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▀▄▄■▀ ■▀▀ ▀▀▀▀▀▀
S K i D R O W
▄▀ -> T H E L E A D i N G F O R C E <- ▀▄
▀▄ ▄▀
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀▀▀ ▀ proudly presents ▀ ▀▀▀▀▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
░ ███▓▓▓▓▒▒▒░░ Elemental: War of Magic v1.09 Update ░░▒▒▒▓▓▓▓███ ░
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▓ ▓
▓ RELEASE DATE : 02-10-2010 PROTECTION : Stardock Activation ▓
▓ GAME TYPE : Strategy DISKS : CRACKED UPDATE ▓
░ ░
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▀█▌ 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 █ █
█ █ 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 ækenataÆ and æheavenfallÆ 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 █ █
█ █ █ █
█ █ █ █
█ █ 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. █ █
█ █ █ █
█ █ ****** █ █
█ █ * UI * █ █
█ █ ****** █ █
█ █ █ █
█ █ - 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] ▐▓▓▌ ▄■▀▀▄
▀▄ ▀▀▀▀▀ ▀ ▀▀▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀ ▀ ▀▀▀▀▀ ▄▀
▀ ▀
This NFO File was rendered by NFOmation.net
Ü Ü ß þ
Ü ß ßÜ ÜþßßßþÜ Û ÜþßßßþÜ
° ÛÜ ²Ü ° ÜÛÝ ß ²Ü ßßÛÛÛÜÜ ° ÜÛÜ ²ÛÜ
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ÜÛÛÛÛßßßßßß ²ÛÛ² ²ÛÛÛÛßÛ²²²Û ÜÜÜÜÜܲÛÛ² ²ÛÛ² ²ÛÛ²ß ÜÛÛ² ²ÛÛÜ ²ÛÛ² °°° ÜÛ²
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°°°°° ° °°°°°Ý°° ° °°°°°°°°°°Þ°°°° ° °°°° °°°° ° °°°°°°°°° ° °°°° °°°° Ü °°°°
±±±±± ° ±±±±±Ý±± ° ±±±±±Ü±±±±±±±±± ° ±±±± ±±±± ° ±±±±±Ý±±± ° ±±±± ±±²ßÜÛÛÛÜß²±±
Þ²²²² °Þ²²²²²²²² °Þ²²²²²Ý²²²²Þ²²²²Ý ²²²² ²²²² °Þ²²²²²²²²² ° ²²²² ²²²²²ß ß²²²²²
ßÛÛ² ÜÛ²ÛÛßÜÛÛß ²ÛÛÛÛ²ÛÛÛß ²ÛÛÛ²ÜܲÛ۲ܲÛß ²ÛÛÛ² ßÛÛ² ²ÛÛß ²ÛÛß ° ° ßÛÛ²
° ßÜÛÛßß Ûß ÜÛ²ÛÛß Ûß ° ÛÛÛÛÛßßß ß ° ÞÛÛ²ÛÝ ° ßÛÛÜÛÛß ° ²ß ° ßÛ
Üßß ° ÜÛÛÛßß ° ßþÜÜþß ßßÛÛÛÛÜÜÜþß ° ßßÛÛÛÜÜÜÜÜÛÛß Eboy
ßÜÜþß þßß ßßßßßß
S K i D R O W
Üß -> T H E L E A D i N G F O R C E <- ßÜ
ßÜ Üß
ßßßßßßßßßßßßßßßßßßß ßßßßß ß proudly presents ß ßßßßß ßßßßßßßßßßßßßßßßßßß
° ÛÛÛ²²²²±±±°° Elemental: War of Magic v1.09 Update °°±±±²²²²ÛÛÛ °
±ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜܱ
² ²
² RELEASE DATE : 02-10-2010 PROTECTION : Stardock Activation ²
² GAME TYPE : Strategy DISKS : CRACKED UPDATE ²
° °
ßÛ²ßßßßßßßßßßßßßßßßÛÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßß ß
ßÛÝ Release Notes: ßÛÜ ° Û
Üþ Þ² ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛÛÜ ± Û
Û ÜÛß Û ² Û
ßßß ° Û The Skid Rowdies are looking new blood to fill up the ranks. Û Û
± Û We're a professional team of dedicated sceners with big mark Û Û
Û Û under sceners. We believe on the ground idealism of the root Û Û
Û Û of the real old school scene. We do all this for fun and Û Û
Û Û nothing else. We don't earn anything on our hobby, as we do Û Û
Û Û this for the competition and the heart of what got the scene Û Û
Û Û started in the mid eighties. Û Û
Û Û Û Û
Û Û If you think you got something to offer, then don't hold back Û Û
Û Û on contacting us as soon as possible. Û Û
Û Û Û Û
Û Û _______ __ ___ _____ /\__ Û Û
Û Û \ / |/ /_/\_| \ \ _ \ / /_ \/\ /\ Û Û
Û Û /\ \/| / / \/\/| |\ \ \//_// / / / / / / Û Û
Û Û / \ \| \ \ / \| |_\ \ / / \/ /_/ / /// / Û Û
Û Û \____/|_|\_\\__/|___/ / /_/\_/\__/_/\____/ Û Û
Û Û twice the fun \/ double the trouble Û Û
Û Û Û Û
Û Û ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Û Û
Û Û Û Û
Û Û On with the update release information: Û Û
Û Û Û Û
Û Û Elemental: War of Magic v1.09 Update Û Û
Û Û ==================================== Û Û
Û Û Û Û
Û Û *************** Û Û
Û Û * Multiplayer * Û Û
Û Û *************** Û Û
Û Û Û Û
Û Û - Added code to prefer a random map that supports the max Û Û
Û Û players Û Û
Û Û Û Û
Û Û - Cloud saving/loading enabled Û Û
Û Û Û Û
Û Û - AI opponents enabled Û Û
Û Û Û Û
Û Û - Added handling for if firewall is turned off Û Û
Û Û Û Û
Û Û - Added check for if player is disconnected before starting Û Û
Û Û turn timer when the end turn is requested Û Û
Û Û Û Û
Û Û - Added check to prevent player from going to multiplayer menu Û Û
Û Û if it's still checking for an update Û Û
Û Û Û Û
Û Û ********************** Û Û
Û Û * Gameplay / Balance * Û Û
Û Û ********************** Û Û
Û Û Û Û
Û Û - AI sovereigns take more care about where they are doing Û Û
Û Û their attacking Û Û
Û Û Û Û
Û Û - Added code so that AIBasic is smarter about attacking units Û Û
Û Û in cities Û Û
Û Û Û Û
Û Û - "Equipment Cache" goodie hut now hands out cloth armor, Û Û
Û Û instead of the patchwork armor that should not be in the Û Û
Û Û game anymore Û Û
Û Û Û Û
Û Û - You can no longer train groups of Dragons, Catapults, or Û Û
Û Û Giant Demons Û Û
Û Û Û Û
Û Û - New option: Players can choose not to have monsters spawn Û Û
Û Û Û Û
Û Û - New option: Players can disable minor factions Û Û
Û Û Û Û
Û Û - Loot given by monsters increased Û Û
Û Û Û Û
Û Û - Fixed bug where some AI-controlled caravans that had already Û Û
Û Û established trade routes would wander off those routes while Û Û
Û Û delivering their stuff at a city Û Û
Û Û Û Û
Û Û - Fixed a bug where caravan pathfinding through territory Û Û
Û Û owned by anyone other than their owner would still have a Û Û
Û Û penalty, even through caravans can always move freely Û Û
Û Û through any territory Û Û
Û Û Û Û
Û Û - Changed dynasty kids to determine their essence based on the Û Û
Û Û BASE essence of their parents (ignoring equipment, player Û Û
Û Û ability bonuses, etc.) This should keep kids from double- Û Û
Û Û dipping from things like player-wide essence bonuses and Û Û
Û Û keep their max mana at more reasonable levels Û Û
Û Û Û Û
Û Û - fixed several armor and special ability xml issues (that Û Û
Û Û were either pointed out on the forums or that I discovered Û Û
Û Û while fixing others) Û Û
Û Û Û Û
Û Û *********** Û Û
Û Û * Battles * Û Û
Û Û *********** Û Û
Û Û Û Û
Û Û - The starting side in a tactical battle is now chosen Û Û
Û Û randomly. The attacker and the defender have an equal chance Û Û
Û Û to go first. Û Û
Û Û Û Û
Û Û - Added shorter/faster annimations for bow attacks and spell Û Û
Û Û attacks Û Û
Û Û Û Û
Û Û - Fixed a divide by zero error in spell damage. Û Û
Û Û Û Û
Û Û - Fixed some logic to determine whether or not a tactical unit Û Û
Û Û was moving. Û Û
Û Û Û Û
Û Û - Added code to make sure a unit cancels its destination when Û Û
Û Û it skips a turn. Û Û
Û Û Û Û
Û Û - Added some additional checks to skip turn logic in tacatical Û Û
Û Û battles to stop a turn from being skipped in the middle of Û Û
Û Û other actions. Û Û
Û Û Û Û
Û Û - Fix to be sure ranged attacks don't always do max damage in Û Û
Û Û tactical battles. Û Û
Û Û Û Û
Û Û - Fix to experience display for battles, and fixed a bug where Û Û
Û Û auto resolve was only rewarding experience for killing the Û Û
Û Û leader unit. Û Û
Û Û Û Û
Û Û - The AI does not take its first turn immediately after the Û Û
Û Û window loads. This will prevent cases where the AI takes its Û Û
Û Û turn before the window finishes rendering. Û Û
Û Û Û Û
Û Û - Fixed a spell type tag for Quicken (now shows up in Tactical Û Û
Û Û Battles) Û Û
Û Û Û Û
Û Û - Fixed an issue where a single unit might lose its mana after Û Û
Û Û attacking and killing a defending team. Û Û
Û Û Û Û
Û Û - Added the UsableInBattle tag for item types, will help to Û Û
Û Û determine if an item should be displayed during a tactical Û Û
Û Û battle. This defaults to FALSE. Û Û
Û Û Û Û
Û Û - Items in a tactical battle will now properly stack in the Û Û
Û Û UI. Û Û
Û Û Û Û
Û Û ****** Û Û
Û Û * UI * Û Û
Û Û ****** Û Û
Û Û Û Û
Û Û - NEW! City List window which can be brought up via a tab on Û Û
Û Û the kingdom screen Û Û
Û Û Û Û
Û Û - this will list all your current cities, along with vital Û Û
Û Û information about resource, training, and building being Û Û
Û Û done there (ie: it's a city spreadsheet) Û Û
Û Û Û Û
Û Û - New icons hooked up for sovereign talents Û Û
Û Û Û Û
Û Û - Got rid of trailing decimal zeros for the global resource Û Û
Û Û pool tooltips, to clean up the display of resources that are Û Û
Û Û always integers Û Û
Û Û Û Û
Û Û - Fixed bug where the global resources for a player didn't Û Û
Û Û refresh when a city was lost through razing until the next Û Û
Û Û turn Û Û
Û Û Û Û
Û Û - Tweaked the spell info card to get the stats to show up in Û Û
Û Û the grey bar at the bottom of the info card, and to support Û Û
Û Û multiple text entries of varying sizes Û Û
Û Û Û Û
Û Û - Item Shop now shows change in Combat Speed, Defense, and Û Û
Û Û Attack for the highlighted item Û Û
Û Û Û Û
Û Û - Message Box input field now limited to 20 chars Û Û
Û Û Û Û
Û Û - Made auto-select next moveable unit code not select caravans Û Û
Û Û Û Û
Û Û - Fixed City HUDs clipping at the end (now they all get Û Û
Û Û rounded edges) Û Û
Û Û Û Û
Û Û *************************** Û Û
Û Û * Performance / Stability * Û Û
Û Û *************************** Û Û
Û Û Û Û
Û Û - Moved code around that calls clean-up functions so that we Û Û
Û Û don't get false mem-leak messages anymore Û Û
Û Û Û Û
Û Û - Moved clean up code around so that game within a game cleans Û Û
Û Û up properly Û Û
Û Û Û Û
Û Û - Fixed mem leak in Trigger Manager, city wall nodes, Û Û
Û Û destination and selection cursors for destroyed objects Û Û
Û Û Û Û
Û Û - Removed code in CTreeGraphic that was causing a leak Û Û
Û Û Û Û
Û Û - Fixed big leak in DecalGraphicGraphicManager where every Û Û
Û Û decal in the game was leaking when starting a new game Û Û
Û Û within a game Û Û
Û Û Û Û
Û Û - Fixed leak in CUnitSceneViewWindow (which is used on lots of Û Û
Û Û screens) Û Û
Û Û Û Û
Û Û - Fixed random crash in kingdom screen with the filling of the Û Û
Û Û Lore Book Û Û
Û Û Û Û
Û Û - Tile Designs now flush out the graphics for their "base Û Û
Û Û graphic" (the one that the graphic instances use to render) Û Û
Û Û once the instances for that base graphic are released Û Û
Û Û Û Û
Û Û - Fixed crash if a spellcaster ever had to cancel more than Û Û
Û Û one enchantment at a time from losing 2 or more available Û Û
Û Û enchantment slots Û Û
Û Û Û Û
Û Û - Fixed memory leak in UnitAnimationHelper that caused unit Û Û
Û Û gfx to leak after the unit was destroyed Û Û
Û Û Û Û
Û Û - Fixed memory leak in TreeGraphic that caused tree batches to Û Û
Û Û leak on game within a game or destruction of the forest Û Û
Û Û object Û Û
Û Û Û Û
Û Û ************* Û Û
Û Û * Bug Fixes * Û Û
Û Û ************* Û Û
Û Û Û Û
Û Û - Fixed bug where mini map would not update itself after Û Û
Û Û starting a new game from within a game Û Û
Û Û Û Û
Û Û - Hooked up renaming cities and units to use events (for MP) Û Û
Û Û Û Û
Û Û - Fixed bug where you could go into the enchants tab for any Û Û
Û Û unit and cancel their enchantments, whether that unit Û Û
Û Û belonged to you or not Û Û
Û Û Û Û
Û Û - Fixed bug where destination cursor would disappear if the Û Û
Û Û unit it belonged to was off-screen Û Û
Û Û Û Û
Û Û - Added support for Resource modifier types in unit ability Û Û
Û Û bonus options to be taken into account in what resources a Û Û
Û Û unit always provides, without needing to be stationed in a Û Û
Û Û city Û Û
Û Û Û Û
Û Û - Fixed Bug When reload a game with Wild Shard Improvements, Û Û
Û Û the game now properly relinks them to their resource hoards Û Û
Û Û (fixed issue where destroyed shrines would not regenerate Û Û
Û Û shard resource) Û Û
Û Û Û Û
Û Û - Fixed particle effect render order on main map screen Û Û
Û Û Û Û
Û Û - Fixed graphical bug where mounted units in an army did not Û Û
Û Û scale properly Û Û
Û Û Û Û
Û Û - CalculateAbilities now uses champions for ability modifiers Û Û
Û Û (this fixes NPCs that should give bonuses but didn't, such Û Û
Û Û as "Royalty") Û Û
Û Û Û Û
Û Û - Fixed bug where the NPC AI player would spawn new NPCs based Û Û
Û Û off of the unit types of dynasty kids. This would cause Û Û
Û Û champions wandering around with the same name, and with baby Û Û
Û Û portraits if they hadn't grown up yet. Û Û
Û Û Û Û
Û Û - Attacking cities or lone improvements while in attack mode Û Û
Û Û now works Û Û
Û Û Û Û
Û Û - hooked up the cursor to change to the crossed swords at the Û Û
Û Û right time for cities/improvements when one of your units is Û Û
Û Û selected Û Û
Û Û Û Û
Û Û - Fixed comment in CityLevelUpBonuses.xml that caused Û Û
Û Û malformed xml Û Û
Û Û Û Û
Û Û - Fixed badly merged text in QuestUnits.xml for Talax Û Û
Û Û Û Û
Û Û - Fixed end tags in CoreCityWalls Û Û
Û Û Û Û
Û Û - Fixed game modifiers and ending tag after Magnar_Staff in Û Û
Û Û CoreSpecialWeapons.xml Û Û
Û Û Û Û
Û Û - Fixed end tag for Thumb in SpecialUnitProps.xml Û Û
Û Û Û Û
Û Û - Fixed comments in UnitSoundPacks.xml Û Û
Û Û Û Û
Û Û - note: thanks to kenata and heavenfall for helping us Û Û
Û Û hunt down those above XML issues down and pointing us to Û Û
Û Û some cool data checking tools Û Û
Û Û Û Û
Û Û *********** Û Û
Û Û * Modding * Û Û
Û Û *********** Û Û
Û Û Û Û
Û Û - Tile Editor: Fixed bug where large silhouette figure would Û Û
Û Û render in the middle of a tile design when placing Û Û
Û Û pedestrians Û Û
Û Û Û Û
Û Û - Map Editor: when using the creature placement tool, defaults Û Û
Û Û to giving the creature a random wander radius, which can be Û Û
Û Û changed with the tool's third spinner in the bottom left Û Û
Û Û corner Û Û
Û Û Û Û
Û Û - Also changed the wander radius 0 item to say "Don't Wander" Û Û
Û Û instead, does what the default used to do, cause the unit to Û Û
Û Û not even go into auto-patrol mode Û Û
Û Û Û Û
Û Û - Added new data def type, CSpellResourceCost, which can be Û Û
Û Û used in spell def xml to specify resource costs on casting a Û Û
Û Û spell, as well as any persistent maintenance costs if this Û Û
Û Û spell is an enchantment Û Û
Û Û Û Û
Û Û - tag used in the SpellResourceCost xml object to say whether Û Û
Û Û the cost is deducted at time of casting (Per-Turn is 0), or Û Û
Û Û if it is a continued maintenance cost that exists as long as Û Û
Û Û the spell is in effect through an enchantment (Per-Turn is Û Û
Û Û non-zero) Û Û
Û Û Û Û
Û Û - Note: maintenance resource costs can only be per-turn if the Û Û
Û Û spell is an enchantment; there's no one-time cut to per-turn Û Û
Û Û resource production from an instant, non-enchantment spell Û Û
Û Û Û Û
Û Û - Here's an example of some xml to put in a spell def, making Û Û
Û Û this spell cost 5 metal immediately when cast, and having a Û Û
Û Û maintenance cost of 1 material per turn until the Û Û
Û Û enchantment is cancelled: Û Û
Û Û Û Û
Û Û Metal Û Û
Û Û 5 Û Û
Û Û Û Û
Û Û Materials Û Û
Û Û 1 Û Û
Û Û 1 Û Û
Û Û Û Û
Û Û - MODs folders now creatured for the user in their My Û Û
Û Û Games/Elemental folder Û Û
Û Û Û Û
Û Û - Fixed Bug: Quests read in from XML (after loading the Û Û
Û Û Data.zip) no longer override QuestDefIDs Û Û
Û Û Û Û
Û Û - Images and models now read in from the Mods/GFX folder Û Û
Û Û properly Û Û
Û Û Û Û
Û Û - Mods are now enabled by default in Prefs.ini Û Û
Û Û Û Û
Û Û - Overlay: Implement tile upload/download Û Û
Û Û Û Û
Û Û Û Û
Û Û Elemental: War of Magic v1.08 Hotfix Update Û Û
Û Û =========================================== Û Û
Û Û Û Û
Û Û ********************** Û Û
Û Û * Gameplay / Balance * Û Û
Û Û ********************** Û Û
Û Û Û Û
Û Û - New Sovereign Ability: Wealthy +1 gildar per turn Û Û
Û Û Û Û
Û Û - New Sovereign Ability: Green Thumb +2 food per turn Û Û
Û Û Û Û
Û Û - Organized Sovereign Ability removed Û Û
Û Û Û Û
Û Û - Shop Costs moved to be a formula (unless specified in the Û Û
Û Û XML) Û Û
Û Û Û Û
Û Û - Research costs increased Û Û
Û Û Û Û
Û Û - More balancing of initial resource seeding Û Û
Û Û Û Û
Û Û - Fertile land availability increased Û Û
Û Û Û Û
Û Û - Long Bows now cost 40 gildar to construct Û Û
Û Û Û Û
Û Û - Default shop values on weapons and armor removed from XML Û Û
Û Û (you can overrride the formula still) Û Û
Û Û Û Û
Û Û - Teleport/Blink mana cost increased from 5 to 15. Û Û
Û Û Û Û
Û Û - Eliminated criminal adventurers (caused confusion amongst Û Û
Û Û players) Û Û
Û Û Û Û
Û Û - Pioneer Kit Gold cost reduced from 10 to 5, Materials cost Û Û
Û Û increased from 1 to 10. Û Û
Û Û Û Û
Û Û - Organized ability added to general special abilities Û Û
Û Û Û Û
Û Û - Late game monster respawning reduced. Û Û
Û Û Û Û
Û Û - Increased movement speed of units in tactical battles Û Û
Û Û Û Û
Û Û ************* Û Û
Û Û * Bug Fixes * Û Û
Û Û ************* Û Û
Û Û Û Û
Û Û - Added logic to stop spells from dealing max damage every Û Û
Û Û time. Û Û
Û Û Û Û
Û Û - Restored old terrain/tile movement costs until that can be Û Û
Û Û better addressed. Û Û
Û Û Û Û
Û Û - Adjusted the combat speed from 2 to 3 for the base Û Û
Û Û male/female sov units. Û Û
Û Û Û Û
Û Û - Fixed bug where Karavox, Magnar, and Verga sovs only had 1.0 Û Û
Û Û for combat speed. Û Û
Û Û Û Û
Û Û - Fixed bug that made it not load any maps except mp maps Û Û
Û Û Û Û
Û Û - Fixed bug resetting default map size to tiny Û Û
Û Û Û Û
Û Û - Fixed bug where rapidly clicking the fortify action for a Û Û
Û Û unit twice or more would cause the game to hang Û Û
Û Û Û Û
Û Û - Fixed bug where, after unhiding the game lobby wnd once, Û Û
Û Û human players would get assigned team 1 when joining a Û Û
Û Û custom game, instead of an unused team ID Û Û
Û Û Û Û
Û Û - Fixed crash when restarting new campaign after you load a Û Û
Û Û saved campaign game Û Û
Û Û Û Û
Û Û - Fixed bug where Cancel button would not show up on Û Û
Û Û mutliplayer Join Game with Password screen Û Û
Û Û Û Û
Û Û - Fixed an error where old saves with old data had logic Û Û
Û Û conflicts with new code that made spells miss. Û Û
Û Û Û Û
Û Û Û Û
Û Û Elemental: War of Magic v1.08 Update Û Û
Û Û ==================================== Û Û
Û Û Û Û
Û Û *************** Û Û
Û Û * Performance * Û Û
Û Û *************** Û Û
Û Û Û Û
Û Û - LOD optimizations across improvements and tile designs Û Û
Û Û Û Û
Û Û - Continued memory optimization/leak squashing Û Û
Û Û Û Û
Û Û ********************** Û Û
Û Û * Gameplay / Balance * Û Û
Û Û ********************** Û Û
Û Û Û Û
Û Û - AI handles its sovereign more intelligently Û Û
Û Û Û Û
Û Û - AI more effective at going after targets of opportunity Û Û
Û Û Û Û
Û Û - AI sovereign is more careful about going into enemy Û Û
Û Û territory Û Û
Û Û Û Û
Û Û - AI has new APIs for determining whether there are targets of Û Û
Û Û opportunity in the area Û Û
Û Û Û Û
Û Û - Balance pass on resource distribution Û Û
Û Û Û Û
Û Û - Base tech cost changed from 4 to 5 Û Û
Û Û Û Û
Û Û - Merchants/Money Changers now require 1 food to construct Û Û
Û Û Û Û
Û Û - Study/Archivist now require 1 gildar per turn to maintain Û Û
Û Û Û Û
Û Û - Gildar deposit now seeded near starting location Û Û
Û Û Û Û
Û Û - Tracker talent cost changed from 15 to 10 Û Û
Û Û Û Û
Û Û - Organized talent cost changed from 10 to 20 Û Û
Û Û Û Û
Û Û - Combat Rating calculation altered in an attempt to be a more Û Û
Û Û accurate gauge of lethalness Û Û
Û Û Û Û
Û Û - Fewer resources spawned per 1000 tiles. Û Û
Û Û Û Û
Û Û - Fewer minor factions spawned. Û Û
Û Û Û Û
Û Û - Added scalars to attack and defence for units who are in Û Û
Û Û home territory or foreign territory, modifiable in Û Û
Û Û ElementalDefs.xml Û Û
Û Û Û Û
Û Û - Territory scalars now work as Empire v Fallen (e.g. Kingdom Û Û
Û Û guy on Fallen territory gets penalty, etc). Û Û
Û Û Û Û
Û Û - Updated formula for gildar given when killing a given unit Û Û
Û Û Û Û
Û Û - Child essence is no longer modified by spawn rating, but is Û Û
Û Û instead a value between 50% and 100% of the more powerful Û Û
Û Û parent's essence. Û Û
Û Û Û Û
Û Û - Updated TerrainTypes.xml to make Forests and Swamps take 2 Û Û
Û Û moves Û Û
Û Û Û Û
Û Û - Changing the "IncreaseMorale" modifier attribute to - Û Û
Û Û AdjustMorale. It's more clear for the modders. Û Û
Û Û Û Û
Û Û *********** Û Û
Û Û * Battles * Û Û
Û Û *********** Û Û
Û Û Û Û
Û Û - Revamp of the way offensive spells hit/miss and deal their Û Û
Û Û damage Û Û
Û Û Û Û
Û Û - HIT/MISS is deteremined by an attacker roll (minDamage - Û Û
Û Û maxDamage) and by the defender roll (0-DEF) Û Û
Û Û Û Û
Û Û - Values can now be specified as a MinValue and a MaxValue Û Û
Û Û rather than just a Value (support for constant value spells Û Û
Û Û is still supported) Û Û
Û Û Û Û
Û Û - If a MinValue and a MaxValue is specified, the Value is Û Û
Û Û defined by a rand roll between the two numbers based on the Û Û
Û Û modifiers internal rand roll. Û Û
Û Û Û Û
Û Û - Updated descriptions for all core spellbook spells to show Û Û
Û Û bonus damage from INT and bonus damage from shards in the Û Û
Û Û spell description. Û Û
Û Û Û Û
Û Û - The SpellbookWnd has been updated to properly display the Û Û
Û Û damage range if there is one, and the constant damage if Û Û
Û Û there isn't one. Û Û
Û Û Û Û
Û Û - All core spells that were using stats to calculate the Û Û
Û Û value but didn't have a ValueOwner specified have been Û Û
Û Û fixed. Û Û
Û Û Û Û
Û Û - The elemental shards unit stats now default to 0 instead of Û Û
Û Û 1. The calculations in the existing spells have been redone Û Û
Û Û to reflect this. Û Û
Û Û Û Û
Û Û - Fixed BURNING BLADE spell to appropriately increase attack. Û Û
Û Û Û Û
Û Û - Fixed SHIELD OF FIRE spell to appropriately increase Û Û
Û Û defense. Û Û
Û Û Û Û
Û Û - Fixed CRUSH SPIRIT spell to appropriately decrease morale. Û Û
Û Û Û Û
Û Û - Fixed BRAVERY spell to appropriately increase morale. Û Û
Û Û Û Û
Û Û - Fixed DRAIN LIFE spell to appropriately transfer HP from Û Û
Û Û target to caster. Û Û
Û Û Û Û
Û Û ****** Û Û
Û Û * UI * Û Û
Û Û ****** Û Û
Û Û Û Û
Û Û - Changed the display code for the main UI bar to round attack Û Û
Û Û and defense rather than truncate. Û Û
Û Û Û Û
Û Û - Hooked up the CTRL+ARROW and SHIFT-ARROW camera rotation and Û Û
Û Û movement hotkeys to tactical. Û Û
Û Û Û Û
Û Û - Added save game descriptions Û Û
Û Û Û Û
Û Û ************* Û Û
Û Û * Bug Fixes * Û Û
Û Û ************* Û Û
Û Û Û Û
Û Û - Fixed bug where dialogs from triggers in the campaign (like Û Û
Û Û moving beyond where you should build a city) would pop up Û Û
Û Û many times when a unit moved into that tile. Û Û
Û Û Û Û
Û Û - Fixed AI bug where it was doing deficit spending and Û Û
Û Û creating units still Û Û
Û Û Û Û
Û Û - Removed the max spell points entry from the affected stats Û Û
Û Û in the level up wnd, since it isn't affected by any unit Û Û
Û Û stats anymore Û Û
Û Û Û Û
Û Û - Fixed bug where non-aggression pact wasn't being checked for Û Û
Û Û when left-clicking on a unit in attack mode Û Û
Û Û Û Û
Û Û - Fixed modifier in Refined_Economics_Amarian_MP to modify Û Û
Û Û A_Gold player ability instead of A_Wealth (which doesn't Û Û
Û Û exist) Û Û
Û Û Û Û
Û Û - Fixed golem animation pack (commented out an animation that Û Û
Û Û was missing and causing t-poses) Û Û
Û Û Û Û
Û Û - Fixed crash when making a mountain in map editor Û Û
Û Û Û Û
Û Û - Fixed trading your spouse (if she was a recruited NPC) in Û Û
Û Û the regular unit trade Û Û
Û Û Û Û
Û Û - Perceived value stuff gets hidden when arranging marriages, Û Û
Û Û instead of showing whatever was selected last Û Û
Û Û Û Û
Û Û - Entries for kids when arranging marriages now use a male and Û Û
Û Û female icon to denote boy and girl, instead of the words in Û Û
Û Û parentheses after the name Û Û
Û Û Û Û
Û Û - Fixed "..." from string overflowing for the divider title Û Û
Û Û when trading or arranging a marriage Û Û
Û Û Û Û
Û Û - Fixed the divider title not ever changing from "And" once Û Û
Û Û the arrange marriage screen was shown Û Û
Û Û Û Û
Û Û - Fixed display of tooltip text and color text on Customize Û Û
Û Û Faction window Û Û
Û Û Û Û
Û Û - Tweaked SetToolTip to calculate the necessary size of the Û Û
Û Û window more accurately, to fix bug where tooltips were Û Û
Û Û sometimes being truncated Û Û
Û Û Û Û
Û Û - Fixed bug where clicking a new destination while the unit Û Û
Û Û was moving would cause the unit to get a free move Û Û
Û Û Û Û
Û Û - You can no longer set a units destination while it is moving Û Û
Û Û Û Û
Û Û - Fixed Refined Housing and Refined Economics techs (and their Û Û
Û Û fallen equivalents) so that they correctly provide the bonus Û Û
Û Û they say they do Û Û
Û Û Û Û
Û Û - When a unit inside a city or an army is selected and asked Û Û
Û Û to cast a spell, that is the unit that is used for Û Û
Û Û spellcasting now, instead of having it just fail (in a city) Û Û
Û Û or try to cast the spell from the leader of the army Û Û
Û Û Û Û
Û Û - Fixed bug where summoning a unit while in a city would cause Û Û
Û Û that unit to be summoned in an army with you within that Û Û
Û Û city (causing weird behavior), now just stations the unit in Û Û
Û Û the city with you Û Û
Û Û Û Û
Û Û - Fixed bug where raise land spell would not work on all land Û Û
Û Û category terrain types, like swamp or rugged terrain. Now, Û Û
Û Û if a land tile is not hills, it raises that land to hills, Û Û
Û Û instead of checking for only some terrain types Û Û
Û Û Û Û
Û Û - Fixed a bug where, in the faction editor, you could select Û Û
Û Û ability bonus options for free by selecting and deselecting Û Û
Û Û them, and then spinning the race spinner, caused by Û Û
Û Û deselection not updating the faction config correctly Û Û
Û Û Û Û
Û Û - Fixed units that finished training on the same turn as an Û Û
Û Û autosave not being there when the autosave was loaded Û Û
Û Û Û Û
Û Û - Fixed players not being able to select their city level up Û Û
Û Û bonuses or tech breakthroughs on loading an autosave if they Û Û
Û Û were earned that turn, by having the local player mark Û Û
Û Û themselves as needing to get user input for these things Û Û
Û Û instead of unhiding the windows to allow the choice right Û Û
Û Û away during CWorld::EndTurn, and not letting the user choose Û Û
Û Û until after the next turn starts and the autosave has been Û Û
Û Û made. If one of thses autosaves is loaded, the local player Û Û
Û Û will be allowed to choose their tech breakthroughs and city Û Û
Û Û bonuses once the map is unhidden. This keeps us from having Û Û
Û Û to delay an autosave and the start of the next turn by Û Û
Û Û waiting for the user to choose their bonuses, instead making Û Û
Û Û that choice part of the start turn logic after the autosave Û Û
Û Û has been made and saving the mark saying the player will get Û Û
Û Û to choose at the start of the next turn. Û Û
Û Û Û Û
Û Û - Fixed treaty turn counts not matching if an autosave was Û Û
Û Û loaded Û Û
Û Û Û Û
Û Û - Based on confusion in the forums, removed ability to Û Û
Û Û automatically unlock a spell in the learning queue if it Û Û
Û Û makes it to the front of the queue when the player has Û Û
Û Û enough research to buy it, so that users rearranging their Û Û
Û Û spell learning queue don't have their spell points silently Û Û
Û Û taken away while shuffling spells around, if they didn't Û Û
Û Û intend to learn that spell next Û Û
Û Û Û Û
Û Û - Now it always takes at least one turn to learn any spell Û Û
Û Û Û Û
Û Û - Fixed bug where tile highlights in tactical battle would Û Û
Û Û disappear after an ALT+TAB Û Û
Û Û Û Û
Û Û - Fixed bug where trees would not look correct in all cases Û Û
Û Û after loading a gamesave. Û Û
Û Û Û Û
Û Û - Fixed an issue that was allowing counter attacks against Û Û
Û Û units with abilities of type DoesNotProvokeCounterattacks. Û Û
Û Û Û Û
Û Û - Fixed an issue that was causing modifiers applied in Û Û
Û Û tactical battles to persist after the battle. Û Û
Û Û Û Û
Û Û - This fixes the bug that causes XP and Gildar rewards after Û Û
Û Û battles to be negatively skewed if the enemy unit combat Û Û
Û Û rating was lowered due to debuffs. Û Û
Û Û Û Û
Û Û - Fixed an issue with skipping turns in tactical battles that Û Û
Û Û would cause a stuck turn if done when the unit being skipped Û Û
Û Û was in motion. - Pressing spacebar now sets a tactical units Û Û
Û Û moves to zero AND cancels their destination. Û Û
Û Û Û Û
Û ° Û °
ßÛ²ßßßßßßßßßßßßßßßßÛÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßß ß
ßÛÝ Install Notes: ßÛÜ ° Û
Üþ Þ² ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛÛÜ ± Û
Û ÜÛß Û ² Û
ßßß ° Û 1. Unpack the included rar files. Û Û
± Û 2. Run Elemental.War.of.Magic.v1.09.Update.exe and install Û Û
Û Û 3. Copy the cracked content from SKIDROW directory to your Û Û
Û Û main installation directory and overwrite. Û Û
Û Û 4. Play the game Û Û
Û Û Û Û
Û Û Additional Notes: Û Û
Û Û Û Û
Û Û You don't need to have any of the previous updates installed, Û Û
Û Û as this update is featuring all previous updated content. Û Û
Û Û Û Û
Û ° Û °
ßÛ²ßßßßßßßßßßßßßßßßÛÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßß ß
ßÛÝ Greetings: ßÛÜ ° Û
Üþ Þ² ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛÛÜ ± Û
Û ÜÛß Û ² Û
ßßß ° Û Salutes to our old Amiga friends from: Û Û
± Û Û Û
Û Û FAIRLIGHT - RAZOR 1911 - VISION FACTORY - PARADOX - QUARTEX Û Û
Û Û DCS - CRYSTAL - ZENITH - ACCESSSION - ALPHA FLIGHT - PRODIGY Û Û
Û Û THE COMPANY - LEGEND - TRSI - ORACLE - ANTHROX - CLASSIC Û Û
Û Û Û Û
Û Û Salutes to our new friends in: Û Û
Û Û Û Û
Û Û UNLEASHED - TiNYiSO - BReWErS - RADIKAL - POSTMORTEM - SHOCK Û Û
Û Û FAIRLIGHT - CRUDE - VACE - ReUnion - OUTLAWS - GENESIS Û Û
Û Û Û Û
ÛܰÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛܰ
ßßÛ²Ü Logo and layout by: Eboy/SAE ܲÛßß
ÜßßßþÜ Þ²²Ý Last updated 21/07/2007 by [XXX] Þ²²Ý ÜþßßÜ
ßÜ ßßßßß ß ßßß ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßß ß ßßßßß Üß
ß ß
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