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Author Topic: Elemental: War of Magic  (Read 41564 times)
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Huw the Poo
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« Reply #560 on: September 17, 2010, 10:44:18 PM »

I'm going to shelve this game for now, much as I'm enjoying it.  For starters I forgot to finish my game in progress before grabbing 1.08.  Then there's so much in the pipeline for the near future that there seems little point getting too attached to the way the game is now.  I'll follow it closely and see what 1.1 brings to the table.
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« Reply #561 on: September 17, 2010, 11:43:30 PM »

Quote from: Huw the Poo on September 17, 2010, 10:44:18 PM

I'm going to shelve this game for now, much as I'm enjoying it.  For starters I forgot to finish my game in progress before grabbing 1.08.  Then there's so much in the pipeline for the near future that there seems little point getting too attached to the way the game is now.  I'll follow it closely and see what 1.1 brings to the table.

My feeling exactly.  Especially with Civ and the Vicky II patch coming this week, there will be plenty to play while Stardock applies another couple of coats of paint.
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« Reply #562 on: September 18, 2010, 12:11:11 AM »

Me too. In fact now I seem to have a bug where I can't advance past a certain number of turns.
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« Reply #563 on: September 24, 2010, 09:29:52 AM »

So, Mr Postman put a nice little note through my letterbox this morning telling me I have another £15 to pay in customs charges before I can pick up my package that I've already spent lots of money on and waited a long time for.  And get this, Stardock even shipped to the wrong address.  See, after placing my order a few months ago I moved house, so I emailed Stardock to let them know.  I specifically asked them to ship the game to my new address, and I was assured that they would.  But no, the customs charge note had already been to my old address, two days ago.

This kind of thing makes me really fucking angry.  It was such a simple request.  Just change my goddamn shipping address.  There's nothing difficult about that, but companies are always getting that kind of thing wrong.  Why the fuck do we have to put up with it?
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« Reply #564 on: September 24, 2010, 09:55:06 AM »

The shipping has really been horrible - so many mistakes and errors its not even funny anymore. Like me, many got two boxes, and some didnt get any at all. Pretty bad in my book.
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« Reply #565 on: September 24, 2010, 10:40:35 AM »

Yeah, Stardock are making it really difficult for me to go on defending them.  Their sales team are idiots.
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« Reply #566 on: October 12, 2010, 07:25:41 PM »

And now...

Kael, of Fall from heaven civ mod fame, has joined the elemental team as Senior Producer

http://www.stardock.com/about/newsitem.asp?id=2056

This is very exciting, and makes me giddy all over again for what paths elemental will take!

congrats to both Kael and stardock on this move - brilliant!
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« Reply #567 on: October 12, 2010, 08:10:55 PM »

I've never played that mod but I've heard its name a lot.  What's so great about it?
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« Reply #568 on: October 12, 2010, 08:32:35 PM »

I only talked to Kael once that I can remember on one of these forums. It was during the very early days of Fall From Heaven, and he had taken a lot of art resources from commercial games and used in his mod without asking for permission from any one of them. When other people in the thread about the mod suggested in a friendly and supporting way that he should check with the copyright holders that it was okay for him to use their art, he grew aggressive and started lashing out on everyone who even thought about giving him advice. It was a bizarre experience and definitely soured my opinion of him. Since then I haven't even bothered looking at the mod itself.
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« Reply #569 on: October 12, 2010, 08:43:01 PM »

Quote from: Huw the Poo on October 12, 2010, 08:10:55 PM

I've never played that mod but I've heard its name a lot.  What's so great about it?

Fall from heaven is basically a complete makeover of Civ 4 into one of the greatest and most innovative 4x fantasy games I ever played.  He's been helping out in civ 4 and appearently also civ5 as well, and has always had some great creative drives. He added reasons for using religion, he added magic, mages, sorcerors, adepts, strange races such as centaurs, druids, giant trees, spells, demons, angels and a ton of other great stuff to the game.

If you like Civ4 you REALLY should try it out.

And Tilt, I'm pretty sure those things got sorted out rather quickly.

He's basically the designer I see Elemental as needing, and apparently Brad does so as well.
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« Reply #570 on: October 12, 2010, 08:47:37 PM »

OK, thanks for the info guys.

What I want to know is when I can resume playing the game I paid hardcore cash for?  v1.1 still hasn't been released, and if this Kael bloke has now joined, god knows how much more the game will change.  If I'd known things would move this slowly I might have carried on playing.
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« Reply #571 on: October 12, 2010, 08:50:44 PM »

Quote from: Razgon on October 12, 2010, 08:43:01 PM

And Tilt, I'm pretty sure those things got sorted out rather quickly.

Yeah well, it wasn't the fact that he was using copyrighted art that bothered me. A lot of mods and freeware games do that kind of thing, usually because the developer doesn't know that he can't do that. It was Kael's reaction to this being pointed out that was a problem. It always worries me when someone in a design position isn't even slightly open to criticism, and in fact lash out angrily at it. That was the impression I was left with, and while it may not at all be accurate for the kind of person Kael actually is, it's what I remember of him.
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« Reply #572 on: October 12, 2010, 08:54:22 PM »

Quote from: Huw the Poo on October 12, 2010, 08:47:37 PM

OK, thanks for the info guys.

What I want to know is when I can resume playing the game I paid hardcore cash for?  v1.1 still hasn't been released, and if this Kael bloke has now joined, god knows how much more the game will change.  If I'd known things would move this slowly I might have carried on playing.

oh, I agree completely - With a new designer, and god knows what will happen, the game will continue to evolve for quite some time I think. A bit annoying, but then, I think we may have a way better game for it...in, well..a year I guess

And Tilt, I agree with you as well...first impressions are hard to shake, and I really have no first hand info on what you speak about...I just only hear good things about him :-)
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Huw the Poo
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« Reply #573 on: October 12, 2010, 09:27:50 PM »

Quote from: Razgon on October 12, 2010, 08:54:22 PM

A bit annoying, but then, I think we may have a way better game for it...in, well..a year I guess

Agreed, and that's precisely my point.  A glance at my sig will show you how I feel about paid betas, but that's pretty much what has happened with Elemental.  I've paid my money, but can't really play the game until...well, until it's finished.  Which will be when, exactly?  Fuck knows.

GAH!
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« Reply #574 on: October 12, 2010, 09:31:40 PM »

Oh, and while we're on the subject of Stardock being bell-ends.  I bought Lost Empire: Immortals on Impulse, and tried to read the manual.  Damned if I could find one!  So I checked out Stardock's forum and found a lone post asking where it is, which nobody had replied to.  I emailed Stardock, and got the following reply:

Quote
If there is a manual included with the game, there will be a start menu shortcut created that will link to it. Generally, the file is a .pdf file located in the root directory of the game, which you can get to by right clicking on the game in Impulse, and selecting 'Open application folder'. If there is no manual included with the game, then we did not receive one from the publisher.

You'd think they'd at least check there was a fucking manual included before they agree to resell a game!  *Fist Shaking*
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« Reply #575 on: October 13, 2010, 12:03:41 AM »

Quote from: TiLT on October 12, 2010, 08:50:44 PM

Quote from: Razgon on October 12, 2010, 08:43:01 PM

And Tilt, I'm pretty sure those things got sorted out rather quickly.

Yeah well, it wasn't the fact that he was using copyrighted art that bothered me. A lot of mods and freeware games do that kind of thing, usually because the developer doesn't know that he can't do that. It was Kael's reaction to this being pointed out that was a problem. It always worries me when someone in a design position isn't even slightly open to criticism, and in fact lash out angrily at it. That was the impression I was left with, and while it may not at all be accurate for the kind of person Kael actually is, it's what I remember of him.

Wow, I'm surprised someone remembers that. I was the one who called him out and asked him to go ask permission, then told him that a plethora of experienced artists would love to make art for his mod, for free, in exchange for credit and art for their portfolios. A win win situation.

Heck, I told him I could probably whip up some unit models for the mod. He basically told me to shove it. And everyone else got on my case for no reason. I am glad he's found a stable job in the industry though. I've got fierce competition here in SoCal with all the other artists in my field.

To be honest, considering how Brad is known to act sometimes, Kael might just fit in there at Stardock. However, I'm not sure he's what they need for elemental, despite having a successful background with FfH and coding. Elemental may have been held back by a programmer's mindset, instead of a pure gameplay and "Experience" designer. Every act of creativity does require a bit of bull headedness to power through bouts of insecurity of creation, but I fear for the artists at stardock who might have to work under him.

Overall, I'm less and less impressed with Stardock ever since Sins came out. It was one of the bigger games to use their "publish early to grab money, patch up later" but after the initial "Wow" factor of starting up the game, I quickly realized a lot of the stuff they talked about the game wasn't there and I'd have to pay extra to make the game fun to play again.

I was also looking forward to Elemental, but it's the same deal so far, especially with the multiplayer. And I haven't fired up impulse for a while, which is too bad since I'd really like there to be a real competitor to steam.
« Last Edit: October 13, 2010, 12:11:39 AM by Turtle » Logged
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« Reply #576 on: October 17, 2010, 09:59:51 PM »

Quote from: Huw the Poo on September 17, 2010, 10:44:18 PM

I'm going to shelve this game for now, much as I'm enjoying it.  For starters I forgot to finish my game in progress before grabbing 1.08.  Then there's so much in the pipeline for the near future that there seems little point getting too attached to the way the game is now.  I'll follow it closely and see what 1.1 brings to the table.

It's been a month since I posted that, and all we've had in the meantime is a bugfix patch.  Unbelievable.  I've spent almost £100 on this game and can't even play it.  I stand by everything I've said previously about Stardock, but the whole situation is starting to grate a bit now.  This had better turn out to be a classic game.
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« Reply #577 on: October 18, 2010, 12:38:14 AM »

Quote from: Huw the Poo on October 17, 2010, 09:59:51 PM

Quote from: Huw the Poo on September 17, 2010, 10:44:18 PM

I'm going to shelve this game for now, much as I'm enjoying it.  For starters I forgot to finish my game in progress before grabbing 1.08.  Then there's so much in the pipeline for the near future that there seems little point getting too attached to the way the game is now.  I'll follow it closely and see what 1.1 brings to the table.

It's been a month since I posted that, and all we've had in the meantime is a bugfix patch.  Unbelievable.  I've spent almost £100 on this game and can't even play it.  I stand by everything I've said previously about Stardock, but the whole situation is starting to grate a bit now.  This had better turn out to be a classic game.
Not sure what you want here. They said they were going to work on bug fixes and gave us a few patches since release day. I have shelved it myself, so not sure how good those patches are, but they have definitely been working on it.

1.1, where they start messing with game mechanics is in the works and I believe will be out in November.

Not saying you shouldn't be mad, but they have done what they said they would.
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« Reply #578 on: October 18, 2010, 06:00:45 AM »

Sure, anyone can say they will fix things but they have already pushed back that deadline for when the good stuff is coming out more than once.

I tried it out the game last night, just to see if the last pach 1.09 I think? had changed anything signinficantly...and it hasnt. There is still a ton of just badly thought out stuff, that simply makes no sense  - Cities levelling up asking you to choose out from memory, shops that wont let you check what you already wear to see if you should buy something else, the same "Get the potion quests popping up 10 times in a row, the empty empty world with NO-ONE in it at all from start, the save-game crashes, the tactical combat refusing to end turn, the horrible spell-book and the list goes on.

This is all besides the million of real bugs that plague the game, and the horrible, horrible spell mechanics and the tactical combat that simply doesnt work

These things have been in there from the day I was admitted to the beta and we have been saying they were there for a looong time - and it still hasnt been fixed?

The sad thing is - the game is pretty much unplayable right now, at least if you want some fun
« Last Edit: October 18, 2010, 06:36:20 AM by Razgon » Logged

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« Reply #579 on: October 18, 2010, 06:54:03 AM »

Yeah, Raz has it.  The point I was trying to make was that I've spent all this money on a game I still can't play.  That's the bottom line.  I've been defending Stardock but now I'm getting pissed off with them.  I suppose some people might think it isn't justified.  I'm just frustrated is all, and I'm venting.
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« Reply #580 on: October 18, 2010, 08:12:08 AM »

It's justified.

When you release a game, it's out there and you are judged on that release.

That said, I really, really wanted this to be a success, but more and more they're confirming my thought that it was rushed out the door to beat Civ 5 to market. What's even more sad is there may be some Civ 5 mods that surpass this game.
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« Reply #581 on: October 18, 2010, 08:13:51 AM »

yeah- Personally, I'm playing Fall From heaven on Civ4 right now myself to get my fantasy tbs thirst slaked..I hope this will come to Civ5 as well in some form :-)
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« Reply #582 on: October 18, 2010, 01:53:59 PM »

Quote from: Razgon on October 12, 2010, 07:25:41 PM

And now...

Kael, of Fall from heaven civ mod fame, has joined the elemental team as Senior Producer

http://www.stardock.com/about/newsitem.asp?id=2056

This is very exciting, and makes me giddy all over again for what paths elemental will take!

congrats to both Kael and stardock on this move - brilliant!

It'll be interesting to see if Kael is up to the challenge.  With Civ IV, he was modding one of the greatest TBS games of all time (in my book, the greatest 4X game of all time).  While FFH is a good/great mod (personally I couldn't get into it), the game design was already top-notch.  Here, he has to deal with disjointed, broken systems and to try to cobble a workable game together.  It's a much bigger challenge than creating FFH and it should be interesting to see if he can pull it off.
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« Reply #583 on: October 26, 2010, 11:34:47 PM »

the first 2 expansions will be free if you bought the game by October 31st.
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« Reply #584 on: November 08, 2010, 06:04:37 PM »

Gaming Nexus has an interview with Derek Paxton.  smile

http://www.gamingnexus.com/Article/Interview-with-Derek-e2809cKaele2809d-Paxton-from-Stardock/Item2838.aspx
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« Reply #585 on: November 13, 2010, 09:27:53 PM »

There's a new dev journal by Kael regarding 1.1 and there's some promising-sounding stuff in there:

Quote
  We have been hard at work on the 1.1 patch.  Today we built an internal alpha which went to our testers and they began reporting issues, bugs, etc.  Our feature list isn't completely implemented yet, there are still a few things to checkin but I expect that they will be all in by Monday.  The team has been told to focus on bug fixes and polish between now and next Thursday (11/18/2010) which we are targeting as the date for the release of the public 1.1 beta.
  What is coming?
  Toby already posted about the two major changes coming in 1.1.  Global Mana and Population as a resource (in that improvements consume population).  Global mana is a significant change to the magic side of the game, and all the spells have been adjusted to account for it.  Population to improvements is a significant change to the economic side of the game, forcing players to balance their population between economic, production and military goals.
  There are a lot of UI improvements, one of my favorites is the city idle popup.  You now get warned when a city has nothing let in its queue, and you have the opportunity to jump right to it.

  But 1.1 also includes a rebalancing of all the stats, combat, equipment and creatures.  The goal here is to visit all the core stats, baseline them and make sure the numbers are reasonable.  Toby has been working on it and I don't envy him, its a herculian task and it won't be perfect right out of the gate but it will be a step in the right direction and we will be looking for opportunities to make it even better.
  One detail part of the rebalance is that we had to review what all the stats did.  This is was they do in the current version of Elemental:
Strength- Every point of strength over 10 gives +10% to damage.
Dexterity- Every point of dexterity over 10 gives +10% to your armors absorption (aka:defense).
Constitution- Constitution is added to your max hit points.
Intellect- Intelligence is used by various spells to adjust damage/effects.
Wisdom- Wisdom was kind of a non-used stat but in some places Essence was referred to as wisdom, Essence increased your max MP.
Charisma- Charisma is used to reduce the cost of recruiting NPC's (champions).  Charisma didn't do anything for champions.
  In 1.1 they have been changed to the following:
Strength- Modifies damage
Dexterity- Modifies dodge
Constitution- Modifies hit points
Intelligence- Modifies spell resistance, boosts some spells, required for Champions to cast some spells
Charisma- Sovereigns Charisma modifies Champion recruit costs.  Champions and the Sovereign give a prestige boost to the city they are in.
  That leaves us with the following formulas:
Attack (which is damage) = Weapon Attack + ((Strength - 10)/2)
Defense (which is damage absorb) = Armor Defense
Accuracy = 15 + (Level * 2)
Dodge = Dexterity / 2
Hit Points = 10 + ( (Constitution / 5) * (2 * Level) )
Spell Resistance = Intelligence / 2
Prestige Boost in City = Charisma / 5
  Elemental uses opposing roles for combat.  So if I have 23 Accuracy (I'm 4th level) and you have 5 Dodge (you have a Dexterity of 10) then we both roll from 1 to our rating and the highest roll wins.  I get a random number from 1-23 and you get a random number from 1-5, meaning there is about a 87% chance I will hit you.  The numbers are strongly weighted in the attackers favor as we didn't want to have long strings of misses going back and forth. (in fact as I look at it now I think it may now be weighted enough, we may need to change accuracy to level * 3)
  The nice thing about this system is that it never becomes impossible to hit or damage anyone.  It may become unlikely, but its never a waste of your time, and no creature is ever not a threat.

  Strength modifies damage as it did before but its no longer such a huge impact.  We were having problems balancing weapons because a 15 attack weapon on a 40 strength guy is 45 attack.  Now that would be a 30 attack, still huge but workable.
  Dexterity used to add to your damage absorption.  Which is fairly non-intuitive for Dexterity and kept us from designing more specialized creatures.  We want some creatures to be easy to hit and hard to damage, and others to be hard to hit but easy to damage, to makes them more or less difficult against different parties and attackers.  It gives us design room to grow into.
  Constitution now modifies hit points per level.  But the most important part is that hit points are now modified per level!  As your sovereign and champions levels up they will gain hit points, no more glass cannons.  We have played with a few numbers to get a progression that values level and the players constitution reasonably, but all the above formula's might be tweaked based on playtest feedback.
  Wisdom is gone now.  There are now 5 base stats (as there are 5 factions on each side, 5 tech tree branches, etc) and Intelligence is the "magic" stat.  We have to balance this stat a bit differently than most games because every sovereign is a caster but we don't want to make it isn't worth putting points in other stats.  We also use it as a limiter for what spells champions can cast, but your sovereign's don't have the restriction.
  Charisma is our non-combat stat.  We really wanted to allow players to build sovereigns that were never planned for combat.  They stay at home.  Charisma is a great stat for that.  The city your sovereign is in will get increased prestige, you can recruit cheaper champions (and let them fight your wars for you) and if you recruit high charisma champions you can use those in your cities to push prestige even higher.
  So why do we focus on stat adjustments?  It certainly isn't the sexiest part of the game, and many players will play without even noticing they changed.  From a code perspective removing a stat is harder than adding a stat (since you have to get everything that references it) so it's a lot of work without much direct payoff.
  The reason is that it's where you have to begin to balance anything after.  In order to balance the armor we have to know what the stats effect on armor is (formerly +10% per point of dex over 10, now no effect on armor).  In order to balance weapons we have to know strengths exact effect, previously we couldn't create high attack weapons because strength had such a huge impact that it was exponential.  Making strength more linear allows us to make weapons more varied.  Now that we have accuracy and dodge in we can create big weapons with high damage but penalties to hit, or small weapons with bonuses to hit or speed, but low damage.  We have more range to work with.

(Emphasis mine)

That's a vast improvement.  It's stuff that really should have been in the game from the beginning, of course, but better late than never I guess.
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« Reply #586 on: November 19, 2010, 11:26:44 PM »

v1.1 beta is now available - set "show pre-release versions" in Impulse if you want it.

Changelog:

Quote
1.09n Changelog (1.1 Beta)

Scheduled for release on Friday 11/19/2010

*** Beta requires an internet connection to play ***

*** This will break save games ***

*** The campaign is not playable in this version of the beta patch (it will be resolved before the final 1.1 patch) ***

 

CHANGES TO IMPROVEMENTS/CITIES:

+ Beacon of Hope kingdom improvement added (+2 prestige, 1 per faction).

+ Removed refund of global limited improvement instance counts for world wonders, so that once a world wonder is built, even if it is destroyed, it can't be built again

+ Outpost hubs for levels 1-5 now require 1 food per turn (you cannot build a settlement if you do not meet the 1 food cost)

+ Fixed bug where outposts with no population themselves, but in a faction that had some population available for training, would still not allow the player to train a unit until the city had some population

+ Fixed bug where rationing wasn't actually reducing the production of resources in a city unless that city already had some multiplier on its production, and fixed the disparities between the lorebook breakdown of resource storage in cities under rationing that was caused by this

+ Added ability to clear forests adjacent to your cities which costs 25 gildar and provides 2 materials.

+ Improvements now extend influence.

+ Tower of Civilization imperial improvement added (+2 prestige, 1 per faction).

+ Tower of Essence kingdom improvement added (+2 mana, city size 3, city has to have a shard).

+ Tower of Doom empire improvement added (+2 mana, city size 3, city has to have a shard).

 

CHANGES TO UNIT TYPES:

+ Added a 1 available specialist cost to all the default and base unit types for the core factions and race types, so that training a unit will tie up one in the population, and the amount that is tied up scales with the grouping type (so a party of 4 ties up 4 population, etc.).

+ New Ability Bonuses for Great Defender and Immobilized (when immobilized a unit canít move).

+ New "Guardian Ward" unittype added.

 

CHANGES TO SPELLS/MAGIC:

+ All spells now use global mana

+ Sovereigns now produce +3 Global Mana per turn

+ Spellbooks reorganized, new ones added

+ Added ability to specify a minimum stat score that a spellcaster needs to cast a spell to a spell def

+ Spells with durations will now be canceled on end-of-battle (note that tactical enchantment spells w/o duration will still be permanent)

+ Air Spells will be properly affected by an Air Shard and the Casterís Intelligence

+ Imbue Champion now immediately available, takes 1 mana per turn

+ New Paintings hooked up for appropriate Spells

+ Spells cast on / removed from a city will now update their HUDs to properly reflect stat changes

+ Added a IsResistable tag to spells, will be used for magic resistance.

+ Sovereigns now ignore the min stat requirements for casting spells

+ "All Enemy Units" can be targeted by a given spell

+ "Random Enemy Unit" can be targeted by a spell

+ Increased the time it takes to learn each new spell level to 25/50/100/200 for levels 2 through 5

+ Players start with more generalized spellbooks (terraforming, enchantment, combat, mobility).  Elemental and advanced spellbooks are unlocked through the tech tree.

+ Terraforming spellbook:

Raise Land- water into land and land into hill
Lower Land- mountain into hill, hill into land
Revive Land- tile becomes grassland
Desecrate Land- tile becomes forsaken
Erosion- erode Cliffside into beach
Create Mountain- raise land into a mountain
Destroy Land- lower land to water

+ Enchantment spellbook:

Nature's Bounty- settlement gets +1 food
Alchemy- settlement gets +1 gildar
Invisible Workers- settlement gets +1 materials
Inspiration- settlement gives +1 tech
Call to Arms- automatically completes training the unit in target settlements queue
Enchanted Hammers- reduces the build time of improvements in the target city by 25%
Greater Alchemy- settlement gets +3 gildar
Guardian Ward- provides a powerful city defender that canít leave the city.

+ Mobility spellbook:

Blink- teleport unit to an empty tile in tactical combat.
Return- teleport to the capital city.
Teleport- teleport to any friendly tile
Mobility- target unit gets +1 movement
Haste- target unit gets combat speed +1
Greater Mobility- target unit gets +2 movement
Escape- entire army escapes from tactical combat
Greater Haste- +1 combat speed of the army in tactical combat
Call of the Titans- all the players units that arenít in cities are teleported to the selected tile

+ Combat spellbook:

Arcane Weapon- target unit gets +5 to attack
Arcane Arrow- deals ĺ the casters Int in damage to target
Guardian Aura- targets dodge rating is doubled
Spell Blast- targets units within 1 radius receive Ĺ the casters Int in damage
Berzerk- target units defense is moved to attack for battle
Spell Immunity- target unit is immune to spells
Touch of Entropy- target unit takes 50 damage
Blood Rage- unit gains HP and strength for all damage dealt

+ Earth spellbook:

Pull of the Earth- combat speed is halved for 3 turns
Stone Skin- target unit gets +10 defense
Rock Slide- target tile blocks, unit in tile knocked back and loses 1 turn
Summon Earth Elemental- summons an earth elemental
Earthquake- destroys random improvements and resets the training and build queues of nearby cities

+ Air spellbook:

Evade- target unit gets +1 to dodge
Eyes of the Eagle- fog of war revealed for a 6 radius around the caster
Bottled Gale- target unit is knocked back 2 tiles
Storm- random enemy hit by a lightning bolt for 5-8 damage
Greater Evasion- target unit get +2 to dodge
Tornado- randomly disperses an army across several tiles and immobilizes them for a turn

+ Fire spellbook:

Burning Hands- target unit takes 8 damage (range 1)
Flame Dart- target unit takes 5 damage
Fire Ball- target unit takes 8 damage + 4 per fire shard
Fire Storm- area with radius 1 takes 10 damage + 5 per fire shard
Curgen's Inferno- causes a volcano to explode and destroy target city

+ Water spellbook:

Grip of Winter- target has a 25% chance of losing its next turn
Blizzard- damage to units within 2 tiles
Greater Grip of Winter- freezes all enemy units, giving them a 50% chance of losing their next turn

+ Life spellbook:

Summon Familiar- summons a familiar
Heal- heals target unit by 20hp
Regeneration- target unit hals +2 hp per turn (in and out of combat) and +3 con
Fertility- target settlement gets +1 prestige
Glyph of Life- target units hp increased by 20
Death Ward- imbued hero will be saved if they fall in battle (as a sovereign is)

+ Summon spellbook:

Summon Imp- summons an imp
Nature's Ally- summons natures ally
Demonic Ally- summons a lesser demon
Pariden's Return- summons Pariden to fight for one battle

+ Death spellbook:

Summon Spy- Summons a spy
Blindness- target unit gets -50% to accuracy
Wither- reduces the strength and constitution of target unit
Contagion- all enemies take damage per turn
Sacrifice- target city you control loses 100 citizens and provides 50 mana (or .5 mana per citizen if population is less than 100).

+ Mastery spellbook:

Spell of Making- wins the game.

 

CHANGES TO BATTLES:

+ In tactical battles you can now click on units outside of your attack range in order to set an attack destination unit.

+ Cities now use modifier instances (from Spells) for factoring in DefendingUnitBonuses

+ Quick battles now prevent popups until after the battle is over so that you can see what is happening

+ When a sovereign gets killed in non-hostile territory, instead of spending essence to retreat, they now spend half of their mana and are then immobilized in the city they retreat to for 5 turns.

+ Increased the speed of tactical animations, particuarly with archers and mounted units.

 

GFX/UI CHANGES:

+ Trade equipment screen now only allows champions, no units.  It was confusing that the screen allowed you to give equipment to trained units, but they could do nothing with it, since only champions can equip stuff.  The downside is you cannot give your trained units potions and other consumable stuff via this screen anymore.

+ Trade equipment screen now supports drag-and-dropping of entries to trade

+ Trade equipment screen now supports double-clicking of entries, which behaves the same as selecting the entry and hitting the trade button.

+ Can now just high light entries on the trade equipment screen to refresh the context area and see what an item provides, previously you had to select something for that area to update.

+ Asking for the player's population (and the population display in the UI) now shows just the population of the player's cities, and no longer counts units on the map.  This way the population can represent the "resource" that player has to manipulate and spend on training units and building improvements, and keeps us from having to have recruited units use available specialists, which when traded or killed would just decrement the specialists and total population simultaneously (e.g. 10/10 would to go 9/9)

+ Main Game Window changes:

Kingdom and Turn button now have labels.

Equip button is back, with a label instead of just a shield icon.  It's for when you have a unit selected, otherwise itís hidden.

                Turn counter has been moved from upper right area, to the new upper left area.

On the vitals tab when a unit is selected, the 4th displayed stat is now CurHP/MaxHP instead of combat speed.

Implemented Faction Power Wnd, which is a little dockable window that displays the Power Rating of each player in a game.  It is always shown at the start of a game.  You can toggle it on/off via a button in the upper right of the main game window.  List is sorted by power rating, in descending order.  Only shows players that the local player has met.  When they meet a new faction, the list is refilled and re-sorted by faction power, so it's always up to date.

+ Added displays of income tax to the kingdom report window and the lorebook info for cities

+ Moved the hotkey strings from the entry text of the unit actions into the tooltip for an action, when that action can be performed

+ Shortened the display name of some of the unit actions, so that they don't clip in the unit actions entries

+ Made the status bars in the city context (showing training and building progress) transparent, so that the button that takes up the whole back of them now can be clicked through the status bars still

+ Added a unit action type to open the spellbook for casting a spell

+ "Disable Particle Effects" option now works in tactical battles

+ AI is moving dialog now only shows in MP

 + Added a new Build List.  Added short text info about why an improvement can't be built to the improvement entries themselves.  Added any placement limits on improvements (e.g. one per city, or world wonder) to the notes section for the highlighted improvement's stats.  Cleaned up some behavior, like disabling and highlighting, adding more info for demolition, and what stats to show when opening the thing the first time, and got rid of some hardcoded badness for adding notes for specific improvement types

+ Vitals tab for caravans and wild improvements now hides the level icon next to the status bar that is used for unit vitals

+ Made it so that when either a construction project or unit completes training, it checks if the city is idle (ie. not training anything else and not building anything else).  If so, and it's the local player, they are warned with a popup that the city is idle. The camera now only scrolls to that location, if you select BUILD or TRAIN.  So if you hit close to dismiss the dialog, the camera will not have moved from whatever it was you were doing elsewhere.

 + If you load a custom map, either in SP or MP, on the world setup window, it will change the world name to match the display name of the map you selected.  You can still change it if you'd like though.

+ The train unit screen now shows the faction's available specialist count at the top instead of the total population of the city the popup was opened from.

+ Disabled "pedestrian LOD override" in tile editor (Makes it easier for our artists and modders to place pedestrians in tile designs).

+ Cleaned up the info cards for caravans, fixing bugs in resizing that kept lots of information from showing up, adding a line saying what city the caravan belongs to, and adding resizing code to ensure that the trade route's resource bonus shows up correctly at the bottom of the info card

+ Added home and trade city info to the vitals tab for caravans, since this is something people have said they wanted to know

+ Info cards pop up for improvements in demolish mode now, so the user knows what they are mousing over

+ Hooked up "M" as the hotkey for the cast spell unit action, added strings to let the user know about that in the new actions context

+ Tactical screen now supports the "Disable Outlines" option

+ Reset Quality and Quantity when you bring the training window back up

+ Clicking on any global resource entry is a shortcut to bring up the city list.

+ Changed all the unit stat displays to show stats as integers, always rounded up to the nearest integer, and to use the same breakdown tooltip to see where the numbers are coming from.

+ In some screens, added descriptions for the stats as the tooltip when mousing over the name or icon of a stat, such as on the level up window, lorebook window, and unit design window (when the user might want to know what their changes are doing to the units)

+ Created a new tooltip breakdown that shows the contributions each member of an army is making to an accumulated stat value, like for the army vitals context when an army is selected on the main screen, to replace the confusing breakdown of only battle bonuses used before

+ All functions and UI now grab the full stat value for a unit, instead of just the value without any geographic bonuses from the terrain they were on or whatever.  Also made all stat functions return the full value by default, instead of the partial value (which was the default before).

+ Reenabled tooltips in the lorebook stat entries, so that breakdowns and stat descriptions can be shown.

+ Fixed bug where some trade info for cities weren't initializing their caravan IDs, so that if the trade info was cleared (from one of the cities getting destroyed), it picked an essentially random unit to disband for the caravan of the trade route being destroyed along with the city (aka: Kwilas memorial sovereign caravan assassination bug).

+ New tooltips for the resources in the global resource area of main game window.

+ If per turn amount of a global resource is negative, the number text will be red

+ Terrain Window no longer shows up by default.

 

CHANGES TO ITEMS:

+ Fixed bug where the AI was designing units with equipment that their model type did not support, caused the larger fallen races, like trogs and quendar, too use female armor that was too small for them (aka: the cross dressing quendar bug).

+ Pioneer Pack no longer an item you can equip dudes with.

+ Fixed quest "Alzor's Armor" to actually give you armor of that name, rather than some similarly (but not exactly) named armor.

+ Fixed bug that caused fallen to not have access to the Soldiers cloak

+ Changed "potion of lesser essence" to "Potion of Intelligence" and it now increases drinker's intelligence by 1

+ Fixed some minor issues from the new tech trees and finish first balance pass of weapons and armor.

 

 CHANGES TO STATS/ABILITIES:

+ Changed stat calculations for prestige bonus (from charisma), dodge, accuracy, attack, defense, and max HP.

Strength- Modifies damage
Dexterity- Modifies dodge
Constitution- Modifies hit points
Intelligence- Modifies spell resistance, boosts some spells, required for Champions to cast some spells
Charisma- Sovereigns Charisma modifies Champion recruit costs.  Champions and the Sovereign give a prestige boost to the city they are in.

Attack (which is damage) = Weapon Attack + ((Strength - 10)/2)
Defense (which is damage absorb) = Armor Defense
Accuracy = 15 + (Level * 3)
Dodge = Dexterity / 2
Hit Points = 10 + ( (Constitution / 5) * (2 * Level) )
Spell Resistance = Intelligence / 2
Prestige Boost in City = Charisma / 5

+ Added a Magic Resist stat to units.

+ Made essence a hidden and non-upgradeable stat, so that it should be gone from all the UI and act only as an under-the-hood mark of being a spellcaster

+ Marked some stats as non-upgradeable, and gave them 0 points per level up point. Core stats (strength, intelligence, dexterity, charisma, and constitution) should now all default to 10, be upgradeable, and get 1 point per level up point.

+ Units now get 3 points when they level up.

+ Removed wisdom from the list of core stats.

+ Removed Morale.

+ Changed Intimidating and Cowardly Sovereign talents/weaknesses to affect spell resistance of the sovereignís army.

+ Changed Natural Leader to Tactician and Cruel to Reckless, and they now affect Dodge of the sovereignís army.

 

MISC

 + Players always have a choice of a breakthrough whenever they reach a new tech level.

 + Quests now save/load their 'Subject Unit' (this fixes the Sarog's Egg quest, along with any others that use the subject unit when saving/loading).

 + In SP, popups now prevent units from moving until the popup is closed, and the WaitingForUserResponse flag gets unset immediately after kicking out of the loop, to prevent stuck turns

+ Trade routes set up by caravans now provide 10% bonuses to gildar production in the two cities they connect.  Upgrading the roads now provides a 20%, 30%, and 40% bonus for the 4 road levels defined in RoadLevelDefs.xml.  Made trade route length and wagons not affect the bonus anymore.

+ There is now the concept of a game year, which starts at 159 A.C..  There are 4 seasons in a game year.  A turn is a season.  Game year and season are now displayed in the upper left hand corner of the main game wnd, instead of turn num.

+ Adjusted %'s techs show up when researching (itís all 100% now, open to balance).

+ First pass at creature balance, new stats for all creatures in CoreMonsterUnitTypes.xml.

 

AI:

+ The AI is now multi-threaded (so it can spend its time contemplating your doom while you are doing other things).

*** This build does not contain Brad's AI optimizations ***

 

FIXES:

+ Fixed various crashes, memory errors, and hangs

+ Fixed exploit where you could still use the shortcut key (x) to raze a city, even if you don't yet have the tech that grants you the ability to Raze.

+ Fixed a bug where unit wouldnít drop treasure after tactical battles unless auto resolve was used.

+ Fixed bug when teleporting units in an army: teleporting the leader would move the army, but teleporting using a sub unit would not but it would use its mana anyway, this has now been fixed so that if you use a sub unit to teleport, the whole army is teleported.

+ Fixed a bug where the AI spellcasters would cast spells that they hadn't learned yet, caused problem that we saw where the AI sovereigns would have stone giants, minions, basically many summons early in the game

+ Fixed bug where looking at spells you haven't learned yet in the spellbook wnd when your faction wasn't creating any spell points per turn would cause it to display a nonsense number for turns to learn, now just says "Will Not Learn"

+ Fixed an autoselection bug in tactical battles such that if a local unit is already selected a new unit is not chosen at the start of the local player's turn.

+ Spell effects should now spawn at an appropriate tile offset for units not at the center of their tiles.

+ Tactical window now caches unit IDs to avoid mysterious unit deaths after a battle.

+ Fixed a bug where absorbed damage was not detected properly.

+ Fixed a bug that caused double battle report text.

+ Fixed a bug where defending units had incorrect damage done in battle reports.

+ Fixed bug where the pass turn action in tactical was allowed only when stuff was animating, instead of the other way around, making it not do anything most of the time

+ Fixed bug where entries couldn't be dragged onto a listbox that doesn't already have at least one entry

+ Fixed bug where the AI would sometimes overwrite the description of unit types depending on what they were doing, which caused units of the same type owned by the player to lose their descriptions and show something that wasn't applicable to them

+ Fixed bug where turns to learn a new spell level wasn't being displayed in the spellbook window when selected

+ Fixed bug where after equipping a mount like a horse or warg, if you went to Edit Info Card screen the cloth poses would be incorrect

+ Fixed particle effects not working in tile editor

+ Fixed bugs in tile design shadow generation.  Now when you save a tile design in the tile editor, its shadow will generate properly, and it will update in the editor window so it shows the new shadow

+ Fixed bug where icons on cloth map were being rendered over top of unit markers

 + Fixed "flickering" decals bug (If there is no texture or the texture is not loaded, the decal is not rendered).

+ Fixed bug where the actions entries and the item entries in the unit vitals tab had their pictures sized differently, causing them to look mismatched

+ Fixed beam effects not working

+ Fixed bug where decals would flicker and the wrong decals would show up for objects in tactical battle after multiple battles

+ Fixed bug where the valid demolish cursor did not show up when mousing over an improvement that could be demolished in demolish mode

+ Fixed bug where the train unit queue wasn't being shown in the context area when the train unit wnd was open, so that you couldn't see the state of the queue while adding to it

+ Fixed bug where the first time the city right context wnd was unhidden on starting/loading a game, clicking the train unit button or build button didn't do anything because the new data was getting cleared out by on start new game code

+ Fixed bug where the resource breakdown for a certain resource in a city would sometimes not match what was actually being produced because the city hub and improvements under construction were often being ignored in the breakdown; now all improvements in a city are looked at no matter what, the improvements themselves are smart enough to tell the lorebook what modifiers they apply or not based on if they have finished construction

+ Fixed bug where images in the conversation window did not scale properly

+ Fixed bug where Edit Info Card screen would display the unit type's name rather than the unit's name

+ Fixed bug where global resource area would not always resize correctly.

+ Fixed bug where destroyed units would still get counted in a player's resource production for the duration of the turn before the player actually removed them from their unit list

+ Fixed bug where caravans still had the Guard action available when they started trading, which could cancel their directive to travel along their trade route

+ Fixed bug where two caravans on the same road (but going in opposite directions) were applying their effects on the road separately instead of together, causing it to not take a shorter time for a road to grow levels by having two caravans on it versus one

+ Fixed problem where roads between cities, where one of the cities got destroyed, were not being deleted and removed from the world now that they were no longer needed
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« Reply #587 on: November 21, 2010, 10:57:45 PM »

Has anyone played the beta patch yet?  I've put in about half an hour so far and I'm pleasantly surprised to report that it's pretty good!  The interface is a lot better.  It still needs work but there's more info at hand now.  You can click a resource in a city, for example, and now you get a detailed breakdown of what's producing it and what's using it.  Something that really ought to have been in the game from release of course, there's no denying that, but at least it's in now.  Unit actions are easier to get at.  Spells seem to be more interesting (and I have a good feeling about the global mana pool).  Just generally improved all around.

Apparently it's causing CTDs for a lot of people but my system seems unaffected.  Also, as noted above, it will break your save games so think before you decide to update.  v1.1 looks like it's going to be a massive improvement on previous versions, and this is before the first free-to-everyone expansion pack too.  Things are looking up at last!
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« Reply #588 on: November 22, 2010, 07:19:06 PM »

Quote from: TiLT on October 12, 2010, 08:50:44 PM

It always worries me when someone in a design position isn't even slightly open to criticism, and in fact lash out angrily at it.
sounds like a good fit for the company?

 Tongue

good to hear that the game is getting on track
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« Reply #589 on: November 22, 2010, 07:20:37 PM »

Quote from: Huw the Poo on November 21, 2010, 10:57:45 PM

Has anyone played the beta patch yet?  I've put in about half an hour so far and I'm pleasantly surprised to report that it's pretty good!  The interface is a lot better.  It still needs work but there's more info at hand now.  You can click a resource in a city, for example, and now you get a detailed breakdown of what's producing it and what's using it.  Something that really ought to have been in the game from release of course, there's no denying that, but at least it's in now.  Unit actions are easier to get at.  Spells seem to be more interesting (and I have a good feeling about the global mana pool).  Just generally improved all around.

Apparently it's causing CTDs for a lot of people but my system seems unaffected.  Also, as noted above, it will break your save games so think before you decide to update.  v1.1 looks like it's going to be a massive improvement on previous versions, and this is before the first free-to-everyone expansion pack too.  Things are looking up at last!

 eek


Is this the Huw we know and love?
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« Reply #590 on: November 22, 2010, 07:56:57 PM »

Quote from: Tals on November 22, 2010, 07:20:37 PM

Quote from: Huw the Poo on November 21, 2010, 10:57:45 PM

Has anyone played the beta patch yet?  I've put in about half an hour so far and I'm pleasantly surprised to report that it's pretty good!  The interface is a lot better.  It still needs work but there's more info at hand now.  You can click a resource in a city, for example, and now you get a detailed breakdown of what's producing it and what's using it.  Something that really ought to have been in the game from release of course, there's no denying that, but at least it's in now.  Unit actions are easier to get at.  Spells seem to be more interesting (and I have a good feeling about the global mana pool).  Just generally improved all around.

Apparently it's causing CTDs for a lot of people but my system seems unaffected.  Also, as noted above, it will break your save games so think before you decide to update.  v1.1 looks like it's going to be a massive improvement on previous versions, and this is before the first free-to-everyone expansion pack too.  Things are looking up at last!

 eek


Is this the Huw we know and love?

At the very least, it's the Huw we all know....

Even though things are now "looking up", the game was "fun" two months ago, Huw could see himself playing it for a "long time" and he was "totally confident that he would love Elemental".  As such, maybe someone can inject this thread with a slightly more impartial opinion since Huw wants to have Brad Wardell's baby.
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« Reply #591 on: November 22, 2010, 09:14:27 PM »

Quote from: Tals on November 22, 2010, 07:20:37 PM

eek


Is this the Huw we know and love?

You mean installing a beta patch?
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« Reply #592 on: November 23, 2010, 07:06:35 AM »

Quote from: Huw the Poo on November 22, 2010, 09:14:27 PM

Quote from: Tals on November 22, 2010, 07:20:37 PM

eek


Is this the Huw we know and love?

You mean installing a beta patch?

Absolutely, not planning now to install this baby until they have got it to a firm position. This is a game that will probably change substantially over the next 6 months.
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« Reply #593 on: November 23, 2010, 07:47:00 AM »

Yeah, that's the reason I stopped playing - didn't think there was much point with all the changes on the horizon.  The main reason I installed 1.09n was I was dying to see the new interface and spells.  Have you bought the game then, Tals?  I didn't think you had.
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« Reply #594 on: November 23, 2010, 03:01:33 PM »

Quote from: Huw the Poo on November 23, 2010, 07:47:00 AM

Yeah, that's the reason I stopped playing - didn't think there was much point with all the changes on the horizon.  The main reason I installed 1.09n was I was dying to see the new interface and spells.  Have you bought the game then, Tals?  I didn't think you had.

I've had it since July 2009 frown
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« Reply #595 on: December 14, 2010, 09:58:55 PM »

v1.1 expected later today.  For those who don't know, this is the first major (and I do mean major) patch after all the bugfix/stability patching.  It introduces new stuff, tweaks old stuff, and generally fixes a lot that people didn't like before.  There are some pretty fundamental changes in there.  For the full changelog hit that link.
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« Reply #596 on: December 15, 2010, 04:30:35 PM »

Version 1.1 is officially out!  smile

News: http://forums.elementalgame.com/402381

Changelog: http://forums.elementalgame.com/402305

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« Reply #597 on: December 15, 2010, 05:23:18 PM »

Things seem improved, but I got my first CTD after playing for about half an hour. Performance still isn't where I would like it to be, particularly in the scrolling and turn resolution. We are back to the "can build multiple workshops, research buildings, etc." per city and back to a shared stockpile of resources (people, materials, iron, etc.). I'm not sure how I feel about this, but I guess it allows you to have specialized cities (a research city, a materials city, a mining colony), which is good.

I need to get more playtime in to fully judge the changes.
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« Reply #598 on: December 15, 2010, 05:33:17 PM »

Quote from: baelthazar on December 15, 2010, 05:23:18 PM

I'm not sure how I feel about this, but I guess it allows you to have specialized cities (a research city, a materials city, a mining colony), which is good.

Yep, that's great in my book.  Otherwise you're just building identical cities all over the map which is boring.  Then there's the excitement of the city doing all the research being under attack before a crucial breakthrough, etc.

Very annoyed to hear about a CTD after half an hour though.  I thought the months of patching before work on 1.1 started was supposed to address all that.  I'll take a look myself tonight...well, unless I'm playing Starpoint Gemini all night.
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« Reply #599 on: December 18, 2010, 11:13:50 PM »

Anyone who's bought the game but stopped playing, I'd advise you to have another look after upgrading to 1.1.  Things are very much improved; my issues before mainly centered on the interface, and they've mostly been resolved.  Info is at hand wherever you need it now, and the spell/magic system is, after a couple of hours' play at least, much better.  Spells are definitely more interesting and by reading the descriptions I can see that a lot of work has been put into balancing them.  For example, I saw a spell called Call to Arms which immediately completes the training of your next unit, but it costs 150 mana to cast!

No performance issues whatsoever for me (sorry Bael).  It will be a while before I finish my first 1.1 game but I'll definitely report back when I do.  I'm very optimistic about it though!
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