[quote]Excuse me but 'Entirely New Ways To Die' sounds cheap[/quote] Marketing is giving each push a subtitle. I don't know if the official one is decided but it's certainly not 'Entirely New Ways To Die' ;)
ScottTykoski
Yeah, mounts won't be given the boot...you can still pick from them when designing units. :)
http://www.gamespot.com/pc/strategy/elementalwarofmagicfallenenchantress/index.html?tag=gallery_summary%3Btitle New info in full effect :) Enjoy!
Good lord, what is going on in this thread?! :O Regarding 'More FE Info', you'll find the flow of big information to be through more 'big-name' channels (the gaming mags and websites) than in a random journal here. Ironically, however, we just wrapped up some marketing stuff this week, so that should be finding its way out shortly :)
[quote]What's a mock review?[/quote] You can pay freelance reviewers to do a write up of a build to get a better view of how someone not used to the game will view it...one of the many practices we'll be using this point forward :) I'm glad we're to the point where we can take a healthy look back on what happened with Elemental...it's really a facinating case study on the "small team becomes a large team" tipping point. It was bound to happen eventually, but I wish the less
Given how central it is to the game (and how easilly it can become imbalanced) I don't see us ever being 'done' with the magic system...v1.1 was simply a step towards something we're proud of, with global mana and more unique spells being the focus there. Upcoming versions will continue to build on the foundation, with another major overhaul coming in the first expansion pack.
Interesting...whatever battle occured at the end of your debug.err file is causing a city to change hands, which is then causing a random crash when clearing the unit queue. We'll keep investigating! Thanks Fistalis!
Champion's come with 'default' equipment, meaning those are the items that are used if nothing else is filling that spot. Not trading these is as designed. Not clicking through to the resource below a unit would be a UI bug...noted to the team :)
Looks like an OOM crash. Mind posting your save file so we can dissect it for memory-footprint purposes? Thanks!
Can you actually post your files here for the developers to grab? Thanks! ( https://forums.elementalgame.com/391297 has details on how to report issues, if you need it)
Has anyone else seen this? My tests with 1.09u have shown Regen working in strategic (+2hp/turn) and doing nothing in combat (as intendended).
Charles: Naw, this was my fault...in the campaign I was giving them advanced bows before the regular archery tech, so the player could design archers but didnt have the improvement needed to actually train them :(
Looking into the code, it's definiatly looking at the net resource production vs the raw harvest value. We'll change it for the next build! Thanks Heavenfall!
Unfortunatly, all the debug outpt we've had to put in has made certain parts of the game (end turn, tactical battles, etc) feel extra sluggish. We'll be taking those out ASAP to give back that much needed pep :)
I've reproduced this and am looking into it right now! Update: Fixed it...was looking for when you killed a Giant Black Widow, but it should have looked for the Hoarder Spider's death instead. Will be in the next update.
There was a bug fixed a few builds back where if you didn't complete a fetch quest in one sitting (not saving/loading) then it would break. My guess is that the condition tracker is using the unit that triggered the quest and will ignore any units, besides the original, that try to return the item. Will investigate today and get back to you. Update: I think I found the issue...the trigger was grabbing the unit that just stepped into the trigger tile, but instead of doing
Is this by any chance a campaign started from an earlier build? Several of those issues should have been fixed (but I'll verify and fix the others...thanks!).
We talked about it, and cooldowns don't really change the fact that a player with Arcane Arrow, Spell Blast, and Touch of Entropy could still fire off those three spells in one round. We're trying a code fix where casting a spell uses up all remaining spell points (still open to micromanagement cheese...using up most of your pts before casting a spell) but it's a step in the right direction.
[quote]Its moments like this i wonder why i even bother.. lol[/quote] Oh, we're reading :) I beleive 1, 2, and 7 are on the official future list (I personally feel #7 is a huge issue for those of us that like to keep their nations small, even when a-hole AI player insist on going to war and making us take their cities).
Will investigate, thanks for the heads-up!
lol Love it, thanks WS :)
Thanks for the save...looking into it now. Update: Looks like the bug was with a NULL Capital bug that we fixed this morning. New update will fix this for ya :)
If you guys get a reproducable case (via save file), can you post it here and I can dig into it? We jsut caught a lock-up case that could be at fault here. Thanks!
Thanks guys - investigating. Update 1: Got this to reproduce...looks like some screen code was locking the timer list, then calling a screen that tried to add something to the timer list. Codecritter (Jesse) is fixing now. Thanks for the useful save file!
This is just the running changelog so you know what we're working on and if any issues you encounter have been fixed :) I actually wish we had been doing this all along...it's a great comminucation tool, mostly during the beta phases.