Mûködõképes multiplayer a crackelt 1.40-el lehetséges e?
valakinek van véleménye Total Conversions modokról? felraktam a javításokat és nagyon szemezek az indítóikonnal, de kicsit olvasva elég nagy ívû modok készültek/készülnek (MoM pl). szal van még valaki? (Troy )
Ha digitális letöltéssel vásárolom meg, akkor csak az Impulse-on kersztül, on-line lehet installálni a programot?
Skidrow-nak hála kipróbálható mindenkinek, sokkal jobb lett, letisztultabb, játszhatóbb. Szerencsére még sokat fog változni a játék, érdemes rajtani tartani a szemünk.
Jó lett, kijavították a rengeteg hibát és sokkal ésszerûbb az egész játék. De a tactical battle még mindig körökre osztott és nem az egység kezdeményezõje számít :(
Ha valaki kiprobálja irjon valami véleményt :), meg esetleg a fö váloztatásokrol néhány szot :D, se az angol nem megy jol, se a sok oldal olvasása :D
kidobhatnák már az 1.1-es bétát meg azt, hogy mi lesz a két elsõ kiegben aki okt 31-ig megveszi a gamet, annak ingyen lesz egyébként az elején bántam, hogy megvettem, annyira gáz volt, de úgy érzem be fog ez érni
igen, úgy tûnik ez sem egy gyorsan beérõs darab sajna eszembe is jutott pár napja róla a gothic 3 a kezdetek kezdetén, azt akkor be is fejeztem most van hozzá 1.74 community patch, ami majd egy giga, de jó lett tõle a játék végre végigtolom :)
Elakadtam lol.. mit kell csinálni a kristályos település megalapítása után? Egy ponton megáll a hõs és visszafordul valami felszerelésért vagy miért, nem tudok tovább menni.
Csak az a gaz, hogy annyira bugos volt a legelejen es adtak ki egymre mastra a patcheket, hogy a release team mar nem ad az ujakhoz ki doxokat.
Az 1.09-es pedig meg mindig OOM hibaval elszall a forum szerint. Igy pedig a vasarlo, nem ad ki penzt egy felkesz termekre es mivel nincs crack sem mar az uj patchekhez, nem is tudja kiprobalni.
Szep meg jo jatek lenne az Elemental, na de egy vicc annyi hiba es valtoztatas van az eltero verzio szamu kiadasok kozott.
Raadasul meg mindig rengeteg hiba van az utolso kiadott patchban is.
Az 1.1-ben már minden egységnek külön kezdeményezõje lesz, így az határozza meg, hogy melyik egység következik a tactical battleban. Kb. olyan lesz mint a Heroes, vagy a King's Bounty csata. Állítólag teljesen megújul a mági, na arra ráfér. Túl sok a jellegtelen spell. Meg remélem az AI nem lesz teljesen hülye.
* Gameplay / Balance * + AI sovereigns take more care about where they are doing their attacking + Added code so that AIBasic is smarter about attacking units in cities + ‘Equipment Cache’ goodie hut now hands out cloth armor, instead of the patchwork armor that should not be in the game anymore + You can no longer train *groups* of Dragons, Catapults, or Giant Demons + New option: Players can choose not to have monsters spawn + New option: Players can disable minor factions + Loot given by monsters increased + Fixed bug where some AI-controlled caravans that had already established trade routes would wander off those routes while delivering their stuff at a city + Fixed a bug where caravan pathfinding through territory owned by anyone other than their owner would still have a penalty, even through caravans can always move freely through any territory + Changed dynasty kids to determine their essence based on the BASE essence of their parents (ignoring equipment, player ability bonuses, etc.) This should keep kids from double-dipping from things like player-wide essence bonuses and keep their max mana at more reasonable levels + fixed several armor and special ability xml issues (that were either pointed out on the forums or that I discovered while fixing others) *********** * Battles * + The starting side in a tactical battle is now chosen randomly. The attacker and the defender have an equal chance to go first. This is a short-term change. In the longer term, we are moving to an initiative system (individual units moving based on their combat speed rather than each side taking a turn together). + Added shorter animations for bow attacks and spell attacks + Fixed a divide by zero error in spell damage. + Fixed some logic to determine whether or not a tactical unit was moving. + Added code to make sure a unit cancels its destination when it skips a turn. + Added some additional checks to skip turn logic in tacatical battles to stop a turn from being skipped in the middle of other actions. + Fix to be sure ranged attacks don't always do max damage in tactical battles. + Fix to experience display for battles, and fixed a bug where auto resolve was only rewarding experience for killing the leader unit. + The AI does not take its first turn immediately after the window loads. This will prevent cases where the AI takes its turn before the window finishes rendering. + Fixed a spell type tag for Quicken (now shows up in Tactical Battles) + Fixed an issue where a single unit might lose its mana after attacking and killing a defending team. + Added the UsableInBattle tag for item types, will help to determine if an item should be displayed during a tactical battle. This defaults to FALSE. + Items in a tactical battle will now properly stack in the UI. ****** * UI * + NEW! City List window which can be brought up via a tab on the kingdom screen - this will list all your current cities, along with vital information about resource, training, and building being done there (ie: it's a city spreadsheet) + New icons hooked up for sovereign talents + Got rid of trailing decimal zeros for the global resource pool tooltips, to clean up the display of resources that are always integers + Fixed bug where the global resources for a player didn't refresh when a city was lost through razing until the next turn + Tweaked the spell info card to get the stats to show up in the grey bar at the bottom of the info card, and to support multiple text entries of varying sizes + Item Shop now shows change in Combat Speed, Defense, and Attack for the highlighted item + Message Box input field now limited to 20 chars + Made auto-select next moveable unit code not select caravans + Fixed City HUDs clipping at the end (now they all get rounded edges) *************************** * Performance / Stability * + Moved clean up code around so that game within a game cleans up better + Fixed mem leak in Trigger Manager, city wall nodes, destination and selection cursors for destroyed objects + Removed code in CTreeGraphic that was causing a leak on Win7-64. + Fixed big leak in DecalGraphicGraphicManager where every decal in the game was leaking on Win7-64bit when starting a new game within a game + Fixed leak in CUnitSceneViewWindow (which is used on lots of screens) + Fixed random crash in kingdom screen with the filling of the Lore Book + Tile Designs now flush out the graphics for their "base graphic" (the one that the graphic instances use to render) once the instances for that base graphic are released + Fixed crash if a spellcaster ever had to cancel more than one enchantment at a time from losing 2 or more available enchantment slots + Fixed memory leak in UnitAnimationHelper that caused unit gfx to leak after the unit was destroyed + Fixed memory leak in TreeGraphic that caused tree batches to leak on game within a game or destruction of the forest object ************* * Bug Fixes * + Fixed bug where mini map would sometimes not update itself after starting a new game from within a game + Hooked up renaming cities and units to use events (for MP) + Fixed cheat flag bug where you could go into the enchants tab for any unit and cancel their enchantments, whether that unit belonged to you or not even when cheat flag was not used. + Fixed bug where destination cursor would disappear if the unit it belonged to was off-screen + Added support for Resource modifier types in unit ability bonus options to be taken into account in what resources a unit always provides, without needing to be stationed in a city + Fixed Bug When reload a game with Wild Shard Improvements, the game now properly relinks them to their resource hoards (fixed issue where destroyed shrines would not regenerate shard resource) + Fixed particle effect render order on main map screen for better visuals + Fixed graphical bug where mounted units in an army did not scale properly + CalculateAbilities now uses champions for ability modifiers (this fixes NPCs that should give bonuses but didn’t, such as ‘Royalty’) + Fixed bug where the NPC AI player would spawn new NPCs based off of the unit types of dynasty kids. This would cause champions wandering around with the same name, and with baby portraits if they hadn't grown up yet. + Attacking cities or lone improvements while in attack cursor mode now works properly in all cases - hooked up the cursor to change to the crossed swords at the right time for cities/improvements when one of your units is selected + Fixed comment in CityLevelUpBonuses.xml that caused malformed xml + Fixed merge error in QuestUnits.xml for Talax + Fixed end tags in CoreCityWalls + Fixed game modifiers and ending tag after Magnar_Staff in CoreSpecialWeapons.xml + Fixed end tag for Thumb in SpecialUnitProps.xml + Fixed comments in UnitSoundPacks.xml + note: thanks to ‘kenata’ and ‘heavenfall’ for helping us hunt down those above XML issues down and pointing us to some cool data checking tools
*********** * Modding *
+ Tile Editor: Fixed bug where large silhouette figure would render in the middle of a tile design when placing pedestrians + Map Editor: when using the creature placement tool, defaults to giving the creature a random wander radius, which can be changed with the tool's third spinner in the bottom left corner - Also changed the wander radius 0 item to say "Don't Wander" instead, does what the default used to do, cause the unit to not even go into auto-patrol mode + Added new data def type, CSpellResourceCost, which can be used in spell def xml to specify resource costs on casting a spell, as well as any persistent maintenance costs if this spell is an enchantment - <PerTurn> tag used in the SpellResourceCost xml object to say whether the cost is deducted at time of casting (Per-Turn is 0), or if it is a continued maintenance cost that exists as long as the spell is in effect through an enchantment (Per-Turn is non-zero) - Note: maintenance resource costs can only be per-turn if the spell is an enchantment; there's no one-time cut to per-turn resource production from an instant, non-enchantment spell - Here's an example of some xml to put in a spell def, making this spell cost 5 metal immediately when cast, and having a maintenance cost of 1 material per turn until the enchantment is cancelled: <SpellResourceCost> <Resource>Metal</Resource> <Amount>5</Amount> </SpellResourceCost> <SpellResourceCost> <Resource>Materials</Resource> <Amount>1</Amount> <PerTurn>1</PerTurn> </SpellResourceCost> + MODs folders now creatured for the user in their My Games/Elemental folder + Fixed Bug: Quests read in from XML (after loading the Data.zip) no longer override QuestDefIDs + Images and models now read in from the Mods/GFX folder properly + Mods are now enabled by default in Prefs.ini + Overlay: Implement tile upload/download
*************** * Multiplayer * + Added code to prefer a random map that supports the max players + Cloud saving/loading enabled + AI opponents enabled + Added handling for if firewall is turned off + Added check for if player is disconnected before starting turn timer when the end turn is requested + Added check to prevent player from going to multiplayer menu if it's still checking for an update
Van egy olyan spell, h átadsz neki az eszenciádból.
Meg tudom tanítani valahogy a többi hõsömnek a mágia használatot?
Jó lett az új rendszer. Kicsit ugyan visszafogtam magam az elején, nem terjeszkedtem, mint az õrült. Hagytam néhány nagyon jó területet a szomszédos AInek, hogy tudjon nõni. Mindenesetre van olyan birodalom, aki egész jól terjeszkedik. Még olyan is, aki techben vagy hadseregben kb. ott jár mint én. Szóval nõtt a kihívás, de még így sem az igazi. De legalább nem kell 40-50 kör elõnyt adni a többieknek, hogy legyen valami kihívás. De néha még mindig kifagy, igaz, ez gépfüggõ.
Kemény, az új gildar maintain (study / archivist), a merchant / money changer food követelmény, a kevesebb resource, és a monsterekbõl esõ gildar csökkentése miatt a kezdõhelyszín mindennél fontosabb lesz. Ha nincs food és gold a közelben, akkor keresni kell, ez viszont idõveszteség a többi frakcióval szemben.
+ LOD optimizations across improvements and tile designs + Continued memory optimization + AI handles its sovereign more intelligently + AI more effective at going after targets of opportunity + AI sovereign is more careful about going into enemy territory + AI has new APIs for determining whether there are targets of opportunity in the area + Balance pass on resource distribution + Base tech cost changed from 4 to 5 + Merchants/Money Changers now require 1 food to construct + Study/Archivist now require 1 gildar per turn to maintain + Gildar deposit now seeded near starting location + Tracker talent cost changed from 15 to 10 + Organized talent cost changed from 10 to 20 + Combat Rating calculation altered in an attempt to be a more accurate gauge of lethalness + Fewer resources spawned per 1000 tiles. + Fewer minor factions spawned. + Added scalars to attack and defence for units who are in home territory or foreign territory, modifiable in ElementalDefs.xml + Territory scalars now work as Empire v Fallen (e.g. Kingdom guy on Fallen territory gets penalty, etc). + Updated formula for gildar given when killing a given unit + Child essence is no longer modified by spawn rating, but is instead a value between 50% and 100% of the more powerful parent's essence. + Updated TerrainTypes.xml to make Forests and Swamps take 2 moves + Changing the “IncreaseMorale” modifier attribute to “AdjustMorale. It’s more clear for the modders. -Revamp of the way offensive spells hit/miss and deal their damage +HIT/MISS is deteremined by an attacker roll (minDamage – maxDamage) and by the defender roll (0-DEF) +Values can now be specified as a MinValue and a MaxValue rather than just a Value (support for constant value spells is still supported) +If a MinValue and a MaxValue is specified, the Value is defined by a rand roll between the two numbers based on the modifiers internal rand roll. +Updated descriptions for all core spellbook spells to show bonus damage from INT and bonus damage from shards in the spell description. +The SpellbookWnd has been updated to properly display the damage range if there is one, and the constant damage if there isn’t one. +All core spells that were using stats to calculate the value but didn’t have a ValueOwner specified have been fixed. +The elemental shards unit stats now default to 0 instead of 1. The calculations in the existing spells have been redone to reflect this. + Fixed BURNING BLADE spell to appropriately increase attack. + Fixed SHIELD OF FIRE spell to appropriately increase defense. + Fixed CRUSH SPIRIT spell to appropriately decrease morale. + Fixed BRAVERY spell to appropriately increase morale. + Fixed DRAIN LIFE spell to appropriately transfer HP from target to caster. + Changed the display code for the main UI bar to round attack and defense rather than truncate. + Hooked up the CTRL+ARROW and SHIFT-ARROW camera rotation and movement hotkeys to tactical. + Added save game descriptions + Fixed bug where dialogs from triggers in the campaign (like moving beyond where you should build a city) would pop up many times when a unit moved into that tile. + Fixed AI bug where it was doing deficit spending and creating units still + Removed the max spell points entry from the affected stats in the level up wnd, since it isn't affected by any unit stats anymore + Fixed bug where non-aggression pact wasn't being checked for when left-clicking on a unit in attack mode + Fixed modifier in Refined_Economics_Amarian_MP to modify A_Gold player ability instead of A_Wealth (which doesn't exist) + Fixed golem animation pack (commented out an animation that was missing and causing t-poses) + Fixed crash when making a mountain in map editor + Fixed trading your spouse (if she was a recruited NPC) in the regular unit trade + Perceived value stuff gets hidden when arranging marriages, instead of showing whatever was selected last + Entries for kids when arranging marriages now use a male and female icon to denote boy and girl, instead of the words in parentheses after the name + Fixed "..." from string overflowing for the divider title when trading or arranging a marriage + Fixed the divider title not ever changing from "And" once the arrange marriage screen was shown + Fixed display of tooltip text and color text on Customize Faction window + Tweaked SetToolTip to calculate the necessary size of the window more accurately, to fix bug where tooltips were sometimes being truncated + Fixed bug where clicking a new destination while the unit was moving would cause the unit to get a free move + You can no longer set a units destination while it is moving + Fixed Refined Housing and Refined Economics techs (and their fallen equivalents) so that they correctly provide the bonus they say they do + When a unit inside a city or an army is selected and asked to cast a spell, that is the unit that is used for spellcasting now, instead of having it just fail (in a city) or try to cast the spell from the leader of the army + Fixed bug where summoning a unit while in a city would cause that unit to be summoned in an army with you within that city (causing weird behavior), now just stations the unit in the city with you + Fixed bug where raise land spell would not work on all land category terrain types, like swamp or rugged terrain. Now, if a land tile is not hills, it raises that land to hills, instead of checking for only some terrain types + Fixed a bug where, in the faction editor, you could select ability bonus options for free by selecting and deselecting them, and then spinning the race spinner, caused by deselection not updating the faction config correctly + Fixed units that finished training on the same turn as an autosave not being there when the autosave was loaded + Fixed players not being able to select their city level up bonuses or tech breakthroughs on loading an autosave if they were earned that turn, by having the local player mark themselves as needing to get user input for these things instead of unhiding the windows to allow the choice right away during CWorld::EndTurn, and not letting the user choose until after the next turn starts and the autosave has been made. If one of thses autosaves is loaded, the local player will be allowed to choose their tech breakthroughs and city bonuses once the map is unhidden. This keeps us from having to delay an autosave and the start of the next turn by waiting for the user to choose their bonuses, instead making that choice part of the start turn logic after the autosave has been made and saving the mark saying the player will get to choose at the start of the next turn. + Fixed treaty turn counts not matching if an autosave was loaded + Based on confusion in the forums, removed ability to automatically unlock a spell in the learning queue if it makes it to the front of the queue when the player has enough research to buy it, so that users rearranging their spell learning queue don't have their spell points silently taken away while shuffling spells around, if they didn't intend to learn that spell next + Now it always takes at least one turn to learn any spell + Fixed bug where tile highlights in tactical battle would disappear after an ALT+TAB + Fixed bug where trees would not look correct in all cases after loading a gamesave. + Fixed an issue that was allowing counter attacks against units with abilities of type DoesNotProvokeCounterattacks. +Fixed an issue that was causing modifiers applied in tactical battles to persist after the battle. - This fixes the bug that causes XP and Gildar rewards after battles to be negatively skewed if the enemy unit combat rating was lowered due to debuffs. +Fixed an issue with skipping turns in tactical battles that would cause a stuck turn if done when the unit being skipped was in motion. - Pressing spacebar now sets a tactical units moves to zero AND cancels their destination.
For those who want to play v1.08 in multiplayer mode, you will need to set Impulse to show Pre-release versions:
image
We designated multiplayer as “beta” because we disabled playing against AI until next week. I had written a lot of AI code this week that is in the single player version but had not been adequately tested for MP. We didn’t want to give players the impression that was considered the feature set in multiplayer as being all that’s coming.
Next week we anticipate releasing v1.09 which will continue to address issues that were not found in the initial release, improve computer AI further and provide it and other new MP features. After that, we will begin focusing on v1.1 which will be the first post-release update that is designed specifically to extending game play.
Anyone who has performance or technical (stability) problems with this build please make sure you you let us know. At this stage, the technical issues that were present at launch should be fully addressed. If this isn’t the case for you, let us know as much as you can about your system as we will personalize our efforts as much as possible.
We are anxious to move forward to begin our traditional policy of extending the game to suit the desires of the gaming community.
Other notes:
1. We have implemented an option for quick moves in tactical battles but it was not checked-in in time for this build. 2. We intend to provide an option for the amount of gildar that will be present in the world (both in terms of loot and the amount of gold that gold deposits provide). We dramatically reduced the amount of loot that monsters provide because it was not intended for players to run their economy "harvesting" wolves and other creatures but rather supplement. We recognize that others enjoy this and will address this as an option in future versions.
Version 1.08 is now available
Known issues:
1. If you are loading a saved game created with a previous version, there may be some anomalous behaviors in tactical battles with direct damage magical spells (we may release an update to address this). 2. Some outlaw adventurers are appearing as if they are recruitable, this is a UI issue that will be addresed in the next update.
Na, az a City Manager már nagyon hiányzik (remélem, lesz olyan okos és áttekinthetõ, mint a GC2-ben volt). 10-12 város után a fene tudja, hogy a random nevûek közül mi mire van specializálva, és ha éppen szintet lép, akkor vajon milyen bónuszt válasszak neki, vagy hogy milyen egységek vannak benne, vagy mi épül éppen. Mondjuk mostanában a településeket "City 01", "City 02", stb. nevekkel szoktam elnevezni (plusz a végén egy betûjelzés, hogy hány "T"ech, "A"rcane, "G"ilden bónusz van rajtuk), így nagyjából fejben tudom tartani, melyik melyik és a sorrend is egybõl tiszta. :)
Ugyanaz a helyzet, mint a szintén Stardock-os Galactic Civilization 2 idején volt: elsõ megjelenésre rengeteg gond volt vele, de most már a Twilight of the Arnor-t elérve *a* legjobb ûr-4X-RTS lett. Az Elemental olyasmi, mint a GC, meg az õsrégi Master of Magic keveréke, csak még egyik fele sem mûködik igazán jól. De jó lesz ez, én is úgy érzem.
Amúgy fél, 1 év múlva télleg jó lehet. Bár én inkább most Torchlight-ozom, ahhoz is van elég sok MOD.
Nem értek egyet az értékeléssel. Minden igaz amit írtak, a bugok a kiegyensúlyozatlanság, és néhány játékelem nem megfelelõen van implementálva. A szavatosságot viszont nagyon lenyomták.
Még ebben a formában is többet játszottam vele mint a legtöbb most divatos és agyon reklámozott szarral összesen. És a szavatosságra garancia, a moddolhatóság ami manapság már nem divat, és inkább dlc-ben kapunk valami apróságot méregdrágán. (pl. más színû ruha meg 1 új auto)
Ez a játék megjelenéstõl kezdve támogatja a modokat és ez alatt az 1 hét alatt is olyan modok jöttek ki hozzá amikért dlc-ben vagyont kéne fizetni más játékoknál.
Lefogadom hogy a stílus szerelmesei fél vagy 1 év múlva ezzel a játékkal fognak eltölteni nem kevés idõt...
Valaki irjon már valami kis véleményt, meg leírást, hogy most mi is ez a játék konkrétan! Sereged van, vagy hõsök kalandoznak ? Mágia , vallás ? Körökreosztott , folyamatos ? Vagy igazábol a véleményetekre is kiváncsi vagyok!
"ki mikor üt elsõnek, ez visszatöltést generál, hisz van aki egy csapással kinyírhat, ellenben ha az én egységem kezdeményez akkor vér nélkül hozzák a sikert."
A megoldas, vegig harcolod mashogy a leirt beallitasokkal. :D
Ha jol emlekszem, neked okozott gondot, hogy a mapon az enemy egysegeket egy utessel a taktikai kepernyo nelkul lepofozta az egyseged vagy vica-vera. Nos, a tac-battle treshold erteket kell csokkenteni az options kepernyon es nem lesz ilyen, mert tobb alkalommal bejon majd a kepernyo, hogy automata vagy kezi csatat szeretnel.
No, tegnap én is lefrissítettem, meg kezdtem egy új játékot egy új Kingdom vezérrel, és úgy egy órát elszórakoztam vele. Az összbenyomás pozitívabb, sokkal simábban fut, mint korábban és az 1.06-os monster spawn jelenség is megszûnt. Nagyobb hibát még nem láttam, bár a monsterek még mindig csak engem támadnak, a szomszédos mezõn álló egyéb frakciók embereit sosem (pedig én kb. kétszer olyan erõs voltam, mint õk, a kis f*ka 1/0 darkling mégis nekem ugrott). Ezt a support fórumon is írták már, szóval nem egyedi dolog. Ami még feltûnt, hogy a pénzem piszok gyorsan elfogy, pedig ugyanazt a taktikát alkalmaztam, mint eddig és négy, minimum 2. szintû település, piac, és karavánok mellett volt már aranybányám is. Ellenben a material készleteim az eget verdesték. Sztem valahol, valami adat/számítás még mindig nem tökéletes...
Nincs! Új install kell, majd az 1.07-es patch és nincs. Az 1.06-ra frissítesz rá, akkor jó, hogy megmarad.
Nem, nincs másik Elemental könyvtár :D De mind1. Örvendetes, hogy ennyire dolgoznak a hibákon, engem csak az az egy idegesít, amikor csata közben "reset-esre" fagy... fúúú az észveszejtõ!
Finomitjak. A honap vegeig az osszes lehetseges bugot kiszeretnek javitani es a kovetkezo ket honapban egy-egy kiegeszitot kiadni hozza. (Oktober 1.1 November 1.2) Legalabbis ezt tervezik, az mas kerdes, hogy mi valosul meg belole.
Azért nézd meg hogy a játék fõkönyvtárán belül nincs e még egy elemental war of magic könyvtár, mert nem kell dátumállítani az új patchel, és ha neked igen akkor lehet hogy nem is a patchelt game-t tolod.
Egyénként 1.07-el már sikerült végigtolnom egy kis mappot és nagyon jó a játék, bár nagyon könnyû is. Sokat kell még rajta finomítani de már most élvezetes.
A játék fõkönyvtárát adtam meg, gondolom oda kellett volna, mert a játék alul kiírja, hogy 1.07es verzió. De mondom, a dátumállítás megoldotta a problémát. Azért köszi :D
Valaki sejti hogy miért ír nálam minden egyes peccsre korrupt hibát? (01, 05,06,07)? Nagyon szeretnék már vele élvezhetõen játszani, és állítólag a 07ben már optimalizálgatták a futását.
Ja, az kedvenc új épületem a nordic-citysethez
Északon bizony meggyûlik a méhészek baja az éhes macikkal.
messzire nem jutottam vele még, késõbb lehet hogy csinál majd csodákat a game arcane knowledge nélkül is, de mindenképp simábban fut na majd holnapután játszok vele, hátha találok valami szép új bugot :)
Már reggel olvastam, hogy egyeseknél nem simán crash-el egyet, hanem úgy befagy, hogy csak power off/on segít. :P Elindult egy 1.07 bug thread is, azért vannak ott még ijesztõ dolgok...
Sokkkkkal simábban fut a játék. Ez az amit azonnal észrevettem. (Meg most nehezebb is, de csak azért, mert a környékemen - 5 város nem közel egymáshoz - csak 2 aranybánya és egy kaja van. De szerintem ez csak véletlen.
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.
*************** * 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."
Majd kiderul, eloszor a DX hibat es a fagyast/belassulast kuszoboljek ki, meg a szarvashibakat, aztan raernek uj bugokat implementalni a jatekba. :D