Sorry guys, not this week
I’ve been playing the beta 1Z candidate all day today and it’s around 9pm as I write this and while it is a vast improvement over beta 1G, it just isn’t put together enough for the public.
The criteria for beta 1Z is that it has to be good enough where we think it’s ready to go to beta 2.
So new date is sometime next week. Since that will push back our internal schedule, we’re going to let new people into beta 1Z next week so that they’re not stuck waiting.
To get a scope of how much has changed since beta 1G here is the change log we have so far:
| - Elemental 1Z Change Log - *********************************************** ** New Features ** *********************************************** - Economy Overhaul - Overview: The major resources in the game have been switched over to being GLOBAL (per- player opposed to per-city). Building materials, metal, and crystal are added, per-turn, into their pool overall pool, while food is stored as a players 'net-food', whch gets spent on housing as the player wishes to expand it's cities. + Improvements now use ConstructionResourceCost modifiers for their up front costs when placed, and refunds when destroyed + Fixed bug where one-time resource modifiers would be used for per-turn city resource calculations after the resource data had been refreshed more than once + added entries in the global pool area for population and for food. + One-time resource modifiers now displayed in a city's resource list + Switched food to be a non-stored global resource acted on by per-turn food modifiers in improvements again + Fixed some bugs where the global resource amounts for non-stored resources and the global pool UI wouldn't update in certain cases, like when housing is upgraded mid-turn by choosing a tech breakthrough + Fixed bug where pioneer improvements would be placed in the bottom left corner of the tile you built them in + AddUnitBeingTrained refreshes global resource display if any global resources are spent + Added net tooltip for mousing over global resource pool entries+ Added m_apPerturnResources (and saving/loading of it) and m_csPerTurnResources - Pioneer Units - Overview: Players can now build 'Pioneers', who can place improvements on the major resources to feed into the global pool. + 'BuildOnResource' Unit Action - when an improvement is done, it will not exude ZOC for the player + Resources from pioneer improvements are now taken into account in the player's global pool of stored resources, and their calculations of non-stored resources per turn + Added saving/loading of a player's pioneer improvements + Resources should store wether or not they can be built upon without a city + Pioneers are a default unit for all factions, like Peasants + Added Kingdom_Pioneer unit type that's available to all factions by default, has a pioneer's kit equipped - Minimap - Overview: A resizable and movable minimap is now available for the player to utilize. +Minimap can be dragged + Fixed dragging on the minimap. Dragging on the top bar now moves the whole map, dragging on the minimap itself moves the camera as expected. + The minimap can now be hidden and unhidden using the hide arrow in the upper-right of the minimap and the main window. - Bonus Tiles - Overview: Various bonus resources (that require an adjacent city) will improve different aspects of any city that claims them. + Senic View (Prestige Bonus) + Wild Game (Food Bonus) + Oasis (Food Bonus) + Lost Library (Research Bonus) + Gold Deposit (Income Bonus) + Special Tiles now have proper Medallions attached to them - Event List Started - Overview: As events occur, small pips will appear on the right hand side of the screen and will disappear after 2 turns (still needs polish). + Make, clean up MainGameWnd_EventList.cpp for all event list code *********************************************** ** Fixes ** *********************************************** - Units - + Fixed bug where caravans would move to the next tile between turns, then drift to the bottom-left corner of the tile - AI - + fixed some issues with AI not building cities, I had them trying to use AUTO_EXPLORE when they can't find anything else to do, so they can clear some FOW, but it doesnt' actually work for AI, so I just wrote my own wandering code. - Battles - + Fixed a divide-by-zero crash in the battle engine - Cities - + Fixed improvements appearing to be buildable on resource hoards when the player has no tiles. + Implemented more resource flags to show improvement costs and benefits in the citybuilding menu. The remaining improvements that do not have benefits showing do not have benefits in their XML yet. + Improved the citybuilding screen's "Cost" and "Provides" entries. + You may now demolish a four-tile improvement by clicking anywhere on it. + Fixed some four-tile improvements being slightly offset after building, causing them to overlap other improvements. + Fixed Jakob's broken city walls case. The size of the buffer was not getting calculated correctly, leading it to not have enough room to store the improvements before building the walls. + Fixed bug where improvements would still attempt to gather resources after placing them and pressing turn, causing them to take longer than advertised to build - UI - + Right clicking the center medallion will now focus the camera on the selected unit + Train unit screen lists the resource requirements and population requirements of the highlighted unit, coloring a requirement red if it is not satisfied by the city and therefore keeping the unit from being trainable + Player can now select more than one stationed unit. + Added strings for tooltips when mousing over the new per-turn points displays for research and spell points in the main UI + Fixed bug where changing the skin color in the create sovereign screen and customize faction screen would not update the skin color in the preview unit scene view graphic + Spell points and research points per-turn displayed near the buttons, says it's a per-turn value on mouseover + Fixed issue where unit scene view windows were "blowing out" the lighting on characters - Gameplay - + Updated Improvement Quantity Limits + Updated Quest "Strange Noises" trigger chance + Updated Wild Wheat Production Value to 1.0 + New Medallion png's for the special tiles, claimed tile improvements, and work camp + Checked in a number of new medallions for the new bonus tiles + Updated Granary improvement to only allow one per city + Created Equipment Cache Goody Hut that Rewards Equipment + Items/Weapons/Accessories no longer give more than .25 Combat Speed + goodie huts that do not disappear from the map after being cleared now have their icons set to semi-transparent to differentiate them from unvisited goodie huts. + marrages should no longer happen randomly...have to go on quests to get proposals to prompt + City Improvement Limits adjusted + Created Workshop Improvement to generate Materials + Outposts now store 20 Pop + Added a limit to the maximum number of active quests a player can have at any one time. The limit is defined in ElementalDefs.xml as MaxActiveQuests, and is currently set to 3. When the quest limit is reached, no new quests will be presented to the player, and they will not be able to acquire new ones by visiting quest locations until they complete some of their active quests. Visiting a quest location while at the quest limit will not clear the quest location. + A number of quest locations are spawned for each player in the turn after they get their first city, to give them access to quests early on. The number of quest locations that get spawned is set via NumStartingQuestLocations in ElementalDefs.xml, and is currently set to 1. + Upon completing a quest spawned from a quest location, the quest location is removed from the map to reduce clutter. - Memory Leaks - + MainStatsSubWnd.cpp - in RecalculateAllTradeInfo(), fixed leaked refs to resource types in a for loop and calling FindResourceTypeByTypeName() each time - in CheckTradeRoadConnection(), fixed leaked refs to resoruce types while iterating and calling FindResourceTypeByTypeName() each time + Fixed a number of memory leaks in CMainMapViewWindow::CreateLODGroundcover( ) (multiple return cases where objects were not being released, though this function is not currently being called, as the LOD ground cover is disabled), and CWorld::IsTileEmpty( ) (wasn’t releasing the unit). + Goodie huts can now be assigned a preferred terrain, which is the only terrain it will be randomly placed on. + Hooked up the ground cover spinner in the options window to the new world prop ground cover system. + Fixed an issue with the ground cover spinner that was preventing it from saving your setting. + Ground cover props now get placed when terrain is modified in the map editor, to give a better idea of how things will look in the main game. + Changed the ground cover prop density so that on the highest level every unoccupied tile will get a piece of ground cover. + Implemented new CAnimatedLeafNode class to render a single animated tree leaf + Fixed issue that was preventing the terrain and water from rendering when starting a new game up after one has already been created. + CMapData is now reference-counted, and gets passed along to terrain graphics objects (currently CTerrainGraphic and + Fixed some crashes that would occur when attempting to exit the game via the main menu after having used the map editor. + Fixed problem with ground cover world props that was preventing goodie huts and resources from being placed if the ground cover spinner was set to the highest level. + Changed rendering order in main map and map editor so props and characters render under the water + Re-wrote CDecalGraphic’s vertex and index buffer code to be much more efficient, in terms of both memory footprint and processing time (it was allocating four times as many vertices as were needed). |
Stay tuned.