WOC Update Log
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Update 2.15 - Upscaled Conflicts
Update Type: Major Content Update
Release date - Between Friday to Next Week
What’s New:
Game modes
- Added the option to play in 50v50 Battles
- Restricted to Realistic Battles only. Planning on adding them to non-realistic battles in the future.
- Added Voicelines. The language of the voicelines is tied to player’s faction: German for the German team, and English for the British team.
Maps
- Added a new map: Normandy
AI
- The AI will no longer attack the previous locations of dead players in Realistic Battles.
- The AI will shoot a set number of bullets based on their class.
- Marksman - 2 to 4 rounds
- Scout - 3 to 6 rounds
- Anchor - 20 to 36 rounds
- Interceptor - 9 to 14 rounds
- Medic - 7 to 10 rounds
- Support - 19 to 24 rounds
- Assault - 15 to 21 rounds
UI
- The spectating screen now disappears when the match ends.
Bug fixes
- Fixed a bug causing rounds to clip into the MedBubble sub-weapon before being deflected.
- Added the option to play in 50v50 Battles
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@sirbots Nice
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@sirbots
Hello! This subcategory is for showcasing projects. Please file these updates on the original topic of the game as edits.
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Upcoming 1.122 Update:
The following is the upcoming changes to the game when Pt.2 of the UI update releases. Fixing Deathmatch is taking longer than expected.
Below are the changes:
Visual and Audio Changes
- Further UI changes made: Changes to Game Results and Game Selections
- Edited the victory music
- Reduced the size of Airships by approx 75%
Weapon Changes:
Assault:
- Changed the Magazine size from 25 to 30
- Increased rate of fire by approx 47% (1 round per 0.19 seconds to 0.1 seconds)
- Increased damage by approx. 12% (35 to 38)
Scout:
- Increased rate of fire by approx. 38% (3.39 to 2 seconds approx.)
- Reduced spread of bullets by roughly 5%
Medic
- Reduced rate of fire by approx. 10% (0.9 seconds to 1 second)
- Increased damage from 54 to 56
Sub-weapon changes:
Grenades:
- Reduced min. and max. damage from 45 and 70, to 15 and 45 respectively
- No longer kills enemies from across the map when the grenade explodes on the edge of the screen.
Poison Gas:
- Reduced min. and max. damage from 45 and 70, to 15 and 45 respectively
- No longer kills enemies from across the map when the Poison Gas explodes on the edge of the screen.
MedBubble:
- Reduced the rate of healing from 1 HP per 0.5 seconds to 1 HP per 1 second
- The MedBubble now deflects enemy bullets.
- The MedBubble now has HP. Should it take too much damage, it will disappear, and rendered unusable until you respawn as the Medic class.
Bug Fixes:
- Fixed a bug where the message when the player scores a kill would be obstructed under the roofing of buildings
- Fixed Deathmatch rounds not ending when either team had achieved the required elimination count.
- Fixed a bug where the objectives would appear on top of buildings. Parts of the objectives will now be hidden if they are partly inside buildings.
- Fixed a bug where the border around the screen would disappear when the victory/defeat message would appear on screen
- Fixed a bug where respawning while the defeat/victory message would cause the UI to reappear, and overlap with the results screen.
This update is targeted for balancing classes, fixing game breaking bugs, making quality-of-life, visual, and UI changes.
Assault has received a lot of buffs due to the weapon being mildly undertuned to what it could be. Assault is a very versatile class, and so its statistics should be adjusted to further allow it to be versatile.
Medic and Scout have received balancing to make both of the weapons more usable.
Grenades and Poison Gas both had bugs where they could kill enemies from across the map when it exploded on the edge of the screen. Furthermore, they would kill enemies almost instantly. This would make every game in the player’s favor, primarily in Deathmatch. This bug has been fixed, and both sub-weapons have received adjustments to reduce it’s mass-elimination potential.
MedBubble’s role is to heal the player and their teammates. But it does not provide much use beside that. Now, it is able to reflect bullets, but its healing potential is reduced as a result.
The bug fixes are to fix visual and some groundbreaking bugs with intent to polish the game.
This update will be released sometime this week to next week. The next update will be focused on adding weather mechanics, a new map, and bug fixes.
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The Update is out, however, Deathmach is unfixable, and thus removed. Will be replaced by a new gamemode in the future.
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@sirbots WE GOT A WORKING (ISH) AI TARGETING SYSTEM!
Updates will continue as normal.
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A little teaser of one of the first few new classes (What will be said in official update notes)
Anchor:
This class is purely designed for staying in the back of the fight, providing excellent support for their team. Equipped with the PKM, this weapon carries a whopping 100 rounds a magazine! While damage is not the best in the world, it boasts a remarkable rate of fire. That’s not all, it also comes with the Grenade to fend off targets in close-quarter combat, and has one of the first few “Special weapons”: ||The Bubbler - A big spherical shield which prevents any enemy rounds from entering the space encased in the shield, but does not prevent enemies themselves from entering||. With a great weapon, great load out, your team can rely on you for cover when they need to retreat. -
@sirbots This is awesome and all, but please make sure to post in the right categories in order to keep this forum organized, as it is kinda stressing Catty out.
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@jeffreyrb03-gmail
He’s right. It is stressing me out. Please just post these updates on the project itself and not the forums. That would make things easier. -
@catty Alright. Thx for letting me know. Sorry if its causing any stress.
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SirBots
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@sirbots You’re good. Thank’s for clearing the situation.
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SirBots
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@catty Could I just only edit the actual post for updates, or does this solely have to be on the note section of the game? (Just clarifying. I’m about to release an update soon.)
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@sirbots
You can make edits to the original post where you advertised the game. That could work, right? -
@catty Yes. That’s what I’m asking about. However, if I even reply to a post (For example, this message), I have to wait a whole hour before editing the main post.
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@sirbots
That’s weird. I don’t think it should be like that.I recommend reporting this in Help.
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Introducing…REALISTIC BATTLES
The New Deathmatch gamemode, Realistc Battles has inherited some Deathmatch concepts (Winning when enough players are killed, etc) with a twist: Everyone has one life. No respawns, no Class Changes. Choose your class wisely.
This gamemode has 2 gamemodes inside of it: Conquest and Frontlines.
So, compared to other gamemodes, what changes in this?
- All players on both teams has one life.
- This means that players will be unable to change their class at all during a match.
- Gamemodes are restricted to Conquest and Frontlines for compatibility reasons.
- In addition to gamemode-specific victory conditions, the match will end if one team has no active players at ANY point in a match.
- When you die, you will spectate the match instead of respawning.
Think you have the skill to survive with just one life? Give Realistic Battles a go!
Forgot to mention, the next update will focus on Balancing based on long-term analytical data from battles, bug fixes, and community feedback
- All players on both teams has one life.
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New patch notes are out! Give them a look as this will be a major content update
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@sirbots Hey could you look at my test room to find a fix to my problem with my game? (you might wanna go to the original bot Test Ver. 0.9 to test the game though)
The problem is the second bot will not move occasionally
Here is the test room:
https://play.creaticode.com/projects/67b60b7a40002631c45cd8ab
Here is the actual 0.9 version:
https://play.creaticode.com/projects/67ae64539b32040a49c6f12c
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@011830-0a42ef84 Yeah, I can give it a shot. Been busy lately with school and troubleshooting various bot targeting methods.
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The 2.17 update Upscaled Conflicts has been released.
50vs50 battles are currently limited to Realistic Battles for testing and long-term performance reasons, but its still chaotic! At least your Commander will be telling you where your team is at in terms of victory. As an added bonus, he will give you an update on your progress to victory based on enemies remaining during Realistic Battles as well! Also, he speaks in German for the German team, and English for the British Team.
Also, the first “Historical-Built” map has been added: Normandy! The British team will be storming up the beach, while the Germans work to stop them! On the mainland, you have various houses to utilize for making strategic attacks.
(Tip: The B objective is fully inside the center building. Capture it, and victory should be yours)Not mentioned in the patch notes, but a new battle song has been added. Be reminded, this song will get your morale up!
The next update will be a balance patch, bug fixes targeted at bugs for this update, and some map reworks. Lastly, I am making a project holding every soundtrack in the game at this point, releasing next month!
Feel free to drop any bugs you have spotted and suggestions in the feedback form post!
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@sirbots I believe I have fixed the second bot, although you can look through my code to see if anything is wrong or buggy.
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@011830-0a42ef84 I’m going to mention something, the clone system I had should work but I think I know a way to fix it and not make broadcasts conflict, though there’s a chance it could be a bit hard to understand, tell me if you want to try to implement it and make it in a readable way
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@tyller_ That sounds good, after I stabilize everything in my test room I will let you implement it. Is that okay with you?
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@011830-0a42ef84 yeah, my idea is to use a list queue for broadcasts, the issue with my method is that the broadcasts call a bunch, so those variable parameters get called within the same frame and out of order, thus leading to the arbitrary order of what clone takes priority (this is called a race condition). I am actively very much debating how it would work, but I think the general idea I have is listed below:
- A list named “action queue” that is added to each time a sprite wants to broadcast something
- it adds formatted text to the list, in the format of “{clone id}|{broadcast}” (This works because my method only broadcasts what clone/ai the sensors are for, if other broadcast parameters were added it would need to slightly change)
- it then broadcasts the actual broadcast (no parameter cus that stuff is now in queue since parameters cause race conditions)
- the actual ai clone would now start handling stuff (before it was the sensor doing stuff), when it receives a broadcast it checks the queue list to determine if it was queued for that broadcast
- if it finds its id for that broadcast, so “{clone id}|{broadcast}”, it will run the code for that broadcast
Here’s an example for the 5th clone (so clone id is 5 or “ai&5” but their interchangeable so it doesnt matter which way I decide to handle the clones) handling the broadcast “behind player”:
- the sensor detects the player and needs to broadcast “behind player”
- It adds “5|behind player” to the “action queue” list
- It broadcasts “behind player”
- All the clones of the bot receive “behind player”
- They check if the broadcast is for them or if they have a broadcast queued since it could be trying to handle multiple broadcasts in the same frame, they do this by checking if “action queue” contains the result of joining their clone id and “|behind player” (so join(clone id)(|behind player) in the editor)
- If that broadcast is for them (or they have one queued) then they do what they do for the “behind player” broadcast
- They delete that line from “action queue” with teh delete value of list block
If this doesnt make sense I can try an example, I jsut wanted to list out my thought process
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@tyller_ Here is the testing room link:
https://play.creaticode.com/projects/67b60b7a40002631c45cd8ab
Everything should work smoothly. There still might be occasional bugs, mostly consisting of the second bot (the second bot is annoying, I might nerf his attacks stats from 1 dmg 0.5 dmg.