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 7)
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on Sep 03, 2010

gj will test now the patch

on Sep 03, 2010

"+ 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."

 

This one is a killer for me - accidentally do it all the time and end up auto-resolving, which often kills units which otherwise would be fine.

Glad to see all of the fixes here though, but will wait for this one to be resolved before my next game.

on Sep 03, 2010

good job sd. I will just wait a while longer before I buy the game. At least till ATI problem people seems to have.

keep it up!

on Sep 03, 2010

I installed the patch, and loaded up my saved game.  It ran REALLY smooth; I could seen the improvement.  But I noticed that the materials my cities were making were not being displayed (on some cities).  I checked and rechecked, but the material stat was missing on some cities (and yes, there were making materials).

Anyway, I just continued on with my game about 5 turns, and got my very first CTD.  Just "boom" and I was looking at my wallpaper.  I'm gussing this might be because it was I was playing with a different patch/version.  I did try twice more, and got a CTD within a dozen turns both times.  So I guess I'll have to start a new game from scratch. . .

 

on Sep 03, 2010

Are "out of memory" ATI related bugs? I use nVidia and get them also ... I think memory leaks aren't hardware specific unless one have 8gb of RAM.

on Sep 03, 2010

The good news is that the latest patch tripled my framerates.  The bad news is that I'm still only getting 12FPS.  Granted, I have a low-end system, so a vast improvement at any rate.  And I still prefer the cloth map.

on Sep 03, 2010

Note that a fix for 'shards respawning on reload' did get in for 1.07...this also fixes random shards spawning in the campaign.

purple: if those crashes are reproducable, can you send the savegame file to scott@stardock.com and jesse@stardock.com?  Thanks!

on Sep 03, 2010

As far as memory leaks go, if it's due to the hardware, then that would entail that some function being called upon by the game in reference to your graphics adapter is somehow flawed, not the game itself. Or that the game is designed with one version in mind that may have a slightly different reaction than previous versions. But a lot of people here utilize new technology and the latest drivers and still suffer the same crashes. Also, most of us have run programs that are much more sophisticated graphically speaking than EWOM.

My Out of Memory crashes always happen at the click of a button. Whether it's ending a turn (The most common) or sometimes when I'm saving (I save every turn now to avoid OOM's). On larger maps I average three turns between crashes. I've perservered into games as high as 190 turns. I pre-ordered the limited edition because I wanted to play the game, and I will play it even if I reload it every few minutes.

Anyway, the memory leaks seem to be related to the map itself, as in how much is going on with the map. The later in the game the faster it crashes. I ran a few experiment games where I didn't research anything that would cause the map to populate with new monsters or notable locations, and got much further in before crashing.

I'm thinking the crashes have something to do with the game loading everything on the map, and not unloading things from memory as they change. So if you kill twelve monsters and twelve more spawn, your memory has twenty four loaded. The fact that smaller maps support less monsters and other map/game-related loads would seem to contribute to that theory a little.

I've not skimmed through most of the forums regarding these items, and I post here because it gets frustrating that I'm still suffering OOM's constantly and without fail, even though I paid for the completed game.

I do understand how much of a pain debugging and such are. I work a lot in database administration and previously had a CEO that liked to log in behind my back and delete things he thought were 'not really needed'. Tables, fields, and even random bits of SQL. So I don't fault SD for having problems, and I appreciate the attempts at correcting them, but I won't praise them for fixing issues that should have been solved. The beta went through four phases, and technically, as far as terminology goes, the current release is beta.

The way program development (As far as I've seen it in the industry) goes, the Alpha stage is where the game itself would be hammered out. Features, graphics, and in the case of games, most of the balancing. Once the program is in a completed state, as in all features are fully fleshed out, the beta stage begins. Typically the beta is where all known bugs are found and removed prior to final production.

Now there have been many games in the past that have suffered game-ending bugs after release. These were typically obscure and fairly rare among users meaning it took time to patch them out. I remember purchasing Neverwinter Nights 2 and playing all the way till the last battle, and then there was a game ending bug in one of the triggers. My auto save had already triggered and I hadn't saved for six hours. I played through again and the bug was still there. Even after the patch I couldn't bring myself to do it again. Similarly with Mass Effect on XBox 360 (I've since obtained ME2 on PC), got to the very end, and boom, crash, after eight-nine ours of strait playing.

But this is the first game I've ever run across that has so many users, people who have paid money to this company, suffering from bugs. I saw the game at Best Buy and some Wal-Marts today as I ran errands. What happens to the casual gamer that may never actually check the forums? They'll buy the game, see it for what it is, toss it aside and in a lot of cases not even bother trying to patch it. Since most retailers don't allow for refunds of open games, anyone who follows this path may likely never purchase from SD again, hurting not only SD but their affiliates and potential future business for SD.

I think I've completely lost my point somewhere in there. But in the end, no matter what may be said, this game is still in beta, and the fact that features are still being added and the game is still being fleshed out as far as the actual game itself goes, a lot of it feels like it may not even be beta.

 

Edit: Upon a read-through after posting, I want to insinuate that this is in no way criticizing SD or their business practices, as I am still an adamant fan of the company. Basically Elemental itself was a let down, after viewing all the documentation videos and gameplay videos and reading all about the publishing company working with them on content, I was expecting a lot more. I'm still expecting it to play out, but at the moment I feel that the initial EWOM isn't worth as much as my copy of SINS pre-expansion. I got a lot more enjoyment out of SINS and only paid $20 originally (Sure, I paid $40 in the end so I'd have the expansions, but still). The fact is I paid almost twice as much as the full SINS cost right now and so I expect twice the game out of EWOM. SD. </3 EWOM

on Sep 03, 2010

It is good that you are working on bugs. But there are lots of bugs more. Keep working guys, keep working...

on Sep 03, 2010

Nice!

on Sep 03, 2010

Played for about a half hour.  I was pretty much just going to judge on the performance, as Brad's mea culpa postings have made me think gameplay is gonna get revamped heavily. 

 

In terms of performance, you guys fixed a lot of what was wrong.  You still got those issues mentioned, and other things may pop up, but the game feels a hell of a lot better in terms of working.  You did a good job on this in getting Elemental into a position where the gameplay can be worked on.  Unless something pops up, I don't think stability and performance are now critical issues (though improvements can be found as always)

 

 

on Sep 03, 2010

Sure, I have not started my new game yet, I'll see if they keep happening.

 

on Sep 03, 2010

Hey for now apparently the person responsible for programming the ai is in hollidays (see the post "Uncanny valley of the moon".

So for now, just be patient, the fixes are flowing, which is a good sign.

And about "this game is not finished", well I have seen commercial games worse than that. Here at least buying the game is like supporting SD so that they can finish it. Quite unusual way of doing things, but this is still an independant company, so it creates some differences.

Anyway i still think the game will become something awesome, it will just take some time, because there are too many things to do.

But this 1.07 is much more than a "maintenance" release, too many fixes there already (even if it adds some new bugs too apparently !).

So thanks Stardock, I'll wait for your next update !

 



on Sep 03, 2010

Thank you for your work on the performance, and the various gameplay fixes. 

 

I especially want to thank you that now alt-tab seems to work on my system, thus allowing me to post here while the game is minimized and waiting for my return. 

on Sep 03, 2010

No one ever mentions this, but can we please get the AI Diplomacy fixed so that the AI doesn't constantly pester us to go to war with our friends and allies? Even my "hostile" adversary Kraxis demands that I join forces with him and attack my allies with whom I have every treaty available, The Altar. What makes this worse is that Kraxis has never even encountered The Altar, in diplomacy it says they Haven't Met.

STOP THE AI FROM DEMANDING THAT WE GO TO WAR WITH OUR FRIENDS, PARTICULARLY WHEN THE AI HAS NOT EVEN ENCOUNTERED THE FACTION THEY'RE PROPOSING A WAR AGAINST

But great patch, don't let me seem ungrateful, this is just an issue that seems overlooked and I'm trying to call it to your attention.

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