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Elemental Beta 1-Z2 News and Changelog

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 #26 Top

I haven't been able to play since the update with beta 1z.  Any idea where config files are stored so I can completely delete everything and reinstall?

Reply #27 Top

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.

 

I ran into the grayed out turn button again today still on 0.299. I had ordered a pioneer to move to another side of the city. Units currently will not move through a city.

I started looking around to map to see if there was some way to re-enable the next turn button. I thought of that pioneer. I selected him and then had it move to a location on the side of the city which he was already on.

Boom the turn button re-enabled.

It could be possible that the grayed out turn button is due to path finding getting into a loop or something?

I also had a similar problem with a bunch of NPC's, Ogres and my units trying to move through a choke point.

Reply #28 Top

Trig: In your documents\my games delete the Elemental folder.

Reply #29 Top

I had an issue with the turn button locking, tried to move my Sov. onto the same spot as a NPC I had join me and it lock up, no crash I just exited the game as I was getting hungry and frustrated. I also could not change the resolution from 1024X512 to 1024X1024 Have not tried to mess with it yet to see if it was operator error or the new build though  

Reply #30 Top

You can't change the resolution to 1024x1024. It's not related.

Reply #31 Top

Quoting irongamer, reply 27
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.

 

I ran into the grayed out turn button again today still on 0.299. I had ordered a pioneer to move to another side of the city. Units currently will not move through a city.

I started looking around to map to see if there was some way to re-enable the next turn button. I thought of that pioneer. I selected him and then had it move to a location on the side of the city which he was already on.

Boom the turn button re-enabled.

It could be possible that the grayed out turn button is due to path finding getting into a loop or something?

I also had a similar problem with a bunch of NPC's, Ogres and my units trying to move through a choke point.

 

I've noticed the same issue. Any time my turn button grayed out and the whole game did NOT freeze entirely, I just had to find a character that was stuck while moving and move it manually. Game proceeded as normal at that point. Occasionally, the button would get grayed out and the whole game would stop responding, but that is obviously a different issue.

Reply #32 Top

Also, should point out that I am getting an error trying to update Impulse so I can get the new Elemental update. It says, "There was an error while updating Impulse."

 

-- [4/15/2010 8:51:44 PM] ----------------------------------------------------
Context:    UpdateApplicationFileList: impulse, impulse_main,PublicProduction
Message:    Server problem or connection issue
Build #:    1936
Exception:    The remote server returned an error: (404) Not Found.
Stack Trace:
   at System.Net.HttpWebRequest.GetResponse()
   at Stardock.Central.Common.HttpWebRequestHelper.GetResponseStream(WebRequest request, Boolean GZipEnabled)
   at a0.c(UpdateParams A_0)



-- [4/15/2010 8:51:44 PM] ----------------------------------------------------
Context:    Impulse (Main)
Message:    Error retrieving data
Build #:    1936



-- [4/15/2010 8:51:44 PM] ----------------------------------------------------
Context:    General
Message:    Impulse: Error with MainAppDownloader: Error retrieving data
Build #:    1936



-- [4/15/2010 8:51:44 PM] ----------------------------------------------------
Context:    Problem starting download...
Message:    Error retrieving data
Build #:    1936



-- [4/15/2010 8:51:44 PM] ----------------------------------------------------
Context:    BeginDownload - impulse_main/impulse Production 3.27.535
Message:    Bad XML: File list not available
Build #:    1936



-- [4/15/2010 8:59:02 PM] ----------------------------------------------------
Context:    Elemental: War of Magic
Message:    Impulse update required
Build #:    1936



-- [4/15/2010 8:59:09 PM] ----------------------------------------------------
Context:    Impulse: WebService: ValidateAccount
Message:    (Result: 0 - Success)
Build #:    1936



-- [4/15/2010 8:59:10 PM] ----------------------------------------------------
Context:    Updating ApplicationList XML: wc
Message:    Updated network xml did not have expected revision (retrieved 88 / expected 89)
Build #:    1936



-- [4/15/2010 8:59:14 PM] ----------------------------------------------------
Context:    UpdateApplicationFileList: impulse, impulse_main,PublicProduction
Message:    Server problem or connection issue
Build #:    1936
Exception:    The remote server returned an error: (404) Not Found.
Stack Trace:
   at System.Net.HttpWebRequest.GetResponse()
   at Stardock.Central.Common.HttpWebRequestHelper.GetResponseStream(WebRequest request, Boolean GZipEnabled)
   at a0.c(UpdateParams A_0)



-- [4/15/2010 8:59:14 PM] ----------------------------------------------------
Context:    UpdateApplicationFileList: impulse, impulse_main,PublicProduction
Message:    Server problem or connection issue
Build #:    1936
Exception:    The remote server returned an error: (404) Not Found.
Stack Trace:
   at System.Net.HttpWebRequest.GetResponse()
   at Stardock.Central.Common.HttpWebRequestHelper.GetResponseStream(WebRequest request, Boolean GZipEnabled)
   at a0.c(UpdateParams A_0)



-- [4/15/2010 8:59:15 PM] ----------------------------------------------------
Context:    UpdateApplicationFileList: impulse, impulse_main,PublicProduction
Message:    Server problem or connection issue
Build #:    1936
Exception:    The remote server returned an error: (404) Not Found.
Stack Trace:
   at System.Net.HttpWebRequest.GetResponse()
   at Stardock.Central.Common.HttpWebRequestHelper.GetResponseStream(WebRequest request, Boolean GZipEnabled)
   at a0.c(UpdateParams A_0)



-- [4/15/2010 8:59:15 PM] ----------------------------------------------------
Context:    Impulse (Main)
Message:    Error retrieving data
Build #:    1936



-- [4/15/2010 8:59:15 PM] ----------------------------------------------------
Context:    General
Message:    Impulse: Error with MainAppDownloader: Error retrieving data
Build #:    1936



-- [4/15/2010 8:59:15 PM] ----------------------------------------------------
Context:    Problem starting download...
Message:    Error retrieving data
Build #:    1936



-- [4/15/2010 8:59:15 PM] ----------------------------------------------------
Context:    BeginDownload - impulse_main/impulse Production 3.27.535
Message:    Bad XML: File list not available
Build #:    1936

Reply #33 Top

Now I get no information on any of the buttons in the game.  not sure what is causing that going to try uninstall and reinstall and see if that fixes it!

Reply #34 Top

Much better stability this build for me.

Reply #35 Top

You know what would be cool Brad?  If at the end some of the beta testers got a chance to contribute to a post mortem and talk a bit about what they learned about the development cycle and especially this development cycle.  It would be very enlightening to see both yours and the layman's impression of it.

(just the inner teacher in me coming out)

Reply #36 Top

The two things I've noticed hanging on End Turn are:

- If a Sovereign has a move order queued for the next turn, and does not execute it, and you end turn it was supposed to move on, it will hang. I've had what appears to be this happen at least 4 times.

 

- Ending turns too quickly. I don't know if there's something I'm not noticing when this one happens. It's usually in rapid succession, and hasn't happened since things stopped taking 70+ turns to build. (I can 'play' at a normal pace now.)

 

Either time, it actually hard-locks the computer, forcing me to restart via the power button.

Reply #37 Top

* 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!

So, regarding the Bolded, Italicized, Underlined portion...

How do we tell if it's losing/has run out of memory?  Would this be the point in the game where it either crashes or hangs up?

 

Edit:  Oh, how rude of me.  Keep up the good job guys!

Reply #38 Top

Still no info on the buttons after reinstall, this is really not fun! At least I know what buttons to hit!

Reply #39 Top

BoogieBac

************* 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!

I've so far noticed two other repies with similar conclusion: The Pioneer has to be the "victim" of this end turn button hang - bug. This happend once to me. My pioneer was on "auto explore". And all over a sudden he got stuck... Or the end turn button was grayed out.. I tried to figure out what it could be. And i re-directed my pioneer to another spot and "boom", the end-turn button was activated again! =)

Just was playing beta 1Z2 and man, nice improovements. But it stilled had a memmory leak and it crashed.. Sorry Stardock, i will have to vote for a beta 1Z3. But i really like the way this is going :) Good job guys!!!

 

Reply #41 Top

I understand now why the beta releases are not supposed to be fun. However, every new release was exciting so far and I had fun exploring the feature changes and bug fixes. It's a bit like watching a construction project or an anthill. You look away for a while and suddenly there is new stuff.

Reply #42 Top

Build 1Z2 following things to report.

1) If two units beside each other are each directed to stack with the other they will swap spaces many times and never actually stack. If only one unit is directed to stack with the stationary unit there is no problem.

2) When multiple units (one at a time) are directed out of a city they all occupy the same space but will not stack. Even when directed to reform in an adjacent space various units of the unstacked hoard will not stack on the adjacent space. It can take several turns and sometimes one unit per unit to restack the formation.

3) Enemies can sit on a player city and do any of the following things:

a) sit on it but not take it (even when empty)

b sit on it and not fight units in the city

c) walk right over units in the city that should prevent such movement.

d) hang up while trying to move through a player controlled city (clicking on the city resolves the hang up). In fact clicking on each city or unit with a hang up seems to resolve the hang up.

4) Player units and NPC units can occupy the same tile and not engage in combat, this happens most frequently when adjacent to a city. A summoned unit can occupy the same tile as an enemy and not engage in combat, this can persist for several turns.

5) Units from quests (when unstacked) and when exiting a city occasionally vanish. Sometimes they are still on the empire tree, sometimes not.

6) The rescued damsel avatar had no face which was disturbing, after marriage her face appeared.

7) I experienced 2 complete lock ups which were recoverable by restarting the game and reloading a save, however, the auto save of the crash would not load and would lock up the computer again. In both instances the lock up was related to giving a player controlled unit a long overland marching order (that involved going through a city at some point along the route). At several other times a recoverable lock up would occur; the unit with the issue was given a different movement order which cleared the lock up.

Additional observations:

1) Very late game (turn 480+) I could finally mine crystals. I have no idea what combination of techs allowed this to happen but had maxed out the magic tree, and was near the end of the civics tree and had many of the combat techs.

2) As the number of merchant caravans increases so does the amount of time it takes for a turn to resolve. With more than 5 or 6 roads the lag becomes noticable and then gets much worse as additioanal roads are built. The 1Z2 map is small this will be a huge issue on a bigger map.

3) Player controlled NPC's now level! :sun: However, there is still no swapping of treasure between the sov and his hirelings. Additionally, the end unit in a stack still seems to be the damage sponge which makes the ability to swap the order of the stack very important (Which can now only be done by unstacking the stack and reassemblying it often with mixed results).

4) Noticed the blue half circular bar to the left of the character icon lower center of the status bar. It seems to indicate how much mana the sov has (as it drops when spell casting) but there is no quantitative measurement of this that I can find and it is clearly not connected to the huge mana bar in red to the left of that. What is the relationship? The sovs spouse also has this curved blue bar as did one of the NPC's when I have him 2 points of Essence after a level up. What is the relationship to all the UI stuff, 'cause it ain't obvious.

5) NPC trained units can have more than 10 health, PC trained units seem locked at 10. Are the veteran, expert, elite, etc techs turned on? Nice to see the magic sword removed.

Good progress, but it is not ready for Beta 2.

Darvroth

Reply #43 Top

First things first.

I'm really sorry to say that, Frogboy, but the game is already FUN... (believe me, I played Dominions 3 and other games without graphics and I have to say, elemental is a world of Fun)

I really wish to see it done right, I really don't care if I have to wait until 2020 (supposed that I'm still alive by that time...)

Until now, Elemental is the promise of the Best Game I ever played, and I am looking forward to see it in his full glory (and to be able to finish a match, at least in beta 1Z1 I could... Truth be told, I always lost, but I will persevere)

I'm stuck with the "finish turn button" issue, but I don't care, I know that you guys (Developers) will find a way to fix it and in doing so will relieve us testers of a lot of pain (I don't know about the others, but I have to reload after 5 or 6 turns because of the "finish turn button" issue, and believe me, I will continue to reload no matter how many times I need to do so...)

I agree with all people that say: We are not ready for Beta 2, lets continue the improvements and Bug Fixes until the game is stable enough so people can play straight forward without the need to reload (or even restart, reboot and so on...)

This said, I have to say that Beta 1Z2 is more Stable in comparison to 1Z1 (minus CTDs and no Reboots till now...), the problem with the movement within cities seens to be solved (still testing, but until now, a real improvement)

Keep up the good work!!!

Ps: This is my first post, I really wish that you guys forgive my bad english.

Reply #44 Top

God this makes me wish Stardock made a deal with Toady and they worked on Dwarf Fortress together for ten years....the possibilities...sigh.

Reply #45 Top

Until now, Elemental is the promise of the Best Game I ever played, and I am looking forward to see it in his full glory

I totally agree with you!

I agree with all people that say: We are not ready for Beta 2, lets continue the improvements and Bug Fixes until the game is stable enough so people can play straight forward without the need to reload (or even restart, reboot and so on...

I totally agree with you!

Ps: This is my first post, I really wish that you guys forgive my bad english.

No worries dude, your english isn't bad, so u don't have to apologize for that.

Reply #46 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!

On item 2, I believe it is related to fog of war.  I don't know why it happens but here is a save game that demonstrates the problem.  When you load, find the pioneer.  He is on a gold deposit to the SW of the town.  If you move him up or right, the large mountain icon will appear.  But if you keep moving him to the NE, past the town, the large mountain icons will dissappear again.

http://dl.dropbox.com/u/5203735/AutoSave%20-%20Copy.zip

This was from v0.3.

Reply #47 Top

I'm not so sure the end turn button problem is a result of movement - or at least always the result of movement.  In this autosave game, when I can successfully load it without Elemental hanging on the "Creating world" screen (about half the time), the only unit I have outside my towns is my sovereign.  If I leave him where he is and don't move him, but hit the spacebar 3 times, the end turn button gets grayed out. 

In this case it might have something to do with the fact that I had a city that had reached 500 population, all the houses disappeared, and the population dropped to 220.  (Problem reported here).  On the 3rd press of the spacebar in the saved game, this town reaches 250 population.  In this thread I reported on the original end turn button problem I ran into with this game, where the problem happened when the city first hit 500 population (before I had to quit and then reload the saved game).

BTW, the saved game is from version 0.30.

Reply #48 Top

0.3 is very unstable with four NPC nations. Not sure of the exact cause but I reloaded many times just before a crash event and the only two variables I could consistently re cause the crash with were an enemy declaration of war (which is stable with 2 or fewer NPC nations) and movement of my sov and the Gil sov in close proximity of a PC town. I can only speculate that something in the path algorithm near or through a city has a bug.

Darvroth

Reply #49 Top

About 2,

I had the problem with Mountains not showing last night. I thought I had a screen print but ended up not after, coincidentally, the game crashed. Loading the save, the mountains now appear.

Links to the save, etc are in the following post:

https://forums.elementalgame.com/380676

the "Seeker" is standing directly next to the mountains that were invisible(he couldn't move there)  I think it may have been that way the entire game and I hadn't noticed until I tried to walk there.

I believe this may have happened to me in previous builds as well but I didn't recognize it for what it was... I just couldn't walk somewhere and didn't understand why.

tom 

 

p.s  I dont know if it's relevant but, I had alt-tabbed out to write this originally; upon reopening the game, all mountains were gone. Adding the debug file here:

http://dl.dropbox.com/u/6255979/debug_no%20mountains.err