Archive for the ‘Project Updates’ Category

Solium Infernum Update 1.05b Release

Thursday, February 18th, 2010

Update Instructions:

The 1.05b update is compatible with all save games from previous versions. It can be applied to any previous update version.

Multiplayer PBEM Note: I strongly recommend that hosts update to this version. All other players should as well but 1.05a and 1.05b are compatible. There are a lot of nice fixes here though so I would encourage all players to update especially if you have lots of excommunication going on in games.

Thanks to everybody who tested out the beta and to all the bug submissions I got over the last few days….some were really nice finds that I am happy to have terminated.

You apply it by overwriting the three files AIScripts.cxt, MainIFace.cxt and GameEngine.cxt it the Solium Infernum install directory which is usually Program Files\Cryptic Comet\Solium Infernum

You can use a .zip file here: Solium Infernum Update 1.05b ZIP

Or a self extracting .exe here: Solium Infernum Update 1.05b .Exe

Important:
For the self extracting .exe, some windows systems will not let you copy directly to Program Files so you might need to first copy them to your desktop or another writable location and then manually copy the three files over.

Bug Fix Notes (Only Partial):

Fixed bug where attaching Praetor with level bonus to Place of Power resulted in PoP gaining that level bonus to its level permanently

Fixed bug where player did not get refunded prestige wager from Vendetta when opponent was excommunicated.

Fixed bug where legion returned to Bazaar for lack up upkeep displayed EOF text for artifacts and relics attached.

Fix bug with Dimensional Gate ritual that allowed player to abuse targeting process

Fixed bug where legion that was bought in Bazaar but did not have valid Canton to deploy to had inspect icon on message that caused script error when clicked on.

Fixed bug in level up response message for Praetor who defeated Champion of Pandemonium

Fixed bug where player was excommunicated multiple times with repeat messages and the excommunication list also had multiple entries for player causing problems with Expel the Heretic event and Dissolution of the Conclave

Fixed bug where event to reinstate excommunicated players was not working properly when one player could not be reinstated due to the fact that they were occupying Pandemonium at the time.

Fixed bug where player removed from game was not also removed from excommunication list

Fixed bug in Conclave dissolution process where loss of Pandemonium due to event could result in control being assigned to Conclave which does not exist

Fixed bug where you could dismiss Personal Guard under certain conditions

Fixed bug where Bribing an enemy legion without having a valid deploy hex caused an error

Fixed bug where removal of a player from the game could cause incorrect visibility data for newly created legions in the Bazaar

Fixed bug for Strategic Confusion ritual where selecting invalid target messed up remaining targeting choices

Biting Off More Than….

Tuesday, February 16th, 2010

you can chew….You need to be able to admit it and moving on is sometimes the best option as bitter as it tastes to swallow that pill. I have spent a considerable amount of time over the last few weeks – on and off trying to prototype a new twist to Solium Infernum that I was going to release as a free mini expansion pack. I have dropped it once, then moved onto a more compact mini-expansion idea and then tried another stab at the “big idea” approach and now finally realized that I need to moderate my ambition….otherwise a mini-expansion pack is going to morph into a full blown expansion pack and that’s just not something I want to approach at this point. But for S & G’s documentation sake here is how the “big idea” really was too big for now.

The “big idea” actually seemed pretty simple: Let one player assume the role of avenging Angelic Hosts that launch incursions into the Infernal Pit to punish the other players. The details proved however to be rather more complicated.

My main design goal was to do a twist on the Cults of the Wastelands mini expansion pack that I offered for Armageddon Empires except this time the role of the “spoiler” would be played by a human opponent. To do this I had to overcome a couple of big hurdles….invent a resource system for the Angelic Hosts player and come up with a win condition as well. The benefits would be great if I could pull this off. Ideally the Angelic Host player would offer yet another cooperate/defect dynamic to the game that would spice things up even more. It would be in all the Archfiends interests to make sure that the Angelic Host did not “win” the game but of course having the “Angelic Host” hammer your opponents would also be in a players interest as well. Balancing that dynamic would ideally add a whole range of new decisions.

The key design issues would then be how the Angelic Host player would interact with the Archfiends. Success for the Angelic Host player would mean loss of prestige for the players and most importantly the loss needed to be distributed unevenly. My initial idea was that the Angelic Host player would first send scouting parties to a Canton and then invest effort into setting up outposts and eventually stronger fortifications. This would result in an Archfiend having a continual drain on prestige the longer the Angelic Host operated with impunity in a players domain. I won’t go into other details other than I fiddled with a bunch of different rules variations…sometimes the outposts were hidden from all the players besides the one owning the Canton etc. Weight was given to locations that would border two or more Archfiends so that both would lose prestige and be able to act….and successfully removing an incursion fortification would gain the Archfiend prestige.

I already had a good idea how I wanted to handle the resource system for the Angelic Host player. I have always loved the design idea of players actions generating “negative action points” which can be used by other players to fuel resistance and roadblocks for the “acting” player. That type of system provides an elegant negative feedback mechanism to restrain would be leaders. One of the best examples of this type of mechanic is the wonderful little card game called dungeoneer So the basic idea would be that as the Archfiends used “souls” in their turn orders, the Angelic Host would be granted points to spend to torment the Archfiends.

The last key hurdle was coming up with a Victory condition for the Angelic Host and this was something that I only partially explored. There are a lot of possibilities ranging from the Angelic Host scoring Victory points to a build up for and conquest of Pandemonium that dissolves the Conclave and wins the game for the Angelic Host. I honestly didn’t get very far into this aspect before I realized that the whole endeavor was not working out well. In the prototyping I did getting the balance right for this idea proved really difficult. Putting a “spoiler” into the mix calls for a very deliberative approach to get it right and more importantly the design is way too ambitious for 4-6 weeks worth of work which is what I had planned for the free mini-expansion pack.

So I am going to back burner this and hopefully maybe come back to it as a more major expansion to the Solium Infernum universe. In the meantime I have gone back to the idea of a less revolutionary mini-expansion pack that smooths out some of the rough edges from the game.

So here is what I have in mind right now(and remember this could all change) and it will be a free addition for players who have already purchased the game:

Curses – Direct ways to affect your opponents’ prestige. The plan is for each Discipline except Diabolism to get a unique one.

Resource Fonts – Level up in a Discipline to level 3 and you can create an “Attachment” for a place of power/stronghold that gives you the chance each turn to receive a tribute card that contains an amount of the resource associated with the Discipline (Martial Skill => Ichor, Deceit => Darkness, Prophecy => Souls, Destruction => Hellfire) If you create one then your max Diabolism Level is capped at 6 minus the number of Fonts that you have created. Also if you create a font then the next font requires one level higher in the discipline you are choosing. i.e. if you created a soul font at level 3 Prophecy then a hellfire font will require level 4 in Destruction.

Assertion of Weakness – A new diplomatic action. Make an assertion of weakness before the Conclave against an opponent who has an unoccupied border hex adjacent to your holdings. The Conclave authorizes you to move into the single canton and remain there for X turns. If your opponent cannot eject you from the Canton (and only the Canton…this is not Vendetta) in X turns then you gain the Canton and he loses prestige (and you gain some as well).

New Praetors, Artifacts and Relics

New Events

A Regular Infernal Census
every 5 tokens where 1 prestige point is generated for each Canton held

I’m going to shoot for a May/June time frame for this and I’m still trying to think up a good name. πŸ™‚

Solium Infernum Beta Update 1.05b

Monday, February 8th, 2010

This is a beta for an improvement on 1.05a that mostly addresses fixes to unusual excommunication scenarios. It also fixes some basic “gross conceptual errors” that I had with excommunicating players and also reinstating them that could cause problems when the Infernal Conclave was dissolved because things had “gotten out of hand” πŸ™‚

Here is a .zip file of the update Solium Infernum Update 1.05b Beta ZIP

It is compatible with all previous save games and since there are no data structure changes it is also compatible with 1.05a for multiplayer games. It is a beta though so although I am pretty sure it won’t cause problems I can’t guarantee it and would like to get some brave players to try it out before I go official with it. If you try it and do run into a problem then please send me a save game and a brief explanation. If you are playing a multiplayer PBEM game then I’m happy to fix anything that might get broken if the host wants to send me the folder contents.

Here are the key bug fixes:

Fixed bug where attaching Praetor with level bonus to Place of Power resulted in PoP gaining that level bonus to its level permanently

Fixed bug where player did not get refunded prestige wager from Vendetta when opponent was excommunicated.

Fixed bug where legion returned to Bazaar for lack up upkeep displayed EOF text for artifacts and relics attached.

Fix bug with Dimensional Gate ritual that allowed player to abuse targeting process

Fixed bug where legion that was bought in Bazaar but did not have valid Canton to deploy to had inspect icon on message that caused script error when clicked on.

Fixed bug in level up response message for Praetor who defeated Champion of Pandemonium

Fixed bug where player was excommunicated multiple times with repeat messages and the excommunication list also had multiple entries for player causing problems with Expel the Heretic event and Dissolution of the Conclave

Fixed bug where event to reinstate excommunicated players was not working properly when one player could not be reinstated due to the fact that they were occupying Pandemonium at the time.

Fixed bug where player removed from game was not also removed from excommunication list

Fixed bug in Conclave dissolution process where loss of Pandemonium due to event could result in control being assigned to Conclave which does not exist

Fixed bug where you could dismiss Personal Guard under certain conditions

Solium Infernum Update 1.05a Final

Saturday, January 23rd, 2010

Ok, it’s on to 1.05a. I missed a bug that really needs to be fixed. This update is completely compatible with 1.05 and has a minor change to prevent a script error that might occur with combat cards. I strongly recommend however that you uprade to 1.05a from 1.05 if you have applied 1.05 already. If you still have not then just go straight to 1.05a here:

Update Instructions:

The 1.05a update is compatible with all save games from previous versions. It can be applied to any previous update version.

Multiplayer PBEM Note: It is recommended that all players update together. What is crucial is that the player submitted turns match the version that is used by the host to process the .trn files submitted by the players. It’s usually most convenient that the players submit their current turns and then the host processes all the turns and at this point everybody updates.

You apply it by overwriting the three files AIScripts.cxt, MainIFace.cxt and GameEngine.cxt it the Solium Infernum install directory which is usually Program Files\Cryptic Comet\Solium Infernum

You can use a .zip file here: Solium Infernum Update 1.05a ZIP

Or a self extracting .exe here: Solium Infernum Update 1.05a .Exe

Important: For the self extracting .exe, some windows systems will not let you copy directly to Program Files so you might need to first copy them to your desktop or another writable location and then manually copy the three files over.

Change Notes:

Fixed bug that occurred when Dire Dissipation was directed towards a place of power

Fixed bug where defeating the Champion of Pandemonium or defending your title granted your praetor an extra level up

Fixed bug where failed Infernal Negotiations ritual could still provide Prestige Bonus when diplomatic actions by other players resolved

Fixed bug where Pandemonium could be placed on top of a player’s stronghold in rare cases during map generation

Fixed bug where AI tried to put combat card on legion that had 0 in all three combat attributes

Fixed bug where Dangerous Bickering event did not cancel vendettas that were initiated in response to a diplomatic order that was already underway when the event was played.

Fixed bug where changing a human player to an AI player was not possible unless player had submitted turn already or player .trn file was deleted

Fixed bug where player changed to AI player still read as human player even though turn submission indicated that player was no AI and checked off

Fixed bug where legion could be given Black Ring promotion by event twice.

Fixed bug where AI goal to prepare for upcoming Vendetta could be removed from stack if certain conditions occurred resulting in AI losing track of the fact that a Vendetta was ongoing.

Fixed bug where Faust’s contract did not provide +1 to dip rank if located in ritual chamber slot

Fixed bug where transfer of relic to ritual slot was not marked as complete as soon as the phase for the order had ended but rather was waiting until all 6 phases had processed

Fixed bug where player could initiate diplomatic action and then the next turn petition to be a Blood Vassal. Blood Vassal petition requires that you have no ongoing diplomatic actions with any players

Fixed bug where double click of process turn button could create a stale turn process. Implemented one turn process safety lock

Fixed bug in AI Create Combat card permutations algorithm for determining best combos.

Orders to create Combat Cards that result in the attempt to assign them to legions or places of power that are no longer under your control now fail and the resources are returned to your vault.

Balance Changes

Starting legion strength is no longer tied directly to infernal rank. The strength of players starting legions is now dependent on the number of points assigned to Martial Prowess, Cunning, Intellect and Wickedness. There is still a small random element as well but the overall variance has been decreased.

Stronghold strength still is linked to infernal rank but the algorithm for allocating points to the stronghold has been changed to decrease the variability and to improve the lowest positions (Lord, Baron) in comparison to the others (Duke, Prince)

The Dimensional Gate ritual cannot be used to “gate” a legion into a target hex that contains a legion or place of power at the time of targeting. If a valid target legion should occupy the hex before the ritual is executed during the turn processing then a battle will take place.

AI Improvements

Rewrote and improved algorithm Decide Declare Vendetta Against Player to be more aggressive and to also create sub goals to increase chances of a successful Vendetta

Rewrote and improved algorithm for increasing core attributes associated with AI archetype

Improved AI ability to dynamically switch archetypes based on game state and current attributes

Changed AI goal weights so that more attention is given to increasing the power of legions already owned rather than buying new legions.

Improved AI path finding to station legions near opponent’s border when deciding on insults and demands. If legions are already stationed near the border, then improved the speed of the goal processing.

Solium Infernum Update 1.05

Thursday, January 21st, 2010

It took me a little longer than I wanted because of some crucial late additions to the fix list. Thanks to all those who sent in AI feedback and save games for bugs.

Update Instructions:

The 1.05 update is compatible with all save games from previous versions. It can be applied to any previous update version.

Multiplayer PBEM Note: It is recommended that all players update together. What is crucial is that the player submitted turns match the version that is used by the host to process the .trn files submitted by the players. It’s usually most convenient that the players submit their current turns and then the host processes all the turns and at this point everybody updates.

You apply it by overwriting the three files AIScripts.cxt, MainIFace.cxt and GameEngine.cxt it the Solium Infernum install directory which is usually Program Files\Cryptic Comet\Solium Infernum

You can use a .zip file here: Solium Infernum Update 1.05 ZIP

Or a self extracting .exe here: Solium Infernum Update 1.05 .Exe

Important: For the self extracting .exe, some windows systems will not let you copy directly to Program Files so you might need to first copy them to your desktop or another writable location and then manually copy the three files over.

Change Notes:

Fixed bug that occurred when Dire Dissipation was directed towards a place of power

Fixed bug where defeating the Champion of Pandemonium or defending your title granted your praetor an extra level up

Fixed bug where failed Infernal Negotiations ritual could still provide Prestige Bonus when diplomatic actions by other players resolved

Fixed bug where Pandemonium could be placed on top of a player’s stronghold in rare cases during map generation

Fixed bug where AI tried to put combat card on legion that had 0 in all three combat attributes

Fixed bug where Dangerous Bickering event did not cancel vendettas that were initiated in response to a diplomatic order that was already underway when the event was played.

Fixed bug where changing a human player to an AI player was not possible unless player had submitted turn already or player .trn file was deleted

Fixed bug where player changed to AI player still read as human player even though turn submission indicated that player was no AI and checked off

Fixed bug where legion could be given Black Ring promotion by event twice.

Fixed bug where AI goal to prepare for upcoming Vendetta could be removed from stack if certain conditions occurred resulting in AI losing track of the fact that a Vendetta was ongoing.

Fixed bug where Faust’s contract did not provide +1 to dip rank if located in ritual chamber slot

Fixed bug where transfer of relic to ritual slot was not marked as complete as soon as the phase for the order had ended but rather was waiting until all 6 phases had processed

Fixed bug where player could initiate diplomatic action and then the next turn petition to be a Blood Vassal. Blood Vassal petition requires that you have no ongoing diplomatic actions with any players

Fixed bug where double click of process turn button could create a stale turn process. Implemented one turn process safety lock

Fixed bug in AI Create Combat card permutations algorithm for determining best combos.

Orders to create Combat Cards that result in the attempt to assign them to legions or places of power that are no longer under your control now fail and the resources are returned to your vault.

Balance Changes

Starting legion strength is no longer tied directly to infernal rank. The strength of players starting legions is now dependent on the number of points assigned to Martial Prowess, Cunning, Intellect and Wickedness. There is still a small random element as well but the overall variance has been decreased.

Stronghold strength still is linked to infernal rank but the algorithm for allocating points to the stronghold has been changed to decrease the variability and to improve the lowest positions (Lord, Baron) in comparison to the others (Duke, Prince)

The Dimensional Gate ritual cannot be used to “gate” a legion into a target hex that contains a legion or place of power at the time of targeting. If a valid target legion should occupy the hex before the ritual is executed during the turn processing then a battle will take place.

AI Improvements

Rewrote and improved algorithm Decide Declare Vendetta Against Player to be more aggressive and to also create sub goals to increase chances of a successful Vendetta

Rewrote and improved algorithm for increasing core attributes associated with AI archetype

Improved AI ability to dynamically switch archetypes based on game state and current attributes

Changed AI goal weights so that more attention is given to increasing the power of legions already owned rather than buying new legions.

Improved AI path finding to station legions near opponent’s border when deciding on insults and demands. If legions are already stationed near the border, then improved the speed of the goal processing.

1.05 Beta v. TWO for Solium Infernum

Saturday, January 16th, 2010

I am posting the latest/final candidate version of the 1.05 Update beta here. If you are playing single player games and would like to give it a go that would be great and I would appreciate any feedback.

For multiplayer it is important to make sure all players update together. What is important is that the player submitted turns match the version that is used by the host to process the .trn files submitted by the players. It’s usually most convenient that the players submit their current turns and then the host processes all the turns and at this point everybody updates. I realize that many people are playing several games and I apologize for the hassle this will cause.

If you run across any problems then please email me with a save game if you don’t mind. If you have AI or balance suggestions feel free to post them in the forum. I do read them.

A simple .zip file is here: Solium Infernum Update 1.05BetaTWO ZIP

You apply it by overwriting the three files AIScripts.cxt, MainIFace.cxt and GameEngine.cxt it the Solium Infernum install directory which is usually Program Files\Cryptic Comet\Solium Infernum

1.05 Beta Multiplayer Change

Friday, January 15th, 2010

A change made to the 1.05 update beta has meant that all players in a multiplayer game should update to 1.05 in order to avoid any compatibility problems. The compatibility issue has to do with “Standing Rituals” such as Demonic Premonitions as well as transfering a relic to a ritual slot. It’s important that submitted turns be done with the same version as the one the host is using. So I recommend that all players update and then create their turns and the host updates and creates his turn and then processes all the players submitted turns. Conversely the host can wait for all turns to come in and then process them. Following this he can update to 1.05 and sending out the new Main.sav notify all players that they should update as well.

I plan to place a beta version 2 of the 1.05 update on this blog tomorrow. I’m looking for any adventurous groups who would be willing to test out their PBeM games with the version 2 update. I promise that if they have any problems, I will be available quickly to fix their games and get them going. I’m not expecting anything mind you but in this business you never know what can be crawling around waiting for a squish. πŸ™‚

Thanks

Vic

Solium Infernum Beta Update 1.05

Monday, January 11th, 2010

I have a beta ready of update 1.05. If you have purchased the full game of Solium Infernum and are interested in trying it out you can download it here:

A simple .zip file is here: Solium Infernum Update 1.05Beta ZIP

You apply it by overwriting the three files AIScripts.cxt, MainIFace.cxt and GameEngine.cxt it the Solium Infernum install directory which is usually Program Files\Cryptic Comet\Solium Infernum

It is compatible with all your old save games and can be used in multiplayer as well. However I am really looking for players to test it out in single player. I have made some modest changes to the AI in hopes of improving the Vendetta decision making as well as some other problem areas. Here is a change log of the improvements:

General Bug Fixes

Fixed bug that occurred when Dire Dissipation was directed towards a place of power

Fixed bug where defeating the Champion of Pandemonium or defending your title granted your praetor an extra level up

Fixed bug where failed Infernal Negotiations ritual could still provide Prestige Bonus when diplomatic actions by other players resolved

Fixed bug where Pandemonium could be placed on top of a player’s stronghold in rare cases during map generation

Fixed bug where AI tried to put combat card on legion that had 0 in all three combat attributes

Fixed bug where Dangerous Bickering event did not cancel vendettas that were initiated in response to a diplomatic order that was already underway when the event was played.

Fixed bug where changing a human player to an AI player was not possible unless player had submitted turn already or player .trn file was deleted

Fixed bug where player changed to AI player still read as human player even though turn submission indicated that player was no AI and checked off

Fixed bug where legion could be given Black Ring promotion by event and then given the black ring again if event was acquired after a reshuffle of event cards.

Fixed bug where AI goal to prepare for upcoming Vendetta could be removed from stack if certain conditions occurred resulting in AI losing track of the fact that a Vendetta was ongoing.

Balance Changes

Starting legion strength is no longer tied directly to infernal rank. The strength of players starting legions is now dependent on the number of points initially assigned to Martial Prowess, Cunning, Intellect and Wickedness. There is still a small random element as well but the overall variance has been decreased.

Stronghold strength still is linked to infernal rank but the algorithm for allocating points to the stronghold has been changed to decrease the variability and to improve the lowest positions (Lord, Baron) in comparison to the others (Duke, Prince)

The Dimensional Gate ritual cannot be used to “gate” a legion into a target hex that contains a legion or place of power at the time of targeting. If a valid target legion should occupy the hex before the ritual is executed during the turn processing then a battle will take place.

AI Improvements

Rewrote and improved algorithm Decide Declare Vendetta Against Player to be more aggressive and to also create sub goals to increase chances of a successful Vendetta

Rewrote and improved algorithm for increasing core attributes associated with AI archetype

Improved AI ability to dynamically switch archetypes based on game state and current attributes

Changed AI goal weights so that more attention is given to increasing the power of legions already owned rather than buying new legions.

AI’s now place more value on the Prestige Per Turn rates to project a runaway leader to try and anticipate long term leaders as well (> X turns from now)

2010 Road Map

Tuesday, January 5th, 2010

A new year dawns and I’m still in business. It is hard to imagine that it has been five years since I ripped up my Darklands-style adventure game and went to work on what would be Armageddon Empires. I was reminded of this because I have just finished R. E. Howard’s Solomon Kane and realized that it was exactly the type of world that I was trying to create although I had imagined it some hundreds of years earlier perhaps (during the 6th or 7th Crusade). There is a French produced movie which might make it to the USA sometime this year. I can’t comment on how good it will be and my standards are notoriously low but it looks promising. And the production company looks to be Davis Films so it has to be good πŸ™‚ It also stars Max Von Sydow and the guy who was in Kenneth Branaugh’s Shakespeare films like Henry V….I can’t remember his name…bald guy, striking. But that is enough to grab my ticket money.

Solium Infernum Plans
So I have been chipping away at bug fixing and after recharging my batteries I have also set about systematically looking at the AI and rewriting/redesigning certain parts that seem to be under performing or in some cases simply not performing. I’d like to thank everyone who has sent in save games or posted on the CC forums. I may not respond to everything but I do look at it and use it all for bug hunting and AI improvement. I am presently working on the 1.05 Update and it will have the usual bug fixes as well as some AI improvements. Please do not expect miracles though. My goal has been to steadily increase the AI’s quality by working off of examples where it has not performed well and then try and correct that…..hopefully so that the game is challenging and enjoyable.

Solium Infernum Manual
I’m planning on getting a round of corrections into the manual and adding a clickable table of contents

Free Mini Expansion Pack
I would like to do at least one. It’s in the planning stages at this point. I’m gathering data on balancing changes and trying to decide on what would be the most interesting areas to enhance. I’ll release more info on this as it develops. I have some paradigm shifting ideas that I need to test out before I announce anything significant.

Project Rogue Expedition
I am designing a strategy adventure game. My core design goals are to foster a fun sense of exploration and push your luck decision making.

Cryptic Comet Souvenir Shop

I hope to add to the souvenirs available in the shop….a mouse pad for Solium Infernum and mugs for both AE and SI soon.

1.02 Solium Infernum Update Available

Sunday, November 29th, 2009

****PLEASE READ THIS FIRST*******

This update (1.02) is compatible with all previous saves

MULTI PLAYER GAMES (PBEM) IMPORTANT – IMPORTANT

THE HOST MUST UPDATE. PLAYERS SHOULD UPDATE as well but the game can function if only the host updates.

Note: You may need to unzip/extract the files to a place like you desk top and then copy then to the install location Program Files\Cryptic Comet\Solium Infernum

RECOMMENDED PROCESS

All players send their turns into the host. The host UPDATES and THEN processes the turn. The host sends the Main.sav file to the players. The players update their versions and then load the Main.sav files sent by the host.

The version number is visible in the bottom left of the Main Menu screen. It should read 1.02 after update

The update is a self extracting .exe that will overwrite three files in the default location Program Files\Cryptic Comet\Solium Infernum

Make sure the the default target destination of the extractor is the correct location. You may need to select this manually.

You can grab the update here Solium Infernum Update 1.02

Here is a simple .zip file if you are having Windows Security Issues Solium Infernum Update ZIP 1.02

I want to thank all the people who sent in save games. It was a huge help in tracking many of these down.

Update Notes:

Fixed bug where Infernal Dissipation artifact power would cause script error when used on Place of Power

Fixed bug where Panic artifact power was enhancing and not decreasing the target’s combat attributes

Fixed bug where Favorite of the Conclave event was being ignored by AI players

Fixed bug where Intel Failure event was not preventing prestige from being visible during some player info dialogue boxes

Fixed bug where dissolution of Conclave after all players were eliminated or excommunicated was not happening

Fixed bug where Mountain Walk legion could gain control of mountain hex

Fixed capture Pandemonium warning not clearing after acknowledgement

Fixed master of bazaar warning in Bazaar not clearing after acknowledgement

Fixed bug where Praetor could not be removed from some Places of Power

Fixed bug where Cancel Conclave decrees was not affecting some decrees.

Fixed bug where Grand Tournament of Pandemonium could get multiple copies of entrant from same player

Fixed bug where relic in ritual slot could cause script error if check was made for “continuous ritual”

Fixed bug where AI would cycle endlessly between Goal_BuildForceForUnclaimedPoPCapture and Goal_CaptureUnclaimedPoP because the algorithm to select assaulting legions was different

Fixed bug where legion flying to attack PoP and being forced to retreat without valid retreat hex could be removed from the board but not the game

Fixed bug where when legion was destroyed by Destruction ritual, a view legion button was generated for the message in the turn log. Clicking on button caused script error.

Fixed bug where Oath of Retribution would not trigger if Champion was in second slot of the single combat (defending)

Fixed error in algorithm for generating starting legions for players

Fixed bug where training Praetor with Bone Breaker could fail if manuscripts were placed in a wrong order (all other training manuscripts were not affected)

Fixed bug where banished AI player could try to reconstitute its personal guard

Change to PBEM Game Naming

You may now only use letters and numbers to name a PBEM game. Spaces between words or at the end of the name are not allowed. NOTE: This is only for starting NEW GAMES. Previously started games are NOT affected.


AI Fixes

Fixed design error where Turtle type strategies could be generated for all opponents since they represent 25% of the AI Archetypes

Allowed turtle Archetypes to bully weak neighbors and not just runaway leaders

Decreased the threshold for detecting potential runaway leader

Increased stochastic element for AI decision making on Vendetta when projected win rate is close to 50% for some AI sub personalities. in the Aggressive Wrath, Deceit, and Wickedness Archetype categories