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Elemental: War of Magic 24.08.2010

Патч Elemental: War of Magic v1.06

Elemental: War of Magic v1.06 Update
====================================

**********************
* Gameplay / Balance *
**********************


- Cost of weapons increased in terms of gold and materials

- Monster leveling tops out earlier so that there arenÆt crazy
powerful monsters late game

- Training time increased for the more sophisticated weapons

- AI will focus more on training soldiers rather than building
up their cities if under threat

- General AI improvements

- AI smarter about training units in cities based on their
current resource situation

- AI more effective at determining who to go to war with

- By default, the AI opponents added in the Choose Opponents
window get difficulty set based on the World Difficulty

- Campaign: Markinn now gives tactical HASTE spell instead of
strategic SUMMON ROCK GIANT spell

- Campaign: city leveup bonuses for TECH KNOWLEDGE and ARCANE
KNOWLEDGE now suppressed in campaign

- AI sov's are now using an HP adjustment multiplier based on
AI difficulty settings

***********
* Battles *
***********


- Hooked up the projectile follow camera code to obey the
Auto-Move Camera in Tactical option.

- Adding message boxes to explain why spell casting fails.

- Fix to repick targets in autoresolve when a counterattack
kills the attacker.

- Fix to make targeting picking more intelligent (to be sure
it doesn't pick invalid targets).

- Auto selection of the next unit in tactical battles should
no longer occur if the game option for not auto selecting is
turned on.

- Tactical action cost modifiers for everything except for
movement (which can have buffs) should now be 1.

- The tactical action cost of special abilities is now 2.

- All tactical actions use up to their cost, except for spells
which require at least 2 action points.

- When a tactical battle closes it now sets the cursor to be
an arrow.

******
* UI *
******


- Fixed Map Notifiers only placed for resources your faction
can eventually tap (ex. wonÆt tell kingdoms about wargs)

- Trade Equipment Wnd tweaks so that summoned creatures show
up in the scene views better.

- Hooked up new entries for the actions list, vitals list,
and other basic image entries in main game wnd contexts to
act more like buttons (highlight and have a click down
state) to indicate that they are clickable

*************
* Bug Fixes *
*************


- Fixed the infamous "white screen" in tactical battles that
occurred on a very specific hardware/driver/OS configuration

- Fixed a problem that would cause the particle effects to
disappear after alt-tabbing out of the game when running in
full-screen.

- Fixed a DirectX warning in Tile Highlight Graphic

- fixed uninitalized UNIT pointer in AIMessageBox (caused a
debugger crash, probably fixes random crashes users have
witnessed)

- Fixed bug where linked pioneer improvements were getting the
multiplier bonuses from their linked cities twice

- Changed around the values grabbed for some resource
breakdowns so that they match getting rid of this double
bonus

- You can no longer build pioneer improvements on resources
outside of your ZOC, even if they are adjacent to a city, to
prevent them from getting destroyed if they can't get
absorbed in time

- Adjacent pioneer improvements to cities now get absorbed
into the city the very next turn, instead of 2 turns after
they became adjacent

- Fixed bug where custom empire factions designed in the
faction designer wouldn't have a valid tech tree

- Custom factions now get the appropriate wall set, and change
their name to "Kingdom of" or "Empire of" appropriately

- Fixed a bug in the faction designer that caused the race
spinner to not match the actual race being displayed

- Shortened the text in the caravan info cards to make it less
likely that text entries will overflow to the next line
down, and got rid of some old text that doesn't mean
anything to how caravans work anymore, and got rid of some
hardcoded strings, and moved the hardcoded quote to the
different caravan/trader unit types

- CMapGenerator no longer generates race starting position for
tactical battles, since they arenÆt used in that mode and
were causing debug messages to flood output as the random
land tile buffer isnÆt getting filled after the first
tactical battle map is created.

- Campaign: Fixed oddity where reloading a save would reblock
the pass between New pariden and Gilden.

Комментарии: 4
Ваш комментарий

Странно... посмотри на форуме там есть тема

0

Включает ли в себя патч 1.06 предыдущие заплатки? Показалось странным, что 1.05 весит побольше.

0

На тему на форуме добавил патч 1.07, сюда не знаю когда добавят

0