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Patch Notes: A.0.1.5

PostPosted: Fri Mar 14, 2014 8:37 pm
by PyromonkeyGG
Hello guys! We are in our last week of our Kickstarter but don't think that means we are going to let up on the bug fixes! :D

Bug Fixes:
* Disguiser can no longer target disconnected users
* Chat wrap - fixed the chat wrap to actually print out the last word
* Name Picking - strips HTML from name input
* Adding logs and attempting to fix custom lobby bug (lobbies not being able to start)
* Being blackmailed while jailed now does not prevent you from talking
* Names like O'Conner now do not fail the database querys
* Fixed server crash dealing with a promoted Disguiser
* Fixed stalemate between sk and gf/mafioso
* Handle SerialKiller vs Arsonist tie

In progress:
* Designing the front end UI rework which will include a new lobby system, the shop and a friends list.

Let us know what you think :)

Re: Patch Notes: A.0.1.4

PostPosted: Fri Mar 14, 2014 9:36 pm
by PyromonkeyGG
This patch is going to be applied at midnight tonight.

Re: Patch Notes: A.0.1.4

PostPosted: Fri Mar 14, 2014 9:37 pm
by PyromonkeyGG
This is the first time we actually got all of the bug fixes we wanted done pretty early in the day haha. We can actually give a preview of the patch before we post it. We will be trying to do this in the future as well.

Re: Patch Notes: A.0.1.4

PostPosted: Fri Mar 14, 2014 10:04 pm
by PyromonkeyGG
Oh, whoops! :D

Re: Patch Notes: A.0.1.5

PostPosted: Fri Mar 14, 2014 10:12 pm
by CapybaraMadness
I can not wait for the new lobby system, it will be easier for me and my friends to join the same game and to find out if they are online. :D

Re: Patch Notes: A.0.1.5

PostPosted: Fri Mar 14, 2014 11:20 pm
by PyromonkeyGG
We just detect it and give the win the arsonist now so you dont have to wait 2 nights for the win

Re: Patch Notes: A.0.1.5

PostPosted: Fri Mar 14, 2014 11:23 pm
by TurdPile
NoChance wrote:
PyromonkeyGG wrote:* Fixed stalemate between sk and gf/mafioso

thats cool, i allways wondered why the sk wins this.
PyromonkeyGG wrote:* Handle SerialKiller vs Arsonist tie


wait...what tie? i thought arsonist can kill sks? so there was no prolem so far was there?


It isn't really a tie, but more of a "save time" thing. If its arson vs SK occurs, you already know arson wins, so you finish the game right now rather than have to wait a 2 whole night sequences and death descriptions sequence.

EDIT: Why does my quote quote you (pyro) correctly, but the original post doesnt? lol

Re: Patch Notes: A.0.1.5

PostPosted: Sat Mar 15, 2014 12:07 am
by TurdPile
LissetteVonKrasnov wrote:
TurdPile wrote:It isn't really a tie, but more of a "save time" thing. If its arson vs SK occurs, you already know arson wins, so you finish the game right now rather than have to wait a 2 whole night sequences and death descriptions sequence.

EDIT: Why does my quote quote you (pyro) correctly, but the original post doesnt? lol


So Basiclly If All Thats Left Is A SK And Arsonist.... It Will Automaticlly State The Arsonist As Winner And End The Game?


Yep.

Re: Patch Notes: A.0.1.5

PostPosted: Sat Mar 15, 2014 2:44 am
by Degritone
I can't make italics anymore... If I donate enough monies, will you add a thing that makes everything into italics once I enter a round and undoes the italics once I leave?

Re: Patch Notes: A.0.1.5

PostPosted: Sat Mar 15, 2014 2:51 am
by Anberu
Shouldn't arsonist auto-win against godfather, then, using the same logic?

Re: Patch Notes: A.0.1.5

PostPosted: Sat Mar 15, 2014 3:23 am
by Anberu
Okay, I think this happened because of the patch, so I'm posting it here.

Spoiler: Image

The town won while a witch and a mafia were still alive. It was possible, though unlikely, that the mafioso could still pull it through, if the town was distracted to lynch the witch instead, so there was no reason for the town to auto-win at this point.

Re: Patch Notes: A.0.1.5

PostPosted: Sat Mar 15, 2014 10:37 am
by TurdPile
The game would not automatically end if there was a mafia still in play.

You must have been misinformed on the roles that were still alive.

Re: Patch Notes: A.0.1.5

PostPosted: Sat Mar 15, 2014 11:22 am
by PyromonkeyGG
Nepq wrote:My game keeps crashing (shockwave)... Played 6 rounds, 4 crashed. Didnt happen so much with the other version.


I am looking into it. Sorry about that!

Re: Patch Notes: A.0.1.5

PostPosted: Sat Mar 15, 2014 12:33 pm
by TurdPile
Nepq wrote:My game keeps crashing (shockwave)... Played 6 rounds, 4 crashed. Didnt happen so much with the other version.


Should be fixed now.

Re: Patch Notes: A.0.1.5

PostPosted: Sat Mar 15, 2014 12:33 pm
by PyromonkeyGG
Nepq wrote:The executioner is immuun at night, (i couldnt die), but is doesnt say that in the roll discription. Why is this?


Just haven't found the time to update the role card yet :) Too busy working on crash fixes :D

Re: Patch Notes: A.0.1.5

PostPosted: Sat Mar 15, 2014 12:35 pm
by TurdPile
PyromonkeyGG wrote:
Nepq wrote:The executioner is immuun at night, (i couldnt die), but is doesnt say that in the roll discription. Why is this?


Just haven't found the time to update the role card yet :) Too busy working on crash fixes :D


Please update the Disguiser's rolecard, I see too many people just "disguising" random people rather than ones that will die.

Re: Patch Notes: A.0.1.5

PostPosted: Sat Mar 15, 2014 12:37 pm
by PyromonkeyGG
Will do

Re: Patch Notes: A.0.1.5

PostPosted: Sat Mar 15, 2014 6:25 pm
by Anberu
TurdPile wrote:The game would not automatically end if there was a mafia still in play.

You must have been misinformed on the roles that were still alive.


There were four mafia roles on the list, only three in the graveyard. Panda was a disguiser in his second or third skin.