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Posted: Fri, 3rd Sep 2010 01:04 Post subject: |
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I actually kinda feel sorry for him. He's dug himself into a big hole (with his own spade) and is obviously struggling (badly) to climb out.
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Posted: Fri, 3rd Sep 2010 01:12 Post subject: |
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You know, when you keep adding stuff all the time, it's easy to get new bugs creep out, or that new added stuff wouldn't be properly balanced with the rest of the game.
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Posted: Fri, 3rd Sep 2010 01:12 Post subject: |
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scaramonga wrote: | I actually kinda feel sorry for him. He's dug himself into a big hole (with his own spade) and is obviously struggling (badly) to climb out. |
BS
Empty again 
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Posted: Fri, 3rd Sep 2010 01:29 Post subject: |
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@scaramonga
You know what they say, just keep digging and some point you gonna have to come out somewhere else 
sabin1981 wrote: | Now you're just arguing semantics. Getting fucked in the ass with a broom stale is an "improvement" over getting stabbed in the eye with a fork  |
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locke89
Posts: 2812
Location: Poland
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Posted: Fri, 3rd Sep 2010 02:29 Post subject: |
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Well, I sent a refund request. Paid for this game 30% more than the price of CIV5 in my country and I can't even play it because of performance bug, not to mention balance issues lol. Sucker me, hopefuly I'll get my money back and buy CIV5.
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Posted: Fri, 3rd Sep 2010 07:41 Post subject: |
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1.07 is out!
Spoiler: | Elemental: v1.07 Update
Performance Issues...begone!
By BoogieBac Posted September 3, 2010 4:22:40
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.
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http://forums.elementalgame.com/394934/page/1
Last edited by peter980 on Fri, 3rd Sep 2010 08:05; edited 1 time in total
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Posted: Fri, 3rd Sep 2010 08:04 Post subject: |
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^heh, i had issues with next turn button since 1.01. Usually after tactical battles ENTER and TAB don't work for end turn and unit cycling. But after awhile would start working again.
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Posted: Fri, 3rd Sep 2010 08:56 Post subject: |
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ok..wich patches..to install now ..all from 1.01 -1.07 ...shame that this game is so buggy ...I LOVED Master of Magic back in the days..
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Posted: Fri, 3rd Sep 2010 09:03 Post subject: |
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1.01, then 1.05hotfix, then 1.06.
And 1.07 hasn't yet arrived from scene.
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Posted: Fri, 3rd Sep 2010 09:18 Post subject: |
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Oh oops.
Brad Wardell wrote: | The kinds of changes Elemental will require to meet is potential are pretty big things IMO. Things that we (and myself in particular) were just blind to.
Let me give you a couple of concrete examples so you can see what I'm getting at (and this post BETTER post, this is like being back in 1994): My friend Mark Asher on a post on a forum talked about how boring our spells were. I took that to be about the spell names. But it wasn't just the spell names, it was about the spells themselves and how they worked. |
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Posted: Fri, 3rd Sep 2010 09:41 Post subject: |
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I really want this game to be good, but everytime I read the patches "fix" info, it feels like they shipped a game in beta format and now are just winging it with even more to come.
Was Sons of Solar Empire a jacked up bugfest like this release when it hit the consumer market? I don't remember.
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Posted: Fri, 3rd Sep 2010 09:47 Post subject: |
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^It doesn't matter. It wasn't developed by Stardock, just published through them.
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Posted: Fri, 3rd Sep 2010 12:58 Post subject: |
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Why is that, that people always confuse the publisher with the developer?
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mtj
Posts: 2315
Location: Austria / Finland
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Posted: Fri, 3rd Sep 2010 13:09 Post subject: |
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People who have the problem with next button, zoom to the 3d view and go through all your units (just scroll map over them). For me autoresolve often bugged as I attacked someone and zoomed out. The resolve would never happen until I zoomed back in to the 3d view and scrolled the view over the battling unit. While the resolve is 'happening' on the background, the next button is grayed out.
Intel Core I-9 9900K @ stock, ASUS Z 390A MoBo, 32GB 3.6GHz, Zotac 3090 | BeQuiet 1000W PSU, Be Quiet Dark Base Pro 900 case, 49" Samsung G9
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Posted: Fri, 3rd Sep 2010 13:43 Post subject: |
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For those that don't want to set their system time:
http://www.nirsoft.net/utils/run_as_date.html
Use 32-bit version even on 64-bit system and enable "Immediate Mode". Works perfectly.
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Posted: Fri, 3rd Sep 2010 14:05 Post subject: |
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Thanks!
That's great utility.
And it does not mess up dates on saves (they get correct system time).
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adaml75
Posts: 204
Location: Burkina Faso
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Posted: Fri, 3rd Sep 2010 17:00 Post subject: |
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My advice: wait for a few more patches before playing this game. It has potential to be a real classic, but is too imbalanced to play now (it will only spoil your experience). IMHO the worst issue is stack unit behavior - they are insanely and unirealistically powerful and this makes sovereigns/champions almost completely useless in combat. There are many more such issues and I'm sure the developers will iron them out. But I will wait until that time before playing game.
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Posted: Fri, 3rd Sep 2010 17:03 Post subject: |
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Stardock's CEO Brad Wardell admitted they dropped the ball on this one, on the official forums:
Spoiler: | (I'm up north on vacation typing on an extremely slow connection so bear with me)
I don't think people yet fully realize the completeness of Stardock's fail on Elementa's launch.
I'm going to write more about this but not only did we think v1.05 was ready for everyone but we felt v1.0 was too. That's the level of disconnect/poor judgment on our part we're talking about.
If the game had come out in February, it would still have been a disastrous launch because lack of time wasn't the issue. It was blindness, sheer blindness. We felt the game was finished. And I speak of v1.0, not v1.05. Blindness.
There will be massive consequences for Stardock's game studio. I'll be talking more about this when I get back. But the game wasn't released early. The game was released poorly. Head in the sand syndrome imo. I've read the reviews as much as possible given my hideous internet access up here and I agree with them. We just didn't see what they were talking about. We thought any complaints would be about polish points or something.
The point is, the issue here is far far worse than many of you think it is. I wish it was an issue of the game being released too early. That's an easy thing for a company to "fix". Elemental's launch is the result of catastrophic poor judgment on my part.
EVERY competent software developer knows that the programmer must never be the one deciding whether the program is done. Yet, my love of Elemental broke my self discipline and I began coding on the game itself in vast amounts and lost any sense of objectivity on where the game's state was. I normally only program the AI on our games so I can keep a level of distance from the game itself to determine whether it's "Ready". On Elemental, I was in love with the world and the game and lost my impartiality.
We'll do better. |
Spoiler: | Stop Stop Stop. And I'm not just saying that because it takes like half a minute to load up a page from here.
There is a phrase they use in the movie industry "Kill your darlings".
The person green lighting a production should NEVER EVER be the one working on said production. Writing AI on GalCiv or helping design the game mechanics on Sins of a Solar Empire kept me at a reasonable distance from the actual GAME.
The problem with Elemental was that I am in love with it. To me, it's not just a game. It's a whole world that we can expand and build on. During the months of July and August, when I was working on the game non-stop, I literally had a hard time distinguishing the difference between the GAME, the MODS and the future. It all merged into one fuzzy centrality.
Stardock will be working on Elemental for years to come. Literally. Let me be specific: Stardock will NOT release a new game next year. It'll all be Elemental related. Releasing it in August wasn't a financial decision. Hell, Stardock's games aren't funded by PC game revenue. I wanted you guys to get the game ASAP.
I think most people would agree that Elemental has tremendous potential. The reason it was released when it was was because we thought it had reached that level ready to be shipped. When you're living, breathing and eating something 24/7, your perspective changes.
From a personal pride point of view, it would be much easier to say "Whohaah, my jet fuel requires Elemental to ship in August!". To give you guys an idea of how certain I was that the game was ready for everyone to ship, I didn't just give copies to reviewers, I sent copies to my friends who used to be reviewers (long story but the gaming media has changed a lot in the past 18 months) because I was dying for them to see this masterpiece.
Tom Francis's debiliating PC Gamer preview only was possible was because I personally compiled a version for him (of v1.0) for him to see because the v1.0 version doesn't work outside North America (region checking). In other words, that negative PC Gamer UK preview was only possible because I was so confident in Elemental's readiness that I bypassed Stardock's PR people to get a friend of mine in Europe a copy.
I don't think there should be much disagreement that Stardock absolutely blew it with the launch. Holy cow that should be obvious by now. In my mind, anything less than "game of the year" (in a year with Starcraft 2 and Civ V in it) means we totally screwed up.
The real question, and the question I think every single person who shelled out $50+ for this game should ask is this: What is Stardock going to do to make me whole?
And the answer, I hope, is in the coming months because, like I said, most of Stardock's revenue doesn't come from making PC games.
Having my idiocy shown on a global stage is humbling but probably very constructive for PC gamers. I think most people would agree that Elemental is a fantastic game -- once you get past the idiotic UI decisions, balance, etc.
We are very fortunate to be in a position to make the situation right. We're our own publisher. We don't have the same financial constraints as other companies so we can spend months or even years if necessary to do right by you guys.
Hopefully, this message will make it up to the forums, (because it was long) but if it does, please take it as it is meant. I failed you. I failed you because I love what we're doing and out of sheer hubris -- that the basic law of programmer != guy who decides if it is done somehow didn't apply to me. The road to hell is paved with good intentions.
Elemental is getting pasted in reviews and deserves that pasting. I'm glad many people are having fun but our eyes have been opened. Like I said before, I'll be writing a lot more about this when I get back to an Internet connection that measures bandwidth with an M instead of a K. |
Spoiler: | I don't think Elemental's shortcomings can be fixed with tweaks or small patches. I think there are core game mechanics and AI that will have to be revisited. I think there are things that would normally be reserved for sequels that will have to be put in.
I think I mentioned this earlier but we employ multiple former editors of major review sites who were part of the process. When you're working a long time on a project it's easy to get way way way too close to it and soon, its foibles and flaws become simply part of the fabric.
When I get home, with the benefit of being away for a bit, I'll be able to outline some specific and in hindsight, obvious game mechanic things that will need to be addressed for Elemental to begin to reach its potential.
As an AI coder, the biggest disappointment to me is that I allowed the design to allow so many N^2 variables (I'll talk about this later). So don't think i'm thinking that we can just tweak around the edges to make Elemental what it needs to be. That would be just another version of denial of the problem -- as if we could just tweak it and suddenly it goes from a 3 out of 5 to a 5 out of 5 and no, that's not the case. Not even close.
The upcoming version they're working on, v1.07 is still about working on all the crazy compatibility issues that our engine has to deal with (that deserves a separate discussion but I've been looking at the check-ins and they're depressing to me. I see a lot of "Fix allocation that causes a crash on nVidia driver 1/10/2010" type stuff which makes me wince).
The kinds of changes Elemental will require to meet is potential are pretty big things IMO. Things that we (and myself in particular) were just blind to. Let me give you a couple of concrete examples so you can see what I'm getting at (and this post BETTER post, this is like being back in 1994): My friend Mark Asher on a post on a forum talked about how boring our spells were. I took that to be about the spell names. But it wasn't just the spell names, it was about the spells themselves and how they worked. The way resources are managed and handled is very limiting when it comes to the way the AI has to deal with them (N^2 variables).
Anyway, the point is, we fell in love with a vision of the game that was largely in our minds rather than in reality. The difference here is that Stardock has the luxury of being able to address it. Even if Elemental didn't sell a single new copy, we would still be able to address it.
I truly wish I could ascribe Elemental's launch to cynical greed or something. Cynical greed beats out pathetic incompetence any day. |
Specifically :
Quote: | I don't think Elemental's shortcomings can be fixed with tweaks or small patches. I think there are core game mechanics and AI that will have to be revisited. I think there are things that would normally be reserved for sequels that will have to be put in. |
I admire his honesty but I would feel brutally cheated if I have had bought the game.
Original thread: http://forums.elementalgame.com/394855/page/5/#replies
i7 6700k @ 4.4 GHZ, 2060s, 16 GB RAM, SSD, Windows 10x64.
Last edited by KGen on Fri, 3rd Sep 2010 17:08; edited 1 time in total
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Posted: Fri, 3rd Sep 2010 17:07 Post subject: |
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The guy sounds like an attention whore. Conceited.
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Bispoo
Posts: 221
Location: Portugal
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Posted: Fri, 3rd Sep 2010 17:54 Post subject: |
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niiiiice : Elemental.War.of.Magic.v1.07.Update-SKIDROW
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Posted: Fri, 3rd Sep 2010 18:01 Post subject: |
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Reklis wrote: | A dev that loves his game so much he doesn't see the shortcomings? |
Yeah, it's hilarious. So he was ignoring bug reports? It's a shame, really, because everyone else who worked on this project will have trouble finding work in the industry again.
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Posted: Fri, 3rd Sep 2010 18:05 Post subject: |
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@Perdurab00
Because they all _have_ to look for new jobs now since Stardock is probably gonna go bankrupt over this! O.o
Aren't you a bit far on the negative side?
sabin1981 wrote: | Now you're just arguing semantics. Getting fucked in the ass with a broom stale is an "improvement" over getting stabbed in the eye with a fork  |
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Posted: Fri, 3rd Sep 2010 18:16 Post subject: |
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I work in the industry too, and this isn't a good situation for those guys.
Epsilon: Game is great btw, I love it, so far it's a definite goty. It's remarkable how much has changed since the beta, stardock have been working their asses off, and it shows.
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Posted: Fri, 3rd Sep 2010 18:30 Post subject: |
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Still, as he said, they are their own publishers, and most of their revenue is not coming from games, so if game flops it isn't such big deal as for other developer studios. I mean it's big, but it won't cost them their own job.
Btw:
Spoiler: |
▄ ▄ ▀ ■
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S K i D R O W
▄▀ -> T H E L E A D i N G F O R C E <- ▀▄
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▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀▀▀ ▀ proudly presents ▀ ▀▀▀▀▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
░ ███▓▓▓▓▒▒▒░░ Elemental: War of Magic v1.07 Update ░░▒▒▒▓▓▓▓███ ░
▒▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▒
▓ ▓
▓ RELEASE DATE : 03-09-2010 PROTECTION : Stardock Activation ▓
▓ GAME TYPE : Strategy DISKS : CRACKED UPDATE ▓
░ ░
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▀█▌ Release Notes: ▀█▄ ░ █
▄■ ▐▓ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄██▄ ▒ █
█ ▄█▀ █ ▓ █
▀▀▀ ░ █ The Skid Rowdies are looking new blood to fill up the ranks. █ █
▒ █ We're a professional team of dedicated sceners with big mark █ █
█ █ under sceners. We believe on the ground idealism of the root █ █
█ █ of the real old school scene. We do all this for fun and █ █
█ █ nothing else. We don't earn anything on our hobby, as we do █ █
█ █ this for the competition and the heart of what got the scene █ █
█ █ started in the mid eighties. █ █
█ █ █ █
█ █ If you think you got something to offer, then don't hold back █ █
█ █ on contacting us as soon as possible. █ █
█ █ █ █
█ █ _______ __ ___ _____ /\__ █ █
█ █ \ / |/ /_/\_| \ \ _ \ / /_ \/\ /\ █ █
█ █ /\ \/| / / \/\/| |\ \ \//_// / / / / / / █ █
█ █ / \ \| \ \ / \| |_\ \ / / \/ /_/ / /// / █ █
█ █ \____/|_|\_\\__/|___/ / /_/\_/\__/_/\____/ █ █
█ █ twice the fun \/ double the trouble █ █
█ █ █ █
█ █ ────────────────────────────────────────────────────────────── █ █
█ █ █ █
█ █ On with the update release information: █ █
█ █ █ █
█ █ Elemental: War of Magic v1.07 Update █ █
█ █ ==================================== █ █
█ █ █ █
█ █ *************** █ █
█ █ * 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. █ █
█ █ █ █
█ ░ █ ░
▀█▓▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀██▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀ ▀
▀█▌ Install Notes: ▀█▄ ░ █
▄■ ▐▓ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄██▄ ▒ █
█ ▄█▀ █ ▓ █
▀▀▀ ░ █ 1. Unpack the included rar files. █ █
▒ █ 2. Run Elemental.War.of.Magic.v1.07.Update.exe and install █ █
█ █ 3. Copy the cracked content from SKIDROW directory to your █ █
█ █ main installation directory and overwrite. █ █
█ █ 4. Play the game █ █
█ █ █ █
█ █ Additional Notes: █ █
█ █ █ █
█ █ You don't need to have any of the previous updates installed, █ █
█ █ as this update is featuring all previous updated content. █ █
█ █ █ █
█ ░ █ ░
▀█▓▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀██▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀ ▀
▀█▌ Greetings: ▀█▄ ░ █
▄■ ▐▓ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄██▄ ▒ █
█ ▄█▀ █ ▓ █
▀▀▀ ░ █ Salutes to our old Amiga friends from: █ █
▒ █ █ █
█ █ FAIRLIGHT - RAZOR 1911 - VISION FACTORY - PARADOX - QUARTEX █ █
█ █ DCS - CRYSTAL - ZENITH - ACCESSSION - ALPHA FLIGHT - PRODIGY █ █
█ █ THE COMPANY - LEGEND - TRSI - ORACLE - ANTHROX - CLASSIC █ █
█ █ █ █
█ █ Salutes to our new friends in: █ █
█ █ █ █
█ █ UNLEASHED - TiNYiSO - BReWErS - RADIKAL - POSTMORTEM - SHOCK █ █
█ █ FAIRLIGHT - CRUDE - VACE - ReUnion - OUTLAWS - GENESIS █ █
█ █ █ █
█▄░▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄█▄░
▀▀█▓▄ Logo and layout by: Eboy/SAE ▄▓█▀▀
▄▀▀▀■▄ ▐▓▓▌ Last updated 21/07/2007 by [XXX] ▐▓▓▌ ▄■▀▀▄
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1.07 release by SKIDROW is standalne patch.
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Posted: Fri, 3rd Sep 2010 18:33 Post subject: |
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^and doing other software.
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