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Elemental: War of Magic v1.06 Update

RELEASE DATE : 27-08-2010           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 v1.06 Update

Gameplay / Balance

- Cost of weapons increased in terms of gold and materials

- Monster leveling tops out earlier so that there aren’t crazy
powerful monsters late game

- Training time increased for the more sophisticated weapons

- AI will focus more on training soldiers rather than building
up their cities if under threat

- General AI improvements

- AI smarter about training units in cities based on their
current resource situation

- AI more effective at determining who to go to war with

- By default, the AI opponents added in the Choose Opponents
window get difficulty set based on the World Difficulty

- Campaign: Markinn now gives tactical HASTE spell instead of
strategic SUMMON ROCK GIANT spell

- Campaign: city leveup bonuses for TECH KNOWLEDGE and ARCANE
KNOWLEDGE now suppressed in campaign

- AI sov's are now using an HP adjustment multiplier based on
AI difficulty settings

Battles

- Hooked up the projectile follow camera code to obey the
Auto-Move Camera in Tactical option.

- Adding message boxes to explain why spell casting fails.

- Fix to repick targets in autoresolve when a counterattack
kills the attacker.

- Fix to make targeting picking more intelligent (to be sure
it doesn't pick invalid targets).

- Auto selection of the next unit in tactical battles should
no longer occur if the game option for not auto selecting is
turned on.

- Tactical action cost modifiers for everything except for
movement (which can have buffs) should now be 1.

- The tactical action cost of special abilities is now 2.

- All tactical actions use up to their cost, except for spells
which require at least 2 action points.

- When a tactical battle closes it now sets the cursor to be
an arrow.

- Fixed Map Notifiers only placed for resources your faction
can eventually tap (ex. won’t tell kingdoms about wargs)

- Trade Equipment Wnd tweaks so that summoned creatures show
up in the scene views better.

- Hooked up new entries for the actions list, vitals list,
and other basic image entries in main game wnd contexts to
act more like buttons (highlight and have a click down
state) to indicate that they are clickable

Bug Fixes

- Fixed the infamous "white screen" in tactical battles that
occurred on a very specific hardware/driver/OS configuration

- Fixed a problem that would cause the particle effects to
disappear after alt-tabbing out of the game when running in
full-screen.

- Fixed a DirectX warning in Tile Highlight Graphic

- fixed uninitalized UNIT pointer in AIMessageBox (caused a
debugger crash, probably fixes random crashes users have
witnessed)

- Fixed bug where linked pioneer improvements were getting the
multiplier bonuses from their linked cities twice

- Changed around the values grabbed for some resource
breakdowns so that they match getting rid of this double
bonus

- You can no longer build pioneer improvements on resources
outside of your ZOC, even if they are adjacent to a city, to
prevent them from getting destroyed if they can't get
absorbed in time

- Adjacent pioneer improvements to cities now get absorbed
into the city the very next turn, instead of 2 turns after
they became adjacent

- Fixed bug where custom empire factions designed in the
faction designer wouldn't have a valid tech tree

- Custom factions now get the appropriate wall set, and change
their name to "Kingdom of" or "Empire of" appropriately

- Fixed a bug in the faction designer that caused the race
spinner to not match the actual race being displayed

- Shortened the text in the caravan info cards to make it less
likely that text entries will overflow to the next line
down, and got rid of some old text that doesn't mean
anything to how caravans work anymore, and got rid of some
hardcoded strings, and moved the hardcoded quote to the
different caravan/trader unit types

- CMapGenerator no longer generates race starting position for
tactical battles, since they aren’t used in that mode and
were causing debug messages to flood output as the random
land tile buffer isn’t getting filled after the first
tactical battle map is created.

- Campaign: Fixed oddity where reloading a save would reblock
the pass between New pariden and Gilden.

Install Notes:

1. Unpack the included rar files.
2. Run Elemental.War.of.Magic.v1.06.Update.exe and install
3. Copy the cracked content from SKIDROW directory to your
main installation directory and overwrite.
4. Play the game

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]