Laying the Groundwork for v1.1
Published on October 7, 2010 By ScottTykoski In Elemental Dev Journals

Hey Everyone,

Tonight you’ll be able to update to v1.09E of Elemental. There are several bugfixes and tweaks in it, but the major change is the shift to a public Multiplayer build. If you’ve been playing the ‘release candidate’ MP builds, we suggest turning off ‘Show Pre-Release’ versions for anyone that has it selected that ONLY wants the official updates).

After 1.09E we’ll be shifting all our energies onto v1.1, where you’ll start to see the major gameplay shifts be officially implemented (a lot of the necessary code is actually in the builds you’re playing, to switch just hasn’t been flipped).  I’m sure you’ve seen Brad’s posts on our plans, but the major items being addressed in 1.1 are:

+ Tactical Battles (edit: sorry, this isn't v1.1...sorry for my confusion): Working on a seperate branch, the guys have the new battle system implemented and are playtesting it as we speak. You’ll be seeing a new UI, new system for using special abilities, and the new streamlined ‘Initative’ based turn ordering system. Rumor has it it’s ‘considerably better’, but I’ll settle for ‘much better’.

+ Magic: Universal mana pool and cleaned up spellbook management are what 1.1 will bring to the wizards table. No more enchantment slot cheese-tactics and summon spamming. Now each enchantment results in a per-turn drain on that global pool, so you’re going to have to make some serious choices when casting those high level spells. And I think we can all agree...the more interesting choices, the better!

+ Cities, Population management, and the AI: These are Brad’s big areas atm, so I wont steal his thunder, but I’ve been told the City changes will result in a more competent AI, so get excited to...lose more?

And of course bug fixes, memory fixes, performance improvements, UI improvements...but that’s v1.1.  Today, we have 1.09e, which should be available in the next few hours!

Enjoy!


---------------------------------------------------
----------- Elemental v1.09e Change Log -----------
---------------------------------------------------

******************** 
** Fixes / Tweaks **

+ Fixed a bug where loot could go nuts (pioneers giving millions of Gildar)
+ Grand kids should no longer defect to dead factions
+ Map list now has tooltips & lists the map size
+ When you load a map from the world setup screen, it now updates the world size spinner
+ Fix: Minor Water Elemental summon (from Lord of Sea spell) and Storm Giant now have their “Drowning Strike” abilities
+ Heal spell working properly (Unit “CurHealth” modifiers now work with Min/Max value calculations)
+ City List now features tooltip explaining red popupation
+ Bug Fixed: ‘Resource Changed’ event not firing when the resource was already in the player’s pool (broke chapter 5 of the campaign)
+ Trigger for ‘Resource Ammount Met’ no longer requires the player to have been BELOW the required amount the turn before
+ Consolidated most of the SP/MP xml files, eliminating discrepencies between MP and SP files
+ fixed leaked ref with starting spellbook spells.
+ on new unit design screen, when hovering over or selecting an item that has no "attributes" or "costs", those labels in the selection context area will not be shown. An example is when you hover or select a hairstyle from the [OTHER] tab, equipping hair has no benefits or costs, but the labels were still showing up, which looked dumb.
+ Fixed bug where mounted units did not generate their portraits properly
+ Fixed bug where after renaming a city, the old name would still be displayed on the cloth map
+ AI being limited by the UnitType “AllowGrouping” tag (won’t groups catapults to assult the player)
+ City List: RED population when there’s not enough housing
+ City List: doubleclicking an entry acts the same as seleting it and pressing “Details”
+ City Building Mode
- turn off camera bounds clipping (fixed bug where the camera would jerk around,causing improvements to be oddly placed)
- selecting a friendly city in city-build mode selects it for city building
- doubleclicking a city-details improvement entry will auto-place it

***************** 
** Multiplayer **

+ Multiplayer enabled in public build
+ Removed checks for duplicate factions in the choose sovereign screen so that cycling through all the AI players doesn’t leave you with no choices
+ You can now right click on the team, faction, and sovereign buttons in the game lobby to cycle backwards. (for non-AI players, right clicking does the same thing as left clicking for faction and sovereign)
+ Fixed bug where map size was always tiny in the available games list
+ Fixed bug where minor factions were picking player colors
+ Fixed bug where if there were duplicate factions, they would get all the AI designed units from the other faction
+ Fixed bug where you wouldn’t have a faction if you finished or quit out of a game (now keeps the one that was previously set)
+ If you change the world size, the map name is now cleared so that a new random map will be picked.
+ Fixed stuck turn bug caused by caravans with invalid destinations
+ I believe that I have fixed the bug where if you clicked fast enough you could build multiple instances of a limited improvement, or build two improvements on one resource
+ Fixed bug where the learning queue was not saved in mp save games
+ Fixed bug with learning spells twice by spam clicking
+ Fixed bug when choosing a spell level not getting saved

 

 


Comments (Page 3)
4 Pages1 2 3 4 
on Oct 08, 2010

chanter45
Any news on fixing the faction creator? I'd like to actually see the colors pop up on the civilian model and the building behind him working... My favourite thing in these types of games is creating a custom faction. Keep up the good work!

Also in the faction Editor or the Custum Soveriegn creator and a place to attach custom Soveriegn to custom factions without having to mod it.

on Oct 08, 2010

Bellack




Also in the faction Editor or the Custum Soveriegn creator and a place to attach custom Soveriegn to custom factions without having to mod it.

 

Agree, would be great.

on Oct 08, 2010

here is a picture of what I'm talking about in multiplayer.

http://imagebin.ca/view/AYRTUv.html

here is my debug.err

http://pastebin.ca/1957784

on Oct 08, 2010

OK, hotfix is live for anyone that wants to play on custom maps Have a great weekend, guys!

on Oct 08, 2010

Damn hotfix came so fast, I didnt even get a chance to bitch!  And I so love to bitch...

on Oct 08, 2010

I figure there's a 96.7% chance that you'll find something else to bitch about

on Oct 08, 2010

I always do, I'm a geek.  If I didn't bitch on the internet, I wouldn't be a geek any more, I'd just be some fat guy.

on Oct 08, 2010

+ City Building Mode
- turn off camera bounds clipping (fixed bug where the camera would jerk around,causing improvements to be oddly placed)
- selecting a friendly city in city-build mode selects it for city building
- doubleclicking a city-details improvement entry will auto-place it

Finally! Thank you, just played a few hours and it's a relieve that the buildings are placed where I want them to.

But I just crashed, so there is still enough to do...

on Oct 08, 2010

Silly question but how long is the Campaign is it only Book 1 of Relias or is there more cause if there is I can not access it. I thought that it was looking longer when the narration showed the Queen having her daughter get close to this "adventurer" then it went to the main menu. Is this the last of the singleplayer campaign or am I getting a glitch? Thanks for the quick fix to the Capitar quest, also as far as Warn Gilden it didnt prevent me from anything but I never received anything from outside his walls. I just continued with sending my ship around the coast and caught up with the rest of the Army.

on Oct 08, 2010

I think thats all there is.  There are going to be more books, but thats it for now.  All Gilden gives you is some resources, and the Queen just is a bitch.

on Oct 08, 2010

BUT we have a re-occuring issue with the bows 100% missing the same as a month ago, but this time in the ranged attacks.xml there is NO code that I could see for the bows, only catapults and firespells

harpo

 

on Oct 08, 2010

I didn't, I just did the campaign and they worked fine.  Literally, finished it an hour ago.

on Oct 08, 2010

I am having the exact same thing as Vokac - some menus are see through, missing completion bar and some images are missing too.

on Oct 09, 2010

Ships set to auto explore are still getting stuck a lot, most noticeable in the late game. 

Say I have 4 ships out there, and they have explored everything so I just set them on auto explore.  What happens is I click the end-turn button, and sometimes nothing happens.  Click it again and again and nothing.  So I cycle through the troops and it usually goes to this one ship that I have to move by hand.  That "un-sticks" things and the turn advances automatically then.

What I do is usually delete the ships at this point, but it would be nice if they auto-explored without getting stuck.

on Oct 09, 2010

BUT we have a re-occuring issue with the bows 100% missing the same as a month ago
DId you get to reply to that other post you made in support about the issue? Looking in code at your saved game, it was looking like the bows being used had been modded. We tested the campaign with core data and the bows were hitting as designed.

I am having the exact same thing as Vokac
Silly question but, did you get to reboot yet?  Anytime I see font issues it seems a kick in the OS's butt will do the trick.

Ships set to auto explore are still getting stuck a lot, most noticeable in the late game
I have a feeling they're having trouble setting destinations across a wide expanse. We've seen the pathfinding fail when trying to move too far, but do have a future solution for it.

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