Elemental Beta 1-Z2 News and Changelog

image Beta 1Z2 is scheduled to be released this week (today or tomorrow). The beta will close to new members tomorrow afternoon.

As I mentioned earlier this week, we are committed to releasing the game when we’re happy with it even if it means we have to delay it repeatedly to do so. 

That said, as you can see with this 1 week of progress, there is also good reason to believe that we will still make the 3rd quarter release (if not, it’ll get pushed to 1Q2011).  I currently do think that we’ll likely make the 3rd quarter release if progress continues at the current rate (especially since the whole graphics engine continues to evolve in tandem which, when switched on, will change the perception of how far along the game is).

What’s new since last Friday:

- Elemental 1Z Update Change Log -

* Unit Movement *

+ Fixed bug that would pick invalid destination tiles when leaving a city+ Added check in CancelDestination to fix offcenter object only if not moving in tile (using temp code set to false)
+ Added function CheckNextTile (moved CMoveCheck and set move cost from MOveToTile
+ If MoveToTile is called when the next tile has already been set to the tile being passed in, it just updates FOW instead of checking the tile and setting the position, so that it can be called after animated moving
+ Changed QuickMove to Move and added code for animated movement if the unit is visible
+ Added function MoveAnimated which contains very similar code to AnimateMoveGfx, which was removed.
+ Added cost callback AutoExploreAStarCostCallback for picking good destinations for auto explore
+ AutoExplore now will go through the rest of the tiles in the sector if the first one is not a good destination
+ Added Move cost parameter to CollisionDetection so that when it's in path check mode, it can affect the move cost based on what is in the tile (your own city tiles cost 0)
+ Fixed bug in CollisionDetection where the code was using m_lNextTileX, m_lNextTileY instead of the tile being passed in
+ Added function HitCheckObjects, made from code that used to be at bottom of CollisionDetection
+ Removed parameter bMoveInstantly from SetPositionTile and related code
+ Added check in FindPath to skip leftover moves if the destination is cancelled because it can't create a path
+ Added checks for m_bWaitingForUserResponse in FIndPath
+ Added call to CalcAStarPathToDest under UpdateDirective so that the unit can move immediately after its directive is updated

* Unit Customization *

+ Can now alter the face and eyes of your Sovereign

+ Added a bunch of IsBodyPart checks alongside checks for clothing and hair so that faces are treated as randomized backup items like hair and clothes already are, and so they don't get cleared when the unit type is cleared
+ FillItemList doesn't make a category for the face equipment slot

+ Fixed crash that occurred if CreateTemporarySceneNode failed
+ Fixed bug where items would use custom textures of other items on a character

+ Fixed some T-poses that would show up for female sovereigns (like female children) because of some doubled animations that caused it to access random animations with out of bounds indices

+ New "EYES" material added.
  - This material animates the eyes so they automatically blink
  - Blinking eyes is disabled on info card
  - Blink constants are defined in CharacterGraphic.cpp

* Event List *
+ new tooltips implemented specifically for the Event list...line up over whichever entry triggered it
   - right clicking on certain events will either select the UNIT or CITY the event refers to (still hooping this up for more events, but it should work for the main ones)
   - started converting all the seperate CReportItem classes to just use the core one...the other classes were proving redundant
   - Hit detection improved in the Event list by setting several editfields to be transparent

* Gameplay *

+ Pioneer can not longer build on top of an existing pioneer improvement

+ Removed retreat code

   - Retreat button is now Cancel button, only available to attacker.  Since you no longer move into the tile when attacking, no retreat code is necessary

+ Custom Unit Quotes and Names being auto-generated, picking from a handful of options
   - currently hardcoded...will be converting to the FlavorText system next

+ Turned autosave on by default
+ Fixed bug where ability bonus options weren't actually being applied to factions in the customize faction screen, which manifested itself by clearing all the checkboxes when the race spinner was updated (because of a UI refresh) and obviously not getting any of the ability bonuses
+ Entries used for showing stationed units and subunits in main UI don't show number if the unit has only one troop
+ AI will now check that the items it is using to design unit types are supported by the model of that unit (no more female faces on men), and will make sure that a face is always chosen
+ Fixed bug where auto-upgrading your housing would cut your population level to whatever it was without any housing, because of capping it in the middle of the upgrade.  I've fixed it for now by making sure no UI updates are called that will try to get these values and force the capping to happen, but I don't think this will always work in case some construction code ever needs to just access a resource amount in the city during that in-between time, so I think I'll add something more robust tomorrow.
+ Changed OnConstructionComplete to be called on completed improvements after they've been added to the correct vectors in the city/player, so that when stats are set to dirty they can be accessed anytime and we know they'll be recalculated to the right value

+ City hubs are now taken into account when calculating battle bonuses for stationed units
+ Unstationing or removing multiple units from an army will leave whatever unit was last selected selected, instead of just selecting the first unit in the list

+ City Hub now offers bonuses to stationed units
+ Forge and Granary now have XML tags for improvement requirements
+ Mine and Apiary internal names changed for consistency
+ Town Hall adjusted to give +2 prestige points instead of a percentage
+ Crystal now uses new Icon

+ Fixed issue with quests that required you to escort a unit back to a city not completing (the quest condition tracker was attempting to get said units by calling CWorld::GetUnitByIndex( ) with the unit’s ID, when it should have been using CWorld::GetUnitByID( )).

* UI *

+ Race Logo appear on the Unit Context window for the currently selected unit

+ City Build List: you may now select non-buildable improvements so you can mouseover their stats easier even though you still can't build them.
+Reworked zoom to cursor to zoom in along the vector pointing to the area on the ground where the mouse is pointing, rather than gravitating toward nearby objects. The camera system will need a bit of a rework to make this a little smoother.

+ Recruited champions now correctly show up in the empire tree after a load.

+  Improvements that require previous improvements now have those requirements implemented.  Example: a forge cannot be built until you build an iron ore mine.

+ tweaks to edge scrolling
+ Selecting a unit from the stationed unit list in a city will show the information for that unit

+ Fixed bug where units under fog would occasionally pop in and fade out

* Restarting a Game*

+ Starting a new game from within a game will now "work". Still some issues to be tracked down.

   - Fixing an issue where game modifiers saved their parents, which could cause an issue with reference holding.
   - The game, when uninitializing itself, will now clean up tactical map graphics, and will now properly call ResetWorld on the world.
   - Added a DestroyWorld function to world that clears data when world is deconstructed (as opposted to simply reset).
   - The world will now delete and reinitialize the event center.
   - The world will now add its listener when it is reset.
   - Added an assert to see if a unit was leaking when the world released it.
   - The loop to create champ NPC units and place them on random tiles will no longer run infinitely, and will assert after 100 runs.

* Misc.*

+ Fixed crash caused by adding patchwork armlets and a shield to the same guy (both used the same attachment pt)

+ Fixed bug where using quickstart with your prefs/faction configs set such that you ended up playing one of the core factions, your units would have all white hair and skin

+ CClothIconManager now tracks which icon sets have had icons added/removed since the last update, removing the need for external code to keep track of “dirty” icons.

* Memory *

+ Restructured CClothIconManager to use std::maps for storing tiles, rather than pre-allocated 2D arrays, resulting in a dramatic reduction of the game’s memory footprint. Previously, the cloth icon manager was pre-allocating data for each tile in the map for every active icon type, regardless of whether or not there was actually an icon at that tile. On the Beta 1Z map, which is 128 by 96 tiles and has 47 different cloth icons on it on the start of turn 1, this system would consume nearly 150 megabytes of memory. By switching the cloth icon manager over to using std::maps and only allocating memory for icons that are currently on the map, we save enormous amounts of memory. If you clear the fog of war at the start of the first turn on the
  Beta 1Z map with this new system, it uses roughly 21 kilobytes to represent all the cloth icons on the map, giving us a reduction of Elemental’s memory footprint of nearly 150 megabytes. On larger maps with a greater number of different icons the memory savings will be even more dramatic.

* Balance *

+ Lots of tweaks to costs and benefits on buildings

* Known issues *

There are some pathfinding issues and mountains aren’t showing up in FOW early.

* Is this build ready for beta 2? *

Will have to play the beta version first. Our internal build is, as you can imagine, nothing like what is in the public beta.

* How will I know if it’s ready for beta 2? *

The goal of this build is stability. If it is stable and doesn’t run out of memory then it’s ready.  If it’s unstable (crashes) or runs out of memory on you then it’s not.

Beta 1 is not about game balance. If you’re enjoying beta 1 then we have failed as beta 1 should not be remotely fun (I’m seriously about this guys because if it starts feeling fun it will create unanticipated inertia towards certain game play elements that we may radically change for beta 3 – ask anyone who’s ever been in a beta before, people get really invested in bad game concepts that they get used to).

Stay tuned!

91,207 views 49 replies
Reply #1 Top

"Beta 1 is not about game balance. If you’re enjoying beta 1 then we have failed as beta 1 should not be remotely fun (I’m seriously about this guys because if it starts feeling fun it will create unanticipated inertia towards certain game play elements that we may radically change for beta 3 – ask anyone who’s ever been in a beta before, people get really invested in bad game concepts that they get used to)."

 

Whats scary is I have never thought of it that way. But that really makes a whole lot of sense.

Reply #2 Top

Yay for progress.

Reply #3 Top

Wow, this is good news. Although I don't mind you guys taking your time, I would love to see Elemental in 3Q 10. I've been following the forum for a long time and you guys really impress me. I made my decision to pre-order last Friday. What I am wondering is if there's still a chance that I can participate in the beta? I've never been in a beta before, but I would like to see how much eye-bleeding and back pain this really causes.

Reply #4 Top

If you’re enjoying beta 1 then we have failed as beta 1 should not be remotely fun (I’m seriously about this guys because if it starts feeling fun it will create unanticipated inertia towards certain game play elements that we may radically change for beta 3 – ask anyone who’s ever been in a beta before, people get really invested in bad game concepts that they get used to).
Thanks much for that explanation.  It makes a lot of sense.

Looking forward to testing this one out.

Reply #5 Top

Hey Frogboy, are we almost at the point where the game is/will be fun?

Reply #6 Top

Nice, let the testing begin! *_*

Reply #7 Top

150 megabytes...:omg:


* Unit Customization *

+ Can now alter the face and eyes of your Sovereign

:O  

Reply #8 Top

Beta 1Z is moving along at a nice little clip but it still has a long way to go. I'm glad Stardock won't be rushing any aspect of the game.

Reply #9 Top

Retreat button is now Cancel button, only available to attacker.

I guess this means we will no longer be able to avoid fights initiated by trolls ...

Reply #10 Top

I made my decision to pre-order last Friday. What I am wondering is if there's still a chance that I can participate in the beta?

The beta will close to new members tomorrow afternoon.

If you have preordered last friday, you should be able to have already access to the beta.

 

Have you opened Impulse and enabled the "show pre-release version" ?

Reply #11 Top

Quoting Peace, reply 10

Have you opened Impulse and enabled the "show pre-release version" ?

Oh really? I thought I missed the beta window. I enabled the "show pre-release" in impulse but didn't see anything. Do I have to do anything in impulse to link my pre-order so that it would show?

Reply #12 Top

"+  Improvements that require previous improvements now have those requirements implemented.  Example: a forge cannot be built until you build an iron ore mine.

Now we are cooking with gas. :thumbsup:

Reply #13 Top

With the cancel button for battles, maybe 'call off attack' would be better.  Sounds more like what you are doing - seeing if an attack is worth it and deciding against.

Reply #14 Top

Quoting knworld, reply 11

Quoting Peace Phoenix, reply 10
Have you opened Impulse and enabled the "show pre-release version" ?
Oh really? I thought I missed the beta window. I enabled the "show pre-release" in impulse but didn't see anything. Do I have to do anything in impulse to link my pre-order so that it would show?

 

did you receive an e-mail from Stardock?   If so it should have told you that you have access to the beta.  If not, send an e-mail to [email protected] and I'm sure they can get it sorted out.

Reply #15 Top

Sovereign customization?

 

Well I suppose it was trivial to do.  I just don't see the point in it.  I'm starting to worry a bit that there are too many minigames in Elemental and wonder how the whole is going to turn out.

 

Oh well, hopefully it's not fun :-"

Reply #16 Top

Looks like the update is available on impulse ....

Reply #17 Top

:rofl:

Good read! OMG THE UPDATES UP! OH YA!

Reply #18 Top

************* Things We're Looking For *********

The team is asking for some help tracking down two annoyances that are in this build....

1. End Turn Button: We're getting reports that the end turn button will (seemingly) hang randomly. This cannot be...we must discover the pattern. The first person to figure out what's wrong gets a virtual pizza.

2. Mountain Icons: Again, a random occurance is that the larger mountain icons will not properly appear as you travel through the world. This makes us sad, and would appreciate some more eyes trying to spot the cause.

Thanks for your help!  Enjoy the build!

Reply #19 Top

Quoting Murteas, reply 14

Quoting knworld, reply 11
Quoting Peace Phoenix, reply 10
Have you opened Impulse and enabled the "show pre-release version" ?
Oh really? I thought I missed the beta window. I enabled the "show pre-release" in impulse but didn't see anything. Do I have to do anything in impulse to link my pre-order so that it would show?
 

did you receive an e-mail from Stardock?   If so it should have told you that you have access to the beta.  If not, send an e-mail to [email protected] and I'm sure they can get it sorted out.

 

I only got a pre-order confirmation email after ordering. I just sent a query to Stardock support. Thanks for help guys!

Reply #20 Top

Beta 1Z2 is scheduled to be released this week (today or tomorrow). The beta will close to new members tomorrow afternoon.

I'm confused about this.  Does this mean that those of us new to the beta from 1Z will have our access revoked, or that people who pre-order after tomorrow will not receive beta access?

Reply #21 Top

or that people who pre-order after tomorrow will not receive beta access?
This :)  I don't think we have an easy system TO revoke beta status, so you're pretty much stuck with us ;)

Reply #22 Top

Quoting BoogieBac, reply 18
************* Things We're Looking For *********

The team is asking for some help tracking down two annoyances that are in this build....

1. End Turn Button: We're getting reports that the end turn button will (seemingly) hang randomly. This cannot be...we must discover the pattern. The first person to figure out what's wrong gets a virtual pizza.

2. Mountain Icons: Again, a random occurance is that the larger mountain icons will not properly appear as you travel through the world. This makes us sad, and would appreciate some more eyes trying to spot the cause.

Thanks for your help!  Enjoy the build!

 

With regards to Number 1, my experience has been that the lock out usually occurs when there is a move error of some sort with my Sovereign. It seems to happen when I try to move my Sovereign to an unacceptable place, or when the path for a move to here command accidentally goes through a square where movement is not allowed. When the Sovereign can't move properly, it seems to freeze the turn, as it were, not allowing it to finish properly. If you are in a position to be able to alter your Sovereign's path, that sometimes will fix it, but that didn't help me a few minutes ago when I last had it when I was doing Damsel in Distress. I had to reload to fix that occurrence.

I hope that helps some.

Reply #23 Top

Quoting D0nal, reply 22



Quoting BoogieBac,
reply 18
************* Things We're Looking For *********

The team is asking for some help tracking down two annoyances that are in this build....

1. End Turn Button: We're getting reports that the end turn button will (seemingly) hang randomly. This cannot be...we must discover the pattern. The first person to figure out what's wrong gets a virtual pizza.

2. Mountain Icons: Again, a random occurance is that the larger mountain icons will not properly appear as you travel through the world. This makes us sad, and would appreciate some more eyes trying to spot the cause.

Thanks for your help!  Enjoy the build!


 

With regards to Number 1, my experience has been that the lock out usually occurs when there is a move error of some sort with my Sovereign. It seems to happen when I try to move my Sovereign to an unacceptable place, or when the path for a move to here command accidentally goes through a square where movement is not allowed.

Confirmed. When my pioneer was blocked by a caravan in 0.299 [the pioneer was trying to move automatically / turn], I couldn't continue to the next turn. I had to give the unit a new destination.

It looks like that caravans aint blocking the units in 0.3 .. Good stuff! :)

Reply #24 Top

You guys sure are powering away there.

On the issue of fun, what about fun we make ourselves? Like names. If I was to hypotheticaly name my city "The Outhouse" and I was to recieve a message that went something like "You lost a unit in The Outhouse", am I having too much fun? :-P 

Reply #25 Top

Quoting Astrobia, reply 24
You guys sure are powering away there.

On the issue of fun, what about fun we make ourselves? Like names. If I was to hypotheticaly name my city "The Outhouse" and I was to recieve a message that went something like "You lost a unit in The Outhouse", am I having too much fun?  

 

LOL.