Wintermaul One Revamped v7.3.1

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Wintermaul One Revamped v7.3.1

Postby Beliar[Horror] » Thu Oct 26, 2017 12:33 pm

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Changelog v7.3.1

General

  • Fixed an error when arrives lvl 15 in All Random / All Random Double didn't automatic random.
  • Fixed -s command for see curent modes.
  • Added spoof protection por -name command.
  • Removed 60 lines of useless code for implement -s.
  • Added spawn protection for monster, they're invulnerable in their spawn only.
  • Lvl 31 timer never start.
_________________________________________________________________________

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Map name: Wintermaul One Revamped v7.3.1.w3x
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Re: Wintermaul One Revamped v7.3.1

Postby MrStende » Thu Oct 26, 2017 2:28 pm

Great update. I noticed a bug in all the previous versions that every few games the map randomly glitches at start and releases round 1 and 2 at the same time and the start delay for the first two rounds is 5 seconds.
The last time i did pause the game after a few seconds, dunno if that had anything to do with it. Cannot replicate the bug, it is random.

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Re: Wintermaul One Revamped v7.3.1

Postby Beliar[Horror] » Thu Oct 26, 2017 5:13 pm

MrStende wrote:Great update. I noticed a bug in all the previous versions that every few games the map randomly glitches at start and releases round 1 and 2 at the same time and the start delay for the first two rounds is 5 seconds.
The last time i did pause the game after a few seconds, dunno if that had anything to do with it. Cannot replicate the bug, it is random.


You can confirm in this version? I'll check later, the original system of waves is really bad, in the future I'll rewritte full core.

Mode?lives? Difficulty? Impossible was fixed in this version.
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Re: Wintermaul One Revamped v7.3.1

Postby MrStende » Thu Oct 26, 2017 10:55 pm

I can confirm the bug in this version too. The setting was: Difficulty 150 % - 50 Lives - Double Random - Shared Creep.
Played some rounds the bug didn't happen with the same settings, and some rounds it did happen.
Also -s didn't output correct difficulty.
And lvl 31 counter comes up after 30 is done and the voice comes on.
At LVL 15 a new race didn't spawn so i had to do -random
And last: The RANDOM race is not possible to choose if you play non-random game mode.
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Re: Wintermaul One Revamped v7.3.1

Postby Beliar[Horror] » Fri Oct 27, 2017 1:48 pm

MrStende wrote:I can confirm the bug in this version too. The setting was: Difficulty 150 % - 50 Lives - Double Random - Shared Creep.
Played some rounds the bug didn't happen with the same settings, and some rounds it did happen.
Also -s didn't output correct difficulty.
And lvl 31 counter comes up after 30 is done and the voice comes on.
At LVL 15 a new race didn't spawn so i had to do -random
And last: The RANDOM race is not possible to choose if you play non-random game mode.


All is fixed, some points of your bug report was and inccident of old function, the function was removed and writted a new one, now works all good.
I don't know why the last editor of this map did a function when elapsed 20 sec of game (Only if you choose double random mode) all pick boolean go true and difficulty set to normal (this is really stupid).

To all is reading this, v6 if you pick double random, and choose Hard, never do it on Hard, always on normal.

1. fixed. you splashed spawn area and bug appeared because u don't bring moster to appear, if monster <= 0, next level come.
2. fixed. now output correctly (problem with mention function).
3. fixed, the timer never do lvl 31.
4. fixed, now it random (problem with mention function).
5. Random race can be choosed if pick "Magic Vault" from "Tertiary Element Chooser".

I removed old 7.3.1 and replaced with this new one.

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Re: Wintermaul One Revamped v7.3.1

Postby MrStende » Fri Oct 27, 2017 10:30 pm

Really appreciated man! :D
Quick update, tried only one game now but everything seemed perfect. Will keep testing. And can't wait for the infinite level update :D !
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Re: Wintermaul One Revamped v7.3.1

Postby Eternal02 » Sat Oct 28, 2017 12:19 am

Just got wind race and built on the spawn like I've done in every other version of WM1. However this time, the basic towers didn't attack creeps until after they'd left the platform.

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Re: Wintermaul One Revamped v7.3.1

Postby Beliar[Horror] » Sat Oct 28, 2017 1:28 am

Eternal02 wrote:Just got wind race and built on the spawn like I've done in every other version of WM1. However this time, the basic towers didn't attack creeps until after they'd left the platform.


You can't do it now. There is in patch notes:

Added spawn protection for monster, they're invulnerable in their spawn only.
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Re: Wintermaul One Revamped v7.3.1

Postby Jonxx » Sat Oct 28, 2017 10:19 pm

After playing the map many times I've noticed that many towers does not seem to have working splash or other multihit mechanic, even though their descriptions indicate they should. I've checked all races in game one by one, and here are it is. Note: For towers that specifically splash air and it's not working I'll make note, otherwise not.

Jonin from Shogun builder.

Sheep, Wartog, Tiger Bear from Warden builder.

Light Cloud, Dark Cloud, Rain Cloud and Flash Flood from Cloud Former.

Flare Tower, Flame Dancer from Fire Minion builder. Flame Staff description legend says it doesn't have any splash, but it does in fact have it, and it's mentioned in numerical stats.

Poison Spire, Acid Maker and Gas Chamber from Alchemist builder.

Rock Blaster from Stone Summoner builder.

Rabid Flea Bag and Fenrir from Alpha Wolf. Stray Wolf, Rabid Flea Bag and Spirit Wolf all should have splash against air, none have.

Holy Guard Tower and God from Angel builder.

Gnoll Fighter from Gnoll Master builder.

Rain Shooter, Lightning Creator and Weather Master from Air Summoner builder.

Night Elf Archer and Chimera from Night Elf Trainer builder.

Fire Wolf from Demon King builder.

Space Ship from Meteor Builder.

Siphilis from Void Constructor builder.

Ogre Beater from Ogre Alliance builder.

Treant from Seed of Life builder no air splash. (I think I've reported this one before, but it seems fix didn't work.)



For other towers I've found no issues with splash/multishot/cleave/bounce etc.

Also out of curiosity, why make enemies invincible on platform?
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Re: Wintermaul One Revamped v7.3.1

Postby Beliar[Horror] » Sun Oct 29, 2017 12:26 pm

Jonxx wrote:After playing the map many times I've noticed that many towers does not seem to have working splash or other multihit mechanic, even though their descriptions indicate they should. I've checked all races in game one by one, and here are it is. Note: For towers that specifically splash air and it's not working I'll make note, otherwise not.

Jonin from Shogun builder.

Sheep, Wartog, Tiger Bear from Warden builder.

Light Cloud, Dark Cloud, Rain Cloud and Flash Flood from Cloud Former.

Flare Tower, Flame Dancer from Fire Minion builder. Flame Staff description legend says it doesn't have any splash, but it does in fact have it, and it's mentioned in numerical stats.

Poison Spire, Acid Maker and Gas Chamber from Alchemist builder.

Rock Blaster from Stone Summoner builder.

Rabid Flea Bag and Fenrir from Alpha Wolf. Stray Wolf, Rabid Flea Bag and Spirit Wolf all should have splash against air, none have.

Holy Guard Tower and God from Angel builder.

Gnoll Fighter from Gnoll Master builder.

Rain Shooter, Lightning Creator and Weather Master from Air Summoner builder.

Night Elf Archer and Chimera from Night Elf Trainer builder.

Fire Wolf from Demon King builder.

Space Ship from Meteor Builder.

Siphilis from Void Constructor builder.

Ogre Beater from Ogre Alliance builder.

Treant from Seed of Life builder no air splash. (I think I've reported this one before, but it seems fix didn't work.)



For other towers I've found no issues with splash/multishot/cleave/bounce etc.

Also out of curiosity, why make enemies invincible on platform?



I'll check all tower, some towers was bugged from v6, but it will take a little time and im working on 7.4, I hope the release come to next week.

For do tooltips I copied the base statics of tower, now I'm seeing the 30% of tower are bugged...never think it can be possible this bugs if a old version was played v6 so long time and anyone reported it.

If anyone is using bugs, report it for get banned. All glitchs/bugs is banneable.

The plataform was invencible for non-exploit game mechanc, u always do a lot of splash if you build near spawn and sometimes you can get error because u are killing monster more fasten than spawned and get bugged.
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Re: Wintermaul One Revamped v7.3.1

Postby Jonxx » Sun Oct 29, 2017 12:43 pm

Hmm, I've checked again to be sure, Night Elf Archer have bounces after all, :oops: so this could suggest I've missed splash etc. in more towers. Idk what to think about it. Could it sometimes work, sometimes not with certain conditions? Hmm.
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Re: Wintermaul One Revamped v7.3.1

Postby Beliar[Horror] » Sun Oct 29, 2017 1:22 pm

Jonxx wrote:Hmm, I've checked again to be sure, Night Elf Archer have bounces after all, :oops: so this could suggest I've missed splash etc. in more towers. Idk what to think about it. Could it sometimes work, sometimes not with certain conditions? Hmm.


I'll check the towers u mentioned hehe, when I finish checking it I write it here the results and if any towers was bugged it will be fixed next patch
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Re: Wintermaul One Revamped v7.3.1

Postby Beliar[Horror] » Mon Oct 30, 2017 1:14 am

Okay, I checked all and this is the results:

Needs fix (will be fixed in 7.4): Wartog, Flame Dancer, Acid Maker, Gas Chamber, Rock Blaster, Stray Wolf, Rabid Flea Bag, Spirit Wolf, Fenrir, God, Rain Shooter, Lightning Creator, Chimera, Siphilis, Ogre Beater, Treant
Tooltip Fix (will be fixed in 7.4): Sheep, Light Cloud, Dark Cloud, Flare Tower, Flame Staff, Holy Guard Tower
Working well: Tiger Bear, Rain Cloud, Flash Flood, Poison Spire, Gnoll Fighter, Weather Master, Night Elf Archer, Fire Wolf, Space Ship

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Re: Wintermaul One Revamped v7.3.1

Postby Jonxx » Mon Oct 30, 2017 3:06 pm

Thanks, good to know.

Found typo in Gnoll Master builder, Gnoll Scout damage type is "Nprmal".

Also do you think it'd be possible to implement oncoming waves somehow announcing their armor type like "-next" command does? Would be great along with improved tower descriptions.
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Re: Wintermaul One Revamped v7.3.1

Postby Beliar[Horror] » Mon Oct 30, 2017 5:07 pm

Jonxx wrote:Thanks, good to know.

Found typo in Gnoll Master builder, Gnoll Scout damage type is "Nprmal".

Also do you think it'd be possible to implement oncoming waves somehow announcing their armor type like "-next" command does? Would be great along with improved tower descriptions.


That system is already implement in 7.4 with new multiboard hehe.
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