Archive for November, 2009

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

Punish the Early Adopters? 1.01 lasts but hours

Wednesday, November 25th, 2009

It seems their fate in life doesn’t it. I let two annoying mistakes slip into the final build of 1.01

First, the default Avatar that you should get wasn’t showing up because I didn’t update my install shield build and then missed it.

Worse, I somehow screwed up the prestige you should get as a bonus when you insult an opponent and they accept it. The number in the message is correct but you don’t get the full amount…only half. That means you don’t get your reward.

So 1.01 is dead. Long live 1.01a

*** This is for the FULL GAME ONLY ****

If you have 1.01 then I humbly offer this update Click Here

It’s a self extracting zip that will replace two files GameEngine.cxt and MainIFace.cxt and you will get your Devil’s due. Hope you are all enjoying the game. You will want to unzip them to where the Game Files have been copied. The default was Program Files/Cryptic Comet/Solium Infernum

NOTE: Demo is being updated now. Should be up by 01:30 am EST

Basic Functions Online – SI is a go!

Wednesday, November 25th, 2009

I’ve got a basic website up now so that you can download the demo. Some of the links are not working as needed but here is the demo download link

Download SI Demo

The pages should be fixed up pretty soon. The virtual server has been under stress lately. :)

Looks Like This Evening…

Wednesday, November 25th, 2009

Ok, I’ve got a pretty good handle now on everything and the release code has been finalized. Things are looking good for a release this evening after 9 pm Eastern Standard Time. That’s when the website will hopefully be updated. I will post a link here on this blog to the Demo and manual though once they get uploaded to my Amazon AWS account.

Just a few notes about the game:

I designed the game to be multi-player compatible but I didn’t skimp on the single player aspect. In fact I put a lot of time and effort into developing a solid and competent AI for the game to give players like myself an enjoyable solo experience.

If you ever wanted to play a grand strategy board game on the computer by yourself I think I can claim that this is a great opportunity to do it. :)

But I don’t think that single and multi-player have to be mutually exclusive in a game. I hope that many players will take advantage of the multi-player aspect of the game. I will be setting up a section of my forums to let players announce games that they are organizing and hopefully players will feel free to banter, taunt and ridicule each other about their ongoing games.

Finally, One of my goals for Solium Infernum was to try and achieve something on par with the experience that I enjoyed with the Dominions franchise from Shrapnel and Illwinter games. I still remember the intense feelings of apprehension and anticipation and rapid heart beats as I loaded up a turn in which I expected results from a major battle or master stroke move. That’s the feeling I hope the Solium Infernum can provide to its players.

Anyway, I hope you enjoy Solium Infernum. I am really proud of the design, the art aesthetic, the music, the flavor text and just having finished it. I couldn’t have done it without the help of the following people:

Digital Art by

Matt Bradbury

Katie Davis

David North

Ben Sones

Music By

Stian Stark

Manual Editing and Game Flavor Text by

Russell Marsh

Manual Formatting by

Katie Davis

Testers

Nikolaj Andersen
Harvey Bernstein
David Bove
Joseph Builth-Williams
Sam Combs
Markus Dietrich
Pascal Di Folco
David Ellsworth
John McCulloch
Dan Montgomery
Vincent Royer
Kevin Santosuosso
Erez Schatz
David Schreiber
Justin Stapleton
Aaron Teschner
Ilya Zushinskiy

Looks Like Wednesday

Monday, November 23rd, 2009

I am planning at this point to have Solium Infernum available for a demo and purchase on Wednesday. I can’t tell you exactly when on Wednesday at this point but it looks like I should have the manual done and all the files including the demo uploaded by then…as well as the website updated that day.

The price will be $29.99 for the download and its associated serial key.

The demo will offer you single player or hot seat games on a single map type with a 25 turn limit and about half of the legions, relics, artifacts and praetors contained in full game.

On Thursday I’m going to take a very long nap :)

In Dreadful Deeds Fearless

Saturday, November 21st, 2009

O Prince, O Chief of many throned Powers
That led the embattled Seraphim to war
Under thy conduct, and in dreadful deeds
Fearless, endangered Heaven’s perpetual King,
And put to proof his supremecy,
Whether upheld by strength, or chance or fate;

In Dreadful Deeds Fearless

(Event) In Dreadful Deeds Fearless:
Gain a super promotion for a Praetor you own.

Single Combat in Solium Infernum originated as a way to settle Vendetta between two players who might not share a common border but it has evolved into much more. It ended up adding a whole extra dimension to the strategic space that I didn’t at first foresee. It contrasts sharply as well with the apparent determinate and semi-predictable nature of legion combat. You send your Praetor into the arena and luck will play a huge factor in the outcome. You can try and tip the odds in your favor by grooming a super combatant. The Event above can give you an edge in combat and more than once have I winced when the first message in my turn log when I am looking to see the entry for the single combat results, is the announcement of the In Dreadful Deeds Fearless event by another player….undoubtedly my opponent in the Grand Arena of Pandemonium this turn.

Single Combat adds a whole new dimension to the game because you have to be mindful of it as a choice by your opponent when, for example, you line up some legions on the border of your intended bullying efforts and hurl an insult. What Archfiend in their right mind would refuse the insult and claim Vendetta against such an overwhelming force? Clearly one who decided to claim Vendetta by Single Combat and has a stone cold killer lurking in his vault.

Conversely, you can keep your legions far from your enemy’s borders and issue a Demand against him that he surrender something of value…usually tribute cards. Since you issued the demand your opponent must now concede the requested items or you may claim Vendetta on the next turn. Your opponent now must figure out whether you have a stone cold killer hiding in your vault…or maybe you are just bluffing. A complicating factor is the turn log notice that somebody has just purchased a rare combat move manuscript in the Infernal Bazaar…hmmm.

Some strategy tips for Single Combat.

If you decide to develop a Praetor for Single Combat consider keeping him hidden in your vault. Uncertainty is a big a tool as a flaming sword.

Keep your eyes open for one piece manuscripts in the Infernal Bazaar that can add to your Praetor’s combat moves.

Luck is really important. The difference between a Praetor with luck 1 and luck 3 is big.

Keep track of which Praetors are being bought in the Infernal Bazaar. You won’t know who got them but you’ll have an idea of what you are up against.

Look in the Bazaar description in game or in the manual when applying combat moves to Praetors that require Infernal Orbs. Make sure you don’t train a Praetor with a move that costs 5 orbs when he only has 3.

Finally, hit hard, hit fast and hit often.

Fidgit Game Diary

Friday, November 20th, 2009

The illustrious Tom Chick has been playing a preview copy of Solium Infernum and decided to give it the “Game Diaries” treatment. It’s one of my favorite features of his blog and I hope he has as much fun as he had with Fall From Heaven II….maybe I should have thrown in some mad Harlequins? Although I think Hell is probably populated more with evil Mimes :)

Machiavelli in Hell

Friday, November 20th, 2009

That’s how Bill Harris describes Solium Infernum over at Dubious Quality. Bill has been playing around with it and likes what he’s seen so far. His promise of a play guide is very welcomed as most of you know I’m not into the “Tutorial” scene. :)

RPG Watch Interview

Thursday, November 19th, 2009

Skavenhorde over at RPG Watch did a nice interview with me about Solium Infernum. You can catch two new screen shots of the game in action…not that there is a lot of action mind you…at least of the animated kind. Just like AE you will need to use your imagination and let the illustrations/map art/music evoke the mood. :)

Régner est digne d’ambition

Wednesday, November 18th, 2009

French strategy gaming magazine Cyberstratege has a nice preview of Solium Infernum up. You will need to parlez or google Francais.