ScottTykoski

ScottTykoski

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

[quote]Shopping anywhere is a nice to have . . but the fact that I can find a merchant anywhere in my territory breaks immersion for me. [/quote] We went back and forth on that one (I fought for the 'have to be in a city' system), but at the end of the day it was considerably less 'fun' to slog your way back to a city to have to visit the merchant. Perhaps I can slide a option in for players like us ;) More RPG-y

13 Replies 5,815 Views

There was a bug and is fixed (internally) for 1.09 where lone shrines (shrines built on shards not directly attached to a city) would have those shards destroyed if the improvement was attacked. Dunno what is up with the 'city hub on a shrine' issue though...I'll keep a look-out!

7 Replies 4,775 Views

Yeah, we're trying to get the battles to look like that again. That shot was from a battle engine test that, while it 'ran', caused some pretty unplayable framerates. When we made Tactical Battles into actual turn-based affairs, we lost what (IMHO) made that shot look 'cool' (namely: simutanious animations and movement). There are plans on the table that will bring us closer to what you see there, but 'all guys running at the same time' may be lost forever :( sorry

56 Replies 35,383 Views

[quote]the game mechanics are far more important at this point than tutorials and graphics.[/quote] Agreed, and like I said, I wish I had more gameplay meat to talk about, but these are simply the areas that I've been touching base with. You'll find Frogboy to have the gameplay journals, I have more graphics/misc journals, and Cari & the rest will have MP and technical journals. So beleive me, lots of other things are going on, these are just some of the areas I've been taske

68 Replies 147,856 Views

[quote]One thought- if you have some ideas you're tossing around, throw them out to the community.[/quote] For sure...we're going to start getting more dev journals up, leading the way for more two-way communications, mostly as big changes are discussed. We've been crunching for so long that it'll feel good to take time to interface with you guys more often :) I think we've learned that it can be a GOOD THING to get your head out of the code from time-to-time, and writing journals is a

68 Replies 147,856 Views

[quote]Always glad to see updates from the team,[/quote] Yeah, wish I had more juicy bits to talk about. It's still taking me a bit to get oriented...so many things that we CAN be working on. Just need to focus and make sure what we do is.... 1. The proper solution to the problem, 2. Polished 3. Stable!!!!!!!!!!!!!! I dont think I could put enough exclamation points on that last one :) Good to be back though! Thanks guys!

68 Replies 147,856 Views

Greetings! For those who didn’t know (and I don’t know if anyone cares) I’ve actually been out for the last two weeks, ‘expanding my dynasty’, so to speak (baby #2). It was a nice dose of reality coming off a pretty rough month - but you guys have been around the forums, so I wont churn that bucket of woes. Instead, I’d like to take a fresh look at where we stand right now. While my time away didn’t provide the rest I would have liked,

68 Replies 147,856 Views

[quote] Am I missing something that I shouldn't be? Or perhaps it's because I have the multiplayer-enabled version?[/quote] Yeah, unfortunatly we couldn't get the MP patch up tonight, so if you have pre-release versions checked, you'll have ot reinstall to get tonights hotfix :( Monday we'll be able to get the fixes into the MP beta as well (bows not 'always missing', crashes when using certain abilities, cur-mana not properly saved out of battles).

20 Replies 12,607 Views

Yeah, sorry about the re-installation thing for beta-users...we'll have a new Multiplayer beta up on monday (with these fixes) if you want to wait.

9 Replies 4,292 Views

shark: New game, or saved game? Saved games would still have the old data embedded in them. Also, if you've updated to the beta MP build, you'll have to turn off pre-release versions and reinstall to get this update (we'll be releasing the MP hotfix on Monday).

40 Replies 17,147 Views

There is now an hotfix available (v1.08.037) that will fix these issues, along with: + CTD with some unit abilities + cur-mana values not being correct post battle Note that previous saved games will still have the 'always-miss' bow issue, but the ability crashes will be gone. Also, if you have the private MP build, you will have to uninstall and reinstall to see the newest build. We will have a new MP build up on Monday with these changes.

40 Replies 17,147 Views

Thanks for finding the fixes for this one, guys...was an accidental merge on our end. However, there is now an hotfix available (v1.08.037) that will fix these issues, along with: + always-missing bows + cur-mana values not being correct post battle Note that previous saved games will still have the 'always-miss' bow issue, but the ability crashes will be gone. Also, if you have the private MP build, you will have to uninstall and reinstall to see the newest build. We wil

10 Replies 6,222 Views

Yeah, looks like some bad/premature XML merging was to blame... There is now an hotfix available (v1.08.037) that will fix these issues, along with: + always-missing bows + cur-mana values not being correct post battle Note that previous saved games will still have the 'always-miss' bow issue, but the ability crashes will be gone. Also, if you have the private MP build, you will have to uninstall and reinstall to see the newest build. We will have a new MP build u

9 Replies 31,991 Views

[quote]I'd rather see a stricter two total rings, one total amulet, etc system myself, deciding which rings to use is an interesting choice [/quote] That will be coming, probably in the patch with the major 'champion improvements'.

186 Replies 347,610 Views

Item can be unlocked in a shop via 2 methods... 1. Unlocked in an improvement via the tag. or 2. Unlocked via a technology that the ITEM SHOP'S OWNER has researched. Right now, there's really no way for the item itself to identify which shops it will show up in, but I'll add it to the modding ToDo list!

7 Replies 5,279 Views

[quote]Some people would have been like, we'll get that in the next patch. I admire the dedication.[/quote] ANd some people would see ANOTHER hotfix as sloppy Q/A, when it's really just the nature of these quick turn-around patches. Thanks for understanding! [quote]I am hoping this mean you can now select the unit by placing the mouse cursor over the unit graphic and clicking rather than the ground the unit is standing on [/quote] Yes, this is correct. We beleive this

186 Replies 347,610 Views

[quote]I think it looks better too.[/quote] Yeah, some people were saining it looks more 'painted' without outlines...and the extra boost to performance is the icing on the cake! (I prefer them on, but to each their own...) [quote]Time to find out whats causing that bug... then it's time for a quickfix, Stardock.[/quote] A 1 minute fix :( Rebuilding now, the restaging.

186 Replies 347,610 Views

[quote]I am hoping this was just a random map glitch and not signs of things to come with the patch.[/quote] The code that spawns creatures is actually handled by the AI, so hasn't been touched this week. It sounds like they're more likely to spawn from forests, so certain starting positions may be more inclided to roaming creatures than other.

186 Replies 347,610 Views

More of a maintenance update than anything, Elemental v1.07 focuses on the performance issues seen by both high and low end users. There are more improvements to come as code is continually improved and tile-designs are streamlined, but this update should bring a healthy FPS boost to all. And, if your frames per second remain under-par, new options will give you additional wiggle-room. <span style="

186 Replies 347,610 Views

[quote]We just didn't see what they were talking about. We thought any complaints would be about polish points or something. [/quote] I expected the 'big complaint' was that we didn't have 'Fallen' versions of the victory cutscenes. Off by a mile, to say the least [e digicons]:X[/e]

281 Replies 1,169,147 Views