This should be the build that goes live. Game Text Lots of spelling and grammar fixes to prompts, cards and scenario text. Cards Renamed Berzerk Spin to Berserk Spin. Made use of Burst keyword consistent on terrain creating Cards. Cleaned up a lot of use of commas/full stops in card rule text. Reworded Immovable to make it clear that you can't be moved or placed in a new location. Items Renamed Berzerker's Bones to Berserker's Bones. Adventures Fixed up adventure loot for White Star, Diamonds and Slub Gut. Shops Fixed Halloween store location for real this time. Rearrange the chest shop display to prevent unwanted purchases by mis-clicking after reset.
Deployed a minor fix to this build (2.58.0) with the following: Custom Battles Fixed custom battles with missing actors getting stuck Battles Only applying auto-pass rule if all characters are dead and character count > 0 Warn on lose battle fail (server logs). Chat Removed chatpopout console command Added world entry/exit messages to private chat tabs Tweaked private message not received notification Friends Made other user online status more robust Added friend world exit message
Okay, this seems to be fixed now (at least I can't figure out how to break it yet). I still think auto-pass is a bad idea, at least for the player. If all your chars are dead at the same time, I feel you should immediately lose. The other problem I tried to show you last night (but I had to log off before I could explain it), I've got this custom scenario for extracting monster decks, and I recently revised it to get unshuffled decks, and it worked wonderfully and then suddenly stopped working. The figures would be placed on the board, but no cards drawn, and you could resign properly without messing up your account. Today I tested it again, and it failed as it had been, but I couldn't resign: to button to confirm the resign didn't do anything. I refreshed my browser, it didn't ask me to resume, and I was able to play other custom battles. Then I thought I should check if there was anything in the logs when this happens (there wasn't last week when I tried it), tried it again, and this time it worked properly! And since it worked, I grabbed the logs (because I needed those decks) and discovered that this time, when it worked, it did have an error and a humungous stack dump. Spoiler: logs Initializing battle screen Battle joined AssetManager:nLoaderError ImageLoader 'http://test.cardhunter.com/assets/large_portraits/LizardmanPriest.png' (http://test.cardhunter.com/assets/large_portraits/LizardmanPriest.png?v=2.58.0.9643): ImageLoader 'http://test.cardhunter.com/assets/large_portraits/LizardmanPriest.png' (http://test.cardhunter.com/assets/large_portraits/LizardmanPriest.png?v=2.58.0.9643) > Error #2036 BATTLE LOG: Scenario=+Deck Extractor,Room=Anti Kalin's battle (custom),RoomID=124,Event=StartGame BATTLE LOG: Scenario=+Deck Extractor,Room=Anti Kalin's battle (custom),RoomID=124,Msg=Starting round 1 MESSAGE: Error #1023 STACK TRACE: Error: Error #1023 at com.cardhunter.pcclient::TutorialManager/handleClientCommandEvent() at flash.events::EventDispatcher/dispatchEvent() at com.cardhunter.pcclient::CardHunterCore/dispatchCardHunterEvent() at com.cardhunter.pcclient::ClientCommand/start() at com.cardhunter.pcclient::ApplyCardEffectCommand/start() at com.cardhunter.pcclient::CardHunterScreen/startCommand() at com.cardhunter.pcclient::BattleScreen/startCommand() at com.cardhunter.pcclient::CardHunterScreen/queueCommand() at com.cardhunter.pcclient::ActionPointCommand$/constructFromBattleEvent() at flash.events::EventDispatcher/dispatchEvent() at com.cardhunter.battle.AS3Client::BattleAS3Client/sendEvent() at com.cardhunter.battle::Battle/disseminateEvents() at com.cardhunter.battle::Battle/run() at com.cardhunter.pcclient::BattleScreen/dequeueCommand() at com.cardhunter.pcclient::ApplyCardEffectCommand/start() at com.cardhunter.pcclient::CardHunterScreen/startCommand() at com.cardhunter.pcclient::BattleScreen/startCommand() at com.cardhunter.pcclient::CardHunterScreen/queueCommand() at com.cardhunter.pcclient::ActionPointCommand$/constructFromBattleEvent() at flash.events::EventDispatcher/dispatchEvent() at com.cardhunter.battle.AS3Client::BattleAS3Client/sendEvent() at com.cardhunter.battle::Battle/disseminateEvents() at com.cardhunter.battle::Battle/run() at com.cardhunter.pcclient::BattleScreen/dequeueCommand() at com.cardhunter.pcclient::ApplyCardEffectCommand/start() at com.cardhunter.pcclient::CardHunterScreen/startCommand() at com.cardhunter.pcclient::BattleScreen/startCommand() at com.cardhunter.pcclient::CardHunterScreen/queueCommand() at com.cardhunter.pcclient::ActionPointCommand$/constructFromBattleEvent() at flash.events::EventDispatcher/dispatchEvent() at com.cardhunter.battle.AS3Client::BattleAS3Client/sendEvent() at com.cardhunter.battle::Battle/disseminateEvents() at com.cardhunter.battle::Battle/run() at com.cardhunter.pcclient::BattleScreen/dequeueCommand() at com.cardhunter.pcclient::ApplyCardEffectCommand/start() at com.cardhunter.pcclient::CardHunterScreen/startCommand() at com.cardhunter.pcclient::BattleScreen/startCommand() at com.cardhunter.pcclient::CardHunterScreen/queueCommand() at com.cardhunter.pcclient::ActionPointCommand$/constructFromBattleEvent() at flash.events::EventDispatcher/dispatchEvent() at com.cardhunter.battle.AS3Client::BattleAS3Client/sendEvent() at com.cardhunter.battle::Battle/disseminateEvents() at com.cardhunter.battle::Battle/run() at com.cardhunter.pcclient::BattleScreen/dequeueCommand() at com.cardhunter.pcclient::ApplyCardEffectCommand/start() at com.cardhunter.pcclient::CardHunterScreen/startCommand() at com.cardhunter.pcclient::BattleScreen/startCommand() at com.cardhunter.pcclient::CardHunterScreen/queueCommand() at com.cardhunter.pcclient::ActionPointCommand$/constructFromBattleEvent() at flash.events::EventDispatcher/dispatchEvent() at com.cardhunter.battle.AS3Client::BattleAS3Client/sendEvent() at com.cardhunter.battle::Battle/disseminateEvents() at com.cardhunter.battle::Battle/run() at com.cardhunter.pcclient::BattleScreen/dequeueCommand() at com.cardhunter.pcclient::ApplyCardEffectCommand/start() at com.cardhunter.pcclient::CardHunterScreen/startCommand() at com.cardhunter.pcclient::BattleScreen/startCommand() at com.cardhunter.pcclient::CardHunterScreen/queueCommand() at com.cardhunter.pcclient::ActionPointCommand$/constructFromBattleEvent() at flash.events::EventDispatcher/dispatchEvent() at com.cardhunter.battle.AS3Client::BattleAS3Client/sendEvent() at com.cardhunter.battle::Battle/disseminateEvents() at com.cardhunter.battle::Battle/run() at com.cardhunter.pcclient::BattleScreen/dequeueCommand() CLIENT COMMANDS: com.cardhunter.pcclient::ActionPointCommand BATTLE COMMANDS: com.cardhunter.battle.commands:rawCardCommand (last line repeated several hundred times, with a few DrawTemporaryCardCommand mixed in) Then I tried it again with new monsters, and it drew cards for everyone, but the logs don't show the cards drawn by the first two groups, it goes straight from "Starting round 1" to reshuffling the second group's deck: Code: Initializing battle screen Battle joined BATTLE LOG: Scenario=+Deck Extractor,Room=Anti Kalin's battle (custom),RoomID=138,Event=StartGame BATTLE LOG: Scenario=+Deck Extractor,Room=Anti Kalin's battle (custom),RoomID=138,Msg=Starting round 1 BATTLE LOG: Scenario=+Deck Extractor,Room=Anti Kalin's battle (custom),RoomID=138,Msg=Re-shuffling 0 cards from Guardian of Shadow's discard into deck. BATTLE LOG: Scenario=+Deck Extractor,Room=Anti Kalin's battle (custom),RoomID=138,Msg=Can not draw for Guardian of Shadow. Deck is empty even after discard reshuffle. BATTLE LOG: Scenario=+Deck Extractor,Room=Anti Kalin's battle (custom),RoomID=138,Msg=Re-shuffling 0 cards from Guardian of Shadow's discard into deck. BATTLE LOG: Scenario=+Deck Extractor,Room=Anti Kalin's battle (custom),RoomID=138,Msg=Can not draw for Guardian of Shadow. Deck is empty even after discard reshuffle. Oh, and the board editor couldn't find some images: Spoiler: more logs Initializing board editor Creating new board AssetManager:nLoaderError ImageLoader 'http://test.cardhunter.com/assets/board_decal_doodads/GraphScratch1.png' (http://test.cardhunter.com/assets/board_decal_doodads/GraphScratch1.png?v=2.58.0.9643): ImageLoader 'http://test.cardhunter.com/assets/board_decal_doodads/GraphScratch1.png' (http://test.cardhunter.com/assets/board_decal_doodads/GraphScratch1.png?v=2.58.0.9643) > Error #2036 AssetManager:nLoaderError ImageLoader 'http://test.cardhunter.com/assets/board_decal_doodads/Koi2.png' (http://test.cardhunter.com/assets/board_decal_doodads/Koi2.png?v=2.58.0.9643): ImageLoader 'http://test.cardhunter.com/assets/board_decal_doodads/Koi2.png' (http://test.cardhunter.com/assets/board_decal_doodads/Koi2.png?v=2.58.0.9643) > Error #2036 AssetManager:nLoaderError ImageLoader 'http://test.cardhunter.com/assets/board_decal_doodads/CO_UndeadCO_Jungle.png' (http://test.cardhunter.com/assets/board_decal_doodads/CO_UndeadCO_Jungle.png?v=2.58.0.9643): ImageLoader 'http://test.cardhunter.com/assets/board_decal_doodads/CO_UndeadCO_Jungle.png' (http://test.cardhunter.com/assets/board_decal_doodads/CO_UndeadCO_Jungle.png?v=2.58.0.9643) > Error #2036 AssetManager:nLoaderError ImageLoader 'http://test.cardhunter.com/assets/lower_doodads/EdgePaperTop.png' (http://test.cardhunter.com/assets/lower_doodads/EdgePaperTop.png?v=2.58.0.9643): ImageLoader 'http://test.cardhunter.com/assets/lower_doodads/EdgePaperTop.png' (http://test.cardhunter.com/assets/lower_doodads/EdgePaperTop.png?v=2.58.0.9643) > Error #2036 AssetManager:nLoaderError ImageLoader 'http://test.cardhunter.com/assets/lower_doodads/EdgePaperLower.png' (http://test.cardhunter.com/assets/lower_doodads/EdgePaperLower.png?v=2.58.0.9643): ImageLoader 'http://test.cardhunter.com/assets/lower_doodads/EdgePaperLower.png' (http://test.cardhunter.com/assets/lower_doodads/EdgePaperLower.png?v=2.58.0.9643) > Error #2036
Started my first test run to see how the new loot went. Made it through about to character level 10, doing all the treasure hunts in the Tezkal (sp?) treasure hunt line till the L18 was unlocked, and I finished the Compass of whoever storyline. I wish buying a figure gave me a confirmation option. Game seems way easier now. There is more money on the test account than in my main, I think. So, so much money. The banner for 'gary passed' often stays in the middle of the map during my turn. I can't really update flash though cause i'm not admin. Dunno if that is relevant. Woodhome treasure hunt used victory squares without an explanation, and I got there before going to the demon portal. My priest got very few items, and the wizard the most. Some confirmation bias there, of course, but I did end up buying stuff for the priest and not really any of the other two. This seemed accurate till about characters level 8 ish. After beating slub gut's sanctum, Gary is talking about the new expansion and says something like 'lets get stuck in' which seems weird. Forest of souls 1 aftermath text says 'you walk oni into' which should be 'walk on into' Under the Frozen Earth was way, way way easier than when I did it a year ago, and I don't think I really used very different gear. Staffords treasure re-adjustment was different. Maybe not better, maybe not worse, but ok. Overall, I think this was some good improvements.
This happens for me too all the time and I am admin and have updated Flash. It might be related to clicking the mouse fast to make the fire animations pass quicker. It is explained in the adventure description: "A hole in the northwest wall offers an escape route. However, you must first defend this area for four turns to allow some of the townsfolk to escape." (from the third battle, "Delaying Action"). Unless you mean there were VPs in some other battle? It's a British saying, quite a common one: http://www.oxforddictionaries.com/definition/english/get-stuck-in-or-into?q=get+stuck+in
I've removed "let's get stuck in". I'm trying to get rid of all British/Australian expressions, so let me know if any more stick out like that.
The new enemy spawn points in last map of Shieldhaven make it likely you'll kill the warden before the dog makes it out of the bedroom.
This only happens when animation speed is set above 9, so I see it often. It's also much easier to kill the servant before he jets out of range and LOS.