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The plague expands

By on January 26, 2012 6:23:00 PM from JoeUser Forums JoeUser Forums

Frogboy

Join Date 03/2001
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Greetings!

imageToday Beta 1A (0.76) of Elemental: Fallen Enchantress.  This beta has been made available to everyone who purchased Elemental: War of Magic before November 1, 2010.

The feedback from beta 1 has been very positive and also very helpful. We’ve still got a lot of work ahead of us but it’s good to know that we’re on the right track.

There’s been a lot of changes made to 0.76 which can read below.  We won’t be tipping our hand on what new things we’ll be adding but I think players will be pleased with some of the additions we’ll be making.

The next planned update (beta 1B) will be roughly two weeks from now when it’ll get opened up to everyone who purchased War of Magic in 2010 or earlier.

Also, please vote in the survey if you have the beta to give us an overall idea of how you’re feeling about the beta.

Full Change log:

Download:

Fallen Enchantress Beta 1 patch 1 (version 0.76) is available for download from the Stardock store.  You should find a patch update if you already have the game installed (so you don't have redownload the whole game).  Players installing for the first time will need to apply the "Full Beta" download and then download and install the "Beta Update".

https://store.stardock.com/myaccount/products


Features:

+ Added Edge Scrolling (defaults to on, can be disabled in game options)

Bugs:

+ Fixed an issue that kept players with captured drake and forest drake lairs from being able to train them

+ Added temp tile designs for Drake camps, Forest Drake camps, Mercenary camps, Naja camps, Ogre camps, Ophidian camps, Troll camps and Wilding camps

+ Naja, Ogres and Ophidians are now recruited as single units.

+ Fixed an issue that was causing swamps in the players ZoC to look like forests.

+ Fixed a lost device crash in desktop mode.

+ Fixed an issue with the arena tactical battle arena.

+ Fixed a crash attempting to fill the environment map if the sectormapper isnt initiated.

+ Fixed a bug with the Run Wild (Varkana's) quest.

+ Ring of Storms isn't available for unit design anymore.

+ Fixed a bug with Mantle of Oceans that was causing it to increase tactical spell cost instead of decrease it.

+ Fixed Throwing Knives.

+ Fixed the Powerful custom faction ability.

+ No more pauses when Air Elementals cast spells.

+ No more pauses when Troll Shamans cas spells.

+ Fixed bug where if a leader of an army was killed, their surviving sub units were not reformed into a new army, which was manifested as if you killed the leader in an army, but ended up losing the battle, the entire other army still died.

+ Fixed an issue that allows the build button to work on resources that are outside of your ZoC.

+ Fixed an issue with a conversation tag from Resoln to Yithril.

+ Fixed an issue with a conversation tag from Gilden to Resoln.

+ Fixed AI bug where pioneers would never look for a city unless they had escorts, even if the destination area is safe

+ Fixed bug where AI would declare war on players it has never met

+ Got rid of several repetiative debug messages.

+ Fixed crash bug that would occasionally occur on loading a saved game

+ Optimized load save game code to reduce big game loading times from >2 minutes to <30 seconds

+ Fixed crash bug where unit stats were being modified by multiple threads at once

+ Fixed crash bug where modifiers were being modified by multiple threads at once

+ Removed critical seciton around GetHarvestPerTurn() that caused deadlocks

+ ProcessEvents only occurs every other frame to improve framerate (this should be followed-up with more cleaning of the event queue)

+ Auto Saving now has a Debug.err message around it so we can easily tell if a crash occurred during autosave

+ Fixed bug that caused turns to get stuck on occasion

+ UpdatePioneerImpAssociatedCities() moved to a background thread so that late game animation remains smooth

+ Fixed crash bug related to Pioneer Improvements being reassociated

+ Fixed bug that caused AI to cast strategic spells from the main game thread

+ Fixed AI bug where it would send a pioneer unit to a location too close to a city and try to build there and get stuck

+ More cowbell

+ Fixed crash bug where background thread was trying to update the UI

+ Fixed crash bug related to a unit being added to a city in multiple threads at once.

+ Fixed crash bug related to a unit being clicked on in a city at the same time as a background thread was accessing the unit

+ Moved Increment Hitpoints to the top of the event list because it's one of the most common events (performance)

+ Rewrote OnEndGame() to clean up data more cleanly

+ Fixed deadlock related to GetCityByIndex()

+ Fixed deadlock related to GetCityCount()

+ Fixed AI bug where it would go to a quest location that has already been visited

+ Fixed a missing tile design for the clay quarry

+ Fixed the clay quarry so it correctly gives a material

+ Fixed the empty lairs on the Northern Waste wildland

+ Fixed some empty lairs on the Burning Lands wildland

+ Fixed memory leaks

+ Fixed the white particle effects in the Fog of War

+ Torax's head trophy will now correctly increase the gildar of your city

+ Fixed an issue that was keeping you from casting tactical spells if you didnt have the original mana cost (you couldnt cast fireball for 15 mana with bonuses if you didnt have 30 mana because its original mana cost is 30)

+ Fixed an issue that was keeping army bonuses form being applied unless it was from the armies leader

+ Fixed a hung tactical battle issue when an ai opponent couldnt get to an enemy

+ Fixed a hung tactical battle issue when an ai archer tried to make a melee attack

Balance:

+ Regeneration also works in tactical combat (instead of just on the world map).

+ Magical Bows are more common as loot drops.

+ You can recruit more darkling and wilding warriors from those lairs

+ You can design units with Ignys Bows now with Arcane Weaponry (and archer will upgrade to them).

+ Giant Form and Growth can only be cast on sovereigns or champions.

+ Berserker's Axe reduced from 20 Attack to 10.

+ Berserker's Broadsword reduced from 22 Attack to 11.

+ Made the following level changes to monsters:

Abeix: 15 -> 18
Ashwake Dragon: 10 -> 15
Clambercoil Dragon: 7 -> 12
Delin: 15 -> 19
Drake: 8 -> 11
Fell Dragon: 9 -> 13
Forest Drake: 6 -> 9
Giant Rock Spider: 6 -> 8
Hoarder Spider: 8 -> 10
Morian: 15 -> 19
River Slag: 5 -> 9
Sarog: 12 -> 17
Shrill Lord: 9 -> 12
Slag: 7 -> 10
Storm Dragon: 9 -> 13
Torax: 15 -> 18
Vetrar: 15 -> 20

+ Might now gives +3 Attack instead of +1 Attack per Level

+ Discipline is now a custom sovereign ability

+ Verga starts with Discipline instead of Might

+ Increased the XP needed between levels

+ The Hallowed Rite trait is only available to Resoln (or custom factions using the Wraith race)

+ Caravans are limited per city.  2 become available with Trading, an additional one is added with economics

+ Road Warriors faction trait is renamed Legacy of Serrane and it also grants an additional Caravan per city

+ Champions get injuries if they fall in combat (even if you win the battle)

+ Warrior Temple and Warrior College are both 1 per Faction

+ Late game tech costs reduced

+ Many Mid/Late game Improvement costs increased

+ Ice Elementals can cast Slow

+ Apothecaries produce 3 research per material instead of 1

+ Lightning Pike doesn't require metal to produce (crystal cost increased)

+ Boreal Blade doesn't require metal to produce (crystal cost increased)

+ Maul gives -4 Accuracy per strike instead of -3

+ Merchants reduced from +3 Gildar per season to +2

+ Added a Research cost modifier by map size (tiny is 0.7, small 0.9, medium 1.0 and large 1.1)

+ Reduced Tech Cost Percentage Increase Per Tech from 10% to 5%

+ Town Hall moved form city level 3 to 4

+ Almshouse produces Diplomatic Capital instead of reducing Unrest

+ Hedge Walls and Wooden Walls require city level 3, Forts and Castles requires city level 4, Fortresses require city level 5

+ Theater is limited to 1 per Faction

+ Arena is limited to 1 per Faction

+ Watermills only give +2 Production per Material instead of +5.

Cosmetic:

+ Added a description tag to the Adventurer ability

+ Added icons for the Horn of Sarog, Fist of Vetrar and the Eye of Abeix trophies

+ Fixed a minor word wrapping issue with the civics ability

+ Tarth males cant wear the ladies satin shirts anymore

+ Fixed a missing cloth map icon with the Rats Nest

+ Made the prisoner quest text more clear.

+ Fixed a text overlap issue on the Unit screen.

+ New shield idle for the equipment screens (so it doesn't obscure the characters face).

+ Clarified the description text on the infirmary.

+ Fixed a typo in the Vetrar conversation

+ Fixed a typo int he Slave Lord ability

+ Added a "+x research" to goodie huts that give you research, before it was hard to tell what they were doing

+ Notification stay maximized for 15 seconds instead of 3

AI:

+ AI less aggressive in dealing with trespassers on its territory

+ AI more aggressive about recruiting champions

+ AI Scouts will now move towards unrecruited champions that it finds to recruit them

+ AI less cautious about going on quests

+ AI will defend its bigger cities better

+ AI handles strategic spells much more intelligently

+ AI sovereign will cast spells that only can be cast on champions

 

Update #1: Hot Patch (Data update – these get streamed to you when you load up the game automatically.):

+ Acrobat ability gives +4 dex instead of +1 dex / level

+ Fixed the Lucky faction ability

+ Added a cost to the Endless Legion faction ability

+ Reduced the likelihood of getting Path levelup abilities

+ Fixed the Quick faction ability

+ Fixed the Vulnerable faction ability

+ Fixed the Weak faction ability

+ Corrected the description on the Wealthy faction ability

+ Telescopes aren't available for unit design anymore

+ Fixed a type in the growth potion description

+ Salted pork now correctly heals 8 damage

+ Corrected the description on the Blight scroll

+ Fixed an issue allowing Csilla, Irdael and Norak to get Acrobat twice

+ Increased the amount of XP required per level (especialy at higher levels)

+ Halved the amount of the players Dexterity that feeds into Dodge

+ Increased Tech Cost Percentage Increase Per Tech from 5% to 10%

79 Replies +1
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January 26, 2012 3:58:26 PM from Elemental Forums Elemental Forums

31% of the way there.  Thanks, Brad!

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January 26, 2012 4:04:24 PM from Elemental Forums Elemental Forums



+ More cowbell

Are Brad and Derek wearing gold-plated diapers yet?

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January 26, 2012 4:05:23 PM from Elemental Forums Elemental Forums

Many Thanks! Will play in hour, can't wait! Keep killing bugs!

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January 26, 2012 4:06:50 PM from Elemental Forums Elemental Forums

I know you said you wouldn't comment on what you will be adding, but what about things that need a lot of tweaking and changes? To me, the city building part needs a lot of work. Are any significant changes going to be made to this part of the game?

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January 26, 2012 4:30:33 PM from Elemental Forums Elemental Forums

Some good balance changes. Hope you are ready for more feedback.

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January 26, 2012 4:32:10 PM from Elemental Forums Elemental Forums

Would be good to know what you'll be looking at. Just so we can either add some early ideas or stop spamming the things we don't like (Caravans etc).

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January 26, 2012 4:35:52 PM from Elemental Forums Elemental Forums

We won’t be tipping our hand on what new things we’ll be adding but I think players will be pleased with some of the additions we’ll be making.

That's not really helpful in a beta where you are asking for our feedback... People aren't going to want to spend a lot of time on typing out feedback reports if it's possible your "super secret awesome additions" could make everything they say useless. Maybe you should have gone the NDA route after all.

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January 26, 2012 4:44:52 PM from Elemental Forums Elemental Forums

Please keep any additions secret until you give it to us, because I hate to see all the arguments over whether or not it's a good feature, blah, blah, blah, before anyone actually has a chance to play around with it.

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January 26, 2012 4:52:10 PM from Elemental Forums Elemental Forums

Well, we survived discussions over what we saw before the release of the Beta, didn't we?

People are spending time, efforts and imagination (those who have it, I don't!) to give feedback. If some issues have already been dealt with, we should be informed. If they're being dealt with in a way that may cause new issues, we may spot the problem before too much time is wasted.

I say let us know what you're working on.  

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January 26, 2012 5:02:19 PM from Elemental Forums Elemental Forums

I have to agree with Lord Xia on this one. We all saw what 'Design by comittee' did to WoM. The caravan system for example. It sounded like such a great idea before we got to see it in practise.

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January 26, 2012 5:03:17 PM from Elemental Forums Elemental Forums


haven't gotten email yet and i got it in september 2010

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January 26, 2012 5:11:51 PM from Elemental Forums Elemental Forums

I am impressed Stardock. I just picked this up today, and my first half an hour or so has been absolutely fantastic. I feel like you guys have really listened to the community, and I get that giddy feeling when I discover new things.

GOOD FRIGGIN' JOB.

You guys.

*PS Also, alt-tabbing is a dream now. Nicely done!

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January 26, 2012 5:17:23 PM from Elemental Forums Elemental Forums

My download went dead at the end... :'(

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January 26, 2012 5:38:38 PM from Elemental Forums Elemental Forums

I'm not talking about discussing the future mechanics, but for example there are a lot of balance issues right now and with "secrets" we don't know if those are issues that we should talk about or if it's going to fall into line once the secret system is implemented. Same can be said for areas we feel have "holes" in them, if you already plan to fill those holes then there's no point in us pointing them out. This has nothing to do with "design by committee" I'm just talking about very basic beta tester stuff, what do we report if we are playing with blinders on?

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January 26, 2012 5:51:56 PM from Elemental Forums Elemental Forums

Quoting Frogboy,
Unlike with WOM, where I freely said "I'm not a game designer", FE has a game designer -- Kael.  And while I can assure you he's very open to feedback and suggestions, the game design is not up for a vote.  At the end of the game, we're making a very specific game and we hope people will like it but acknowledge that some people won't.

Err... you want money though right?

I mean if you find the forums filled with complaints about a certain game element not being fun, even if it is a big part of the design it would be "unit upgrade cost" not to change it.

I agree with sanata and mastroego on this one: Let us know what you have planned so that we can stop focusing on testing a certain game element until those changes are implemented. It will greatly speed the beta process if people are focusing on elements that have not yet been addressed, as apposed to rehashing old, already inhouse resolved ideas. Sure people might rant and rave about it, but if their feedback is nonsense, it's easy enough to ignore.

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January 26, 2012 5:56:50 PM from Elemental Forums Elemental Forums

Quoting Sanati,
I'm not talking about discussing the future mechanics, but for example there are a lot of balance issues right now and with "secrets" we don't know if those are issues that we should talk about or if it's going to fall into line once the secret system is implemented. Same can be said for areas we feel have "holes" in them, if you already plan to fill those holes then there's no point in us pointing them out. This has nothing to do with "design by committee" I'm just talking about very basic beta tester stuff, what do we report if we are playing with blinders on?

Balance != secrets.   So talk away on anything you'd like.  I'm just saying that we're not going to discuss new features until they arrive.  

 

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January 26, 2012 5:57:15 PM from Elemental Forums Elemental Forums

I think at least a kind of "Item X is being worked on heavily for the next release so hold on any feedback until the next release. On the other hand Feature Y doesn't seem quite right but we're not sure exactly what to do with it so we would welcome suggestions." Would be good...

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January 26, 2012 6:06:11 PM from Elemental Forums Elemental Forums

A lot of really good tweaks! Can't wait to find some time to play tomorrow to see how they work in practice.

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January 26, 2012 6:11:37 PM from Elemental Forums Elemental Forums

Balance schmalance. What use is discussing balance if significant parts of the game need an overhaul, and we have no clue if they will get it? I'll wait and see what you come up with then. Who knows, I might be pleasantly surprised. But I'm not holding my breath, sorry.

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January 26, 2012 6:14:23 PM from Elemental Forums Elemental Forums

i think parents needed to teach their kids patience more.

wait... all will be revealed...

if you don't like their game no one forcing you to buy it. Start your own studio and make your own vision for a game.

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January 26, 2012 6:16:09 PM from Elemental Forums Elemental Forums

Quoting Sarudak,
I think at least a kind of "Item X is being worked on heavily for the next release so hold on any feedback until the next release. On the other hand Feature Y doesn't seem quite right but we're not sure exactly what to do with it so we would welcome suggestions." Would be good...

Definitely.  People should still discuss everything as they normally would. 

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January 26, 2012 6:17:25 PM from Elemental Forums Elemental Forums

Quoting Satrhan,
Balance schmalance. What use is discussing balance if significant parts of the game need an overhaul, and we have no clue if they will get it? I'll wait and see what you come up with then. Who knows, I might be pleasantly surprised. But I'm not holding my breath, sorry.

If you think significant parts of the game need to be  "overhauled" then I think this is probably not the game for you.  We have additional features and changes and certainly bugs to fix, lots of new content, lots of work ahead on AI, balance, etc.  But if you really don't like FE right now, you won't like the final version either. It's 76% done.

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January 26, 2012 6:24:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

and 76% on my way to buying it. 

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January 26, 2012 6:31:25 PM from Elemental Forums Elemental Forums

Quoting Blooder27,

haven't gotten email yet and i got it in september 2010

 

Yeah. I bought it the day it came out...no email...sigh

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January 26, 2012 6:38:39 PM from Elemental Forums Elemental Forums

I just don't understand how the city building part of the game is supposed to be fun. It wasn't fun in WoM, and hasn't changed significantly in FE. The other parts of FE I like, or believe they will be fixed. Combat has a good basis, it just needs to be tweaked to make it more engaging, a bit more visceral. Magic seems about right, just needs a lot of balancing. The world is quite good, just needs more content and balancing.

But city building (and next level of that, empire building) is no where near that. I'm a builder, it's what I play these games for, and I thought it would be a major part of this game. I've been following these forums for over three years now, so I think I'm basing that opinion on something. But who knows, you've been telling people it won't be the game they're looking for ever since WoM launched, it might just be true.

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