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).

 

91,303 views 152 replies
Reply #51 Top

Quoting Trojasmic, reply 48
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?

I don't tend to document my crash fixes and I've been the only one doing them in the past few days due to the holiday. But I've nailed a number of them. I'll try to be more vigilant about it. It's just that crash fixes are boring.

Reply #52 Top

Quoting Frogboy, reply 51

Quoting Trojasmic, reply 48I 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?
I don't tend to document my crash fixes and I've been the only one doing them in the past few days due to the holiday. But I've nailed a number of them. I'll try to be more vigilant about it. It's just that crash fixes are boring.

True, posting 'fixed more crash situations' isn't necessarily very descriptive/helpful, but it's good to know that you are isolating/fixing more and more of them as we go along.

Thanks for the update!

Reply #53 Top

I really appreciate the fact that the devs in general, and Frogboy specifically, are being very receptive to the fact that work is needed on the game, and very open as to what state things are in.  The information on this thread is really great.

Is there any guess when the "o" patch will be put out?  The crashes are bad, but the hangs are terrible.

 

Thank you,

Joel

Reply #54 Top

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

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

I'm starting to see a pattern with balancing-related changes here... it's never moderate, always extreme. Most of the time, it ends up breaking the game the other way around so that another balance pass is required afterwards. 

I suggest we try with less extreme changes first. What about -3 diplomatic weight for "different ideologies" ? What about 5/12/18 for bows ? 12 attack is next to useless against anything with a full leather armor or better... and that's an early game armor. Not that expensive. And if that's not enough, it can always be changed further later on. 

Does the dev' team know about the dodge-not-working bug ?

Reply #55 Top

Quoting Frogboy, reply 51

Quoting Trojasmic, reply 48I 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?

I don't tend to document my crash fixes and I've been the only one doing them in the past few days due to the holiday. But I've nailed a number of them. I'll try to be more vigilant about it. It's just that crash fixes are boring.

 

That's what commit messages are for! :-D

Reply #56 Top

More great updates, keep up the good work!

I still really want to know about the long mounted tactical animations though, if this gets through the next patch again I will be sorely disappointed.

Reply #57 Top

29.

Janusk needs to be a woman for male Sovereigns (in sandbox). Or just make him an exception so female Sovereigns cannot marry him. Considering the current dynasty system, the champions implemented in the game and that Janusk is "easy champion", to play female Sovereigns is best. And Janusk becomes the Turn 1 "Emergency Boytoy".

 

Nice (growing) list for 1.09o. :)

Reply #58 Top

Damn it, someone drink my magic flute!

Reply #59 Top

29. You can no longer marry NPCs when you first get them. They need to be with you for awhile (they'll tell you).

 

<---- does that apply to ai? or do they automatically start with a spouse and start pumping out babies by the truckload to give them an edge?

Reply #60 Top

I want a wife AND I want to make a billion bastard kids with all the other chicks in the game.  I'm King, I can do what I want.

Reply #61 Top

I am one of the fortunate few who does not see a lot of crashes.

I have Win 7-Professional, 64 bit on a Phenom 965 BE, ATI Saphire 5770 Graphics card, 8 gb of Ram, a 64 gb ssd for c:,  and a 300 gb Velocraptor for game folder drive. I seem to only crash when I try to reload a game, (100% certain), and about 150 turns into the game, (most often right at turn 165). Only once have I crashed, restarted, and  had a ctd again in less than 50 turns. Since my relatively stable performance is occuring in a huge ram system, with 64 bit, and multi core CPU, I suspect the game is crashing the swap file handlers on lesser systems, or corrupting threads on non parallel processors.

 

I know it is critical that the game run on systems that are closer to the average users experience. But I thought I'd post to let you know some of the users problems are related to the computational horse power available to the game.

 

Keep up the good work.

Reply #62 Top

I just realized I forgot important info in my last post:

Version 1.09n [b].108

I always play Large, Extreme, and I use a created human race of master archers, against all standard opponents, if possible.

 

I seem to be quite a bit too successful against computer players and win about 75% of my games. I don;t play any games where the start position is too untenable.


Reply #63 Top

 

Looks like an awesome update!  The strategic movement spells (Tremor and Slow) will be an excellent counter to the smarter strength-avoidance monsters, so catching them becomes strategic.  A few points:

 

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

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.

 

44. Cool, they were distracting. Any chance that there will be a historical accounting of how they did somewhere?

 

50. Doesn't this mean that you can gain influence all the way up to the NPC city hub?  Seems to nerf NPC factions pretty significantly; maybe have a special type of influence that doesn't trigger a 'get out' response?  Would require a way to intuitively notify the player of the difference, though.  Alternately, a 2-radius hard limit might be workable, though still nerf-y.

 

51. + 52. This is a huge improvement, but... how are you handling ZOC conflicts?  I assume that equal influence results in the first player to cover the terrain winning.  Will basing influence solely on calculations result in influence being re-granted based on the order player influence is calculated, or is it near-impossible to have equal influence in a contested space?

 

Thanks!

Reply #64 Top

So does this mean I need to reach a city prestiege of 10 before the royalty perk is usefull... I know that 100% was very unbalanced but I am wondering is 10% slightly underpowered. I guess if you had 50 prestiege thats 5 extra points. What are peoples thoughts?

Reply #65 Top

That it's another instance of those extreme "balancing tweaks" that I'm trying to warn them against. Read my post above; almost every time they change a value "for balance", they do it so drastically that it unbalances the game in the opposite direction.


Also, 100% was fine. Well, not fine, maybe a bit too big, but 30% or 50% would be. That's what you should get for leaving your precious sovereign at home !

Reply #66 Top

There is no partial return on unfinished prestige production like there is on resources. For resources, if you produce 0.1 metal, you'll get one metal in 10 turns. For population, if you produce 0.1 prestige, you'll get 0 population in 10 turns.

Royalty should maybe just be +1 prestige in the stationed city.

Reply #67 Top

Quoting Heavenfall, reply 66
There is no partial return on unfinished prestige production like there is on resources. For resources, if you produce 0.1 metal, you'll get one metal in 10 turns. For population, if you produce 0.1 prestige, you'll get 0 population in 10 turns.

Royalty should maybe just be +1 prestige in the stationed city.

Agreed... even better would be +1 prestige for every 5 levels your sov grows... or link it in with charisma somehow.

Reply #68 Top

I agree. +1 Prestige in whichever city the Royalty hero is stationed in sounds good.  +1 Prestige in one city is still a good thing to have, without the devs having to try to balance a global percentage boost (which might be impossible, especially with multiple heroes).  So I agree that Royalty heroes just add +1 to the city they are in, if they are in one. =)

What do others think?

Best regards,
Steven.

Reply #69 Top

Quoting Heavenfall, reply 66

Royalty should maybe just be +1 prestige in the stationed city.
That's not enough on an incentive to take it. This power only works if you station your leader (a powerful unit !) in a city, where he will do nothing but sleep and will never level-up.

 

What do others think?
It's too low, in my opinion. This bonus, as opposed to the +1 gildar/+1 research, will not work when the leader is adventuring. Sure, a +2/+3 would give a huge boost to growth early game... but you can't explore/loot those abandoned caravans with him/her (and you don't gain levels and gold from monster-killing) if you do so, so it kind of balances out. 

Reply #70 Top

Maybe allow fractions of prestige to eventually add up to another +1 pop once it reaches 1, just like with other "resources"?  Then it could be a global +10%.  Allowing the fractions would also allow, for example, the inherent Charisma bonus to be +0.2 (from 0 or from a certain level such as 5 or 10) to add +0.2 prestige and not be a waste (or too powerful) for a hero who has levelled up a bit and is stationed in a city.

So what about Royalty giving +10% globally, and the inherent Charisma bonus for a stationed hero's city being +0.2 prestige for every Charisma point above a certain level?

Best regards,
Steven.

Reply #71 Top

leave the dead players in the faction window... we already went through this once before.  Just put a big X through them or something.

Reply #72 Top

my guess is that the engine can't handle a single champion applying his abilities to just one city or else we would have had the prestige thing fixed a long time ago.

Reply #73 Top

doesn't it work for food though?

Reply #74 Top

is the issue of not being able to train designed units related to the archery range building?

-Matt

Reply #75 Top

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

\o/

Quoting alaknebs, reply 73
doesn't it work for food though?
There are farmers that increase the food production of their city but also champions that increase the production. I haven't seen lately any of those who also gave Prestige and too lazy to check the XMLs.