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 v1.09 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 - 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 kenata' and heavenfall' 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 Materials - 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. - 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. Install Notes: 1. Unpack the included rar files. 2. Run Elemental.War.of.Magic.v1.09.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]
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Elemental: War of Magic ist ein rundenbasiertes Fantasy-Strategiespiel mit eigenwilliger, gezeichneter Grafik. Dahinter steckt eine solide Mischung aus Forschen, Erkunden, Städtebau und Erobern. Die... weiter...
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