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▄▀▀ ░ ▄███▀▀ ░ ▀■▄▄■▀ ▀▀████▄▄▄■▀ ░ ▀▀███▄▄▄▄▄██▀ Eboy
▀▄▄■▀ ■▀▀ ▀▀▀▀▀▀
S K i D R O W
▄▀ -> T H E L E A D i N G F O R C E <- ▀▄
▀▄ ▄▀
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀▀▀ ▀ proudly presents ▀ ▀▀▀▀▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
░ ███▓▓▓▓▒▒▒░░ Elemental: War of Magic v1.09 Update ░░▒▒▒▓▓▓▓███ ░
▒▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▒
▓ ▓
▓ RELEASE DATE : 02-10-2010 PROTECTION : Stardock Activation ▓
▓ GAME TYPE : Strategy DISKS : CRACKED UPDATE ▓
░ ░
▀█▓▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀██▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀ ▀
▀█▌ Release Notes: ▀█▄ ░ █
▄■ ▐▓ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄██▄ ▒ █
█ ▄█▀ █ ▓ █
▀▀▀ ░ █ The Skid Rowdies are looking new blood to fill up the ranks. █ █
▒ █ We're a professional team of dedicated sceners with big mark █ █
█ █ under sceners. We believe on the ground idealism of the root █ █
█ █ of the real old school scene. We do all this for fun and █ █
█ █ nothing else. We don't earn anything on our hobby, as we do █ █
█ █ this for the competition and the heart of what got the scene █ █
█ █ started in the mid eighties. █ █
█ █ █ █
█ █ If you think you got something to offer, then don't hold back █ █
█ █ on contacting us as soon as possible. █ █
█ █ █ █
█ █ _______ __ ___ _____ /\__ █ █
█ █ \ / |/ /_/\_| \ \ _ \ / /_ \/\ /\ █ █
█ █ /\ \/| / / \/\/| |\ \ \//_// / / / / / / █ █
█ █ / \ \| \ \ / \| |_\ \ / / \/ /_/ / /// / █ █
█ █ \____/|_|\_\\__/|___/ / /_/\_/\__/_/\____/ █ █
█ █ twice the fun \/ double the trouble █ █
█ █ █ █
█ █ ────────────────────────────────────────────────────────────── █ █
█ █ █ █
█ █ On with the update release information: █ █
█ █ █ █
█ █ Elemental: War of Magic v1.09 Update █ █
█ █ ==================================== █ █
█ █ █ █
█ █ *************** █ █
█ █ * Multiplayer * █ █
█ █ *************** █ █
█ █ █ █
█ █ - Added code to prefer a random map that supports the max █ █
█ █ players █ █
█ █ █ █
█ █ - Cloud saving/loading enabled █ █
█ █ █ █
█ █ - AI opponents enabled █ █
█ █ █ █
█ █ - Added handling for if firewall is turned off █ █
█ █ █ █
█ █ - Added check for if player is disconnected before starting █ █
█ █ turn timer when the end turn is requested █ █
█ █ █ █
█ █ - Added check to prevent player from going to multiplayer menu █ █
█ █ if it's still checking for an update █ █
█ █ █ █
█ █ ********************** █ █
█ █ * Gameplay / Balance * █ █
█ █ ********************** █ █
█ █ █ █
█ █ - AI sovereigns take more care about where they are doing █ █
█ █ their attacking █ █
█ █ █ █
█ █ - Added code so that AIBasic is smarter about attacking units █ █
█ █ in cities █ █
█ █ █ █
█ █ - "Equipment Cache" goodie hut now hands out cloth armor, █ █
█ █ instead of the patchwork armor that should not be in the █ █
█ █ game anymore █ █
█ █ █ █
█ █ - You can no longer train groups of Dragons, Catapults, or █ █
█ █ Giant Demons █ █
█ █ █ █
█ █ - New option: Players can choose not to have monsters spawn █ █
█ █ █ █
█ █ - New option: Players can disable minor factions █ █
█ █ █ █
█ █ - Loot given by monsters increased █ █
█ █ █ █
█ █ - Fixed bug where some AI-controlled caravans that had already █ █
█ █ established trade routes would wander off those routes while █ █
█ █ delivering their stuff at a city █ █
█ █ █ █
█ █ - Fixed a bug where caravan pathfinding through territory █ █
█ █ owned by anyone other than their owner would still have a █ █
█ █ penalty, even through caravans can always move freely █ █
█ █ through any territory █ █
█ █ █ █
█ █ - Changed dynasty kids to determine their essence based on the █ █
█ █ BASE essence of their parents (ignoring equipment, player █ █
█ █ ability bonuses, etc.) This should keep kids from double- █ █
█ █ dipping from things like player-wide essence bonuses and █ █
█ █ keep their max mana at more reasonable levels █ █
█ █ █ █
█ █ - fixed several armor and special ability xml issues (that █ █
█ █ were either pointed out on the forums or that I discovered █ █
█ █ while fixing others) █ █
█ █ █ █
█ █ *********** █ █
█ █ * Battles * █ █
█ █ *********** █ █
█ █ █ █
█ █ - The starting side in a tactical battle is now chosen █ █
█ █ randomly. The attacker and the defender have an equal chance █ █
█ █ to go first. █ █
█ █ █ █
█ █ - Added shorter/faster annimations for bow attacks and spell █ █
█ █ attacks █ █
█ █ █ █
█ █ - Fixed a divide by zero error in spell damage. █ █
█ █ █ █
█ █ - Fixed some logic to determine whether or not a tactical unit █ █
█ █ was moving. █ █
█ █ █ █
█ █ - Added code to make sure a unit cancels its destination when █ █
█ █ it skips a turn. █ █
█ █ █ █
█ █ - Added some additional checks to skip turn logic in tacatical █ █
█ █ battles to stop a turn from being skipped in the middle of █ █
█ █ other actions. █ █
█ █ █ █
█ █ - Fix to be sure ranged attacks don't always do max damage in █ █
█ █ tactical battles. █ █
█ █ █ █
█ █ - Fix to experience display for battles, and fixed a bug where █ █
█ █ auto resolve was only rewarding experience for killing the █ █
█ █ leader unit. █ █
█ █ █ █
█ █ - The AI does not take its first turn immediately after the █ █
█ █ window loads. This will prevent cases where the AI takes its █ █
█ █ turn before the window finishes rendering. █ █
█ █ █ █
█ █ - Fixed a spell type tag for Quicken (now shows up in Tactical █ █
█ █ Battles) █ █
█ █ █ █
█ █ - Fixed an issue where a single unit might lose its mana after █ █
█ █ attacking and killing a defending team. █ █
█ █ █ █
█ █ - Added the UsableInBattle tag for item types, will help to █ █
█ █ determine if an item should be displayed during a tactical █ █
█ █ battle. This defaults to FALSE. █ █
█ █ █ █
█ █ - Items in a tactical battle will now properly stack in the █ █
█ █ UI. █ █
█ █ █ █
█ █ ****** █ █
█ █ * UI * █ █
█ █ ****** █ █
█ █ █ █
█ █ - NEW! City List window which can be brought up via a tab on █ █
█ █ the kingdom screen █ █
█ █ █ █
█ █ - this will list all your current cities, along with vital █ █
█ █ information about resource, training, and building being █ █
█ █ done there (ie: it's a city spreadsheet) █ █
█ █ █ █
█ █ - New icons hooked up for sovereign talents █ █
█ █ █ █
█ █ - Got rid of trailing decimal zeros for the global resource █ █
█ █ pool tooltips, to clean up the display of resources that are █ █
█ █ always integers █ █
█ █ █ █
█ █ - Fixed bug where the global resources for a player didn't █ █
█ █ refresh when a city was lost through razing until the next █ █
█ █ turn █ █
█ █ █ █
█ █ - Tweaked the spell info card to get the stats to show up in █ █
█ █ the grey bar at the bottom of the info card, and to support █ █
█ █ multiple text entries of varying sizes █ █
█ █ █ █
█ █ - Item Shop now shows change in Combat Speed, Defense, and █ █
█ █ Attack for the highlighted item █ █
█ █ █ █
█ █ - Message Box input field now limited to 20 chars █ █
█ █ █ █
█ █ - Made auto-select next moveable unit code not select caravans █ █
█ █ █ █
█ █ - Fixed City HUDs clipping at the end (now they all get █ █
█ █ rounded edges) █ █
█ █ █ █
█ █ *************************** █ █
█ █ * Performance / Stability * █ █
█ █ *************************** █ █
█ █ █ █
█ █ - Moved code around that calls clean-up functions so that we █ █
█ █ don't get false mem-leak messages anymore █ █
█ █ █ █
█ █ - Moved clean up code around so that game within a game cleans █ █
█ █ up properly █ █
█ █ █ █
█ █ - Fixed mem leak in Trigger Manager, city wall nodes, █ █
█ █ destination and selection cursors for destroyed objects █ █
█ █ █ █
█ █ - Removed code in CTreeGraphic that was causing a leak █ █
█ █ █ █
█ █ - Fixed big leak in DecalGraphicGraphicManager where every █ █
█ █ decal in the game was leaking when starting a new game █ █
█ █ within a game █ █
█ █ █ █
█ █ - Fixed leak in CUnitSceneViewWindow (which is used on lots of █ █
█ █ screens) █ █
█ █ █ █
█ █ - Fixed random crash in kingdom screen with the filling of the █ █
█ █ Lore Book █ █
█ █ █ █
█ █ - Tile Designs now flush out the graphics for their "base █ █
█ █ graphic" (the one that the graphic instances use to render) █ █
█ █ once the instances for that base graphic are released █ █
█ █ █ █
█ █ - Fixed crash if a spellcaster ever had to cancel more than █ █
█ █ one enchantment at a time from losing 2 or more available █ █
█ █ enchantment slots █ █
█ █ █ █
█ █ - Fixed memory leak in UnitAnimationHelper that caused unit █ █
█ █ gfx to leak after the unit was destroyed █ █
█ █ █ █
█ █ - Fixed memory leak in TreeGraphic that caused tree batches to █ █
█ █ leak on game within a game or destruction of the forest █ █
█ █ object █ █
█ █ █ █
█ █ ************* █ █
█ █ * Bug Fixes * █ █
█ █ ************* █ █
█ █ █ █
█ █ - Fixed bug where mini map would not update itself after █ █
█ █ starting a new game from within a game █ █
█ █ █ █
█ █ - Hooked up renaming cities and units to use events (for MP) █ █
█ █ █ █
█ █ - Fixed bug where you could go into the enchants tab for any █ █
█ █ unit and cancel their enchantments, whether that unit █ █
█ █ belonged to you or not █ █
█ █ █ █
█ █ - Fixed bug where destination cursor would disappear if the █ █
█ █ unit it belonged to was off-screen █ █
█ █ █ █
█ █ - Added support for Resource modifier types in unit ability █ █
█ █ bonus options to be taken into account in what resources a █ █
█ █ unit always provides, without needing to be stationed in a █ █
█ █ city █ █
█ █ █ █
█ █ - Fixed Bug When reload a game with Wild Shard Improvements, █ █
█ █ the game now properly relinks them to their resource hoards █ █
█ █ (fixed issue where destroyed shrines would not regenerate █ █
█ █ shard resource) █ █
█ █ █ █
█ █ - Fixed particle effect render order on main map screen █ █
█ █ █ █
█ █ - Fixed graphical bug where mounted units in an army did not █ █
█ █ scale properly █ █
█ █ █ █
█ █ - CalculateAbilities now uses champions for ability modifiers █ █
█ █ (this fixes NPCs that should give bonuses but didn't, such █ █
█ █ as "Royalty") █ █
█ █ █ █
█ █ - Fixed bug where the NPC AI player would spawn new NPCs based █ █
█ █ off of the unit types of dynasty kids. This would cause █ █
█ █ champions wandering around with the same name, and with baby █ █
█ █ portraits if they hadn't grown up yet. █ █
█ █ █ █
█ █ - Attacking cities or lone improvements while in attack mode █ █
█ █ now works █ █
█ █ █ █
█ █ - hooked up the cursor to change to the crossed swords at the █ █
█ █ right time for cities/improvements when one of your units is █ █
█ █ selected █ █
█ █ █ █
█ █ - Fixed comment in CityLevelUpBonuses.xml that caused █ █
█ █ malformed xml █ █
█ █ █ █
█ █ - Fixed badly merged text in QuestUnits.xml for Talax █ █
█ █ █ █
█ █ - Fixed end tags in CoreCityWalls █ █
█ █ █ █
█ █ - Fixed game modifiers and ending tag after Magnar_Staff in █ █
█ █ CoreSpecialWeapons.xml █ █
█ █ █ █
█ █ - Fixed end tag for Thumb in SpecialUnitProps.xml █ █
█ █ █ █
█ █ - Fixed comments in UnitSoundPacks.xml █ █
█ █ █ █
█ █ - note: thanks to ækenataÆ and æheavenfallÆ for helping us █ █
█ █ hunt down those above XML issues down and pointing us to █ █
█ █ some cool data checking tools █ █
█ █ █ █
█ █ *********** █ █
█ █ * Modding * █ █
█ █ *********** █ █
█ █ █ █
█ █ - Tile Editor: Fixed bug where large silhouette figure would █ █
█ █ render in the middle of a tile design when placing █ █
█ █ pedestrians █ █
█ █ █ █
█ █ - Map Editor: when using the creature placement tool, defaults █ █
█ █ to giving the creature a random wander radius, which can be █ █
█ █ changed with the tool's third spinner in the bottom left █ █
█ █ corner █ █
█ █ █ █
█ █ - Also changed the wander radius 0 item to say "Don't Wander" █ █
█ █ instead, does what the default used to do, cause the unit to █ █
█ █ not even go into auto-patrol mode █ █
█ █ █ █
█ █ - Added new data def type, CSpellResourceCost, which can be █ █
█ █ used in spell def xml to specify resource costs on casting a █ █
█ █ spell, as well as any persistent maintenance costs if this █ █
█ █ spell is an enchantment █ █
█ █ █ █
█ █ - tag used in the SpellResourceCost xml object to say whether █ █
█ █ the cost is deducted at time of casting (Per-Turn is 0), or █ █
█ █ if it is a continued maintenance cost that exists as long as █ █
█ █ the spell is in effect through an enchantment (Per-Turn is █ █
█ █ non-zero) █ █
█ █ █ █
█ █ - Note: maintenance resource costs can only be per-turn if the █ █
█ █ spell is an enchantment; there's no one-time cut to per-turn █ █
█ █ resource production from an instant, non-enchantment spell █ █
█ █ █ █
█ █ - Here's an example of some xml to put in a spell def, making █ █
█ █ this spell cost 5 metal immediately when cast, and having a █ █
█ █ maintenance cost of 1 material per turn until the █ █
█ █ enchantment is cancelled: █ █
█ █ █ █
█ █ Metal █ █
█ █ 5 █ █
█ █ █ █
█ █ Materials █ █
█ █ 1 █ █
█ █ 1 █ █
█ █ █ █
█ █ - MODs folders now creatured for the user in their My █ █
█ █ Games/Elemental folder █ █
█ █ █ █
█ █ - Fixed Bug: Quests read in from XML (after loading the █ █
█ █ Data.zip) no longer override QuestDefIDs █ █
█ █ █ █
█ █ - Images and models now read in from the Mods/GFX folder █ █
█ █ properly █ █
█ █ █ █
█ █ - Mods are now enabled by default in Prefs.ini █ █
█ █ █ █
█ █ - Overlay: Implement tile upload/download █ █
█ █ █ █
█ █ █ █
█ █ Elemental: War of Magic v1.08 Hotfix Update █ █
█ █ =========================================== █ █
█ █ █ █
█ █ ********************** █ █
█ █ * Gameplay / Balance * █ █
█ █ ********************** █ █
█ █ █ █
█ █ - New Sovereign Ability: Wealthy +1 gildar per turn █ █
█ █ █ █
█ █ - New Sovereign Ability: Green Thumb +2 food per turn █ █
█ █ █ █
█ █ - Organized Sovereign Ability removed █ █
█ █ █ █
█ █ - Shop Costs moved to be a formula (unless specified in the █ █
█ █ XML) █ █
█ █ █ █
█ █ - Research costs increased █ █
█ █ █ █
█ █ - More balancing of initial resource seeding █ █
█ █ █ █
█ █ - Fertile land availability increased █ █
█ █ █ █
█ █ - Long Bows now cost 40 gildar to construct █ █
█ █ █ █
█ █ - Default shop values on weapons and armor removed from XML █ █
█ █ (you can overrride the formula still) █ █
█ █ █ █
█ █ - Teleport/Blink mana cost increased from 5 to 15. █ █
█ █ █ █
█ █ - Eliminated criminal adventurers (caused confusion amongst █ █
█ █ players) █ █
█ █ █ █
█ █ - Pioneer Kit Gold cost reduced from 10 to 5, Materials cost █ █
█ █ increased from 1 to 10. █ █
█ █ █ █
█ █ - Organized ability added to general special abilities █ █
█ █ █ █
█ █ - Late game monster respawning reduced. █ █
█ █ █ █
█ █ - Increased movement speed of units in tactical battles █ █
█ █ █ █
█ █ ************* █ █
█ █ * Bug Fixes * █ █
█ █ ************* █ █
█ █ █ █
█ █ - Added logic to stop spells from dealing max damage every █ █
█ █ time. █ █
█ █ █ █
█ █ - Restored old terrain/tile movement costs until that can be █ █
█ █ better addressed. █ █
█ █ █ █
█ █ - Adjusted the combat speed from 2 to 3 for the base █ █
█ █ male/female sov units. █ █
█ █ █ █
█ █ - Fixed bug where Karavox, Magnar, and Verga sovs only had 1.0 █ █
█ █ for combat speed. █ █
█ █ █ █
█ █ - Fixed bug that made it not load any maps except mp maps █ █
█ █ █ █
█ █ - Fixed bug resetting default map size to tiny █ █
█ █ █ █
█ █ - Fixed bug where rapidly clicking the fortify action for a █ █
█ █ unit twice or more would cause the game to hang █ █
█ █ █ █
█ █ - Fixed bug where, after unhiding the game lobby wnd once, █ █
█ █ human players would get assigned team 1 when joining a █ █
█ █ custom game, instead of an unused team ID █ █
█ █ █ █
█ █ - Fixed crash when restarting new campaign after you load a █ █
█ █ saved campaign game █ █
█ █ █ █
█ █ - Fixed bug where Cancel button would not show up on █ █
█ █ mutliplayer Join Game with Password screen █ █
█ █ █ █
█ █ - Fixed an error where old saves with old data had logic █ █
█ █ conflicts with new code that made spells miss. █ █
█ █ █ █
█ █ █ █
█ █ Elemental: War of Magic v1.08 Update █ █
█ █ ==================================== █ █
█ █ █ █
█ █ *************** █ █
█ █ * 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 gol
Release name: Elemental.War.of.Magic.v1.09.Update-SKIDROW
Size: 34mb
Single Links
http://hotfile.com/dl/73282834/fe2183b/Elemental.War.of.Magic.v1.09.Update-SKIDROW.rar.html
http://rapidshare.com/files/422720622/Elemental.War.of.Magic.v1.09.Update-SKIDROW.rar
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