Looks like these comments about line up with what we're thinking internally...thanks for the feedback, guys! [quote]I'm a little frustrated by this post and feel the need to speak...[/quote] Absolutly...we understand EVERYONES frustration, but the situation is-what-it-is, unfortunatly, and this post is 100% about having a solid view on what folks like vs what they don't (and we have the 'what they don't' lists). Next week Derek will be joining us to solidify our direction
ScottTykoski
Found what seems to be the issue...fixing now!
[quote]I like the passion of the developers and the fact that they participate to the forum and listen to suggestions.[/quote] I like this one - even if it is Black-Knight just smooth talking his way to getting a pet feature pushed through. ;) All in all very insightful...keep em coming :)
p22: Thanks for this list...we fixed these a while ago for the next update, and thought I had properly responded :)
One of the things people like about our office is the hallway-long whiteboard wall that the games team uses for a variety of purposes. Right now there are several to-do lists for 1.1 and beyond, a rundown of sales for our various titles, and a HUGE ‘wish list’ of Elemental features/tweaks players and press have requested. In fact, we’ve switched from writing the suggestions down and now simply print out feedback lists and tape them to the wall. My request today is in
This is a really random and strange but that we've seen but haven't been able to reliably reproduce...any specifics on how the placement went down (as asked by kryo) would be appreciated :) Thanks!
Horray - good news FTW! Glad to hear we're making positive headway...thanks Istari!
We're looking into ways to make it more obvious that the DLC is there, but for now it's luck of the draw I'm afraid :) So 'good luck'!
[quote]BUT we have a re-occuring issue with the bows 100% missing the same as a month ago[/quote] DId you get to reply to that other post you made in support about the issue? Looking in code at your saved game, it was looking like the bows being used had been modded. We tested the campaign with core data and the bows were hitting as designed. [quote]I am having the exact same thing as Vokac[/quote] Silly question but, did you get to reboot yet? Anytime I see font issues it seems
[quote] If you have over 25 crystals in stock the event will trigger when you end your turn. Thanks for a thoughtful fix![/quote] Awesome!!! Great to hear! :)
I figure there's a 96.7% chance that you'll find something else to bitch about :)
OK, hotfix is live for anyone that wants to play on custom maps [e digicons]:waaaa:[/e] Have a great weekend, guys!
Sorry, fixed internally...we're testing the staged version right now.
Thanks for the feeedback Kardio! We'll keep plugging away ;) [quote]so I can instantly see ALL undeveloped special tiles that are withing my area of influence with red ! again. It should stay on until the tiles are developed or until I toggle it off. [/quote] Really like this one, btw.
Still embarissing on our end any time a hotfix is needed :( If you've heard stories about Q/A testers having to re-play through an entire game as the gold RC is tested, every time the littlest code-change is made, know that those stories are painfully, 100% true, as are stories of those of Q/A testers throwing controllers, consoles, chairs, etc out the window in frustrated rages.
[quote]What? I thought this changes will come with the first exp. To see this in 1.1 would be fantastic. Is it really true?[/quote] Sigh...this way my miswriting during a meeting...this is indeed a 1.2 improvement. Sorry guys :(
Yeah, this was discovered and fixed soon after the build went out...restaging as we speak. Needless to say, Q/A has a very deliberate, direct focus when testing a build (if we had them test EVERYTHING, we wouldn't be able to put out builds at the speed we do). Apparently 'Test Loading Modded Maps' should have been a RC test instead of a weekly test (was working fine Tuesday), so we appologize for the hiccup.
[quote]When i heard about it, I didn't wanna buy a version, and then have another one come out that i would much rather have. [/quote] Yeah, when it's done the 64bit version won't have an upcharge. We're still hammering out basic performance and enjoyment issues, but once more players are happier with their purchase we'll officially tackle 64x Elemental.
It's live! Enjoy guys!
Hey Everyone, Tonight you’ll be able to update to v1.09E of Elemental. There are several bugfixes and tweaks in it, but the major change is the shift to a public Multiplayer build. If you’ve been playing the ‘release candidate’ MP builds, we suggest turning off ‘Show Pre-Release’ versions for anyone that has it selected that ONLY wants the official updates). After 1.09E we’ll be shifting all our energies onto v1.1, where you’ll s
[quote] I am trying to use ingame textures as much as possible. [/quote] This just made our day :) Awesome stuff, 3dG, keep up the great work!
Nice list! Thanks BK!
I thought we were keeping the sizes manageable (less than 20megs)...are they showing up as half-gig bandwidth pigs?
Sorry guys, there was a performance fix for 1.09 where an event was borderline spamming the trigger system, but unfortunatly it broke this bit of the campaign. The fix has been made internally and will be released in the next patch (this Thursday, if things go well).
Found it :( Looks like there was a redundant event call that got cleaned up, but in the clean up, certain situations would leave the 'AddResource' function without sending the event, which would leave the trigger un-triggerable . It's fixed internally, and I beleive an update is scheduled for this Thursday, so you have a few days to muster your forces for the later chapters :) Or play sandbox mode...which would probably be the more enjoyable of the options.