Size 36.395 MB   0 seeders     Added 2010-10-31 02:38:35

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Elemental: War of Magic v1.09 Update 
 * Multiplayer * 
 - Added code to prefer a random map that supports the max 
 - 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 
 - 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 
 - 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 * 
 - 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 
 - 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 
 - 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 
 * 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 
 - 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 
 - 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 
 - Fixed end tag for Thumb in SpecialUnitProps.xml 
 - Fixed comments in UnitSoundPacks.xml 
 - note: thanks to ΓΓé¼╦£kenataΓΓé¼Γäó and ΓΓé¼╦£heavenfallΓΓé¼Γäó 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 
 - 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 
 - 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 
 - 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: 
 - 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 
 - Mods are now enabled by default in Prefs.ini 
 - Overlay: Implement tile upload/download 
skidrow.nfo 56.102 KB
sr-ewom9.r00 5 MB
sr-ewom9.r01 5 MB
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