Elemental Beta 1-Z3 Changelog

The third pass of the conclusion of Beta 1 is going up today.

Here’s what’s new from last Thursday:

* Item Swapping *

Overview: You can now swap items between units by opening the ITEMS tab for a selected unit and dragging/dropping the item icon to either a unit on the map, a medallion on the empire tree, or a medallion in the army/stationed units context list.

+ Added ability to drag (non-equipped) items out of a unit's item context list and drop them either on a unit on the map, on a unit entry in the main game wnd (the list that shows up to display subunits or stationed units), or on a unit entry in the empire tree
+ If you drag an entry for an item type that you have more than 1 of, it will just trade one of them for now, maybe it will ask how many to trade later if we make a message box for it
+ Fixed bug where you could unstation units using right-click on a tile inside of the city, causing them to either sit there stupidly or restation themselves
+ Fixed bug where, when ejecting multiple units from a city at once, they wouldn't join together into an army at their destination tile and would just stack
+ Made it so that unstationing units will select them again after they've been unstationed, so that you can control them without having to click them again
+ Added basic spellbook to the basic sovereign unit types, so custom sovereigns will start with the basic spellbook
+ Items that aren't available in the create sovereign screen aren't automatically restricted from the unit design screen anymore

* Data Loading from Saved Games *

Overview: All game data (stuff normally read in from XML) will now save out to the saved game file. This meens you can now reliably send saved games around without needing to send any custom units/factions/etc. It'll all save out then load back in right from the ELESAV file.

+ fixed a bug that was causing a byte offset.  In LoadPropModelTypes(), changed a pGameSave->AddElement() call to be a pGameSave->GetElement() call instead. In this case, it was messing with the ability to load a fullmode gamesave

+ removed the "if ( !IsBasicMode() )" calls so that a fullmode gamesave can be used in basicmode and vise versa

+ added member variable TString m_strNPCRecruitmentText, initialized in ctr, copied in copy ctr, cleared in Clear(), added to save/load code.
+ added member functions Get/SetNPCRecruitmentText()
+ updated AddStat() to call SetNPCRecruitmentText() when it finds tag <NPCRecruitmentText>

+ in StampTile struct, moved function bodies from .h to .cpp, since they have long bodies and I needed to add more functions with bodies too.
+ In StampTile struct, added function SetTileInfoParent() so I could call it from CMapStamp
+ In StampTile struct, added function SetStampTileInfoParent() so I could call it from CMapStamp
+ In CMapStamp::Load(), for each StampTile it loads, it now calls SetTileInfoParent(this) and SetStampTileInfoParent(this)

* Bug Fixes *

+ Fixed crash where pUnit was not being checked to see if it was valid (world.cpp)

+ Changed code that called m_PathTiles.clear(); to call ClearPath, to fix stuck turn bug

+ Fixed bug where mountain gfx would not always show up when moving around the map or loading a saved game

+ Fixed startup crash on computeres with NVidia 8800 running Windows 7 with multiple monitors

+ Fixed bug where mountain icons and gfx did not appear in exposed FOW areas after loading a saved game.

+ Fixed T-pose characters caused by changes to make animation multi-threaded

+ Fixed crash when creating a new faction and pressing the appearance tab caused by the new faction not having a valid sovereign unit type set yet, instead using a hardcoded unit type that doesn't exist anymore

+ Fixed city improvement stats disappearing after one click and the Demolish button becoming unusable after clicking on a non-buildable improvement.

+ Fixed bug where unit quality types (veteran, elite, etc.) would apply correctly in the train unit wnd but wouldn't make it to the actual created unit, making them use the normal quality
+ Fixed bug where unit battle rank calculation was getting the troop count from the wrong place, causing the battle rank to not be multiplied by the troop count

+ CalcBattleRank now calls GetTroopNum on unit passed in, instead of asking the unit formation for the troop num

+ Fixed extra release of guardian units when intersecting a goodie hut, would eventually delete them and cause a crash

+  Fixed two problems with the new citybuilding code - icons weren't getting shaded right because they were getting the wrong alpha set, and the player could build improvements they shouldn't have been able to because the improvement selection wasn't getting cleared when the improvement was no longer available.

+ In OnClickTab, fixed various city context cases to use the m_pContextSelection to get the city to display info for instead of GetFirstSelectedLocalPlayerCity, this makes it more consistent with how the rest of the screen behaves and also fixes a bug where city contexts sometimes wouldn't fill up even when selected

+ Fixed bug where selecting a city from the empire tree and clicking one of the other context tabs wouldn't bring up the context, because OnClickTab wasn't using the current context to fill the info but the first selected city, which hadn't been set yet

+ fixed bug where some auto-quotes were being set as the DisplayName of a unit type

+ City Balance Pass 1.0

·         Outposts (1)

o   Get 12 buildable tiles

o   Require 40 population to level up

o   No Defense bonus

o   Can only build 1 of a standard improvement

·         Villages (2)

o   Get 20 buildable tiles (+2 additional game tiles)

o   Requires 150 population to level up

o   50% HP bonus to defending units

o   Can build 2 of a standard improvement

o   Required for

§  Arcane Labratory

·         Town (3)

o   Get 28 buildable tiles (+2 additional game tiles)

o   Can build on tiles that are not adjacent to an improved tile

o   Requires 400 population to level up

o   100% HP bonus to defending units

o   Can build 3 of a standard improvement

o   Required for

§  Town Hall

§  Town Council

§  Theater

§  Library

§  Houses

·         City (4)

o   Get 36 buildable tiles (+2 additional game tiles)

o   Can build on tiles that are not adjacent to an improved tile

o   Requires 750 population to level up

o   150% HP bonus

o   Can build 4 of a standard improvement

o   Required for

§  Tower of Sorcery

§  Conclave

§  Arcane Academy

§  Academy

·         Metropolis (5)

o   Get 52 buildable tiles (+4 additional game tiles)

o   Can build on tiles that are not adjacent to an improved tile

o   200% HP bonus

o   Can build 4 of a standard Improvement

o   Can build 5 of a standard improvement

o   Required for

§  Universities (10 research per turn)

* Gameplay / Data *

+ Warehouses now provide 20% build time reduction
+ Town Halls now require the settlement to be at least a “town”
+ Town Council requires settlement to be at least a town
+ Tower of Sorcery provides a 25% boost to spell research in target town
+ Temple Added to initial start.
+ Library requires a town
+ Houses now require a town
+ Conclaves require a city and now provide a 50% boost to research
+ Arcane Labs require Villages and cost 100
+ Arcane Academies require Cities, provide 5 spell points.
+ Huts now hold 32 population (instead of 30)
+ Houses now hold 64 population (instead of 50)
+ Villas now hold 72 population (instead of 60)

+ Mana regen rate gets a bonus of Wisdom/10 per turn

+ Added Female Sovereign Idles
+ Female Sovereigns now use proper Idle
+ Renamed Gold to Gildar in various in game strings
+ Added/updated Animations/Meshes

+ New Medallion PNG's added to repository
+ New Hero, Champion, and Titan Technologies
+ Created New Improvements: Bazaar, Emporium, Magistrates Office
+ Quests also now refer to Gold is Gildars
+ Added MainIdle Variation 3 to the Sovereign Idle Animation pack so that it is the most likely to be randomly selected
+ New Main Ingame Idle Variation 2 and DefaultPose9

+ Created new Sovereign Equipment
+ Sovereign Equipment HKB files added to repository
+ New Sovereign Skins added to repository and XML file
+ New Sovereigns created
+ Trolls are now significantly less powerful

+ Wondering Heroes must be within a player borders before they can be recruited

+ Event List: Report Item when a unit levels up
+ Event List: Hide numbers when a category is rolled down 
+ Added a shading effect to the empire tree. Units that have no remaining moves, and cities that have something in their build queue, are shaded darker.
+ Fixed an issue with the show/hide buttons on the parent empire tree nodes.
+ Tweaked the hit detection on the show/hide buttons in the empire tree.

+ If a unit attacks an undefended city, it now stations itself in the city after the city ownership is transferred
- This is to be consistent with when you attack a city with units in it, you are stationed in the city after taking it

+ Completely removed city actions for road building.

* Engine Fixes/Tweaks *
+ Fixed bug where changing the "cloth map only" option did not update the unit graphics animation
+ Tweaked the height at which the unit shadows are rendered in standard mode
+ Fixed bug where transparent objects added to character's head did not render properly with the face
+ Fixed compile error where TacticalUnit did not compile under ElementalServer
+ Added in new cliff end piece models.

+ Cleaned up the terrain transitions between cliff and beach tiles.

+ CResourceTypes can now have a preferred terrain type assigned to them, just like CGoodieHutType. When resources are randomly placed on the map, it will look for a resource specifically made to work with that terrain type. If one cannot be found, it randomly selects one using the same algorithm as before.

+enabled the multi-threaded animation
+ Pewter pieces now always update their animation (so they don't get stuck in wierd poses or t-poses)
+ Portrait generator disables multi-threaded animation for the nodes it uses so they update at the correct time
+ Fixed bug where GetSuccessionOrderStringFromNumber returned 11st, 12nd, 13rd  instead of 11th, 12th, and 13th

+ Added support in GameLoop for processing jobs in the animation core

+ Rewrote code for moving within a tile to support new movement system
- Added new SetDestinationWithinTile and HasDestinationWithinTile functions to handle it
- Moving within a tile only rotates the main character now (the other characters no longer rotate to face you)
- The main character returns to his original position before moving on to the next tile
- Added code to allow moving within a tile when you have no moves left

+ Zoom to cursor no longer causes the distance fog to activate on units
+ Zoom to cursor now properly updates the LOD zoom levels for units

+ Fixed the inertial problems with zoom to cursor. It should now work as intended.

+ Fixed an issue with the cloth icons not updating properly after an alt-tab.

133,005 views 73 replies
Reply #1 Top

Wondering Heroes

o_O  

Oh, yay beta build!:grin:

Reply #2 Top

Yay for gameplay! :)

Will be happy to test further now ;) .... although I must hold restraint, Im currently drawing a Club Charter and Constitution, as well as all the regular work x.X ... Modern Art Test tomorrow.

Reply #3 Top

It should be noted that the 'Escort' quests currently cannot be completed...it's a known issue, and being fixed as we speak, but the section of the code that needed fixed was buried in a bunch of new beta2 code, which we didn't want to check in incase that code broke something in 1Z.

Anyways, enjoy the new build!!! :D

Reply #4 Top

This beta build instantly crashes to the desktop when attempting to play the default game settings...  system reboot is no help and even tried turning off advanced lighting.

Reply #5 Top

Debug.err please?

Reply #6 Top

Hate to be the one who points it out, but in your desciption of the metropolis it says

  • Can build 4 of a standard Improvement
  • Can build 5 of a standard improvement

minor point but kinda funny hehe

But beyond that WoW alot of good changes and fixes :thumbsup:

Reply #7 Top

Can I safely turn on full screen mode with a Geforce 8800 GT now? All in all sounds good, I'm about to take 0.302 out for a spin.

Reply #8 Top

So no road building at all until caravans are implemented?

Reply #9 Top

City (4)

o Requires 750 population to level up

 

 

Just thinking....isn't 750 people for  a metropolis kinda small, even in medieval/ancient context? Maybe increasing the # of citizens overall (and not changing what the over all production levels for a city/metropolis would be) would be a good idea....it'd at least make it a bit more feasible. so like a stock split but with citizens :P

Reply #10 Top

Quoting BoogieBac, reply 5
Debug.err please?

The issue must have been related with some cached settings inside a config file because after switching to windowed mode the game was working and then switching back to fullscreen the game was working. 

Reply #11 Top

The issue must have been related with some cached settings inside a config file
Awesome! I love when things work themselves out like that!  :)

Reply #12 Top

kevin: Yeah, caravans and road are getting overhauls as we speak, so we just took them out for the time being (they were the suspected cause of some lockups, anyways).

Reply #13 Top

Quoting BoogieBac, reply 11

The issue must have been related with some cached settings inside a config file Awesome! I love when things work themselves out like that! 

And just to annoy you:

Crash to desktop in the second turn.

(Dump here.)

Reply #14 Top

I have to agree with Anubis.  I would think cities would have much greater populations, especially if we're going to have thousands of soldiers.  Hopefully this is temporary...

Reply #15 Top

We'll worry more about city populations a bit later. :)

I'm thinking this build is solid enough to proceed to beta 2.  Been playing it on my home machines and my work machines for hours without problem.  I experienced a considerable number of glitches and such (it IS a beta after all) but I think it's definitely solid enough to move forward to the next phase.

Reply #16 Top

My computer is pretty solid on just about every game I've ever played and I'm still getting some freezes and CTDs which I've reported. Of course, I can't rule out I'm just a statistical anomaly but 1-Z4 might not be a bad idea in my most humble opinion.

Reply #17 Top

Aye, I allready got two crashes in two games. So I wouldn't exactly call it stable yet. }:)

Reply #18 Top

I wouldn't really call it stable yet either. First game crashed with out of memory error and I cannot load autosave or previous autosave. :(

 

Reply #19 Top

Well, stable for you anyway. It is a beta. The goal for beta 1 isn't perfect stability.

I have a pretty reasonable set of machines, our QA team of course has a much larger set.  The out of memory issue that some have reported seems to be a compatibility issue rather than some sort of memory leak issue that we'll have to address before release.

There are certainly edge cases as well such as queuing up lots of things to build and what not.  But we could literally spend months on that.  I'll put up a poll and see what people say.

 

Reply #20 Top

I hate to say it, but I'm still crashing so often I can barely get more than a handful of turns in. I don't think I'm in the majority. Oddly, I seemed to get a lot further in the .298 build.

Reply #21 Top

Had several hard lock ups that required remotely closing the game. On the bright side no movement related turn locks were observed. Save games seem stable allowing for continued progress. Cities are vastly improved. Magic still seems to be an all or nothing affair. Since the save games allow for continued progress I vote for Beta 2, esp as Boogie Mac stated they were still bug chasing several items that were known but did not make this patch.

Darvroth

Reply #22 Top

Overview: All game data (stuff normally read in from XML) will now save out to the saved game file. This meens you can now reliably send saved games around without needing to send any custom units/factions/etc. It'll all save out then load back in right from the ELESAV file.

Wasn't this already the case with GC and GC2 ?

Reply #23 Top

Still will not play on this dual monitor system (which is a 8800 gt). unable to intialize display.

 detailed bug report in the forum.

will check out the rest the game i lil latter

 

Reply #24 Top

I don't like the names 'Town' and 'Metropolis' for the settlement levels. Especially 'Metropolis' doesn't feel to fit the theme of Elemental.

Instead of

  1. Outpost
  2. Village
  3. Town
  4. City
  5. Metropolis

I'd go with

  1. Outpost
  2. Village
  3. Township
  4. City
  5. Grand City

The original meaning of metropolis ('mothercity' from greek) is of a capital or the city of origin of a colony, not just any big city. Specifically

1 : the chief or capital city of a country, state, or region
2 : the city or state of origin of a colony (as of ancient Greece)
3 a : a city regarded as a center of a specified activity b : a large important city

Another thing is that I think it would be kind cool and provide some more personality if cities found on shores would have different scale names indicating that they're on the waterfront. For example

  1. Outpost
  2. Village
  3. Haven
  4. Port
  5. Grand Port

Since there are bound to be some additional buildings available for seaside cities, the levels Haven -> Grand Port could unlock these, instead of Township -> Grand City.

 

Reply #25 Top

Nice, going to test the new build. Let's see the stability! :)