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Re: Elemental: War of Magic

Publicado: 03 Sep 2010, 23:16
por Boores
Elemental - War of Magic
------------------------

Welcome to the world of Elemental!

Nuevo parche para este super juego. Mira que me absorve tiempo. Me parece divertidísimo.


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----------- Elemental v1.07 Change Log -----------
---------------------------------------------------

***************
* 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.

Re: Elemental: War of Magic

Publicado: 04 Sep 2010, 01:13
por Viajero
Alguna novedad del multiplayer?

Re: Elemental: War of Magic

Publicado: 04 Sep 2010, 01:37
por Nihil
Brad Wardell el responsable del niño pide disculpas por lo que han sacado, lo recomendable es esperar, esoty seguro de que el juego será una maravilla pero hay que esperar:


(I’m up north on vacation typing on an extremely slow connection so bear with me)

I don’t think people yet fully realize the completeness of Stardock’s fail on Elementa’s launch.

I’m going to write more about this but not only did we think v1.05 was ready for everyone but we felt v1.0 was too. That’s the level of disconnect/poor judgment on our part we’re talking about.

If the game had come out in February, it would still have been a disastrous launch because lack of time wasn’t the issue. It was blindness, sheer blindness. We felt the game was finished. And I speak of v1.0, not v1.05. Blindness.

There will be massive consequences for Stardock’s game studio. I’ll be talking more about this when I get back. But the game wasn’t released early. The game was released poorly. Head in the sand syndrome imo. I’ve read the reviews as much as possible given my hideous internet access up here and I agree with them. We just didn’t see what they were talking about. We thought any complaints would be about polish points or something.

The point is, the issue here is far far worse than many of you think it is. I wish it was an issue of the game being released too early. That’s an easy thing for a company to “fix”. Elemental’s launch is the result of catastrophic poor judgment on my part.

EVERY competent software developer knows that the programmer must never be the one deciding whether the program is done. Yet, my love of Elemental broke my self discipline and I began coding on the game itself in vast amounts and lost any sense of objectivity on where the game’s state was. I normally only program the AI on our games so I can keep a level of distance from the game itself to determine whether it’s “Ready”. On Elemental, I was in love with the world and the game and lost my impartiality.

We’ll do better.

Re: Elemental: War of Magic

Publicado: 04 Sep 2010, 10:10
por Duncan Ferguson
Brad Wardell escribió:(I’m up north on vacation typing on an extremely slow connection so bear with me)

I don’t think people yet fully realize the completeness of Stardock’s fail on Elementa’s launch.

I’m going to write more about this but not only did we think v1.05 was ready for everyone but we felt v1.0 was too. That’s the level of disconnect/poor judgment on our part we’re talking about.

If the game had come out in February, it would still have been a disastrous launch because lack of time wasn’t the issue. It was blindness, sheer blindness. We felt the game was finished. And I speak of v1.0, not v1.05. Blindness.

There will be massive consequences for Stardock’s game studio. I’ll be talking more about this when I get back. But the game wasn’t released early. The game was released poorly. Head in the sand syndrome imo. I’ve read the reviews as much as possible given my hideous internet access up here and I agree with them. We just didn’t see what they were talking about. We thought any complaints would be about polish points or something.

The point is, the issue here is far far worse than many of you think it is. I wish it was an issue of the game being released too early. That’s an easy thing for a company to “fix”. Elemental’s launch is the result of catastrophic poor judgment on my part.

EVERY competent software developer knows that the programmer must never be the one deciding whether the program is done. Yet, my love of Elemental broke my self discipline and I began coding on the game itself in vast amounts and lost any sense of objectivity on where the game’s state was. I normally only program the AI on our games so I can keep a level of distance from the game itself to determine whether it’s “Ready”. On Elemental, I was in love with the world and the game and lost my impartiality.

We’ll do better.
Esto es un documento demoledor :nervios:

Re: Elemental: War of Magic

Publicado: 04 Sep 2010, 12:26
por Boores
Pues a mí tal cual está,me parece mejor que muchos juegos que están en el mercado. En fin, cada cual a lo suyo :D

Re: Elemental: War of Magic

Publicado: 06 Sep 2010, 12:51
por koningtiger
Es algo que no había leido nunca y que deberían haber hecho muchos en el pasado, olé por el tal Brad.

Re: Elemental: War of Magic

Publicado: 06 Sep 2010, 15:18
por Viajero
Nihil escribió:Brad Wardell el responsable del niño pide disculpas por lo que han sacado, lo recomendable es esperar, esoty seguro de que el juego será una maravilla pero hay que esperar:


(I’m up north on vacation typing on an extremely slow connection so bear with me)

I don’t think people yet fully realize the completeness of Stardock’s fail on Elementa’s launch.

I’m going to write more about this but not only did we think v1.05 was ready for everyone but we felt v1.0 was too. That’s the level of disconnect/poor judgment on our part we’re talking about.

If the game had come out in February, it would still have been a disastrous launch because lack of time wasn’t the issue. It was blindness, sheer blindness. We felt the game was finished. And I speak of v1.0, not v1.05. Blindness.

There will be massive consequences for Stardock’s game studio. I’ll be talking more about this when I get back. But the game wasn’t released early. The game was released poorly. Head in the sand syndrome imo. I’ve read the reviews as much as possible given my hideous internet access up here and I agree with them. We just didn’t see what they were talking about. We thought any complaints would be about polish points or something.

The point is, the issue here is far far worse than many of you think it is. I wish it was an issue of the game being released too early. That’s an easy thing for a company to “fix”. Elemental’s launch is the result of catastrophic poor judgment on my part.

EVERY competent software developer knows that the programmer must never be the one deciding whether the program is done. Yet, my love of Elemental broke my self discipline and I began coding on the game itself in vast amounts and lost any sense of objectivity on where the game’s state was. I normally only program the AI on our games so I can keep a level of distance from the game itself to determine whether it’s “Ready”. On Elemental, I was in love with the world and the game and lost my impartiality.

We’ll do better.
Wow... linky plis?

Re: Elemental: War of Magic

Publicado: 06 Sep 2010, 16:21
por Nihil

Re: Elemental: War of Magic

Publicado: 08 Sep 2010, 16:54
por Haplo_Patryn

Re: Elemental: War of Magic

Publicado: 08 Sep 2010, 17:56
por Quattro
Viajero escribió:Alguna novedad del multiplayer?
El multiplayer se va a activar con el parche 1.08 que saldrá esta semana.

Por cierto, estoy de acuerdo con Boores en que el juego, ahora mismo, y con todos su fallos, que son muchos (el combate táctico especialmente es un poco desastre) es mucho mejor que muchos juegos que reciben nueves de los críticos simplemente por venir de según qué compañía y llevar según qué beneficios en concepto de publicidad detrás. Eso no quita que el juego necesite mucho trabajo, ya están en ello, y son Stardock, así que estarán en ello lo que haga falta, años si es necesario como con GalCivII, hasta tener el juego que querían hacer. Y los modders ayudan, ya ha salido algún mod bueno, y eso que acaban de empezar.

Y de paso a los que nos dejemos el dinero antes del parche 1.3 nos regalan la primera expansión cuando salga :mrgreen:

Re: Elemental: War of Magic

Publicado: 08 Sep 2010, 18:20
por Donegal
A mi me gusta el juego, consigue ese efecto de "un turno más" aunque quedan cosas por pulir

Re: Elemental: War of Magic

Publicado: 09 Sep 2010, 15:03
por censor
La propia Stardock se dedicó durante años a endiosar el juego. Los aficionados, como yo mismo, se lo creyeron. Creo que por eso el mazazo ha sido tan grande.

Re: Elemental: War of Magic

Publicado: 10 Sep 2010, 18:16
por Nukle
censor escribió:La propia Stardock se dedicó durante años a endiosar el juego. Los aficionados, como yo mismo, se lo creyeron. Creo que por eso el mazazo ha sido tan grande.
Joder es que veías las screens, los personajes, el diseño... Y se te hacía la boca agua. La screen del dragón es increíble.

Re: Elemental: War of Magic

Publicado: 11 Sep 2010, 01:36
por censor
Hoy me ha llegado el juego por correo... por duplicado (?!). Sí que están perdidos los de Stardock.

Re: Elemental: War of Magic

Publicado: 11 Sep 2010, 03:02
por Viajero
censor escribió:Hoy me ha llegado el juego por correo... por duplicado (?!). Sí que están perdidos los de Stardock.
Pásamelo! :mrgreen: