Good catch - was true with Greater Mobility as well. Enjoy the free speed, will be fixed in the next update :)
ScottTykoski
Can you send a debug.err when this happens? I've seen this when we set the game into 'autoplay' mode...we'll try and track down the cause. Thanks!
Thanks for the data, graalar. We'll look into it :) Update: Turned out it was an easy fix...some code was assuming a player has a valid capital city when there was none (player was probably dead). Put in the proper checks and it runs fine. I'll autoplay through more of your save to make sure nothing else breaks. Thanks again!
[quote]This has a fishy smell to it.[/quote] No, I know that support has been backed up since Thanksgiving, so this user may have a legitimate complaint. RE OP: The guys downstairs are toiling away at their support tickets, I assure you. You'll be getting a response soon.
Weird, all the data shows this as affecting combat speed and describing the item as such...perhaps this got fixed on the sly :)
I don't think this would make it in for 1.1 (we're past the implementation stage and into the bug fixing realm), but I agree that custom colors on your guys would make unit creation more fun AND informative as to easilly spotting certain designs from afar (I always like when artistic features have a gameplay rational as well). I'll bring it up to Derek! Thanks!
Great feedback guys, thanks for the write ups. RE: Enchantment Spells - What if we made some of the resource buffs give a + %bonus instead of a flat +bonus. This way you can cast it on your gildar producing center to give a nice boost, opposed to +1, which on second pass does seem worthless once the game starts rolling.
A future, ongoing changelog? Genius!
[quote]reassuring joke[/quote] :)
Stab of Ice 1, 2, and 3 are now the first three water spells...with Ultimate Stab of Ice 1 & 2 the last two. Sorry, GW ;)
[quote]Why do you need a Internet connection after updating the Beta patch?[/quote] During beta cycles, we use server-fed data to allow us to play with numbers easilly without having to re-stage-and-upload the whole game (imagine a 2 minute fix over a 2 hour process). Once 1.1 is officially released the data loading will go back to normal (ie. no net needed).
[quote]The question I have for them is how will special abilities work in 1.1?[/quote] All abilities now have cooldown times instead of mana costs (I never liked the fact that spiders had to have 'Essence' to use their spiderweb).
Gazz_: We'll be consistently taking suggestions from you guys while solidifying the future designs internally. Once a vision is solidified and agreed upon, we present that vision in some official manner (and the cycle continues). At no part will we break the comminucation cycle, but as future design/vision decisions are agreed upon and finalized, us mortals in the bullpen have to be careful not to step on the toes of the almighty marketing and PR departments, lest their
We probably won't discuss futures unti 1.1 is out the door, though I think some PR is being done on Fallen Enchantress as we speak, so you may hear about that through more formal channels before we blab about it here :)
Yeah, the big thing we're going for in 1.1, magic wise, is to make sure spell options available are interesting, unique, and have little overlap, with the unterstanding that spells will being added throughout the process (read: the magic system will never stagnate). If the 75 spells in the final v1.1 are balanced, unique, and feel like they have a strategic use, I feel we've hit our goal (with loftier goals already being plotted for future patches).
[quote]And, again, no spells which need multiple spellbooks.[/quote] Yeah, we had talked about reintroducing multiple shards for certain spells, but 1.1 is really about stripping back a lot of the fat that's built up and making the core as lean/solid as possible. We can discuss it once the beta is in everyones hands. [quote]I do not want to HAVE to point these things out but apparently others do not mind and their QA did not check it, or their QA did check it and does is not aware how
[quote]I'd imagine this part of the 1.1 beta will need plenty of bug hunting[/quote] It will, though we did push it back a week to weed out the most glaring issues (though new effects, paintings, and icons are all forthcoming). What I'd love to see is the modders kick around the new GameModifiers and various tags added to extend spell functionality. If we've added a feature where, with relative ease, we can make it considerably more useful to modders, I'll be happy to get it i
Since launch, one of the major complaints about Elemental: War of Magic was that the last bit of our title (the "Magic" part) was found to be...lacking (to put it gently). Global mana addresses areas of cheese, but without a significant overhaul to the Spellbooks and Spells you’re casting, that side of the game would still feel weak. We’ve taken the following steps to rectify this in 1.1.... 1. Spellbook Re-evaluation: There were several problems with the way
[quote]Based on Elemental's launch and what we know about what happened, more game designers aren't really needed...[/quote] To be honest, that's EXACTLY what the team needs...1-2 people who focus on NOTHING but design (with the added benifit of Derek being a kick-ass manager). The major problems arose from everyone on the team trying to wear too many 'hats', and since we all wore the 'design' hat, you ended up with a game where the individual peices didn't gel. With Derek and Toby in c
[quote]I knew I wasn't crazy. Boogie say antying about her boobs?[/quote] We actually did have the 'boob' conversation...I think we ended on 'not whorish, but show a little skin' :)
Naw, not THAT long :) You'll will be testing 1.1 soon enough, but we definatly want to get a few more improvements in beforehand.
[quote]are we getting 1.1 beta today ?[/quote] I'm afraid not...I think Toby will be detailing the official changes but, with Derek now on the team to help re-design, we determined some aspects of the plan didn't flow with what we wanted to reach in Fallen Enchantress. The new 1.1 roadmap puts us on the proper course and lays some solid groundwork for the first expansion.
[quote]Once that hut popped, however, I was forced to change the status quo: Procipinee had something I wanted.[/quote] Nice...these are the little diamonds in the rough that I like to hear about. So perhaps revisit the spawning of objects so that some low % show up in foreign territory, just fingertips away from your grasp....perhaps even have an advisor popup to make a note of the situation. Anyways, just rambling. :) thanks again for everyones continuing feedback!
Next update will probably be the 1.1 beta...too many deep code changes at this point to do a hotfix, I'm afraid :(
Yeah, looks the unit that started the quest wasn't being properly saved...while most quests didn't make use of it, the ones that did (Sarog's Egg, for example) would get messed up if the loaded game had those quests started. All fixed for the next update!