Release 2.100.0 (19 Feb 2015)

Discussion in 'Announcements' started by Jon, Feb 18, 2015.

  1. Jon

    Jon Blue Manchu Staff Member

    We continue working towards getting co-op finished. Almost done now! This build also contains other miscellaneous fixes.

    Figures
    • Fixed Burning Skeleton NW facing.
    Spectating
    • Spectators now see player names in all figure popups
    Tutorial
    • Gary now tells you about a slew of team management and team campaign events
    Co-op
    • Added player name to figure popup info for co-op team figures.
    • The loot fairy is especially kind to players who co-operate.
    • The hidden bandit gets more thoroughly ransacked by players who co-operate.
    • Rescinding team invitations on adventure start, warning via verification prompt first.
    • Finished building co-op battle rejoin
    • Fixed assorted team management and team campaign bugs
    • Added co-op empty party warning
    • Tweaked team join fail message to refer to the keep as Keep on the Hinterlands
    • Fixed missing pre-adventure story prompts for non-lead team members
    • Added co-op button
    • Added reactive co-op gameplay tips
    • Limited co-op to players who have unlocked their keep
    • Added prompts explaining unprimed adventures
    • Fixed bug in following team leader to new adventure.
    • There are a few UI and feedback issues left, but I think that's all the co-op heavy lifting done! \o/ \o/ \o/
    Boards
    • Minor cosmetic fixes on Return to Astral Shrine boards
    • Minor cosmetic fixes on Manor ranked boards
    Multiplayer
    • Inactivity time outs should work in the case where the clock is running for the player not taking their turn.
    Archives
    • Raised party archive limit from 24 to 100
    Story
    • Fixed Broze/Bronze typo.
    Battle
    • Made Passing behaviour less obtuse by adding End Round and Next Player buttons.
     
    karadoc, wavy, direndai and 3 others like this.
  2. Ewemax

    Ewemax Kobold

    Hi is sp coop live ? and how do you setup?
     
  3. Jon

    Jon Blue Manchu Staff Member

    It's not enabled on the live server yet. You can try it out on the test server.
     
  4. Sir Veza

    Sir Veza Farming Deity

    Woo-Hoo! Thanks!
    Are there any specific things we need to test and report on before it can go live?
     
  5. Jon

    Jon Blue Manchu Staff Member

    Any testing you can do would be helpful. At this stage, it's mostly just playing to see what turns up or what needs to be improved.
     
    BlackVoidDeath likes this.
  6. wavy

    wavy Thaumaturge

    Great news!
     
  7. Drakkan

    Drakkan Ogre

    What does that mean.. loot fairy and co-op? How do we do that? (And where is that button?)
     
  8. Farbs

    Farbs Blue Manchu Staff Member

    Campaign co-op is currently disabled on the main server, and won't go live until we figure out how to launch it (with bells and whistles and press bombs and maybe an EttSC). You can see it on the test server though, and the more people who check it out there, the more stable and refined it'll be at launch. Regarding your specific questions:

    1) If you play a loot fairy adventure as a team then you get two more guaranteed rares.
    2) The co-op button will appear just under the Multiplayer button on the campaign map screen. All the button does is gives you a spiel about how to start a team and then open the chat window - you don't actually need to use the button at all. It's just a way of making the feature more visible.
     
    Drakkan and BlackVoidDeath like this.
  9. Kalin

    Kalin Begat G'zok

    Test server claims to be down for maintenance right now. :(
     
  10. Farbs

    Farbs Blue Manchu Staff Member

    Whoops, we left the test server in maintenance mode. Sorry about that @Kalin . I've turned maintenance off, so you should be good to go.
     
  11. Magic Elves

    Magic Elves Thaumaturge

    Wow, thanks for ruining my chances of doing anything on the live server, devs.
     
    Farbs likes this.
  12. Will

    Will Kobold

    Hey! I have tested coop in Test server with my wife. Me and my wife was very happy about coop. One character per player. And it was nice idea to be able to switch turns between players before enemy gets own turn. And the Scenarios was also very balanced too. Not too hard and not too easy. We both didnt see anything what might be missing. If i may ask, what exactly is missing and what might need more testing? We are very restless and happy to play Coop in Normal version :) Cant wait

    Thank you in advance.
     
    Bandreus, CT5, Sir Veza and 4 others like this.
  13. hatchhermit

    hatchhermit Hydra

    Interesting. Co-op might get me to come back for a spell.
     
    Bandreus, CT5 and Magic Elves like this.
  14. tudaan

    tudaan Kobold

    A couple friends and I have been playing the Coop. It is great. Ready for it to go live. So far, the only thing I have seen, and it could just be a bad run on the RNG, is the drops. We will play through a couple of adventures without getting a drop that I can use. I have received more sides of bacon in my few levels of coop than I ever received on the live single player campaign. Also, since I don't receive stuff I can use on the character I am working on, it would be nice to be able to trade with friends. Or, when we go to collect loot, have a big chest with 6-7 item drops that we share. So I can pick out the spear that only will benefit me and he can have that divine item that does me no good.

    Other than the loot thing, I am loving coop and ready for it to go live.
     
    Sir Veza likes this.
  15. Sir Veza

    Sir Veza Farming Deity

    I doubt dividing common loot will happen, but the old D&D guy in me loves the thought. (Roll for order of picks, anyone? Ugh. Last again.)
     

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