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 2)
4 Pages1 2 3 4 
on Oct 07, 2010

Please....tell me....you...fixed..mounted...combat..LAG..or ill be sad face

on Oct 07, 2010

Are Pariden's traits fixed yet?

on Oct 08, 2010

A bit disappointed that royalty didn't get a tweak in this patch given it's glaring OP nature, but I guess you guys are probably pushing its reworking to 1.1 from the sounds of things, so thanks for the hard work.

 

PS: Am I hearing this right, combat initiative is going to make it into 1.1? I thought this won't be doable until the first expansion?

on Oct 08, 2010

If I'm not careful, I'm going to ruin my reputation at work for being the curmudgeon, and they're going to start wondering why I don't have more motivational posters in my cubicle like "Persevere" and "Teamwork".

That said, I love going on this adventure with you guys. I have so few adventures in my life anymore, and being a part of the Elemental experience is awesome.

As I carve out spare time, I have a dream to make my own games on the side. I'll most likely never be as cool as you all, but what I'm learning from you is that making good games requires love, commitment, and humility. In many ways, you've inspired me to actually continue work on my own code for my own projects, at work and at home.

Keep up the great work! You might just make me a non-curmudgeon if you keep up this level of improvement.

Just, one request:

Pretty please, with sugar on top, complete your own adventure of the Elemental universe and give me a chance to put Master of Magic away forever. You're so close, so close to fulfilling that request of mine!

on Oct 08, 2010

CariElf


If you play a custom game you can setup whatever teams you want.  Click Custom from the multiplayer menu.  Click on Create to create your own game or you can join one from the available games list if there are any listed.

*Goes to hide in shame...*

D:

 

Thanks CariElf!

on Oct 08, 2010

I’m sure you’ve seen Brad’s posts on our plans, but the major items being addressed in 1.1 are:

+ Tactical Battles: 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’.

 

What?   I thought this changes will come with the first exp. To see this in 1.1 would be fantastic.   Is it really true?

on Oct 08, 2010

CariElf
Quoting Vhorthex, reply 14When will coop Multiplayer be enabled? (2 Humans Vs AI)

I'd love to participate to give feedback for the MP version, but I'm not the least inclined of playing a versus game. I'd hope that since Frogboy himself said that it would be the most enjoyable way of playing it, that you'd make it available.

All the feedback that will be given if from versus games, I think Coop needs to be given some attention as well. No?

Regards,

V

If you play a custom game you can setup whatever teams you want.  Click Custom from the multiplayer menu.  Click on Create to create your own game or you can join one from the available games list if there are any listed.

 

For most players, coop is only really enabled when you enable tactical combat in multiplayer. Most coop gamers want to play the game as close as possible to the singleplayer experience.  Would you enjoy SP if tactical combat was disabled? I bet that ~ 90% of all players would not.

 

Then, I read that you improve MP dependent on how many people actually play it. I don't think that works out. IMO, without TC, MP is boring -> less people play it -> you conclude that there is no interest.

on Oct 08, 2010

When I go to multiplayer all the text is missing, I can mouse over and get the info, but can't see it without doing so.

on Oct 08, 2010

Vorell
When I go to multiplayer all the text is missing, I can mouse over and get the info, but can't see it without doing so.

Can you please put up your debug.err with pastebin or something??

on Oct 08, 2010

What? I thought this changes will come with the first exp. To see this in 1.1 would be fantastic. Is it really true?
  Sigh...this way my miswriting during a meeting...this is indeed a 1.2 improvement.  Sorry guys

on Oct 08, 2010

Mounted Combat fixed yet? Do the Devs realize many people are just not using mounts at all because of how annoying it is?

on Oct 08, 2010

how do I get my debug.err?  The game didn't break or anything, just no text.

on Oct 08, 2010

When will the sovereign start gaining hp per level? wasting points on constitution is a disgrace, he should be able to gain HP when he levels up so do heroes' normal units are stronger than my sovereign during the endgame

on Oct 08, 2010

When will the sovereign start gaining hp per level? wasting points on constitution is a disgrace, he should be able to gain HP when he levels up so do heroes' normal units are stronger than my sovereign during the endgame

I'm not going to call it a disgrace, but I agree.  Heroes should gain HP per level.  Getting my heroes to a point where they are able to survive in combat would be great.  Will be we able to attach heroes to some of our more power units in the future?  That would be pretty awesome.

on Oct 08, 2010

I updated to 1.09e and now have several issues, that I have before once that have been fixed.

I am missing the completion bars on the build lists and research levels.

Also the save menu and other menus are see through, which makes it hard to see which save I am trying to overwrite. 

 

This is on a game I started with 1.09.

 

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