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 v1.07 Update
RELEASE DATE : 03-09-2010 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 v1.07 Update
* Performance *
- Major improvement to rendering system, especially when over
cities.
- Condensed scene rendering process from 3 passes through
scene into a single pass
- Bunch of fixes to the issues behind "DX Error: Invalid
Call", particularly when Alt-Tab'ing. This will continue to
be worked on.
- Added new framerate limiter ( limits framerate to refresh
rate of device ) - Removed throttle framerates option (this
is always on now)
- Particle Effects no longer render if the "Disable Particle
Effects" option is on
- Outlines now LOD-out as you zoom out
- Added option "Disable Outlines" to the options screen to
turn off rendering outlines (Might help lower-end machines,
and some people prefer no outlines)
- Commented out unnecessary debug messages
* Bug Fixes *
- Fixed Various Memory Leaks
- Fixed the issue that was causing the unimproved tile designs
for elemental shards to stick around after a
shard-harvesting improvement was built on top of them.
- fixed a bug where if you have the option on where when
entering/leaving city build mode, the camera switches
between overhead and default view, you could get stuck in
overhead view (and forced to manually move the camera back)
if you pressed the city build mode button, while already in
city build mode
- fixed bug where AI demands a tribute of 0 gildar
- fixed display issue where improvement cost entries
overfilled the improvement build list
- fixed display issue where units with long names overfilled
the name area on the level up wnd.
- fixed display issue on battle init wnd, if defense or attack
was negative then it showed up as a huge number. Beserker
ring gives a -3 to defense, which could give you negative
overall defense. Same might be true of attack if in the
future we have some strange item that decreases your attack.
- Fixed bug where units in tile designs (like horses, wargs,
etc) would not fade out when the tile is under fog of war
- Fixed "jumping units" when starting new game from within a
game (or loading a game within a game)
- Other fixes regarding battle initition window, creating
mountains in map editor, first contact status not being set
to relation unknown
- Fixed a bug where improvements that were flagged as
once-per-city were able to be placed twice.
* Gameplay / Balance *
- Fixed bug where economic treaty gold bonuses weren't getting
added to the global resource pool
- Changed how creatures and NPCs increase their stats when
they level up to nerf incredibly powerful high-level
monsters running around
- Stacking of items fixed (can now only wear 1 per type per
champion)
- Pioneers in a boat can no longer build a Settlement at sea
- Wild improvements will now be able to be taken into account
in a city's resource usage correctly, if any of them ever
have negative resource production
- Refugee camps (and other wild improvements that provide
population storage bonuses) improvements
- Fixed Miner sovereign profession bonus
- Fixed Great Warriors faction bonus
- Removed really high starting mana regen ability from Umber's
faction config
- Fixed Advanced Tracking techs (in both tech trees) to change
the player ability that is hooked up to affect movement
- Fixed broken productionreq tag on vengeance coating
- References to Ice shards changed to Water for consistency
- Sprint duration adjusted to 2
- Lowered HP for fallen peasant
- Fixed up resource hoard description text
- Various food resources now provide different amounts as
indicated by old description text
- Improved output of Temple of Essence
- Improved output of Tower of Titans, Tower of Souls
- Fixed construction resource cost for curgen's exchange
- Resource hoard costs now mirror kingdoms resource costs
- Fixed up description text for construction yard
- Great Theatre no longer provides +100% Gildar, only +100%
Prestige
- AI: Added code to send sovereign back to his capital city
if he has no destination after the early phase of the game
- Fixes for various terrain types not responding to RaiseLand
spell
- Resource hoards no longer deduct from the buildable tiles of
a city (the 'bananna cities' from the forums)
* Battles *
- Changed the calculation for battle damage to take multiple
troops into better account (with each unit getting an
individual attack roll).
- Every time panic is caused, the combat text for the panic
will be shown.
- Fixed a problem where misses and non-damage spells would
cause an on hit animation to be played in tactical battles.
- Fixed a possible bug where units would no longer update
their troop counts after reaching a single troop left.
- When selecting the spell book in tactical battles the
cursor should now reset to the arrow.
- When clicking on a unit's hiergemenon entry in tactical
battles the cursor should now reset to the arrow.
- Turned on bounding box picking for tactical battles to
improve the feel of unit selection.
- Selecting units should now be turned back on while other
units are animating in tactical battles.
- Fixed a bug where unit tooltips in tactical battles would
draw over tooltips for items and spells.
- Added some checks to the battle init window to stop the
window from showing when defenders or attackers were null.
Also added logic to clear waiting flags in this case.
- Adopted the unit vitals context for a Details tab to show
when a wild improvement is selected on the main map, to give
more meaningful and easier to read information - If the
improvement is under construction, it says so and uses the
level slider to show the progress towards completion and the
turns left - If the improvement is done, it shows what that
improvement is producing and has an entry to get further
information about the improvement by opening up the lorebook
- Also, it shows which city an improvement is linked to, or
"Not linked" if it isn't. If it is linked, the tooltip
explains that this city is contributing production bonuses
to the resource production of that improvement. If the
improvement is not linked, the tooltip says how many tiles
the nearest city needs to be closer to link with that city,
explaining that it will be able to get city production
bonuses if it does link
- New Tactical Icons hooked up for Smelter, Trade Center,
Construction Yard, Merchant Guild
- New Tile Designs for Ventri Iron Mine, Stone Quarry, Clay
Quarry, Marble Quarry, Drath Village, Shrill Hive, Spider
Nest
- Fixed bug where double-clicking on a spell you couldn't cast
from the spellbook popup would queue a bunch of "Can't cast
tactical spell" message boxes to appear over and over, now
just plays a little failure sound if something that can't be
cast is double-clicked
- Fixed a typo in a campaign dialog
- When you build an improvement on a resource, the map
notifier for it is removed
- Fixed typo "completly restored" to "completely restored"
- Fixed some places where the display of per-turn gold
production lagged behind changes to it, gets rid of some
income discrepancies between some screens when loading a
game, adding/cancelling a treaty, etc.
Install Notes:
1. Unpack the included rar files.
2. Run Elemental.War.of.Magic.v1.07.Update.exe and install
3. Copy the cracked content from SKIDROW directory to your
main installation directory and overwrite.
4. Play the game
Additional Notes:
You don't need to have any of the previous updates installed,
as this update is featuring all previous updated content.
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]