Eboy
S K i D R O
-> T H E L E A D i N G F O R C E <-
proudly presents
Elemental: War of Magic v1.05 Update
RELEASE DATE : 25-08-2010 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 v1.05 Update
* Gameplay / Balance *
- Several new spells added
- Boats will no longer disband due to desertion
- Absolute elimination of duplicate NPCs
- Vigilant Demon now has mana
- Combat Speed can only be increased 0.25 per level
- Shop values for weapons lowered
- Elementium description added
- Outposts and such now provide +HP to units stationed
- Fewer resources are spawned at the start of the game
- Summoning spellbook no longer available at start
- Tech trees can now reach level 5 notable locations and quest
locations
- Fixed issue that would prevent people from completing the
Old Enchanter quest (a.k.a. the midnight stone quest); it
wasn't checking the items of the unit that reached the quest
destination, rather those of the unit that started the
quest, which could be a different unit.
- Random quest locations should no longer spawn on hills.
- Snathi now has a new, non-Drake leader
- AI manages ships better
- AI Sovereign's spouse will seek the safety of a friendly
settlement rather than travel with their spouse
- AI more effective in establishing strong armies prior to
going on the offensive
- AI better at determining whether it is in their best
interests to declare war
- AI will notify player of tiles they should be using and how
to use them.
- Janusk provides a lot more useful information
- AI difficulty levels tweaked for more challenge at higher
levels
- AI tweaks to XML
* Battles *
- Added "Auto-Move Camera in Tactical" which is OFF by default
- Clarified some language for the hurl boulder spells (that it
does non-defendable damage).
- Auto resolve draws will now favor the defender.
- Added message boxes to tactical battles when action points
are too low to do some action.
- Added the ability to bring message boxes up as forced popups
(always on top).
- Added checks in auto resolve to be sure a unit can counter
attack and its target can be counter attacked.
- Added more robust checks to see if tactical actions can be
done.
- The tactical action check will now return a string if the
action cannot be done.
- Casting a spell will now properly check action points for
special abilities and ranged attacks.
- Moved the logic to refresh troop numbers to happen when a
unit's health changes.
- Updating troop numbers should now be a bit more logical.
- A unit's max health is now properly based on the maximum
amount of troops they have (not their current troop number).
- In tactical battles units that have no spell can no longer
open the spellbook.
- Fixed a few temporary cursors in tactical battles.
- Added sound effects to all the spells that were using
FlameBurst1 (which doesn't exist)
- Added the IsSpecialAbility tag to SpellDefs. Enabling this
makes the spell cost 1 ap instead of 2 ap to use
- Updated all the core ability spell defs with the
IsSpecialAbility tag.
- Casting spells in tactical battles costs 2 action points now
- Using special abilities in tactical battles costs 1 action
point now.
- Shooting a ranged weapon in tactical battles cost 2 action
points now.
- The tooltip for a unit's hit points in the tactical battle
window will now show any bonuses applied to the health.
- added ESC key support for closing common popups.
- new tutorial messages added to the campaign, explaining the
basics, including: camera movement, unit selection and
movement, founding a kingdom, tapping a resource, visiting
an item shop, etc.
- Added a bunch of new shortcut keys
- Fixed unit shortcut keys while in a city (now clicking on a
unit portrait in the city will do that unit action instead
of overriding to the city keys)
- Fixed cases that you could click a unit, then click a goodie
hut (for example), and still use the previous units shortcut
keys
- Enabled shortcut keys for items that don't belong to the
local player (details, propose, recruit, etc.)
- Fixed the hiergamenon resource breakdown page to include
houses under construction for food
- Added code to reset minimap for new game
- New game tray implemented (now has next unit and next city
buttons)
- Added shortcut keys for next unit and next city (shift+u and
shift+c, respectively [shift+s already jumps to sovereign so
consistent])
- Tool tips cleaned up
- hooked up new for when disband unit action is disabled
- Faction Editor Faction Creator hooked up
- Mod Library button added to workshop
- clicking someone without a soundpack uses a UI sfx, not a
grunt/yes/ etc (less annoying)
- Champion Lorebook/Context area Tweaked, adding 'Equip'
button that brings up EQUIPMENT, remove list of items
- unit context: removed equip icon on medallion
(redundant...button directly to the right had same
functionality)
- Map Notifications now display HUD icons on the map, event
icons on the side, and when you click the event list icon
it'll take the player to the event they need to see
* Engine *
- LOD levels on main map are now back to what they used to be
for better performance
- New shard effects, both dormant and tapped, that over 1/2 as
intensive as their older versions (the joys of beam
particles over billboard particles)
* Impulse Overlay *
- Support for swedish, finnish, icelandic and spanish
keyboards which have the @ symbol on an alt-gr modifier key.
It is also now possible to enter some more unusual symbols
- Wheel scrolling in friends list.
* Bug Fixes *
- Fixed issue that was preventing quests from placing
locations with their preferred type (CQuestDef wasn't saving
the preferred type, so when the data zip was loaded, it
would be null).
- Fixed some crashes on load from if a unit type was retired
while a unit of that type was in a training queue, since the
unit type would be removed from the global vector but some
things would still be looking for it on load. Now the
function to remove a retired unit type checks the training
queues of all the cities, too, and when the AI retires a
unit type, it removes it from its list of designs.
- I think this also fixes some crashes on load from the
testers downstairs, where I would see units looking for AI
designed unit types that weren't in the unit type list
anymore, as well as the loading in of the AI designed unit
type vector, but I'm just making an educated guess based on
the fact that the AI automatically retires unit types it
designs itself. This does fix a reproducible crash related
to training units at least, though.
- Campaign: AI cities named correctly to match lore
- Lost Library and Ancient Temple now using proper cloth
icons for their built versions (lost library used to like
ancient temple)
- Fixed bug where using a soverign for a race not their own
(ex. Relias with Capitar) then playing against the race
you would have led (Altar, in this example) the random
sovereign would retain your name (2 relias talking to each
other)
Install Notes:
1. Unpack the included rar files.
2. Run Elemental.War.of.Magic.v1.05.Update.exe and install
3. Copy the cracked content from SKIDROW directory to your
main installation directory and overwrite.
4. Play the game
Greetings:
Salutes to our old Amiga friends from:
FAIRLIGHT - RAZOR 1911 - VISION FACTORY - PARADOX - QUARTEX
DCS - CRYSTAL - ZENITH - ACCESSSION - ALPHA FLIGHT - PRODIGY
THE COMPANY - LEGEND - TRSI - ORACLE - ANTHROX - CLASSIC
Salutes to our new friends in:
UNLEASHED - TiNYiSO - BReWErS - RADIKAL - POSTMORTEM - SHOCK
FAIRLIGHT - CRUDE - VACE - ReUnion - OUTLAWS - GENESIS
Logo and layout by: Eboy/SAE
Last updated 21/07/2007 by [XXX]