Sorcerer King Beta 1.1 Patch Notes

–-RELEASED 10/9/2014–-

Sorcerer King beta 1.1 is now available! Log into your Steam client to automatically update your game.

Finally, the great WASD map control controversy has been resolved. Also, wall of text incoming! We've been busy ;)

Sorcerer King Beta 1.1 Patch Notes

Additions

+ Spell to reduce Doomsday Counter added (still working on the visual FX though)
+ Outposts can now fire on multiple units per turn 
+ Added WASD map controls 
+ Additional tactical battle special abilities added for a number of units
+ New portrait art when selecting a number of structures
+ New abilities hooked up for Elemental Damage types
  - Weak Resistance to Cold, Fire & Lightning (10% defense to these types)
  - Sensitive to Cold, Fire, and Lightning (10% more damage taken by these damage types)
  - Most Beasts were made sensitive or vulnerable to these elemental types
  - minor units were given the appropriate buffs / debuffs
  - Some magic users were given buffs to elemental types
+ attack types added (ex. "Cold" attack/defense/resist)
+ added Healing Spirit ability: Any army with this unit gets +3 HP per turn on the overworld map.
+ circle of magic improvement added (unlocks Archon)
+ more quests added
+ Updated balancing on units
+ More quests are now spawned on maps 

Notable Fixes

+ Potential fix for terrain performance issues on low end machines
+ Fixed "Marching Orders" sovereign skill
+ Fixed Tactical Battle initiative list highlighting when mousing over units
+ Fixed Summon Wisp spell
+ Fixed animation issues around auto-resolving combat on the strategic map
+ Citadel now properly unlocks the Paladin unit

Additional Fixes

+ Various screens tweaked
+ lots of unit medallions updated
+ minor changes to several resource icons, also completely new icons for "Immobilize" and the "Magic" resource.
+ recipe ingredient updates
+ lots of quest changes (text, loot, etc)
+ updated gfx for SK location
+ sorcerer skill tree updated visually
+ abilities added for attack sensitivities, minor resist, resist
+ updated icons for some abilities
+ tweaked stronghold gfx
+ updated Frozen Realm city hub gfx
+ minor race conversations can use a different conversation wnd, when directed to do so in the xml of the conversation
+ tweaked quantity of quests around the starting area
+ fixed issue causing map to move around from arrow keys when main game window was not the window in focus (ie. like when renaming a unit) or when the game itself wasn't even in focus
+ optimized maps (should improve performance on many machines)
+ added mesh/skeleton/animation files for Banshee
+ stronghold clothmap gfx updated
+ Fixed pink chest (from the Blue Fissure zone) to not be a prop - it now gives loot properly.
+ Swamp giants made a bit bigger in tactical
+ "A Darkish Magic" quest fixed
+ SK Fortress and Frozen Realm hub medallion paintings hooked up
+ Hooked up a temp 'Snipe' icon
+ Fixed overpowered Snipe ability
+ fixed Ring of Mastery being given by Ring of Life crafting recipe
+ added some needed world cleanup between games, fixes bug where minors from previous games were duplicated in game-within-a-game, among other things.
+ fixed some issues causing debug.err message spam
+ Flank can no longer be resisted
+ fixed terrain seams
+ added binks for decremented doomsday counter
+ fixed bug where defending units would run across world map during main map autoresolve battle
+ fixed bug where units would run across world map between multiple main map autoresolve battles
+ fixed health bar bug in tactical battle
+ fixed truncated text on the city context window.
+ fixed issue where minor conversation window was not being shown in some circumstances
+ fixed display issues with "Produce Mana" project
+ fixed issues in tactical, where hovering and/or clicking on entries did not always work
+ fixed issue where battle initiation wnd would show incorrect battle rank for attacked cities
+ fixed cause "File [blank] does not include mesh data" output/debug.err spam
+ fixed truncated skills in the unit details window
+ fixed several typos in quests
+ Fixed several quests that weren't working
 - Gumshoe
 - The Mastermind's Lair
 - Geology is a Type of Magic Actually
+ units dont run between tiles during autoresolve
+ fixed moonwalking units
+ sov level-up wnd can now be closed without picking a skill, in the situation where there are no skills available to pick.
+ new structure portraits
+ performance tweaks to several strategic map particle effects
+ performance tweaks to several tactical maps
+ Lethal focus is instant
+ Fixed favor resources to be a stored resource
+ Updated some unit names to reflect the minor faction they're associated with
+ Modified # of SK monsters that will be spawned.
+ Road Building ability no longer requires Mancer blood
+ removed unused items (resulted in 400+ additional things being loaded into memory)
+ More goodie huts are spawned around starting points
+ Implemented support for items and resource conditionals that are LESS than or EQUAL to the stated amount
+ Implemented support so that different quest options will come up based on various world variables (resources) via the Less than or Equal to and Greater than or equal to combo
+ Changed behavior such that when a condition requires a RESOURCE it no longer substracts it from your resource pool (i.e. it just checks to see if you have it). 
+ Added code so that you won't see blank quest complete screens
+ Added code to make the quest objectives pop up not show up unless the quest explicitly has text to show.
+ Moved when treasures get applied to earlier in the flow to fix bug where you got treasures but they didn't show up in the quest complete window.
+ More logic added to the quest screens to prevent cases where you would get unnecessary popups
+ Updated Quest logic such that it is more robust for quest ending not allowing endless active quests (XML still has to explicitly call the quest end however, but that will now always end the quest)
+ Lots of fixes to cases where quest popups would come up with blank stuff
+ SK looks at shards destroyed to provide a basis for a minimum spawn monster level and monster destination target.
+ re-coded some expensive functions that were being used a lot during end turn processing
+ tactical maps with perf fixes

67,561 views 30 replies
Reply #1 Top

Core!  Nice.  Thank you for this nice juicy first patch.

Enjoy your weekend won't you?   :thumbsup:

Reply #2 Top

Awesome!

+ Fixed animation issues around auto-resolving combat on the strategic map

and more Awesome!

 

Reply #3 Top

Sounds good. :)

Reply #4 Top

Ah, crap. I just realized the patch doesn't hit until tomorrow!

That's OK, I'm still excited about it. Great work guys/gals.

Reply #5 Top

Has anyone else reported the issue I'm having with what I suspect as a memory leak? After some time (usually within 15 minutes) the game animations become slide shows.

Also, units lose the ability to move even if they are able to. Happens in combat, happens on the overland map. And now when I load a saved game where I had the issue (even after closing down the game and restarting) the units on the overland map still cannot move.

Reply #7 Top

Will save games be compatible or will I have to start a new map?

Reply #8 Top

Is the bug where units on Shards can't be attacked fixed?

I assume its a bug, scanned the list couldn't see anything related.

Reply #9 Top

Quoting Tacit_Exit, reply 8

Is the bug where units on Shards can't be attacked fixed?

I assume its a bug, scanned the list couldn't see anything related.

I do hope so. That is pretty annoying.

That and not being able to obtain the key from a Lootenant if it is killed by an outpost. It should drop to the ground and form a treasure chest or something like that. Or perhaps it gets spirited away by some minion and you have to go on a quest to retrieve it.

Reply #10 Top

Other potential shard related bug; units can't move onto an unimproved shard and likewise can't move off if they destroy the improvement/shard after moving onto an improved one.

I've seen Lieutenants apparently stuck after destroying shards, still not attack-able.

Reply #11 Top

Quoting Tacit_Exit, reply 10

Other potential shard related bug; units can't move onto an unimproved shard and likewise can't move off if they destroy the improvement/shard after moving onto an improved one.

I've seen Lieutenants apparently stuck after destroying shards, still not attack-able.

 

Yeah, I've seen that as well. Hopefully that will get looked at pronto.

Reply #12 Top

Just tried uploaded patch.  Running into the same serious lag issues I was prior to Frogboy's fix.  Did the patch somehow restore the initial coding?  As it stands the game is currently unplayable again.

Reply #13 Top

Quoting Dsag1980, reply 12

Just tried uploaded patch.  Running into the same serious lag issues I was prior to Frogboy's fix.  Did the patch somehow restore the initial coding?  As it stands the game is currently unplayable again.

:( Bummer. I won't have time to play until later today and this is not good news.

Reply #14 Top

True though the developers were quick to respond the last time this issue came up so I'm fairly optimistic that will be true going forward.  As for me I have a busy weekend so won't be on much so not a huge loss for myself just wanted to give it a quick try when I had the chance.

Reply #15 Top

Which kind of perf are you hitting?

That is, video or between turns?

Reply #16 Top

Just checked, Dsag. You said you were getting long times between turns.  That is very odd. Very very odd.  The typical time between turns, even on a decent sized map, should be about 1 second. 

I'm trying to think what would cause it to be so slow. You mentioned in another post it takes a long time to even bring up tactical battles.  

Can you PM me your debug.err (it's in the documents\my games\sorcerer king directory).  Just need you to load up the game, play a turn or two and send it. I'll check it out.

Reply #17 Top

Between turns, loading a map (only tiny ones load at all), initiating combat, even just running over a chest has a noticeable delay.  And that's in cloth map only setting.  Again I do have dedicated graphics card, sufficient memory, and a quad core I7.  I'm on windows 8.1.  I can't entirely rule out that it's something on my end but when I brought this up on .7 it improved immediately after you fixed the flawed process.  Which makes me wonder if somehow this patch restored that process?  I'm definitely a layman when it comes to programming etc so giant grain of salt but that was the most logical.  I've run LH and a few other applications just to give myself a baseline and they seem to be running normally.

Reply #18 Top

Also: Perf gains do require players start a NEW game. Saved games will not address it because it was largely a data issue.

Reply #19 Top

Quoting Dsag1980, reply 17

Between turns, loading a map (only tiny ones load at all), initiating combat, even just running over a chest has a noticeable delay.  And that's in cloth map only setting.  Again I do have dedicated graphics card, sufficient memory, and a quad core I7.  I'm on windows 8.1.  I can't entirely rule out that it's something on my end but when I brought this up on .7 it improved immediately after you fixed the flawed process.  Which makes me wonder if somehow this patch restored that process?  I'm definitely a layman when it comes to programming etc so giant grain of salt but that was the most logical.  I've run LH and a few other applications just to give myself a baseline and they seem to be running normally.

Today was the first update since then. I had fixed them internally but they wouldn't have affected your machine since they were only on my machine. ;)

Reply #20 Top

Brad do you think we'll see opt-in betas with minors next week?

 

This is a very good patch a week out from release! Keep up the good work!

Reply #21 Top


+ circle of magic improvement added (unlocks Archon)

Where is this??  I'm not even seeing it in the xmls.

Reply #22 Top

Quoting XWerewolfX, reply 20

Brad do you think we'll see opt-in betas with minors next week?

 

This is a very good patch a week out from release! Keep up the good work!

I hope so.  Lots of bug fixing.

Reply #23 Top

Please see this post. Maybe it will help to delete prefs.ini?

Reply #24 Top

For the record, I'm seeing much better performance on my laptop with this update... I was about ready to ask for money back earlier this week.  #:(

Reply #25 Top

Much better performance for me as well on my laptop. :)

 

It's a very good first patch. I love seeing the Fire Elemental armies roam around. I just wish that they gave fire elementally units rather than elite archers. :P