![]() ![]() Please read "IMPORTANT NOTES ABOUT MULTIPLAYER GAMES" further below for more information. For "late arrival" characters that did not initially receive the quest from Emmindor to deliver Galdryn's Horn, it may be necessary to engage Elderon and Emmindor more than once for completion. Elderon now enables the tower lift and opens the doors for everyone after Galdryn's Horn has been delivered to Talendor. * FIXED: Emmindor now awards completion for delivering Galdryn's Horn to Talendor for characters in the party that did not previously receive the quest. This issue was identified as the source of multiplayer gameplay failures in the initial Steam release. The NAT library code was specifically targeting (but not limited to) messages containing terrain block loading information and player position data in savegames, resulting in abrupt game session terminations, disconnects, and erroneous data exchanges. * FIXED: Invasive packet parsing in 3rd party NAT solver library was interpreting data in the game's DirectPlay messages as "internal" messaging intended for itself, corrupting network message exchanges between host and clients in multiplayer. Previously, if players clicked the sewer switch more than once when initially entering the Fargrove Sewers then these extra events were stored and could re-trigger Fargrove Sewers scene loading again when players tried to exit any Fargrove gates later in the game. NEW: Added "LOADING" pop-up bar that appears when outdoors and the game pauses to load uncached world data and objects from disk.įIXED: Added filtering on outdoor scene loading to remove any queued events crossing over into the Fargrove Sewers scene. REVISED: Tweak to new interpolation methods for improved rotation and movement. ![]() Players are recommended to always update to the latest version of the game. REVISED: The game now compares release version for displaying listed games in the Steam Lobby, and excludes games from showing that are not the same version. Previously, the game could disconnect players if they minimized the game window longer than 60 seconds, and network messages were not being handled. REVISED: When minimizing the application window, the game now continues to process network messages and send/receive heartbeats. An OList error now writes to log with object and caller id. Revised: Adding objects to game object list (OList) now checks if already inserted and performs removal prior to re-adding. In dungeon scenes this could potentially result in a stack overflow condition during recursive collision processing. Previously, DEAD STATIC monsters were reverting to MODE_DEATH when loaded, causing them to be actively processed again, including world physics and collision with invalid (floating point) position data. Today, IELLO is developing a brand strategy with its foreign partners with the goal of creating a true “IELLO identity”: selling its best-sellers, but also progressively and lastingly establishing its entire catalog to ensure an increase in its revenue.FIXED: DEAD STATIC monsters (fixed monsters that have been killed) removed from processing and placed in MODE_HOLD now remain removed when loaded from a savegame or scene file. This presence in the North American continent gave IELLO games an international visibility and open the doors of distributing to several other markets: thanks to systematically translating titles into English, promoting and localizing games developed very quickly in Europe, Asia, and South America.Īfter 5 years, IELLO games are available in more than 20 languages and are distributed across the entire world thanks to a network of partners that translate and adapt games to the local markets. In May 2012, IELLO confirmed its international scope by opening a branch in the United States in Las Vegas under Stephan Brissaud's leadership. This new activity naturally evolved in 2009 into its current state: publishing their own games. In 2008, it diversified again by beginning to co-publish, a work that includes translating and adapting games to the French culture. The business has grown from mail order collectible cards to acting as a wholesaler distributor. Created in 2004 in Nancy by Cédric Barbé and Patrice Boulet, today IELLO is a globally recognized board game publisher and distributor.
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