It's a giant pile of new features and bug fixes! We changed a LOT in this build, so let us know if something is broken. We'd particularly appreciate you testing out the new multiplayer loot system (you should get rewards for winning MP matches - ranked only). Also, Gary will play you in MP if you don't get a good ranked match quickly enough. Let us know what you think! A lot more changes are coming to multiplayer soon, including a brand new lobby. Finally, the registration system has been completely reworked with email confirmations and there's a forgot password system here (we'll add a link from the client soon). Here's the full changelist: Card Art Added Arcane Shell card art fixed four-headed bite card art updated Readiness card art Added card art for Run, Team! added card art for Help the Weak Added art for enervating touch card Added art for spear of darkness and touch of pain Added card art for new heals and training Added art for Penetrating Lunge card added card art for team orders cards Added art for new team movement cards Added a wad of robes item art Added card art for Puncturing Stab Fixed name of Poisoned Spear Stab card art Added new card art for Spear Thrust Figure Art Built GoblinKing and KoboldAvenger figures. Replaced Goblin Shredder figure with a more visually distinct one added Geomancer Apprentice portrait put a helmet on Elf warrior female 01A figure Re-exported some of the new player figures, fixed mistake in archetype illustration Item Art added thumbnail for ill fitting armor added more robes items arts Fixed Wand of Aleknar item art Boards fixed tile in tree forts Items Divine items aplenty, mostly in the super-rare tiers finished adding boots, and added some divine items Added a bunch of Epic Boots, plus the Legendary Hand of Melvelous. Added card art for team moves and harnesses reduced intro levels of some cards; added about a dozen new Robes. Cards more intro level and slot assignment adjustments tweaked some intro levels and slot allowances for Skaff's new cards; Changed Arcane Aura's grade, and added the Arcane Shell card. Implemented Retreat card. Implemented Officer's Coif. Discarded cards are always revealed. Implemented Blessed Coif. End of round discard quotas are now calculated by the server to allow for hidden information to affect them. Implemented the remaining Coif cards. Firestorm does burning damage. Implemented Battlefield Training. Smoke terrain only blocks LOS through not into. "Trained Bludgeon" was being counted as a D card instead of a C- for purposes of Weapon item levels. fixed errant wizard grade of Thick Hide Armor. Looting Loot algorithm searches down in levels to find an item of the appropriate rarity. Added new cheat command to test item loot. Fixed legendary/epic distribution from looting. Registration Remove account registration code from the client. Switch to the new account system - including back-end tools, first login, etc. Account registration now happens via a web page rather than from in-game. New accounts now receive a verification email before the account is created. Added a web interface to reset a lost password. Added registration email. CSS styling for registration and forgot pasword. Gary wants you to PLAY NOW after you register. Campaign Changed the post battle module title to "aftermath". Show pre-battle module cover for first adventure battle. Added Karen and Melvin to the build. Added Melvin holding Rulebook art Added new command to test prompt moods. More explicit quest reward description. Added proper flavour text to Monkey and Gnome adventures Added new map icons, updated keep icon. Fixed win description appearing on battle loss. Multiplayer Adjusted player ranking to incorporate # of wins at low win counts Added first pass at real matchmaking. Multiplayer loot (includes new DB patch and new manifest entry). Gary now steps in to MP if you wait long enough for a match added ranked game cover A first pass at AI decks for multiplayer. MP AI selects only one of each character. Added MP rewards source file. Added common items to bonus MP rewards. Starter Packs brought back into compliance Added MP Tavern Icons Added Ranked Match animated Icon textures Made starter pack descriptions not selectable. Audio Renamed ooze attack audio. Misc Generated dwarf names are shorter. Changed default option on pizza menu. Fixed treasure drop horizonal locations when using multiple rows. Fix incorrect page count in the figure store when the number of figures is an exact multiple of the number of figures per-page Internal Stuff Made some improvement to account management tools, including a confirmation dialog before deleting or resetting accounts. Couple of fixes to LoginEventHandler. Use load balancer for test web as well as live to keep the test environment as similar to live as possible. Set up auto-scaling for public web services and have deployment processes update auto-scaling setup. Avalanche bot prototype DB generation script. Enable load test server deployment When creating a database, create the account tables as well. Convert to use spark easing functions instead of mx easing functions for animation transitions Add the ability to disable lighting functions on platforms that don't support lighting Added battle index to DeckBuilderEvents (specify "battle=?" as a parameter). Beta key table tracks consumed time, default is null (not consumed). The auto-generated value ended up as 0, which doesn't work. Updated all purchase buttons to use new generic purchase button. Tidied up the random item selection code. Client records battle room name and ID in log. Fix an error in the deployment script causing it to not remove files that it should. Phew!
Yes its here! Thanks guys for working hard and getting this out speedily. Edit. First round against Gary i had to play a trait and the game got stuck might be a one time thing going back in. Edit 2 Couldn't log back in first time but worked second time but match had ended with me as the loser resulting in a 260 rating loss because gary has 0 rating.... There should really be a cap somewhere around 100-150. Edit 3 Bonus chest works and seams very nice but i have to think there should be a losers chest as well of some sort. Any thoughts on giving the loser a common only chest as long as they lost and didn't surrender? Edit 4 Its called beta for a reason Jon no need to apologize for tiny flaws in the masterpiece! Edit 5 Got 2 rares from the guaranteed rare chest might be luck might be a bug Mace Of Angry Novice and Incense Of The Nether Fog Edit 6 officers harness is a really cool card good job! Edit 7 Got disconnected against farbs for no apparent reason and got another game loss Edit 8 Got two epics from the one epic guaranteed chest so this is looking more likely to be a bug Enormous Cleaver Chadwick's Clogs
Sorry! Now that we have better call stack reporting turned on on the server I should be able to track this down and fix it finally.
Bonus: build features from the patch: Added some more weapons. Added some more divine item icons. Added many more boot icons. Various fixes to the build deployment script.
Winning against Gary (need smarter AI ?) post 1.16 build Not quite sure if this is a bug but it seems like all you need is to take out 2 out of 3 and stay in VSs to get the win. Gary doesn't quite know what to do when he's outnumbered. The remaining char just continues to do its program without realizing it needs to change its tactics. Seems like melee chars just attack whatever comes into range while moving to VS, while the ranged ones go around pinging lowest hp char in LoS. Is that the limit of the AI to expect ? I could technically just farm the items from MP instead of the single player campaigns... Shrugs, just some observations so far... hope it helps.
Remember that Gary is just there so you can pvp if no other players are around with 5000 active players or more the problem is minimal and also consider he must be beatble for people with worse gear then me and possibly you as well.