Elemental: War of Magic

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Nihil
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Re: Elemental: War of Magic

Mensaje por Nihil »

censor escribió:Hoy me ha llegado el juego por correo... por duplicado (?!). Sí que están perdidos los de Stardock.
No, eso es que ya han activado el multiplayer, pasate por casa de Iosef, intalais el otro y a darle. :mrgreen:
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Donegal
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Re: Elemental: War of Magic

Mensaje por Donegal »

Censor, a mi tambien me ha llegado por duplicado. Ahora tengo dos ediciones limitadas. Y creo que no me han cobrado los 2.
Alguien quiere una edicion limitada a buen precio? :)
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Constan
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Re: Elemental: War of Magic

Mensaje por Constan »

Donegal escribió:Censor, a mi tambien me ha llegado por duplicado. Ahora tengo dos ediciones limitadas. Y creo que no me han cobrado los 2.
Alguien quiere una edicion limitada a buen precio? :)
Yo :W00t:
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Re: Elemental: War of Magic

Mensaje por Donegal »

Constan, eres de Madrid? Prefiero entrega en mano
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Re: Elemental: War of Magic

Mensaje por Constan »

Te mando un mp
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Re: Elemental: War of Magic

Mensaje por Boores »

Está el multi!!! Por fin!!!! :palomitas:


This version of 1.08 is enabled for multiplayer. 1 vs 1, 1 vs AI, and up to 8 human players in a custom match (16 players coming, no major AI's enabled in this build). The ' (single quote character) will bring up an all-users chat in multiplayer. Scoring adjustments and ranking enhancements coming as we continue to balance with the core game changes.

Troubleshooting: If a unit refuses to move, despite having movement points, you can put it into Guard mode by pressing G (or using the toolbar) and that should allow it to move again.

---------------------------------------------------
----------- Elemental v1.08b Change Log -----------
---------------------------------------------------

******
* Performance *

+ LOD optimizations across improvements and tile designs
+ Continued memory optimization/leak squashing


******
* Gameplay / Balance *

+ AI handles its sovereign more intelligently
+ AI more effective at going after targets of opportunity
+ AI sovereign is more careful about going into enemy territory
+ AI has new APIs for determining whether there are targets of opportunity in the area
+ Balance pass on resource distribution
+ Base tech cost changed from 4 to 5
+ Merchants/Money Changers now require 1 food to construct
+ Study/Archivist now require 1 gildar per turn to maintain
+ Gildar deposit now seeded near starting location
+ Tracker talent cost changed from 15 to 10
+ Organized talent cost changed from 10 to 20
+ Combat Rating calculation altered in an attempt to be a more accurate gauge of lethalness
+ Fewer resources spawned per 1000 tiles.
+ Fewer minor factions spawned.
+ Added scalars to attack and defence for units who are in home territory or foreign territory, modifiable in ElementalDefs.xml
+ Territory scalars now work as Empire v Fallen (e.g. Kingdom guy on Fallen territory gets penalty, etc).
+ Updated formula for gildar given when killing a given unit
+ Child essence is no longer modified by spawn rating, but is instead a value between 50% and 100% of the more powerful parent's essence.
+ Updated TerrainTypes.xml to make Forests and Swamps take 2 moves
+ Changing the “IncreaseMorale” modifier attribute to “AdjustMorale. It’s more clear for the modders.

******
* Battles *

-Revamp of the way offensive spells hit/miss and deal their damage
+HIT/MISS is deteremined by an attacker roll (minDamage – maxDamage) and by the defender roll (0-DEF)
+Values can now be specified as a MinValue and a MaxValue rather than just a Value (support for constant value spells is still supported)
+If a MinValue and a MaxValue is specified, the Value is defined by a rand roll between the two numbers based on the modifiers internal rand roll.
+Updated descriptions for all core spellbook spells to show bonus damage from INT and bonus damage from shards in the spell description.
+The SpellbookWnd has been updated to properly display the damage range if there is one, and the constant damage if there isn’t one.
+All core spells that were using stats to calculate the value but didn’t have a ValueOwner specified have been fixed.
+The elemental shards unit stats now default to 0 instead of 1. The calculations in the existing spells have been redone to reflect this.
+ Fixed BURNING BLADE spell to appropriately increase attack.
+ Fixed SHIELD OF FIRE spell to appropriately increase defense.
+ Fixed CRUSH SPIRIT spell to appropriately decrease morale.
+ Fixed BRAVERY spell to appropriately increase morale.
+ Fixed DRAIN LIFE spell to appropriately transfer HP from target to caster.

******
* UI *

+ Changed the display code for the main UI bar to round attack and defense rather than truncate.
+ Hooked up the CTRL+ARROW and SHIFT-ARROW camera rotation and movement hotkeys to tactical.
+ Added save game descriptions

******
* Bug Fixes *

+ Fixed bug where dialogs from triggers in the campaign (like moving beyond where you should build a city) would pop up many times when a unit moved into that tile.
+ Fixed AI bug where it was doing deficit spending and creating units still
+ Removed the max spell points entry from the affected stats in the level up wnd, since it isn't affected by any unit stats anymore
+ Fixed bug where non-aggression pact wasn't being checked for when left-clicking on a unit in attack mode
+ Fixed modifier in Refined_Economics_Amarian_MP to modify A_Gold player ability instead of A_Wealth (which doesn't exist)
+ Fixed golem animation pack (commented out an animation that was missing and causing t-poses)
+ Fixed crash when making a mountain in map editor
+ Fixed trading your spouse (if she was a recruited NPC) in the regular unit trade
+ Perceived value stuff gets hidden when arranging marriages, instead of showing whatever was selected last
+ Entries for kids when arranging marriages now use a male and female icon to denote boy and girl, instead of the words in parentheses after the name
+ Fixed "..." from string overflowing for the divider title when trading or arranging a marriage
+ Fixed the divider title not ever changing from "And" once the arrange marriage screen was shown
+ Fixed display of tooltip text and color text on Customize Faction window
+ Tweaked SetToolTip to calculate the necessary size of the window more accurately, to fix bug where tooltips were sometimes being truncated
+ Fixed bug where clicking a new destination while the unit was moving would cause the unit to get a free move
+ You can no longer set a units destination while it is moving
+ Fixed Refined Housing and Refined Economics techs (and their fallen equivalents) so that they correctly provide the bonus they say they do
+ When a unit inside a city or an army is selected and asked to cast a spell, that is the unit that is used for spellcasting now, instead of having it just fail (in a city) or try to cast the spell from the leader of the army
+ Fixed bug where summoning a unit while in a city would cause that unit to be summoned in an army with you within that city (causing weird behavior), now just stations the unit in the city with you
+ Fixed bug where raise land spell would not work on all land category terrain types, like swamp or rugged terrain. Now, if a land tile is not hills, it raises that land to hills, instead of checking for only some terrain types
+ Fixed a bug where, in the faction editor, you could select ability bonus options for free by selecting and deselecting them, and then spinning the race spinner, caused by deselection not updating the faction config correctly
+ Fixed units that finished training on the same turn as an autosave not being there when the autosave was loaded
+ Fixed players not being able to select their city level up bonuses or tech breakthroughs on loading an autosave if they were earned that turn, by having the local player mark themselves as needing to get user input for these things instead of unhiding the windows to allow the choice right away during CWorld::EndTurn, and not letting the user choose until after the next turn starts and the autosave has been made. If one of thses autosaves is loaded, the local player will be allowed to choose their tech breakthroughs and city bonuses once the map is unhidden. This keeps us from having to delay an autosave and the start of the next turn by waiting for the user to choose their bonuses, instead making that choice part of the start turn logic after the autosave has been made and saving the mark saying the player will get to choose at the start of the next turn.
+ Fixed treaty turn counts not matching if an autosave was loaded
+ Based on confusion in the forums, removed ability to automatically unlock a spell in the learning queue if it makes it to the front of the queue when the player has enough research to buy it, so that users rearranging their spell learning queue don't have their spell points silently taken away while shuffling spells around, if they didn't intend to learn that spell next
+ Now it always takes at least one turn to learn any spell
+ Fixed bug where tile highlights in tactical battle would disappear after an ALT+TAB
+ Fixed bug where trees would not look correct in all cases after loading a gamesave.
+ Fixed an issue that was allowing counter attacks against units with abilities of type DoesNotProvokeCounterattacks.
+Fixed an issue that was causing modifiers applied in tactical battles to persist after the battle.
- This fixes the bug that causes XP and Gildar rewards after battles to be negatively skewed if the enemy unit combat rating was lowered due to debuffs.
+Fixed an issue with skipping turns in tactical battles that would cause a stuck turn if done when the unit being skipped was in motion. - Pressing spacebar now sets a tactical units moves to zero AND cancels their destination.
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<<Alios ego vidi ventos;alias prospexi animo procellas>>Marcus Tullius Cicero
(He visto otros vientos,he afrontado otras tempestades)
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Re: Elemental: War of Magic

Mensaje por Duncan Ferguson »

¿Han mejorado las cosas con el último parche? Sólo single, no tengo demasiado tiempo para multis :Ok:
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Re: Elemental: War of Magic

Mensaje por Donegal »

¿Han mejorado las cosas con el último parche? Sólo single, no tengo demasiado tiempo para multi
El ultimo parche es mas que nada para bugs y estabilidad. Hasta la version 1.1 no habrá cambios gordos en el modo de juego
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Re: Elemental: War of Magic

Mensaje por Duncan Ferguson »

Donegal escribió:
¿Han mejorado las cosas con el último parche? Sólo single, no tengo demasiado tiempo para multi
El ultimo parche es mas que nada para bugs y estabilidad. Hasta la version 1.1 no habrá cambios gordos en el modo de juego
Gracias, seguimos a la espera :Ok:

:sleep: :sleep: :sleep:

Constan, si al final no quieres esa copia de coleccionista, me ofrezco para sacarte del apuro :blabla: :blabla: :blabla:
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Constan
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Re: Elemental: War of Magic

Mensaje por Constan »

No es que no la quiera, es que no había manera de poder recogerla.

Este juego me lo pillaré de fijo.

Si a alguien le sobra otra copia y hay opción de que llegue a mis manos estoy dispuesto a ello 8)
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Re: Elemental: War of Magic

Mensaje por Donegal »

¿Han mejorado las cosas con el último parche? Sólo single, no tengo demasiado tiempo para multi
Por cierto, a que cosas te refieres exactamente?. Yo es que creo que en el estado actual el juego es bastante divertido

@Constan: Te he mandado un privado a tu cuenta de hotmail
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Re: Elemental: War of Magic

Mensaje por Constan »

Ayer ya me trajeron el juego que compré Donegal

Lo instalé y comenzó a actualizarse a la versión 1.09

A mi el juego me está gustando bastante. Es como un Civilization pero en plan épico y con magia. Además los combates se desarrollan en un escenario táctico. Todo ello por turnos.

Le coges el modo de funcionar bastante rápido. No sé antes pero el acabado con el parche 1.09 me parece muy bueno.

Saludos y gracias Donegal :Ok:
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Re: Elemental: War of Magic

Mensaje por Donegal »

Lo peor del juego sin duda es la IA que es demasiado pasiva y lo malo del manual.
Dentro de menos de 1 mes van a sacar la versión 1.1 con muchos cambios en el sistema de magia (habrá un pool de magia a lo Master of Magic) y van a cambiar tambien lo de la comida para hacerla como recurso.
El juego va a cambiar muchisimo asi que no juegues demasiado para no ir cogiendo vicios jeje
Además con la versión 1.1 sacaran la demo
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Re: Elemental: War of Magic

Mensaje por lecrop »

Tengo ganas de que saquen la demo, así sabre si funciona en mi ordenador-tocho...
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Re: Elemental: War of Magic

Mensaje por Donegal »

Algunos cambios de la inminente version 1.1. Joder han cambiado el juego de arriba a abajo!:

Anyways, enough about me, I'm here to tell you guys about some of the cool new stuff I've been adding for version 1.1. The primary additions for 1.1 are that we are shifting to a global mana pool for all spell casting and we are integrating your population into your production further as had been talked about long ago.

With the global mana changes will come a re-organization of all the spells in the game (along with the creation of a bunch of new ones). Elemental spell books will again be picked up through research, we didn't like the idea of having them as initial Sovereign editor choices as they are so tied to whatever shards you happen to find in the world. Its never fun trying to guess what you will run into when making your character so now your starting spell book selection will be non-shard restricted utility spells and you can research the Elemental magic you need based on your surroundings.

The way global mana will actually work is similar to any other resource; you will be able to build magical shrines in your cities that provide a steady stream of mana that will accumulate over turns until you cast spells. Also in an attempt to simplify some of the confusion over spell damage and how it is affected by your INT we are going towards more flat damage numbers for spells which your intelligence will not be increasing. This should make it easier to balance damage numbers across spells and the rest of combat (another thing I will be getting to for the patch). Obviously this combined with the mana changes basically eliminates the old purpose of the intelligence and wisdom/essence stats. Going forward they will now be used instead as requirements for a unit to cast a particular spell.



Population as a resource. We have always tried to stress that Elemental is a game of individual citizens, unlike most other 4X's. This was initially accomplished by causing you to use a population of a city when producing a unit; the population of your faction is literally drafted into military (or other) service. With 1.1 we will be embracing that idea and applying to the rest of your city production with our new Specialist system.

Highlights of the Specialist system:

•Every citizen that joins your Kingdom/Empire will be added to your specialist count on the top resource bar.
•Buildings will now require a number of specialists to get up and running, now instead of robots you need people to operate that Blacksmith
•As you use specialists the count at the top of the screen will update to let you know how many specialists are currently in use compared to your total specialists available (think supply in Starcraft).
•You will also be using specialists to make units so it will be up to you to balance when to expand and when to build up an army.
•If you decide to change your plans you can always demolish a building or disband a unit and re-assign those specialists to something else.
•Because of this new limiting factor on your production we have allowed a bunch of improvements that were previously one per city to instead have as many in a city as your population can support. This should allow for much more diverse and specialized cities rather then just making one of everything, everywhere.
As a final note, in another attempt to reinforce the importance of your population, we are changing the way gildar is produced (and consumed) in cities across the board. In 1.1 your primary income is paid through taxes on your populace. For every citizen in your Kingdom you will generate a small amount of gildar, however, to help keep your income in check as you get larger and larger most of your improvements now cost a small amount of gildar per turn to maintain. Don't worry about paying twice, however, as buildings that require maintenance no longer have an up front gildar cost.

These are just a sampling of the changes coming up in the new patch, although they are our (well my) biggest focus at the moment. I'm also planning on going through and trying to balance armor and weapon values among other things.

Anyways, back to work!
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