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    Elemental.War.of.Magic.v1.09.Update-SKIDROW full indir download

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    Elemental.War.of.Magic.v1.09.Update-SKIDROW full indir download

    Mesaj tarafından Ne[x]oN Bir C.tesi Ekim 30, 2010 11:14 am

    Elemental.War.of.Magic.v1.09.Update-SKIDROW full indir download

    BU TORRENTİ İNDİR ([Linkleri görebilmek için üye olun veya giriş yapın.])
    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
    UI.

    ******
    * 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
    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 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
    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
    5

    Materials
    1
    1

    - 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



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