Author Topic: AVWW Post-Release 1.204-1.205 "Bubbles 'Round The Campfire" Released!  (Read 3363 times)

Offline x4000

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Original: http://arcengames.blogspot.com/2012/08/avww-post-release-1204-bubbles-round.html

This one is continuing our trend of adding a new spell and other new tweaks each week while the game is undergoing its art revamp for the next few months.

Since I was out on vacation last week, I obviously didn't add any new spell last week.  So this week there are two!  Campfire is a new trap-type spell, which players have asked for for a while.  Rising Bubbles is kind of a similar idea, except the bubbles float upwards -- and you can jump onto them like a wooden platform, if you want!

Rising Bubbles is particularly interesting to me because it can be used both in a movement/logistical sense, as well as for combat purposes.  There are a lot of spells that we have that are affected by gravity in the downward direction, but this is one of the first that we have that actively floats upwards instead.

Also included in this release are a huge number of new player-made room templates.  BenMiff has created another whopping hundred room templates, and Lavacamorada has also added 10 really cool room designs.  A huge thanks to both of them!

More to come next week.  Enjoy!

UPDATE: 1.205 fixes a minor-but-annoying bug in the prior version.

This is a standard update that you can download through the  in-game updater itself, if you already have 0.500 or later. When you  launch the game, you'll see the notice of the update having been found  if you're connected to the Internet at the time.  If you don't have 0.500 or later, you can download that here.
« Last Edit: August 03, 2012, 01:47:43 pm by x4000 »
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Offline Gravitycontrol

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Re: AVWW Post-Release 1.204 "Bubbles 'Round The Campfire" Released!
« Reply #1 on: August 03, 2012, 01:38:11 pm »
After updating i get a nice error, whenever an interior cell is generated.

Code: [Select]
Unknown TileLayerType 'FloorStoneBlock6'

   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity)
   at TileLayerTypeData.ParseFromString(System.String Value)
   at ChunkScript.ParseCommaDelimitedStringIntoLayerPossibilitiesList(System.String Data, System.Collections.Generic.List`1 List)
   at ChunkScriptStep_SetTileset.ReadFromNode(.Region Region, .DungeonMetadata Dungeon, System.Xml.XmlNode Node)
   at ChunkScriptStep.ReadStepNode(.Region Region, .DungeonMetadata Dungeon, System.Xml.XmlNode Node, System.String Filename)
   at SubChunkScript.ProcessLoadedSteps(.Region Region, .DungeonMetadata Dungeon, System.Xml.XmlNode StepNode)
   at SubChunkScript.ProcessLoadedXml(.Region Region, .DungeonMetadata Dungeon, System.Xml.XmlElement Root)
   at ChunkScript.OpenFile(.Region Region, .DungeonMetadata Dungeon)
   at ChunkScript..ctor(.Region Region, .DungeonMetadata Dungeon, System.String Filename, Boolean OpenImmediately)
   at SubChunkScript..ctor(.Region Region, .DungeonMetadata Dungeon, System.String Filename, Boolean OpenImmediately)
   at ChunkScriptStep_InvokeTilesetScript.Execute(.Chunk Chunk, .ChunkScriptContext OuterContext, .MersenneTwister Random)
   at ChunkScriptStep.TryExecute(.Chunk Chunk, .ChunkScriptContext Context, .MersenneTwister Random)
   at MapGenerator.GenerateChunk_Normal(.Chunk Chunk, .ChunkPopulationScript Script)
   at MapGenerator.GenerateChunk(.ChunkMetadata ChunkMetadata, .Region Region, ChunkCreationType CreationType)
   at Ability.GetChunkIfExistsOrGenerateItOnServerOrNullOnClient(.GameEntity EntitySwitchingChunks, Int32 TargetChunkID, .AbilityUseResult Result, .Region Region, Boolean ClientNeedsTheChunkEvenIfEntityIsAlreadyThere, AbilityUseResultType ByRef EarlyOutResultType)
   at Ability.TryExecuteInner(.GameEntity UsingEntity, .GameEntity TargetEntity, .QueuedAbilityUse QueuedAbilityUse, .AbilityUseResult Result)
   at Ability.TryExecute(.GameEntity UsingEntity, .GameEntity TargetEntity, .QueuedAbilityUse QueuedAbilityUse, .AbilityUseResult Result)
   at QueuedAbilityUse.TryExecute()
   at Game.ProcessSimStep()
   at Game.RunNextCycle(Boolean DoRendering)
   at Game.RunFrame()
   at MainCameraLogic.MainUpdateLogic()
   at MainCameraLogic.Update()

Offline x4000

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Re: AVWW Post-Release 1.204-1.205 "Bubbles 'Round The Campfire" Released!
« Reply #2 on: August 03, 2012, 01:47:58 pm »
Thanks!

UPDATE: 1.205 fixes a minor-but-annoying bug in the prior version.
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Offline Misery

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Re: AVWW Post-Release 1.204-1.205 "Bubbles 'Round The Campfire" Released!
« Reply #3 on: August 04, 2012, 04:04:51 am »
Well, liking these new ones so far.  I can find good uses for both spells.  Dropping a bazillion campfires in front of raptors and watching them crash into all of them isnt going to get old anytime soon.


There appears to be a bug with that one though, it tends to get a bit hung up on background objects of any sort.   For example, dropping it when over some trees, causes it to just.... sit on top of the trees, as opposed to falling down through them.  Also either dissipates instantly or sometimes just hovers when used in front of a background object. 

Background objects like buildings and such though, seem to prevent it from firing at all.  I've also noticed this in the past with some effects, like the explosions from the exploding espers, they'll be blocked (or outright cancelled) by buildings and similar objects.


EDIT:  On a side note though, it's going to be hard for any new spell to top Leaping Death from the previous update.  That one might be as good as, or even better than Ball Lightning.  And it seems specially designed to MURDER FAIRIES.  I only just now realized this.

Oh, also:   The bubble spell doesnt appear to do any damage, or it's not colliding with stuff, whichever.   I can stand on it, but that's it.  Wont hit enemies.


EDIT 2:

Did a couple of bug reports, related to both new spells.

Here: http://www.arcengames.com/mantisbt/view.php?id=9125  and   http://www.arcengames.com/mantisbt/view.php?id=9126

And Campfire has turned out to be really useful indeed, I'm quite enjoying that one and finding much use for it.   It's much stronger than I'd originally thought and has alot of practical uses.  .....and it really does just WRECK those stupid raptors.   And lots of other things.

Havent messed with the bubble one much yet simply because it's not working yet. 
« Last Edit: August 04, 2012, 08:53:46 am by Misery »

Offline Giegue

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Re: AVWW Post-Release 1.204-1.205 "Bubbles 'Round The Campfire" Released!
« Reply #4 on: August 12, 2012, 08:57:57 am »
I hate you guys. I stayed up all night playing this game, and I only have the DEMO! I'm EXTREMELY hesitant to buy this game. for my own sake of course

Offline keith.lamothe

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Re: AVWW Post-Release 1.204-1.205 "Bubbles 'Round The Campfire" Released!
« Reply #5 on: August 12, 2012, 08:59:36 am »
I hate you guys. I stayed up all night playing this game, and I only have the DEMO! I'm EXTREMELY hesitant to buy this game. for my own sake of course
Another schedule wrecked, mission accomplished! ;)
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Offline Nemo

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Re: AVWW Post-Release 1.204-1.205 "Bubbles 'Round The Campfire" Released!
« Reply #6 on: August 13, 2012, 07:09:42 am »
The Bubbles spell is awesome and makes getting around very nice, though using them in Windmill missions can be a bit challenging but fun.

Offline x4000

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