ScottTykoski

ScottTykoski

Joined Last seen Member # 93
42 Posts 337 Replies 2,367 Reputation

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

134 Replies 429,202 Views

[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 :)

134 Replies 429,202 Views

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

134 Replies 429,202 Views

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'!

11 Replies 8,431 Views

[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

56 Replies 150,751 Views

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.

6 Replies 2,337 Views

[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 :(

56 Replies 150,751 Views

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.

6 Replies 2,337 Views

[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.

40 Replies 16,445 Views

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

56 Replies 150,751 Views

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).

18 Replies 10,059 Views

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.

38 Replies 167,689 Views