to just have your sovereign automatically killed. I have replicated this issue twice.  Happens early game around turn 10-20 or so.  If more details are needed, let me know, but for now, this means I can't use my sovereigns spells to level up early, which sucks a bit.  I don't think I've encountered this specific problem before. 

I'm using default settings on build 1.06 released on 08/26/2010 around 11PM EST or so.

on Aug 26, 2010

Pens1566
CTD on first starting after patching to 1.06 and loading save game. Not a good omen.

If you read through the thread you'll see a Stardock employee telling people they have to start a new campaign for 1.06, so if you're talking about a campaign save game that's probably why.

on Aug 26, 2010

Welp, time to start yet another new game.

Once more, into the breach!

on Aug 26, 2010

Yeah, some saved games are cool with the new code, some are giving people issues. I would just start a fresh game to get the latest data, anyhow.

on Aug 27, 2010

Bummer, all my saved games are now skunked, including the ones I was... well *really* far along into.    I don't suppose there is any way to revert?

on Aug 27, 2010

MG_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

Cool - looking forward to that post

on Aug 27, 2010

TofuES
hmm somehow my update stops at 4.52 mb with 607.8 kb/s and it just keep saying it is retrying. >< 

I get a similar problem 4.55mb, and then retries. It's always within a few hundred kb that it stops, and retries.

 

Any ideas?

on Aug 27, 2010

I'm also experiencing the same 'retrying' update problem from 4.52 mb onwards. It will rarely go up a touch extra, to 4.55 or 4.58...but will then continue to hang at 'retrying'. I've tried resetting my router, firewall, re-starting the download...nada.

on Aug 27, 2010

Xilaros
I'm also experiencing the same 'retrying' update problem from 4.52 mb onwards. It will rarely go up a touch extra, to 4.55 or 4.58...but will then continue to hang at 'retrying'. I've tried resetting my router, firewall, re-starting the download...nada.

Is not you i got the same problem here.

on Aug 27, 2010

Well, had a message in Impulse that it was "updating 105 to 106" so that's what I called it (j - a_ _). Tonight the message was "updating 106 to 108" (not making this up) it's only there for a second if you read it. But startup screen obv. says 1.06. And it looks like yes, you have to start a new game because all my old saves load but then a message comes up that "you may experience problems because you are loading a save from an older version of the game" (which never came up after the previous updates) and now I can't move any units after selecting them. So FU Rune and Woca.

on Aug 27, 2010

Good stuff brother, well done on the update

You know, with you being the "Temp Boss" maybe we should come up with a new forums name for you when you're in charge. Maybe combine the names "Frogboy" and "BoogieBac". Something like "FrogBac" or "Boogieboy" hehe? Na...LoL.

Keep up the great work, man. Rock on!!!

on Aug 27, 2010

Clawdius_Talonious

Quoting Pens1566, reply 105CTD on first starting after patching to 1.06 and loading save game. Not a good omen.
If you read through the thread you'll see a Stardock employee telling people they have to start a new campaign for 1.06, so if you're talking about a campaign save game that's probably why.

 

It was a sandbox game ... a new game lasted all of 10 turns before it CTD as well. Back to AoW:SM until this gets sorted out.

on Aug 27, 2010

I support FrogBac

on Aug 27, 2010

BoogieBac
...
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

Wait, hold on...surely you jest?  <gonna wait for the other shoe to drop now...> 

Anyway, are you saying that you, the developers, are going to actually communicate with us, the customers, on what you are planning and working on?  This is madness, madness I say!  Do you realize what this could cause?  'Cats and dogs, living together, mass hysteria!' to quote only one wise source.

Seriously, this is why your company is one of the best out there in the industry.  You communicate and you listen.  Such a joy after having to deal, seemingly endlessly, with the 'grim-faced and forbidding' corporate edifices many of the gaming companies have become these days, who think it is perfectly fine customer service to not say a word to their customers or in some cases even acknowledge their existence.  I am soooo tempted to link this post to a whole bunch of different message boards right now.

As always though, many thanks for the extra work you've all put in to pull off yet another patch in such a short time.  Now go get some sleep! 

on Aug 27, 2010

Wow another day, another patch!! You guys must have a lot of red bull there! Big thanks!!!

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