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Kubik

Developer
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Everything posted by Kubik

  1. 😞 multiple known issues Squad position and Unit position, are not always the same, for squad with only one unit. Attacks with small splash targeted at squad might miss all of its units (either the bug above, or 6 units knocked back from the center by some other attack, so they are all outside of the slash radius) Freezing is squad during movement is one way to trigger the first bug... usually the difference is small enough for the splash to still hit, but under some circumstances it is not. Swamp drake is common occurrence in reports of no damage, because it have extra small splash radius.
  2. @Mynoduesp apart from classes by name not being officially supported, where you get these names from? Neither of the 5 exist in the latest version of the game.
  3. no it is 0.05 s shorter delay (on average), so faster. And most importantly it is consistent, so if two players spawn same squad, they have same "power", instead of one being better, because of being spawned at different time.
  4. πŸ€”nerfed it? How so? Shooting was delayed randomly by 0.1s-1s, which caused cleverly placed towers or spawned archers to be significantly stronger than other. Now it is consistent, and on average they shoot 0.05s faster (in continuous shooting). So can you explain me how increasing fire rate, is a nerf?
  5. not all icons are same for all players
  6. There is 6 slots, we already tried increasing that, but it did not work. Showing only own buffs was discussed shortly, but refused, as they are considered important 😞 So I do not see any good solution here 😞
  7. well there is no complete list 😞 or even a list of what setting does what 😞 (I give up making that on first setting I chose to describe) I can name few settings that are important to reaching "max": in `application` section: `"dxdisable": 0` (some bit flag to ignore Direct X versions), and "maxshader": 1280 (DX11 SM5.0: 1280, DX10.1 SM 4.1: 1025, DX10 SM 4.0: 1024, DX9 SM 3.0: 768, anything else defaults to 1280) in `display` section: "activatefpslimit": 0 (to not limit FPS when game is in foreground)
  8. you need to try for yourself 😞 some settings cause issues, but only for some people, and that apply to both high, and low settings. Also to achieve highest settings you would need to modify config manually, because not everything is exposed in the UI 😞 Sorry but no better advice for you 😞
  9. can you give me exact "language" string from the config, or send whole config please? "Documents\BattleForge\config.json"
  10. Well, I was not the one who resurrected it πŸ˜› maybe mods did some change to it, or whatever, but it appeared in "Unread Content", so do not blame me for that, I do not check if "Unread Content" is also newly posted content.
  11. Can you tell me from where you get the information that it is cheaper? Weaker configuration on AWS cost 621.12 $ per month. (weaker, because quick estimate did not even allowed me to chose 16 CPU cores) In companies I worked for, when cloud costs was calculated, it was always cheaper to self host things after just 2 or 3 moths, and that includes cost of buying whole machine.
  12. It is an option when you create a map. Can you imagine loosing whole base in PvP, without knowing what destroyed it? There was PvP maps with Fog Of War, but none of them stuck around, I guess players just tried them, and did not like them.
  13. feel free to create community maps for that
  14. Feel free to make those maps πŸ™‚
  15. Not that it would be related, but I see a lot of errors in the log "bad locale name", what language do you have selected?
  16. πŸ€” 4 years ago? I guess you started with all cards then, because that is how it worked back then. If you want that experience again just go to test server you will get all cards, including recently released promos there.
  17. We do not have source code for the game, for the current version, or any previous one. All changes we did are kind of extensions to the latest version of the game, and we can relatively easily remove all these extensions, but for that server would need to be written again (or we could use our old version of the server with all the bugs that was there). We could also try to selectively remove "extensions" we did to keep the server as same as possible to the current version, which would only shift the work elsewhere. We also can relatively easily remove all balancing changes, and use current server, with disabled anti-cheat (instead of spending time on implementing anti-cheat for that specific version). But to go to any older version of the game we would need to redo everything we did to make this version work, it would take less than 7 years to do similar thing for the second time, but still too much time to be spend on something only few people (if any at all) would actually use. So no getting a CD would not be enough to get an older version to work.
  18. Can you try "StartBattleForgeDev.bat" in the game folder please?
  19. yes it is merged πŸ™‚ since yesterday, but was implemented for about 4 weeks. If you would want to test it, check out:
  20. ok you can try the preview on https://jakub.bandola.cz/wa/deck_info/index.html as the time of writing there are 2 options: everything is still subject to change character "A" followed by base64 (url safe version) encoded sequence of card IDs (16 bits each) (A for versioning purposes, in case we found better way to represent it we might use B for second version, while still accepting codes in version A) for example: "AWgFiAVkBBAXpAgEGBQYkAnkFgQYzAyoCHQLcBBgCWAEmBaAExQT-BA==" json array for example: "[1004, 1001021, 1029, 3001030, 2001031, 2001032, 2001033, 2001034, 2001035, 2001117, 2001119, 2001120, 3001121, 3001122, 1123, 1124, 3001126, 2001128, 1001129, 1131]"
  21. well if deck have 20 cards empty spaces are not relevant because there are none, but if there is empty space in the middle losing it breaks keybindings, because as you know first card is F1 (by default) and and pressing F1 twice will select 10th card, but if there was empty space in between, and not there will be not, it will select different card, because they all will be packed to the left. Not a big deal (in my opinion), but something to keep in mind, I hope that most decks are full and will not have this issue πŸ™‚
  22. I am not going to copy the text from the image to check which one it was πŸ˜› It is still not merged, so everything is subject to change! Right now: Already outdated: Export is base64 encoded: 1 Byte for version, and up to 20 card IDs (without upgrades) as 16 bit numbers (little endian) Import have 2 options: the base64 encoded from above json array of ids that can have upgrades "[1004, 1001021, 1029, 3001030, 2001031, 2001032, 2001033, 2001034, 2001035, 2001117, 2001119, 2001120, 3001121, 3001122, 1123, 1124, 3001126, 2001128, 1001129, 1131]" Export is without upgrades and without empty spaces (for now), because upgrades are irrelevant because whatever importing player have will be used, and empty spaces, well I just have no clue how to get this info from the game yet.
  23. I am not sure when it was added, could easily be 2 years ago.
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