Elemental: War of Magic
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Epsilon
Dr. Strangelove



Posts: 9240
Location: War Room
PostPosted: Tue, 12th Oct 2010 23:35    Post subject:
Quote:
We are going to have Elemental: War of Magic v1.1 be the transition between he and I. After that, we’ll begin work on the first expansion pack for Elemental which will be given to all people who currently own Elemental: War of Magic. I won’t go into any details on that expansion since our new Producer will be heavily involved in the specifics of the design.

For free, great customer service.
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ShadowB




Posts: 894

PostPosted: Wed, 13th Oct 2010 00:23    Post subject:
Great customer service would be actually finishing fixing the base game before even thinking of announcing expansions.

I doubt 1.1 will be the ultimate patch that fixes everything that needs to be fixed.
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Imoen




Posts: 892

PostPosted: Wed, 13th Oct 2010 00:48    Post subject:
Either way they are "fixing" the game, so I don't see the problem ?
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SpykeZ




Posts: 23710

PostPosted: Wed, 13th Oct 2010 03:41    Post subject:
are these patches cumulative or can I just do the latest update? I still haven't gotten this bloody game to work.


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Perdurab00




Posts: 455

PostPosted: Wed, 13th Oct 2010 09:11    Post subject:
Kael wrote:
Finally is there anything else you wish to say about being hired by Stardock and working on Elemental?
I don't think many companies would continue to invest in and hire for released games like Stardock has. I'm excited to work on Elemental, I love the vision but we need to work on the implementation. But more importantly I'm excited to work with a company that isn't satisfied to release a game that they aren't 100% happy with. I think that is rare in the games industry, and as a designer and player, I'm excited to be associated with them.

Laughing I don't remember it happening that way
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Overlord123




Posts: 2335

PostPosted: Wed, 13th Oct 2010 11:00    Post subject:
They were 100% happy with Elemental when they released it, only the customers were not.
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rouher




Posts: 125

PostPosted: Wed, 13th Oct 2010 12:03    Post subject:
SpykeZ wrote:
are these patches cumulative or can I just do the latest update? I still haven't gotten this bloody game to work.


skidrow says cumulative in 1.09 nfo
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Tue, 26th Oct 2010 15:56    Post subject:
when will be the 1.1 patch???


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Sometimes i just want to see NFOHUMP burn \o/
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dodger2020




Posts: 3537

PostPosted: Tue, 26th Oct 2010 17:05    Post subject:
prudislav wrote:
when will be the 1.1 patch???


Consult the magic crystal ball and you'll have your answer. Seriously? Who the hell knows when a release will happen? Typically patches are only listed as "coming soon" if they're listed at all.
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rouher




Posts: 125

PostPosted: Tue, 26th Oct 2010 17:58    Post subject:
prudislav wrote:
when will be the 1.1 patch???


We originally intended to bring out v1.1 this next Thursday but with Kael joining us on November 1st, we decided that v1.1 is a good opportunity to do the hand off. So we plan to do a public beta the first week of November and then release the final v1.1 shortly after and then get a demo out there. (c)
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csebal




Posts: 455

PostPosted: Tue, 26th Oct 2010 18:00    Post subject:
Better question yet: does it matter? Even if 1.1 is a miracle patch that adds all the content to the game that should have been there from day 1, its way too late. Games should be released in an actually playable quality or fixed within a week of release, but even a week might be too long for a game to really survive. What they did with elemental was nothing less than simple suicide.

Out of curiosity, i checked the ratings of the game: 53 metascore, 5.9 average user rating.. yea.. im sure it is very generous of stardock that they give us the first expansion for free. I'm sure that everyone would rush to impulse to buy it if they wouldnt.

Come on now. get a grip on reality. They are struggling to save their game there. I'm all for giving credit where it is due and they really are more devoted to customer support than most other companies, but when it comes to elemental, its nothing to be proud of. They are in damage control mode as they should be.

Elemental kinda went the Demigod way. I can't say im happy for it, as i really loved master of magic and age of wonders and was kinda hoping for a game that can revitalize the genre, but it is clear by now, that even if Elemental manages to do that, barely a handful of the most devoted fanbois will be around to witness it.
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JBeckman
VIP Member



Posts: 34998
Location: Sweden
PostPosted: Wed, 27th Oct 2010 15:55    Post subject:
http://www.shacknews.com/onearticle.x/66198

Both expansions will be free for those who buy the game before October 31st it seems, plus some small info on said expansion and details around them but not much.
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Epsilon
Dr. Strangelove



Posts: 9240
Location: War Room
PostPosted: Wed, 27th Oct 2010 17:31    Post subject:
JBeckman wrote:
http://www.shacknews.com/onearticle.x/66198

Both expansions will be free for those who buy the game before October 31st it seems, plus some small info on said expansion and details around them but not much.

Quite unheard of, atleast they care about the people who bought the game.
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locke89




Posts: 2812
Location: Poland
PostPosted: Wed, 27th Oct 2010 18:49    Post subject:
Well, as someone already said, the sales of the expansions would probably be really poor anyway, so it's better to give theam for free and at the same time score some PR points Smile
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CookieCrumb




Posts: 4670
Location: Celephaïs
PostPosted: Thu, 18th Nov 2010 12:27    Post subject:
So. Did this sort of drop off the face of the earth or is it "playable" by now?


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 Rolling Eyes
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WhiteBarbarian




Posts: 6011
Location: Russia
PostPosted: Thu, 18th Nov 2010 12:38    Post subject:
1.09n (1.1 Beta) should be out any day now. This patch will mark the end of engine beta test, and the beginning of game beta testing Very Happy


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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Sun, 21st Nov 2010 23:39    Post subject:
cant wayt foe 1.1 update


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Sometimes i just want to see NFOHUMP burn \o/
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moosenoodles




Posts: 18411

PostPosted: Sun, 21st Nov 2010 23:47    Post subject:
wtf they still not got it together? and your all ooooo ahhh cant wait, fuck look at the main forums what a bunch of silly fanbois there huh Very Happy
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Imoen




Posts: 892

PostPosted: Mon, 22nd Nov 2010 00:02    Post subject:
I don't see how being excited for something makes you a silly fanboy.
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moosenoodles




Posts: 18411

PostPosted: Mon, 22nd Nov 2010 00:49    Post subject:
Imoen wrote:
I don't see how being excited for something makes you a silly fanboy.


no you miss the point, its been a major fuck up from get go! yet u look at the main forums for the game and its like they cant do no wrong.. amazing stuff really, its becoming the norm for every released game almost on pc.. Oh it should work, it dont, its ok we love you, were mugs, here is our money, we will wait like good little lapdogs..

I just thought this game was a missing ship in the fog, mate pointed to me that they were still on the same patch release as ages ago, and forum is buzzing for the new update!! ugh...
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JBeckman
VIP Member



Posts: 34998
Location: Sweden
PostPosted: Mon, 22nd Nov 2010 04:24    Post subject:
The 1.09n patch is out now, just checked, might have been out for a while though, should work as a 1.1 beta if the above info is correct.

EDIT:

 Spoiler:
 
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trucane




Posts: 1300

PostPosted: Mon, 22nd Nov 2010 04:53    Post subject:
Sounds like quite a huge patch. Now they just need to lower the price a little so I can convince myself and some friends to buy the game
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BLuNT318




Posts: 1642
Location: Earth
PostPosted: Mon, 22nd Nov 2010 06:11    Post subject:
that fix log kinda made me chuckle...


2600k, GigaByte R9 290x, 8 gis of ram on Windows 7 X64
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JBeckman
VIP Member



Posts: 34998
Location: Sweden
PostPosted: Mon, 22nd Nov 2010 16:05    Post subject:
Could be worse, it's all changes to the game and the only fixes are these few.
(Few compared to the rather large list of changes to the game.)

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 wouldn’t 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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WhiteBarbarian




Posts: 6011
Location: Russia
PostPosted: Mon, 22nd Nov 2010 23:55    Post subject:
Played for a few hours with latest 1.09n

General impression - playble for a few hours to learn new game mechanics, and ongoing direction the game will take for 1.1+ versions.

- AI still non existent
- Game crashes every couple of turns, the more units on a map the more frequent it happens (related to the first take at making AI multi-threaded)
- Still no overall balance with spells, equipment, stats, research, etc. ala there is some balance within each such systems, but no balance system vs system.

Game still doesn't know what it wants to be, so to say Sad


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JBeckman
VIP Member



Posts: 34998
Location: Sweden
PostPosted: Sat, 27th Nov 2010 10:57    Post subject:
A updated 1.09n beta is out, at 1.89 GB though it's more like a rebuild than a patch. Very Happy

EDIT: Seems to have been a glitch, update is gone now.
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rouher




Posts: 125

PostPosted: Fri, 3rd Dec 2010 13:26    Post subject:
JBeckman wrote:
A updated 1.09n beta is out, at 1.89 GB though it's more like a rebuild than a patch. Very Happy

EDIT: Seems to have been a glitch, update is gone now.


normally it shows new updated version ... 1.89 GB is full game install

http://forums.elementalgame.com/401242 how to load patch only

btw 1.09o out
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JBeckman
VIP Member



Posts: 34998
Location: Sweden
PostPosted: Fri, 3rd Dec 2010 14:11    Post subject:
Aha so that's what it was, interesting issue, seems to load correct now (Instead of aborting at 70MB when I posted that.), will just grab those 2GB and be done with it but nice that there's a alternate solution if you have limited bandwith or just want the update, unsure why it wants to redownload everything but I'll just let it and it'll hopefully be correct from now on.
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rouher




Posts: 125

PostPosted: Tue, 14th Dec 2010 23:21    Post subject:
ShadowB wrote:
Great customer service would be actually finishing fixing the base game before even thinking of announcing expansions.

I doubt 1.1 will be the ultimate patch that fixes everything that needs to be fixed.


1.1 is going to out today

Changelog is huge ~40kb of text

http://forums.elementalgame.com/402305
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JBeckman
VIP Member



Posts: 34998
Location: Sweden
PostPosted: Wed, 15th Dec 2010 19:53    Post subject:
Patch is out, says it's downloading 2.25 GB of stuff.
http://www.shacknews.com/onearticle.x/66841
The changelog (again.)
 Spoiler:
 


EDIT: 50 MB from 1.09o to 1.1 so not that bad it turns out.
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