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Computer Wiz-War - V 1.00 Released 12-19-09 - LAST RELEASE!
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WhoThatGuy



Joined: 23 Jun 2005
Posts: 289
Location: Fremont, CA

PostPosted: Wed Apr 01, 2009 6:02 am    Post subject: Computer Wiz-War - V 1.00 Released 12-19-09 - LAST RELEASE! Reply with quote

Computer Wiz-War v0.93 has been released. There's a ton of bug fixes in this one (although there are still a few, including some network issues, that have not been fixed yet). I also implemented a "Take Back Action" functionality. I needs to be enabled on the server side (using Game Options) and then becomes available from the "Game" menu.
Thanks a lot to everyone who has reported bugs to me. You're really helping to make this game better and more stable.

The program is found here: http://www.wizwar.com/ol

Here are the release notes:
WizWar v. 0.93 Release Notes

Changes

- Implemented "Take Back Action" functionality. This option is off by default and must be enabled on the
Game "Options" dialog. It allows a player to undo up to 3 of his latest actions.

- Added "SPrintMessage" effect, which is a secret version of "PrintMessage" effect whose output is only visible
to the Source of the effect. This new effect is used in the WARD card.

- When viewing cards in "Card View" control, you now have to option to show all copies of the cards in the deck
or just one of each.


Bug Fixes
- It's no longer possible to move the other player during their turn by clicking a square next to them

- Creature ownership would stay with a Wizard between games, even though those creatures no longer exist. It now resets.

- Around the Corner wouldn't work if an invalid target was picked for the first point

- "About" box information was corrupted

- Shieldstone now asks whether to reduce points or duration when counteracting spells that are both

- It wasn't possible to walk through walls or objects by clicking a neighboring square even if normally it should
be possible (ex. Pass through Wall).

- When selecting a counteraction that asks for a number card, if you clicked on another counteraction instead of
a number, it doesn't use any number for the original coutneraction instead of using the "1" number. This makes
the game crash.

- "Thought Steal" is now treated as a point-based spell, meaning, among other things, it can be counteracted with
Reflection (making each player take one card from the other), etc.

- Clicking the right mouse button on a wizard image during set-up no longer brings up the wizard chooser menu.
The right-click was never meant to do this and chosing a wizard that way would crash the game. You can still
left-click to change the wizard.

- Some walking effects using path-finding would give an error if no path could be found

- Waterbolt has been correct to causes Magical damage instead of Physical damage

- GHOUL no longer gets extra life points from attacking non-living opponents

- WATERWALL will now counteract a fireball attacks from Sub-Wizards and wizards with FLAME ON.

- POWER DRAIN used to transfer life equal to played NUMBER card to player even if target had less life than that

- HEALTHSTONE only healed 1 life point instead of 2

- Porcullis Pressure Plate is no longer triggered by flying creatures

- When BIG MAN tried to push someone who's in a dead end, he would gain a movement point

- SOULSTONE didn’t counteract DRAGON's attack on the last 3 life points

- SOULSTONE now correctly counteracts WALKING DEAD on the last 3 life points.

- Modifers can now be played when Counteracting

- If you selected a power stone card in your hand, there was no way to unselect it without left-clicking on another card.

- When two sectors are swapped, the text in status bar and the image displayed when you mouse over an object
countinue to display data from the previous sector that used to occupy that location.

- TELEPORT OBJECT now works on created walls and doors

- Ability attacks given by non-Attack cards (ex. Fireball given by "Flame On") were not considered attacks because
the original card was not an attack (Ex. Full shield did not stop a "Flame On" fireball, although the full shield
did get spent).

- Creatures affect by Mist Body couldn't take items out of locked safes (should be able to according to "Safe" card)

- When flying spell stopped and the affected creature floats to the floor, the effects of entering their square will
now trigger properly.

- The FIT OF FRENZY card would make you drop all Items instead of just dropping Treasure

- Stick "Used" status sometimes didn't update properly for clients.

- OPPORTUNITY FIRE would hang the game when played off-turn (as it's meant to be played).

- If you cast REMOVE CURSE on a player who has no active duration effectson them, the game would freeze or crash.

- You can no longer pass through a wall of glass when you are affected by MIST BODY.

- When starting a network game, the "disconnect" button didn't work properly when trying to force-disconnect
a remote player.

- Dropping a treasure on a portcullis pressure plate wouldn't trigger it

- Playing "WARD" no longer announced it to other players (it now uses the new "SPrintMessage" effect)

- when a client disconnects during game setup, the client list table still showed him as being connected

- Throwing an object at a door or wall would sometimes make it land on the wrong side of that door or wall

- The game log message for ModifyMaxAttacks (ex. used in Adrenaline) reported the maximum move number instead
of maximum attack number.

- The WRAITH wasn't able to move through a Portcullis. Now it can.

- You can no longer play a move NUMBER card after playing TELEPORT.

- BRAMBLES would never force treasures to be dropped

- BIG MAN now ignores PITS as specifed on the BIG MAN card.

- When ELFIN HANDIMAN fixed a Lock-removed door, it remains unlocked - it should become locked.

- After being Tiny Swapped, a wizard no longer becomes immobile

- When a creature was Tiny Swapped with an object that has an "OnEnter" script, the Object script would trigger on
the creature when it was moved before the object was moved.

- When Tiny Swap was played at a Wizard he was asked for counteractions twice

- When a DRAGON's treasure was stolen, the DRAGON would give an error message whenever it tried to move.

- DOUBLE BARREL'd spells would not allow Absorb Spell counteraction on one of the two attacks because it was marked
as "indirect" (due to using "ApplyEffect" effect). Now ApplyEffect only marks the effect "indirect" if it didn't
originate from a card's OnCardPlayed or OnCounter events.

- DamageImmunity, NoMove, NoCardPlay effects didn't stack properly

- When casting PORTCULLIS, it was not possible to abort the spell when selecting a location for the pressure plate.
This could cause the game to be stuck if no valid pressure plate location was available. Now, it's possible to
abort during pressure plate location selection. This will still burn-up the spell and keep the portcullis in place,
but will not place the pressure plate.


Last edited by WhoThatGuy on Sat Dec 19, 2009 11:20 pm; edited 5 times in total
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WhoThatGuy



Joined: 23 Jun 2005
Posts: 289
Location: Fremont, CA

PostPosted: Wed Apr 01, 2009 6:05 am    Post subject: Reply with quote

Please keep sending me bug report or feature requests either by posting here, by PM, or by email at mdaneman@sbcglobal.net

Thanks.
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Genius



Joined: 28 Dec 2008
Posts: 62
Location: New Jersey, USA

PostPosted: Wed Apr 01, 2009 3:27 pm    Post subject: Reply with quote

First post!

ps--i'll DL that when i get to work
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Ulkatur



Joined: 31 Oct 2008
Posts: 24
Location: Rybnik, Poland

PostPosted: Thu Apr 02, 2009 5:53 pm    Post subject: Reply with quote

To paraphrase: first post with some true content

We've downloaded and tried it with my buddy, I'm to tell you, how grateful he is for removing the "move-down-when-taking-treasure" error

But, what would be a post without a bug report? Here we go:

1. I right-clicked an approaching BIG BLACK BAT...


The bubble was visible everywhere, over every application, disappeared only when I right-clicked sth else.

2. I ended my turn, but two effects remain on... quite often.



3. ELFIN HANDIMAN believed my ILLUSION and wasn't able to dispel it.

4. HOWLING VACUUM had effect only on me, when there were also two treasures on the board... and gave us a message in highly-advenced, alien language



5. IT became a VERY dangerous spell, causing my enemy to lose FOUR life points a turn, without any negative effects applied...




6. (now, a proposition )
I'm not able to check on how long some spells (e.x. FIRE WALL) will last, as they are no-one's property... Maybe an additional window for "Another duration-based spells"?

Keep up the good job... even, if it's gonna dissipate after 2010
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Ulkatur



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PostPosted: Fri Apr 03, 2009 2:42 pm    Post subject: Reply with quote

Another day, another try, another report

1. How does OPPORTUNITY FIRE work? (does it work at all? ) I tried to launch it in my turn, it asked for a spell, then modifiers, then, as I had no LoS, it burned up...

2. BOMB TRAP has an encrypted message for you...



3. I know I'm annoying writing this for third or fourth time, but... WALKING DEAD has NO effect.

4. SPELLSTONE. Same as above.

5. My buddy used DRAG on a treasure - he had LoS, but he LoSt



I'll keep 'em comin'
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WhoThatGuy



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PostPosted: Fri Apr 03, 2009 3:41 pm    Post subject: Reply with quote

Ulkatur,
Thanks for the detailed bug reports (with picture no less). I'll look into the bugs. Please see some comments/questions below.

Ulkatur wrote:

2. I ended my turn, but two effects remain on... quite often.


I'm not sure what you mean by that. Which two effects remain on?

Quote:

4. HOWLING VACUUM had effect only on me, when there were also two treasures on the board... and gave us a message in highly-advenced, alien language


This one and the DRAG bug you reported are related. This is a case of "fix one bug, create another one". I'll get this fixed.

Quote:

6. (now, a proposition )
I'm not able to check on how long some spells (e.x. FIRE WALL) will last, as they are no-one's property... Maybe an additional window for "Another duration-based spells"?

Good suggestion. I'll see what I can do for the next release.

Quote:

3. I know I'm annoying writing this for third or fourth time, but... WALKING DEAD has NO effect.

4. SPELLSTONE. Same as above.

Honestly, you're the only person I heard complaints about WALKING DEAD and SPELLSTONE from. For me they work fine. Can you please email me a SaveGame file saved at the time these issue occur?

OPPORTUNITY FIRE worked correctly for you. Although, I agree that if you abort the attack the OPPORTUNITY FIRE card should not go away. I'll try to change that next release.
Generally the way OPPORTUNITY FIRE is supposed to work is that you can play it off-turn (although you can play on your turn as well since it's a Neutral), interrupts the other player's turn, asks you to select an attack and a target, and then executes the attack on the target. After that the other player's turn continues (if the card was played off-turn). Of course, in a hot-seat game played by multiple player on the same computer, you can't play cards off-turn, which makes OPPORTUNITY FIRE much less useful under those conditions (although it can still be used to play an extra attack during your turn). This is kind of unavoidable.
I'm interested in feedback on how well it works. It was completely broken in the previous version and I think I fixed it for 0.93, but it can use more testing to verify if it's working correctly or not. If it keeps creating trouble, than I might take this card out altogether.
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Ulkatur



Joined: 31 Oct 2008
Posts: 24
Location: Rybnik, Poland

PostPosted: Fri Apr 03, 2009 8:29 pm    Post subject: Reply with quote

WhoThatGuy wrote:
Ulkatur wrote:

2. I ended my turn, but two effects remain on... quite often.


I'm not sure what you mean by that. Which two effects remain on?


The two, caught on the pictures - there's (really often) a red square around the inactive wizard. And (I haven't seen that in previous versions) the "End turn" button goes red and black periodically, when I'm off-turn.

Quote:
Quote:
3. I know I'm annoying writing this for third or fourth time, but... WALKING DEAD has NO effect.

4. SPELLSTONE. Same as above.


Honestly, you're the only person I heard complaints about WALKING DEAD and SPELLSTONE from. For me they work fine. Can you please email me a SaveGame file saved at the time these issue occur?


Sure, I'll make one when I'll get any of those cards in hand/used...

Quote:
Generally the way OPPORTUNITY FIRE is supposed to work is that you can play it off-turn (although you can play on your turn as well since it's a Neutral), interrupts the other player's turn, asks you to select an attack and a target, and then executes the attack on the target. After that the other player's turn continues (if the card was played off-turn).


Agreed. Altough, it's never possible to use the card off-turn, i tried clicking it multiple times, it never responded.

Quote:
If it keeps creating trouble, than I might take this card out altogether.


I don't see a neccesity of that, as long as it grants additional attack in my turn *maniacal laugh*


Always at your service, I know from personal expierience what's playtesting worth
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Genius



Joined: 28 Dec 2008
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PostPosted: Sun Apr 05, 2009 2:42 am    Post subject: Reply with quote

it may be easier for the opportunity fire to work with a checkbox. Like, once you've played the card, a little checkbox shows, default checked. However, if during his turn you decide you don't want to play it yet, uncheck the box, and the card will not fire when the time is appropriate.

Similar to the way you can auto-check/raise in pokerstars.
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WhoThatGuy



Joined: 23 Jun 2005
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Location: Fremont, CA

PostPosted: Sun Apr 05, 2009 6:47 am    Post subject: Reply with quote

Since the DRAG/HOWLING VACUUM/BOMB TRAP bug is pretty annoying and affects multiple cards, I decided to post a hot-fix for it along with a small but important fix for OPPORTUNITY FIRE. Thanks a lot to Ulkatur for identfying and reporting this bug.

The new version is 0.931.

WizWar v. 0.931 Release Notes

Bug Fixes
- All effects that needed to check if a wall was passable would produce an error if the passing object was not a Creature (ex. Treasure or Item). This affected cards such as DRAG, HOWLING VACUUM, BOMB TRAP, etc.

- When OPPORTUNITY FIRE was played off-turn, there was no way to abort it. This would effectively tie up the game if the player had no Attack cards.
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Ulkatur



Joined: 31 Oct 2008
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Location: Rybnik, Poland

PostPosted: Sun Apr 05, 2009 4:12 pm    Post subject: Reply with quote

Another game, another report

1. Warning: extremely WEIRD. Th game started normally, my opponent acted normally, it came to my turn... and I could do nothing. Only "End Turn" worked... I curse myself for not making a save then, but it was first time sth like that occured, so I assume it wasn't in-the-game bug, sth unexpected had to happen...

2.

Quote:
Bug Fixes

(...)
- Throwing an object at a door or wall would sometimes make it land on the wrong side of that door or wall


Ooops.

Screenshot

Damn it, I forgot to make save again :/ I'll have to get used to it... However, every try of reproducting this situation failed... So it probably works in 99% of possible situations
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WhoThatGuy



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PostPosted: Sun Apr 05, 2009 6:42 pm    Post subject: Reply with quote

Ulkatur wrote:
Another game, another report

1. Warning: extremely WEIRD. Th game started normally, my opponent acted normally, it came to my turn... and I could do nothing. Only "End Turn" worked... I curse myself for not making a save then, but it was first time sth like that occured, so I assume it wasn't in-the-game bug, sth unexpected had to happen...

That does sound Weird. Let me know if this happens again.

Quote:

2.

Quote:
Bug Fixes

(...)
- Throwing an object at a door or wall would sometimes make it land on the wrong side of that door or wall


Ooops.


Damn, I thought I fixed this one. The problem with it, like you said, it that it's impossible to reproduce consistently. I happens once, and then it doesn't happen again. I'll look into it again.

For situations like that, I suggest using the "Take Back" feature to keep the game fair.
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Aluminium_Foil



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PostPosted: Mon Apr 13, 2009 9:42 pm    Post subject: to find players? Reply with quote

It's great to find this game again. I remember briefly playing it back in the TEN days of the 1990's. Does anyone know the best way to find other players to act as online opponents? I'd love to find some people to play against that might be beginners (or beginners again like myself).
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WhoThatGuy



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PostPosted: Wed Apr 15, 2009 5:59 am    Post subject: Re: to find players? Reply with quote

Aluminium_Foil wrote:
It's great to find this game again. I remember briefly playing it back in the TEN days of the 1990's. Does anyone know the best way to find other players to act as online opponents? I'd love to find some people to play against that might be beginners (or beginners again like myself).


Hi Aluminium,

Unfortunately we still don't have a dedicated game server running on wizwar.com. I've tried a few times, but always found a very strange bug that made the server unresponsive after the first game. I will probably coordinate with Dave to try again.

In the meantime, I would guess the best way to find opponents would be to post here and possibly also on the WizWar page on www.boardgamegeek.com
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Ulkatur



Joined: 31 Oct 2008
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Location: Rybnik, Poland

PostPosted: Sat Jun 06, 2009 10:03 pm    Post subject: Reply with quote

Missed me?

1. SHATTER refused to cooperate with both PUNCH and thrown DAGGER. Sad, made my lose my game

2. In definition, opening the door with a MASTER KEY makes them open, so there's LOS through them... unfortunately, not in the game. Standing beside a normal door and opening them with MASTER KEY doesn't allow casting spells through them.

3. I don't really understand this...

IMAGE

4. Common graphic bug, nothing nagging

IMAGE

5. Reported by my friend, VISIONSTONE's failure (no, it's not first round)

IMAGE

Cheers
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WhoThatGuy



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PostPosted: Mon Jul 13, 2009 5:39 am    Post subject: Reply with quote

I finally managed to get the next version of WizWar out. It has a bunch of bug fixes and makes some changes to the Waiting Room dialog.
Here are the release notes

WizWar v. 0.94 Release Notes

Changes
- Add Chat capability to Waiting Room

- When in Waiting Room you can now see all other clients currently in the Waiting Room

- First time the game is run and no default Wizard names are set, it offers to set the default Wizard's name

Bug Fixes
- LOS to walls would sometimes target the back-side of wall instead of front-side

- Pit effects were not completely removed when flying out of a pit (e. g. using Fly or Vampire Form)

- Buddy was able to be reflected by Reflection (it shouldn't be)

- Cards with OnDrawn effects (ex. Vision Stone) wouldn't trigger when drawn during initial card deal at the start of a game.

- When one Permawarp is destroyed/dispelled the other one is now also removed

- Glue now counts as an Attack when cast on another player's held item

- Alter Reality didn't properly replace and link sector and could lead to crashes

- Tiny Swap how allows swapping objects on HomeBase as long it's not placing an immoveable object on a HomeBase

- Tiny Swapping an object or creature with an immoveable object could sometimes cause the object/creature to become
immoveable

- Door-to-door no longer allows selecting two sides of the same door when cast

- Booby Trap would deal damage to its creator's creatures - they should be immune

- When client name was changed in the Game Setup dialog, the name of the client didn't change in Chat messages

- Jam Lock, Remove Lock, etc. no longer work on Portcullis

- End Turn button would become enabled for player who was playing counteractions even if it wasn't his turn

- Portcullis was broken in the last version and didn't block movement, it now works properly

- Big Man couldn't target himself with LOS spells

- Large objects and creatures were not able to perform Touch attacks into and have Touch attacks performed on them
from adjacent squares.

- Chat messages sent by clients during Game Setup are now in the corresponding Wizard color.

- Opportunity Fire didn't get discarded after use

- Spells that target a square (ex Psychic Storm) couldn't target a square that had a LOS blocking object in it.

- Unlocked Doors now allow LOS through them

- ABSORB SPELL no long absorbs DESTROY WALL

- Democratic Monster affected by Curse of the Monster Musk would attack EVERY turn.

- SLIME will no longer capture HOWLING VACUUM
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