DerekPaxton DerekPaxton

1.09o Changelog

1.09o Changelog

Patch 1.09o was released on Thursday 12/2/2010

 

Resolved Issues:

1. Fixes an issue where animals won't attack cities (looks like combat will start but then it ends without combat).

2. Fixed a crash when clicking on the game concepts or walkthru entries in the Hiergamenon.

3. You can no longer drink some quest items (like the magic flute).

4. Storm now correctly has a mana cost.

5. New diplomatic conditions: - You killed my kid -5 to diplomacy - You're wiping others out -2 - Seriously, you're out of control -5 - Early game +1 - Not very strong +1 - Focusing on other enemies +1

6. AI: AI is more thread safe (fixes crashes).

7. AI: Monsters will run away from tougher enemies.

8. AI: Intelligent monsters tend to band together with other types of monsters

9. AI: Intelligent monsters will actively target weaker units (or cities) -- beware

10. AI: Intelligent monsters will run away from tougher units

11. AI: AI significantly better at choosing new city locations

12. AI: Pioneers update their paths to avoid accidentally attacking other settlements

13. AI: AI more intelligently evaluates the value of an area of land.

14. AI: AI somewhat better at choosing which unit to build in a city

15. AI: Monsters more intelligent regarding selecting victims.

16. AI: Monsters are more aggressive.

17. AI: More Monsters are spawned early on.

18. AI: Pioneer behavior is more intelligent in selecting area.

19. AI: AI more effective at defending cities.

20. AI: AI more effective at reinforincing cities that are under threat.

21. Some strategic buff spells now have no range requirement (easier for human and AI players).

22. Non-capital cities have a population storage of 10 (instead of 0 for the outpost which caused problems).

23. Bows reduced from:

Crude Bow: Attack 6, Accuracy -2, Range 8
Cedar Shortbow: Attack 15, Accuracy -2, Range 8
Cedar Longbow: Attack 23, Accuracy -2, Range 8

      New stats:

Crude Bow: Attack 4, Accuracy -2, Range 6
Cedar Shortbow: Attack 9, Range 8
Cedar Longbow: Attack 12, Range 10

24. Pioneer Packs are available when designing units.

25. Redesign of the CombatRating calculation to give a more accurate reflection (not perfect but much better) of a unit or army's effective combat strength.

26. Renamed "Quests" to "Lore Recovery". Ancient Lore renamed to "Greater Lore"

27. AI better at valuing trade offers

28. AI: AI now intelligently casts strategic spells

29. Procipinee thong crisis averted.

30. Improved performance of moving units into and out of cities.

31. New Improvement: Library. Studies upgrade to libraries when a city reaches level 3 and the player has civics. Libraries provide 2 knowledge per turn. (Fallen version added called the Master Archivist).

32. Gold Mines now require Harvesting tech to use

33. Lost Libraries now require Lore Recovery to use

34. Ancient Temples now require Arcane research to use

35. Schools now only require civics and level 2 (was level 3) to build and can be built in 10 turns instead of 15.

36. Inns can now be built by level 2 cities without a prerequisite.

37. Removed the range requirement for more strategic spells

38. Diplomacy dialog text changes based on who they are talking to

39. Close borders now has a -2 weight (was -1)

40. Different ideology now has a -5 weight (was -1) since AIs were getting a bit too buddy buddy with each other.

41. Implemented the Tremor spell.  Strategic earth spell that immobilizes a unit in your ZoC for a turn.

42. Implemented the Slow spell. Strategic water spell that reduces the movement of an enemy army in your ZoC to 1 per turn.

43. Military Policy crash fixed.

44. Dead players no longer show up in the faction window.

45. Storm lightning bolt no longer appears to hit the caster (cosmetic).

46. When a city is conquered enchantments on the city are canceled.

47. Titans call is now correctly a level 5 spell.

48. When you access the spellbook from the kingdom report window (either through the tabs on the side, the shortcut in the actions area when nothing is selected, or from the little icon by the spell research status bar in the main tray wnd), it now sets the local player's sovereign as the caster, so that the spells can be cast without needing to expressly select a spellcaster on the main map

49. Fixed bug where tech category was always reset to Civilization after loading a save game.

50. NPC hubs updated to not exude influence, which improves calculation time and lets you walk up to a NPC city.

51. Fixed bug where ZOC was not accurate after loading a game because the city tiles didn’t recalculate their values after loading.

52. Updated the ZOC save/load code that is not currently used by Elemental.  ZOC is currently re-calculated from the sources, which works since influence does not linger after a source is removed.  But if that changes, we’ll need this code, and I initially thought that it would be necessary to save/load the ZOC data.

53. Royalty talent reduced from +100% to prestige to +10%.

54. Archery is no in the equipment line and required for ranged weapons (previously it was possible to learn ranged weapons and have access to bows but be unable to build archery ranges so you couldnt build archers).

55. Summoned units don't have essence anymore (so they cant summon other creatures).

56. Clicking on a players entry in the Faction Power window opens diplomacy with that player.

57. Fixed an issue with combat damage for spells, ranged damage and special attacks like crushing blow.

58. Fixed an issue with gold being given out from combat (to much was being given).

59. All factions given a starting tech:

  Kingdom of Altar- Exploration
  Kingdom of Capitar- Trading
  Kingdom of Gilden- Civics
  Kingdom of Tarath- Training
  Kingdom of Pariden- Arcane Research
  Empire of Yithril- Tools of War
  Empire of Umber- Reunion
  Empire of Magnar- Mapping
  Empire of Resoln- Lore Mastery
  Empire of Kraxis- Proper Living

60. Hovering over enemy units in tactical will give you your hit odds and damage ranges.

61. Logistics and City Defense tech order reversed (formorlly you got the command post to build groups early but couldn't build it because it required a rank 3 city).

62. Fixed a bug where tactical battle maps would not render props after multiple battles.

63. Villa Improvement added (replaces apartments), +60 pop, -1 food.

64. Houses moved up to the Economics tech (they were coming way to late).

65. Slums food cost reduced from 4 to 2 (to make slums efficient, if not pleasant to live in).

66. Slums moved back from the Proper Living to Majesty tech.

67. Fixed mounted archer animations.

68. Fixed bug that allowed you to talk to yourself, NPC player, or creatures if you select the unit and hit the Talk button (for NPCs and creatures, this would crash if you then tried to trade with them).

69. Added the Summon Ice Elemental spell.

70. Added the Pillar of Flame spell.

71. Added the Inferno spell.

72. Added the Summoners Boon spell.

73. Fixed a bug with Natures Bounty that allowed it to be cast on cities that weren't producing food.

74. Removed Leather armor Shirt, Chain mail shirt and scale mail shirt.

75. Implemented changes to Prestige generating improvements (and city hubs) as follows:

City hubs now automatically produce some prestige per turn equal to 1 - (0.1 * number of non-capital cities), with a min prestige production of 0.2 per turn

Kingdom

  Beacon of Hope- +1 prestige
  Fortress- +1 prestige, 1 per city, city level 5
  Pub- +1.5 prestige, 1 per city, city level 3
  Inn- +1 prestige, 1 per city, city level 2
  Theater- +2 prestige, 1 per city, city level 4
  Palace- +2 prestige, 1 per faction, city level 4
  Great Arena- +4 prestige, +25% prestige in all cities, 1 per game, city level 5

Empire

  Tower of Civilization- +1 prestige
  Imperial Throne- +2 prestige, 1 per faction, city level 4
  Statue of Kir-Tion- +25% prestige in all cities, 1 per game, city level 2
  Monument- +0.5 prestige, unlimited, city level 2

This is to make population more critical (since it won't grow as quickly).

76. City levels changed from 25/100/400/1250 to 10/50/250/1000.

77. Added a mana maintenance window (so you can see where all your mana is going and disel any enchantments easily if you don't want to pay the maintenance cost anymore).

78. Number of monsters spawned now based on world difficulty level.

79. Reduced base Sovereign mana from 3 to 2.

80. Added a new Sovereign talent, Attunement , which increases mana by 2/turn.

81. Assigned the Attunement talent to Procipinee.

82. Increased Shard Shrines from 1 mana/turn to 2 mana/turn.

83. Moved Shard Harvesting/Shard Domination to later in the tech tree.

84. Fixed a mousewheel scrolling bug for some mice.

85. Fixed a bug where NPCs that spawn as an army weren't creating their subunits as champions.

86. UI now shows units that can't be built because buildings are required and lists the needed building (so you can see that you need an archery range to build those archers).

87. Fixed an issues that forced a player to pay all costs for improvement upgrades when a city upgraded (often running the player out of a resource and leaving empty holes in the city).

 

Known Issues (with 1.09n):

1. The campaign isn't playable.

2. There is currently no way to target a unit in an army for a strategic spell (without breaking him out of that army, which is a pain).

3. Gold modifier improvements (like markets) currently don't effect the tax rate.  Making them useless in most cities.

 

This list will be updated as fixes are checked in (so you can see if an issue you are experiencing has been fixed yet).

 

91,327 views 152 replies
Reply #26 Top

Quoting Alstein, reply 25
This is a great feature.  It needs to be a journal entry though, and stickied.

 

Yes. But maybe it should be called TODO list rather than Changelog.

Reply #27 Top

Also nice to have fixed

---------------------------

Items not able to be equiped by some characters/races (female travel boots for one)

Mounted Archers (STILL have animation lag time!)

Weird lag that continuesly build up becoming worse and worse the longer you play a tactical combat (only in dead zones / desert and only some of them - this lag vanishes when you zoom in look away from the egdes of the map - very strange)

---------------------------

keep up the good work!

Reply #28 Top

 6. Zone of Control sometimes shrinks when save games are reloaded.

This happens to me Every_Time I load a game.  Autosave from a crash, and first load of a session.  Its not from mass reloading for better results.  I want to point that out in case the priority of this fix is diminished due it being a reloader thing.  It is not.  In my eyes this is a Major bug deserving of a priority hotfix.  It's murder on the AI.  I'm actually surprised there hasn't been a fix for it yet.  Well, there is Thanksgiving week lol.  Since the bug wasn't fixed by friday eve/saturday afternoon, I can understand it waiting until next week in the absence of a volunteer.  You've all done alot and went through a minor hell.  Enjoy the time.  Then come back and hammer down :~) 

PS:  I put in my vote for this thread to be perma-stickied.  With new versions replacing the old.  I valued the FfH changelog, and would value the EWoM changelog even more so. 

Reply #29 Top

Quoting WhiteElk, reply 28

In my eyes this is a Major bug deserving of a priority hotfix.
I think that Gal Civ II still has this issue. But there isn't (so) important. But in this game losing improvements each time you load the game... :'(

Reply #30 Top

Here is probably best, as this is where people areposting the bugs, but should be stickied and called something like "current status" or "Known issues"

Reply #31 Top

This happens to me Every_Time I load a game.  Autosave from a crash, and first load of a session.  Its not from mass reloading for better results.  I want to point that out in case the priority of this fix is diminished due it being a reloader thing.  It is not.  In my eyes this is a Major bug deserving of a priority hotfix.

I can live with chrashs, balance issues and other minor bugs. For me this bug is a fun killer. I dont have 2-6 hours to play straight, so i often have to save and load. I know its a beta, but a hotfix would be cool, if possible. :)

*vote for sticky* 

Reply #32 Top

Nice thing. Like in the old days of your civ 4 mod. :) Now applied in a professional way. Kudos Kael for bringing this here, much good will come of it.

2 imo utterly gamebreaking issues which deserve to be put high on the list:



Familiars and other summons can summon strategic summons as well (100% reproducable) :

Leading to the ability to summon them until mana runs out and thus making the game non challenging at all if you you use this given the cheap cost of 1! mana each Familiar (this is easily avoidable by the player if you just don't use it. Given the impact and time it appears (earliest around Season 30) its still a game-breaker worth mentioning)


"Reward logs" without fail (100% reproducable):

Meaning whenever you fight a battle in a certain type (offensive tactical, offensive autoresolve, defensive tactical, defensive autoresolve) a log is kept of all former rewards from all former battles of the same type and you get all the rewards (included salted pork and items like rings). Also each new reward added on top is equal to the last reward + the regular for the current battle so things cumulate up in a spiral way.

All different combat types obviously keeping a different log.

Loading a game will flush/reset the logs so something might be off with their removal after closing the combat summary (hope that helps finding the point where this one is hidden a tad bit faster).

This one is much more problematic (though it really just shows its ugly face much later in the game around season 100 when the rewards really start to add up unless you go monster-bashing right from the start...) since its nigh unavoidable to fight battles and reloading breaks many other things so one is in the unfortunate position between a rock of either being downright flooded with money (one million and counting after! a spending spree) and a hard place of constantly and deliberately shrinking their zone of influence which makes claiming resources a pain.

Both not situations you might want to put players in since it also renders most other tests which have anything to do with those 2 issues completely moot (the obscene bookkeeping required for a tally of exact rewards and not using the excess is something you can expect alpha-testers to do but not testers in an open beta, so all other results which have anything! to do with resources and rewards from combat will provide flawed results since resources can mostly be gained by diplomacy....)


I have to agree with WhiteElk here:
Together with the load and influence-issue those major glitches might warrant a quickfix given that they effectively break the game and make testing the other points which rely on them relatively pointless (minus the overall gameplay which I have to admit is a big improvement to 1.09 regular)...



Both issues should be most easy to reproduce on all machines so I spare you a savegame. Just fire up your game and test. In 5 minutes the issues should be obvious if you know about them...



PS: Mass equipping Champions with legendary armor + Shield + all Jewelry + Elementium Karazan sure is fun in the first moments but fast becomes dull and like bug-squishing even against slightly harder mobs... ;) (500 k is an unthinkable ammount in a normal game... Output of about a thousand seasons). Looks nice though. :P

Reply #33 Top

 Thanks for much for the update, Mr Paxton. :congrat:

I presume this will be going up next week given the Turkeyfest. Is there any chance of resolving the combat calculations to the list for resolved/unresolved?

Also An interesting UI issue is the inability to see any most hero stats except on level up. It would be really handy to see them in the detail window.

Cheers.

Reply #34 Top

Good to see the changes to Bows! 

Might I also suggest a change to Character/Empire creation where, if you have the Bows ability you start out with Crude Bows, instead of having Cedar Longbows available from the start.  Researching bow tech would give you the next bow tech earlier as well (so when your research makes Crude Bows available, you actually get Shortbows, and when Shortbows become available, then you'd get Cedar Longbows, due to your special ability).

I can argue making Archery Ranges available earlier either way as well. Before you'd get Archers immediately, so now having to build the archery range first before you can train bow units either helps game balance, or makes the special ability less useful... depending on your point of view.

Reply #35 Top

I think the damage changes to the bow were a bit exagerated. I mean, a late-era bow should be able to deal *some* damage to light plate armor, a mid-game armor, which can reach the low-to-mid-20s depending on the presence or absence of a shield.

Also, I wonder what those accuracy changes are based on.

 

And it would be nice to see the dodge "bug" on that list; I for one am reluctant to do any testing while it's not working, not out of bad will, but because it's kind of difficult to assess the values of things that are irrelevant (dexterity, short swords, any non-plate armors, and all things connected to that). Any game balance issue, for instance, is unrecognizable as such for now. 

Reply #36 Top

Nice, I am waiting for this patch to play because at the moment I am crashing far too often. I assume it's the Multi threaded AI

Reply #37 Top

Quoting Werewindlefr, reply 35
I think the damage changes to the bow were a bit exagerated. I mean, a late-era bow should be able to deal *some* damage to light plate armor, a mid-game armor, which can reach the low-to-mid-20s depending on the presence or absence of a shield.

Also, I wonder what those accuracy changes are based on.

 

And it would be nice to see the dodge "bug" on that list; I for one am reluctant to do any testing while it's not working, not out of bad will, but because it's kind of difficult to assess the values of things that are irrelevant (dexterity, short swords, any non-plate armors, and all things connected to that). Any game balance issue, for instance, is unrecognizable as such for now. 

I would maybe add some other bow types like crossbows and bolts, but i like the idea of bows having a harder time piercing the late game armor.

Reply #38 Top

Quoting Trojasmic, reply 37

I would maybe add some other bow types like crossbows and bolts, but i like the idea of bows having a harder time piercing the late game armor.

"20" isn't late-game.

Reply #39 Top

Just played a round where my wifey was the only one in a battle who lived, yet she was magically replaced by Relias and listed as dead when the battle was over.

...I swear I've seen that happen before.  Weird.

Reply #40 Top

I don't know much about math and the formulas used here so an ignorant writing this: do bows do any damage at all?  At certain point in the game they seem to be doomed to gather dust. One would think that "mundane" ranged combat shoul still be somehow viable through all the game: better bows the same as swords and maces get more and more variations and/or kits that help archers (magical bows, enchanted arrows...).

In any case, nice to see all those fixes. :) There is hope for a crashless game! XD

Reply #41 Top

Is there any expected delivery for th o patch?

I understand this is beta.  While it was crashing often, I can live (sort of) with that.

But now it has developed the habit of hanging.  Not just hanging the game.  Hanging the whole dang PC.  Alt-Tab doesn't work.  Alt-Ctl-Dell does not produce anything visible.  As far as I can tell, the only choice is to restart my computer.   (And since it is a few years old now, startup takes quite a while.)

And since it is a hang, rather than a crash, there is nothing I can send to report the problem.

 

So please, when will the o update be out?

Thank you,

Joel

Reply #42 Top

Please fix the crashes, fix the memory leaks. No matter what you release if it is not stable it is worthless. Get the game stable and open it up to modding.

Reply #43 Top

Remember that Bows also get the Strength bonus added to their attack strength, so it's likely that Cedar Longbows won't be attacking at 'only' 12 STR.  So, yes, even with 20 Defense, in the right hands Cedar Longbows shouldn't have too much problem penetrating said defenses.

30 Defense, on the other hand, might be a bit difficult, unless you have somewhere around a 30+ Strength. 

That being said, it'd be nice to see some more powerful bow technologies for late game (enchanted & compound bows, crossbows, etc.).

 

I forgot to mention, the new bow ranges look nice too.  It helps differentiate them a bit more.

Reply #44 Top

That's true with all weapons. Think about the power a lordhammer will have.

But for regular troops, bows might become next to useless against anything with a bit of light armor :/.

 

I'm not saying the former values were awesome, I just think the nerf is a bit exagerated. Also, lordhammers need a nerf. Either make it EXTREMELY costly, or remove at least 10 attack power from them. No other weapon comes close to that power, it's totally unbalanced. 

Reply #45 Top

Kael, if you want, you can still drink my magic flute.

Reply #47 Top

*subscribes*

Reply #48 Top

I see one "fixed a crash where X happens..." in the list so far... have we been able to find the cause and fix other crashes yet?

Reply #49 Top

I don't know if the fix is supposed to be in the current version of the beta or not, but mounted archers are still taking 3-4 seconds too long to finish their action. If it isn't live can we add it to the list?

Reply #50 Top

Quoting davidjc_af, reply 42
Please fix the crashes, fix the memory leaks. No matter what you release if it is not stable it is worthless. Get the game stable and open it up to modding.

This.

 

See, even I get to say that. :)