Author Topic: AVWW Post-Release 1.002-1.005 "Upgraded Elitism" Released!  (Read 10240 times)

Offline Wanderer

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Re: AVWW Post-Release 1.002 "Upgraded Elitism" Released!
« Reply #15 on: April 27, 2012, 09:31:34 pm »
Anyone on Nomads, we have elite progression.  I'm going to leave it in 1.001 until 1.003 for this fix.
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Offline x4000

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Re: AVWW Post-Release 1.002/1.003 "Upgraded Elitism" Released!
« Reply #16 on: April 27, 2012, 09:46:18 pm »
1.003 is now out; sorry about that! :)
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Offline freykin

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Re: AVWW Post-Release 1.002/1.003 "Upgraded Elitism" Released!
« Reply #17 on: April 27, 2012, 09:51:54 pm »
Awesome, will test it out in an hour's time. Thanks for the quick fix!

Offline x4000

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Re: AVWW Post-Release 1.002/1.003 "Upgraded Elitism" Released!
« Reply #18 on: April 27, 2012, 10:08:22 pm »
You bet!
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Offline x4000

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Re: AVWW Post-Release 1.002-1.004 "Upgraded Elitism" Released!
« Reply #19 on: April 27, 2012, 10:27:43 pm »
One more: There was a regression in 1.003 that caused guardian powers to cause unhandled exceptions in some cases. Sigh. 1.004 corrects that. Apologies again!
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Offline Wanderer

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Re: AVWW Post-Release 1.002-1.004 "Upgraded Elitism" Released!
« Reply #20 on: April 27, 2012, 10:31:10 pm »
Another odd bug.  With the new range restrictors in multiplayer it appears to others that you're shooting yourself in the head.  Nothing seems to travel to other players except the animal spells.
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Offline x4000

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Re: AVWW Post-Release 1.002-1.004 "Upgraded Elitism" Released!
« Reply #21 on: April 27, 2012, 10:34:50 pm »
Another odd bug.  With the new range restrictors in multiplayer it appears to others that you're shooting yourself in the head.  Nothing seems to travel to other players except the animal spells.

Grr, that's annoying.  If you don't mind throwing that in mantis, I'll get to it Monday at the latest, or this weekend if I have time one of these evenings.  Given that it's cosmetic only (it would be), it's not super critical.  And I'm beat and have to get up fairly early tomorrow.  Finally making time to spend time with the family more again, after months of neglect to get this thing out the door.  Trying to find a balance without neglecting the game on the other side, either.
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Offline Wanderer

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Re: AVWW Post-Release 1.002-1.004 "Upgraded Elitism" Released!
« Reply #22 on: April 27, 2012, 10:36:59 pm »
Another odd bug.  With the new range restrictors in multiplayer it appears to others that you're shooting yourself in the head.  Nothing seems to travel to other players except the animal spells.

Grr, that's annoying.  If you don't mind throwing that in mantis, I'll get to it Monday at the latest, or this weekend if I have time one of these evenings.  Given that it's cosmetic only (it would be), it's not super critical.  And I'm beat and have to get up fairly early tomorrow.  Finally making time to spend time with the family more again, after months of neglect to get this thing out the door.  Trying to find a balance without neglecting the game on the other side, either.

No worries.  Just tossed it up here in case it was a "Dangit, did I forget that variable AGAIN?!" kinda thing. :)  I'll pop it in Mantis.
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Offline x4000

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Re: AVWW Post-Release 1.002-1.004 "Upgraded Elitism" Released!
« Reply #23 on: April 27, 2012, 10:40:08 pm »
It will be pretty easy to fix, I think, but probably a half an hour of work.  Knock on wood.
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Offline crayo

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Re: AVWW Post-Release 1.002-1.004 "Upgraded Elitism" Released!
« Reply #24 on: April 27, 2012, 10:55:21 pm »
Clamping Player Spell Ranges


So, new batch of players, new exploits get found.  It takes all sorts of players to really nail all the exploits in any game.  Some enterprising folks found that they could snipe bosses from offscreen by using certain tactics and possibly speed-enhancing enchants.  Fighting enemies at that incredible range basically circumvented all challenge or interest in the combat.  Yikes!





So what we've now done is made it so that spells are inherently limited in how far they can travel.  This also prevents players from very large screen resolutions from exerting too much of an advantage over players with a smaller screen resolution.  For many players this should hopefully be hardly noticeable of a change, but it does mean that you have to get a bit closer to enemies and actually risk their attacks in order to attack them in return.


Ok, makes sense. I completely understand the reasoning behind this. However, I now notice that the enemies' spells SERIOUSLY out range mine. They can still cast things at me that travel all the way across my widescreen monitor, but my spells I send in return don't come close to reaching them. Is this intended?
"As far as the laws of mathematics refer to reality, they are not certain; and as far as they are certain, they do not refer to reality." - Albert Einstein

Offline Penumbra

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Re: AVWW Post-Release 1.002-1.004 "Upgraded Elitism" Released!
« Reply #25 on: April 27, 2012, 11:27:57 pm »
With elites acting as special "Overlord defining" monsters that aren't guaranteed to show up all over the place, they could probably be made more powerful. In their previous incarnation they had to be "fair" without a bunch of immunities and whatnot.

The other thread about how to get players to use a greater variety of spells brought up some good ideas, and these elites seem like the perfect thing.  Overlords could have a preference for monsters that come from whichever time zone the overlord castle is in. Maybe give all their elites specific immunities. The player may be able to infer information about the overlord from the elites it has chosen. Say a bunch of elites have either 50% earth or air resistance, that could mean that the overlord is immune to those. Kind of a scouting by example. There are so many great ideas in Ai War that really fit in AVWW.

Offline TechSY730

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Re: AVWW Post-Release 1.002-1.004 "Upgraded Elitism" Released!
« Reply #26 on: April 27, 2012, 11:34:47 pm »
Clamping Player Spell Ranges


So, new batch of players, new exploits get found.  It takes all sorts of players to really nail all the exploits in any game.  Some enterprising folks found that they could snipe bosses from offscreen by using certain tactics and possibly speed-enhancing enchants.  Fighting enemies at that incredible range basically circumvented all challenge or interest in the combat.  Yikes!





So what we've now done is made it so that spells are inherently limited in how far they can travel.  This also prevents players from very large screen resolutions from exerting too much of an advantage over players with a smaller screen resolution.  For many players this should hopefully be hardly noticeable of a change, but it does mean that you have to get a bit closer to enemies and actually risk their attacks in order to attack them in return.


Ok, makes sense. I completely understand the reasoning behind this. However, I now notice that the enemies' spells SERIOUSLY out range mine. They can still cast things at me that travel all the way across my widescreen monitor, but my spells I send in return don't come close to reaching them. Is this intended?

Yea, I was going to ask. Did non-boss, non-stationary enemy ranges get nerfed accordingly? I take this to be a no. This seems sort of silly, as it now sets up even more tedious to counter situations that many of the newer players have pointed out. (With bosses, you expect his sort of silliness, and with stationary enemies, well, they are basically turrets, it's not like they can move to where you are in their firing range)

Although these changes seem great, this is such a balance oversight that I will probably just hold on 1.001 for now until this is figured out.

Offline crayo

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Re: AVWW Post-Release 1.002-1.004 "Upgraded Elitism" Released!
« Reply #27 on: April 28, 2012, 12:06:48 am »
Clamping Player Spell Ranges

So, new batch of players, new exploits get found.  It takes all sorts of players to really nail all the exploits in any game.  Some enterprising folks found that they could snipe bosses from offscreen by using certain tactics and possibly speed-enhancing enchants.  Fighting enemies at that incredible range basically circumvented all challenge or interest in the combat.  Yikes!

So what we've now done is made it so that spells are inherently limited in how far they can travel.  This also prevents players from very large screen resolutions from exerting too much of an advantage over players with a smaller screen resolution.  For many players this should hopefully be hardly noticeable of a change, but it does mean that you have to get a bit closer to enemies and actually risk their attacks in order to attack them in return.

Ok, makes sense. I completely understand the reasoning behind this. However, I now notice that the enemies' spells SERIOUSLY out range mine. They can still cast things at me that travel all the way across my widescreen monitor, but my spells I send in return don't come close to reaching them. Is this intended?

Minor update on this, some spells seem more obviously "outranging" me than others. Notably, the "toss ice rock" type and usually the air/light bolt from the espers. The flame cast by the skelebots seems to be range limited similar to my spells.

However, another thing I've noticed since installing the new beta/patch (1.004) ... "rescue" missions have become extraordinarily easy, as no monsters spawn on the return trip. No monster nests, no monsters spawned, just clear hallways all the way back ...
"As far as the laws of mathematics refer to reality, they are not certain; and as far as they are certain, they do not refer to reality." - Albert Einstein

Offline keith.lamothe

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Re: AVWW Post-Release 1.002-1.004 "Upgraded Elitism" Released!
« Reply #28 on: April 28, 2012, 12:23:25 am »
However, another thing I've noticed since installing the new beta/patch (1.004) ... "rescue" missions have become extraordinarily easy, as no monsters spawn on the return trip. No monster nests, no monsters spawned, just clear hallways all the way back ...
Would that happen to be in an ocean/ocean-shallows region? :)  Not that it should be like that there, but we've seen reports of that already.
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Offline crayo

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Re: AVWW Post-Release 1.002-1.004 "Upgraded Elitism" Released!
« Reply #29 on: April 28, 2012, 12:25:51 am »
However, another thing I've noticed since installing the new beta/patch (1.004) ... "rescue" missions have become extraordinarily easy, as no monsters spawn on the return trip. No monster nests, no monsters spawned, just clear hallways all the way back ...
Would that happen to be in an ocean/ocean-shallows region? :)  Not that it should be like that there, but we've seen reports of that already.

Yes actually, that's where I am now, trying to do missions and get charred amber ... lol

Good to know it's a known issue and not a new one.  :)
"As far as the laws of mathematics refer to reality, they are not certain; and as far as they are certain, they do not refer to reality." - Albert Einstein