Performance Issues...begone!
Published on September 2, 2010 By ScottTykoski In Elemental Dev Journals

More of a maintenance update than anything, Elemental v1.07 focuses on the performance issues seen by both high and low end users. There are more improvements to come as code is continually improved and tile-designs are streamlined, but this update should bring a healthy FPS boost to all. And, if your frames per second remain under-par, new options will give you additional wiggle-room.
 
That's not to say gameplay dosen't get some update love...resources no longer use up city tiles, unit groups save out the necessary info to regenerate themselves on reload, and item stacking heroes is a thing of the past...but performance, memory usage, and overall stability were our targets here.
 

Note: A 1.07.025 hotfix was published with a fix for a crash in the 'Custom Sovereign' system (Merchant/Brilliant/Meditative traits). This would have caused a crash loading saved sovereigns or games with those traits applied as well.
 
---------------------------------------------------
----------- Elemental v1.07 Change Log  -----------
---------------------------------------------------

***************
* Performance *
+ Major improvement to rendering system, especially when over cities.
+ Condensed scene rendering process from 3 passes through scene into a single pass
+ Bunch of fixes to the issues behind "DX Error: Invalid Call", particularly when Alt-Tab'ing. This will continue to be worked on.
+ Added new framerate limiter ( limits framerate to refresh rate of device )
- Removed throttle framerates option (this is always on now)
+ Particle Effects no longer render if the "Disable Particle Effects" option is on
+ Outlines now LOD-out as you zoom out
+ Added option "Disable Outlines" to the options screen to turn off rendering outlines (Might help lower-end machines, and some people prefer no outlines)
+ Commented out unnecessary debug messages

*************
* Bug Fixes *
+ Fixed Various Memory Leaks
+ Fixed the issue that was causing the unimproved tile designs for elemental shards to stick around after a shard-harvesting improvement was built on top of them.
+ fixed a bug where if you have the option on where when entering/leaving city build mode, the camera switches between overhead and default view, you could get stuck in overhead view (and forced to manually move the camera back) if you pressed the city build mode button, while already in city build mode
+ fixed bug where AI demands a tribute of 0 gildar
+ fixed display issue where improvement cost entries overfilled the improvement build list
+ fixed display issue where units with long names overfilled the name area on the level up wnd.
+ fixed display issue on battle init wnd, if defense or attack was negative then it showed up as a huge number.  Beserker ring gives a -3 to defense, which could give you negative overall defense.  Same might be true of attack if in the future we have some strange item that decreases your attack.
+ Fixed bug where units in tile designs (like horses, wargs, etc) would not fade out when the tile is under fog of war
+ Fixed "jumping units" when starting new game from within a game (or loading a game within a game)
+ Other fixes regarding battle initition window, creating mountains in map editor, first contact status not being set to relation unknown
+ Fixed a bug where improvements that were flagged as once-per-city were able
to be placed twice.

**********************
* Gameplay / Balance *
+ Fixed bug where economic treaty gold bonuses weren't getting added to the global resource pool
+ Changed how creatures and NPCs increase their stats when they level up to nerf incredibly powerful high-level monsters running around
+ Stacking of items fixed (can now only wear 1 per type per champion)
+ Pioneers in a boat can no longer build a Settlement at sea
+ Wild improvements will now be able to be taken into account in a city's resource usage correctly, if any of them ever have negative resource production
+ Refugee camps (and other wild improvements that provide population storage bonuses) improvements
+ Fixed Miner sovereign profession bonus
+ Fixed Great Warriors faction bonus
+ Removed really high starting mana regen ability from Umber's faction config
+ Fixed Advanced Tracking techs (in both tech trees) to change the player ability that is hooked up to affect movement
+ Fixed broken productionreq tag on vengeance coating
+ References to Ice shards changed to Water for consistency
+ Sprint duration adjusted to 2
+ Lowered HP for fallen peasant
+ Fixed up resource hoard description text
+ Various food resources now provide different amounts as indicated by old description text
+ Improved output of Temple of Essence
+ Improved output of Tower of Titans, Tower of Souls
+ Fixed construction resource cost for curgen's exchange
+ Resource hoard costs now mirror kingdoms resource costs
+ Fixed up description text for construction yard
+ Great Theatre no longer provides +100% Gildar, only +100% Prestige
+ AI: Added code to send sovereign back to his capital city if he has no destination after the early phase of the game
+ Fixes for various terrain types not responding to RaiseLand spell
+ Resource hoards no longer deduct from the buildable tiles of a city (the 'bananna cities' from the forums)

***********
* Battles *
+ Changed the calculation for battle damage to take multiple troops into better account (with each unit getting an individual attack roll).
+ Every time panic is caused, the combat text for the panic will be shown.
+ Fixed a problem where misses and non-damage spells would cause an on hit animation to be played in tactical battles.
+ Fixed a possible bug where units would no longer update their troop counts after reaching a single troop left.
+ When selecting the spell book in tactical battles the cursor should now reset to the arrow.
+ When clicking on a unit's hiergemenon entry in tactical battles the cursor should now reset to the arrow.
+ Turned on bounding box picking for tactical battles to improve the feel of unit selection.
+ Selecting units should now be turned back on while other units are animating in tactical battles.
+ Fixed a bug where unit tooltips in tactical battles would draw over tooltips for items and spells.
+ Added some checks to the battle init window to stop the window from showing when defenders or attackers were null. Also added logic to clear waiting flags in this case.

******
* UI *
+ Adopted the unit vitals context for a Details tab to show when a wild improvement is selected on the main map, to give more meaningful and easier to read information
- If the improvement is under construction, it says so and uses the level slider to show the progress towards completion and the turns left
- If the improvement is done, it shows what that improvement is producing and has an entry to get further information about the improvement by opening up the lorebook
- Also, it shows which city an improvement is linked to, or "Not linked" if it isn't.  If it is linked, the tooltip explains that this city is contributing production bonuses to the resource production of that improvement.  If the improvement is not linked, the tooltip says how many tiles the nearest city needs to be closer to link with that city, explaining that it will be able to get city production bonuses if it does link
+ New Tactical Icons hooked up for Smelter, Trade Center, Construction Yard, Merchant Guild
+ New Tile Designs for Ventri Iron Mine, Stone Quarry, Clay Quarry, Marble Quarry, Drath Village, Shrill Hive, Spider Nest
+ Fixed bug where double-clicking on a spell you couldn't cast from the spellbook popup would queue a bunch of "Can't cast tactical spell" message boxes to appear over and over, now just plays a little failure sound if something that can't be cast is double-clicked
+ Fixed a typo in a campaign dialog
+ When you build an improvement on a resource, the map notifier for it is removed
+ Fixed typo "completly restored" to "completely restored"
+ Fixed some places where the display of per-turn gold production lagged behind changes to it, gets rid of some income discrepancies between some screens when loading a game, adding/cancelling a treaty, etc.


****************
* Known Issues *

+ Tactical Battles: Stuck turn if you use space bar or click "Pass Turn" button while selected unit is moving.  Clicking auto-resolve will end the battle if the turn is stuck.
+ Occasional instances of damage indicators not appearing over units.


Comments (Page 5)
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on Sep 03, 2010

Great work on the patch guys - I'm showing a massive improvement in performance!

on Sep 03, 2010

How is the progress on the randomly spawning shards after save/reload?

on Sep 03, 2010

Hotfix is now out. 

on Sep 03, 2010

Performance is now minimally playable, if still far below what the hardware is capable of.

The balance changes are also particularly welcome.  Really, the main thing missing at this point is competent AI opponents - which we already know will be a focus in the future, even if progress on a system that complex is never fast and easy.

on Sep 03, 2010

I also find the performance better, BUT the memory leaks seem to be getting bigger, just had my first game on 1.07 on huge map with my favourite custom sov,same setup as my last game in 1.06 which got to turn ~200, the 1.07 got to turn 145, but it was faster to play on my win xp sp3 32bit with nvidea 7600gs & 4gb ddr2.

harpo

 

on Sep 03, 2010

Goontrooper
Hm, my post seemed to get lost in the interwebs....let me try that again....

 


* Battles *
+ Changed the calculation for battle damage to take multiple troops into better account (with each unit getting an individual attack roll).


 

I'm really excited about this. Had no idea this might be fixed so soon. So does this mean that each individual in a stack gets an attack roll based on the individual unit's attack value, or is it based on the 'stacked' value? How about defense? Is it based on an individual, or is it stacked?

 

Really, really, hope this has been fixed because it will GREATLY improve tactical combat, unit balance, etc. This was one of the main things I have been annoyed with.

 

Has anyone tested this out?

 

Thanks Stardock!
I hope they will do that also for defense AND get rid of uniform 1DN for attack and defense (why not rolling 3 1DN and keeping the middle one ? That would quickly fix the problem : You don't have to throw 13452464576 dice if attack of defense are really high)

 

on Sep 03, 2010

I'm hoping you guys can nail the "out of memory" issue after ~250 turns or so on Win7 64/ATI systems soon (still happens with this patch), because there's just no point to playing at all since it's impossible to finish a game.

It's a shame because I do otherwise find it enjoyable in its current state.

on Sep 03, 2010

Hmm, yea rolling 3 1DN and keeping the middle one (or randomly selecting between the middle and the high one) might help.

 

maybe (if you choose to go this route) there could be an accuracy stat (which goes up naturally with each level) which affects your %chance of pulling the high one rather than the middle one.

on Sep 03, 2010

BNotorious

Quoting Shadowshard, reply 2Are shards working now?

yeah and him too...

 

I'm sorry, I haven't seen this answered yet. Are shards now working in tactical combat to increase the damage of your spells?

on Sep 03, 2010

Custom empires not getting tech tree and return button stops working on and off, other than that it seems mutch better

on Sep 03, 2010

Tasunke
Hmm, yea rolling 3 1DN and keeping the middle one (or randomly selecting between the middle and the high one) might help.

The problem with averaging rolls is that in case of two troops with similar attack and defense it will produce a lot of misses. One needs to roll big and another bad for attacker to be able to hit defender.

on Sep 03, 2010

Been saving my thoughts for post patch.

The performance and stability improvements are an extremely welcome change. Good job!

The AI though is atrocious. I have played multiple games where the AI refuses to build the most basic settlement improvements. Their capitol has NOTHING built after 30 turns. No settlers, units, nothing. They did manage to get married though. I am playing on the Challenging level. I know this is not the hardest level, but I just want to emphasis that the AI isn't building ANYTHING in several sessions so far. Once in a while one faction will actually expand and build up. But so far I've run across 5 factions that just got stuck on turn 1 since 1.07.

The campaign really turned me off, way to generic and even though meant as a tutorial, it was such a bland offering that halfway through I just couldn't wait to check the 'completed it' box so I could go into the skirmish mode. I'm thinking the next book should be totally revamped presentation wise. Def. ditch the tutorial design for book 2. I kinda enjoyed how Starcraft 2 had the core gameplay but mixed in unique units (mercs) and abilities (uber spells) to spice up the campaign missions. I think this would be well served in Elemental if your main hero had some unique unit abilities not found in the skirmish mode. I'm assuming there's a story being told with the campaign based on the book, but they are just way to bland. Kill this monster to get cooperation (trying to avoid spoilers) or fetch this item. How about some variance in the campaign chapters, like, rescue villagers from trolls but instead of just a straight forward battle, have a situation where at some point the player only has time (or forced in a situation) where he is able to save only 2/3 towns. Two of the towns saved he gets a reward of gold or resource or something but the other town that is lost will give a penalty and a really sad guilt trip. But give the player the option to choose which villages to save and what penalty to take. Right now, it's just so bland. Save us from trolls! I kill trolls. Check the box, next trigger for campaign... boring! The campaign is extremely text driven but it's not very interactive plot wise. Remember those text driven mini-games in Space Rangers 2? Kinda like the old Zork/Hitchhikers Guide to the Galaxy dos games? How about some of those dialogue adventures when you are faced with a diplomacy type objective in the campaign? Right now, it's so bland. Walk to a trigger point and read the equivalence of "Sorry, don't want to go to war, need to wash my hair." excuse and off you march to the next faction to recruit them. Give the player a chance to actually influence how the plot develops. Maybe he can convince the faction to join if he plays it smart with his dialogue choices, get a small bonus if he plays it mediocre, or even has to battle his way out of the palace to survive if he's a total nitwit about it.

The tactical battles need lots of love. It is simply way to bland and stale. The special unit abilities added in late to the beta are neat but I want more depth. Basically, make the tactical combat portion of the game good enough where it could stand on its own WITHOUT the sandbox or campaign mode attached to it. That's when you know it's been developed thoroughly. I doubt most would load up Elemental just to play out a small battle between 2 armies composed of a couple band of swordsmen and archers and cavalry. Heck, it can still be fast paced. Look at Dwarf Fortress and the little battle logs of a Dwarf battling a stupid giant toad. It's barbaric, so much going on under the hood, but it's still fast. What you equipped the dwarf with, the armor he has, the skills, etc. All of that plays a major part of how that battle ends. That's depth! In Elemental, bows are just swords that can strike from many tiles away. Is there distance penalties? Cloth/Leather/Metal armor, Pierce, Cut, Bludgeon properties? Shooting over allies penalties? Elevation bonuses? Isn't there a larger difference between an army of guys equipped with staves as opposed to dudes with giant mallets? The only diff so far is raw damage and a small speed differential, if even that!

I really want to like Elemental, I'm still glad I purchased it, but I have to be honest with my opinion that it's just not that good of a game at the moment. I really want to have an awesome experience, but I keep playing and after a battle I'm always feeling, "that's it?" Or I discover an enemy factions capital and there's a spouse and a camp ground... and nothing else. It's just an overwhelming feeling of m()m when playing, rare moments of \(^0^)/... actually, none so far. That's a major downer.

Going to try another game and see if the AI actually builds in this match and going for the highest difficulty.

('-')y

on Sep 03, 2010

I'm still getting the out of memory problems too. Wish they'd fix these suckers

I'm noticing a large amount of lag when switching between the clothmap and the 3d game map. Thats when my problems begin.

Otherwise, the patch probably made my game run about 33% faster. I like that, it's a pretty nice improvement.

on Sep 03, 2010

bortlings
Been saving my thoughts for post patch.

The performance and stability improvements are an extremely welcome change. Good job!

The AI though is atrocious. I have played multiple games where the AI refuses to build the most basic settlement improvements. Their capitol has NOTHING built after 30 turns. No settlers, units, nothing. They did manage to get married though. I am playing on the Challenging level. I know this is not the hardest level, but I just want to emphasis that the AI isn't building ANYTHING in several sessions so far. Once in a while one faction will actually expand and build up. But so far I've run across 5 factions that just got stuck on turn 1 since 1.07.



('-')y

 

I have a feeling those ones that aren't developing for you are the Minor Factions.  Because any Major faction I've seen has indeed been recruiting stuff left and right.  I'd conquer their cities and find tons of buildings (As a kingdom conquering an Empire I'm not sure if I should trash them or not!).  And they're sending out Pioneers aggressively in the worst Civ Fashion where I sometimes have to declare war for no other reason than making sure I can get my pioneer to the place 2 turns later instead of them with their horde.

 

There seems to be some weird thing where even when you select all 9 other factions as being part of the game (which is a bit confusing to begin with!) they don't show up sometimes, especially if you're using the remembered stuff of a previous time through the create a game stuff.

on Sep 03, 2010

bortlings
I really want to like Elemental, I'm still glad I purchased it, but I have to be honest with my opinion that it's just not that good of a game at the moment. I really want to have an awesome experience, but I keep playing and after a battle I'm always feeling, "that's it?" Or I discover an enemy factions capital and there's a spouse and a camp ground... and nothing else. It's just an overwhelming feeling of m()m when playing, rare moments of \(^0^)/... actually, none so far. That's a major downer.

Going to try another game and see if the AI actually builds in this match and going for the highest difficulty.

('-')y

I'm glad someone posted my thoughts exactly. Every time I criticize the game people just say "get a refund and get out of here", witch is ridiculous. We bought a game cos we wanted to play that game, not get refunded.

I apreciate all the effort of SD to hurry with the patches and taking our feedback into major account, but we MUST NOT forget that these patches are merely COMPLETING an unfinished game.

These patches could really be directed into improving the AI and balance the game, but instead all the efforts are directed to fix several amature bugs that shouldn't be there from the beggining.

Still, I'm glad to see SD working non-stop to deliver the most critical fixes ASAP.

But I just want to remember all the people that seems overjoyed that they are doing no more than their obligation, both professionaly and ethicaly, and when these bug fixes are over we will need to change our feedback report efforts to balance this game, cos it's severely unbalanced and the AI don't deserve the "inteligence" on its name.

So I'm ready to start making more posts about AI's lack of action, strange behavior, instead of considering myself the "pro master player" cos I'm dominating a dumb AI, and I want to call upon other players out there that cares about the challenge of the game to do the same, since it appears that the stability of the game is quite stablished now, instead of just keeping making posts like "you are the best SD, you're fixing a broken released game! What are the odds!"

Let's help fix and improve this game.

Cheers.

 

dulahan
I have a feeling those ones that aren't developing for you are the Minor Factions.  Because any Major faction I've seen has indeed been recruiting stuff left and right.  I'd conquer their cities and find tons of buildings (As a kingdom conquering an Empire I'm not sure if I should trash them or not!).  And they're sending out Pioneers aggressively in the worst Civ Fashion where I sometimes have to declare war for no other reason than making sure I can get my pioneer to the place 2 turns later instead of them with their horde.

I've seem the same stuck behavior by the AI, and I've checked: it wasn't a minor faction. Medium sized map, all factions selected, normal dificulty.

I've also saw something that other player commented here on the forums (don't remember in what post) about the AI cities having a lot of huts, and only that. So it's another way of the AI getting stucked.

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