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    Posts made by SirBots

    • RE: WOC Update Log

      I will be experimenting with tables to see if a targeting system via a table of all the enemy coordinates would be faster in more populated lobbies.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: Important - code being run as if there multiple copies of the sprites

      @info-creaticode It would be rather hard to do so.

      This is the best I can do.

      Look at the code I provided for reference at the start and study it.

      Then, play the game until you get either rainy or cyclonic weather at least twice. On the second attempt, that bug will occur. I can’t really explain it well with words or pictures, its a see it for yourself kinda thing. Once the bug occurs, then it should be more understandable.

      posted in Feedback
      SirBots
      SirBots
    • RE: Important - code being run as if there multiple copies of the sprites

      @info-creaticode No, thats not it. I’m talking about the possibility of the scripts duping themselves. It doesn’t happen the first time, but it does it again on the 2nd instance.

      posted in Feedback
      SirBots
      SirBots
    • RE: This New Ocean Update Log

      @白刃の亡霊 I can’t really code that super well, as the AI is currently programmed to instantly die upon hit. But apparently the AI doesn’t like to take damage.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: This New Ocean Update Log

      Update 2.0 - General Update

      Release Date: Released

      What’s new

      AI

      • Made it so that guided missiles will only kill 1 bot at a time instead of simultaneously.

      • Made it so AI ships hide themselves after some time.

      UI

      • Multiple UI fixes.
      posted in Project Showcase
      SirBots
      SirBots
    • RE: Important - code being run as if there multiple copies of the sprites

      @info-creaticode How can they respond to that message when clones do nothing unless there is code under a “when I start as clone” block in that same sprite? To back this up, my AI would also be doing the same if that logic was true, thus that would also be broken.

      posted in Feedback
      SirBots
      SirBots
    • RE: Important - code being run as if there multiple copies of the sprites

      @info-creaticode When clones are made, that clone only runs code under a “When I start as clone” In this case the only such instance is to control the rain effects. everything else is to make the clones and for audio effects, which are not under a “when I start as clone” I had previously shared the code which controls the weather effects for reference. It’s like those scripts are being treated as the aformenteoned when I haven’t written in that way.

      posted in Feedback
      SirBots
      SirBots
    • RE: RELEASING MY UNDERTALE GAME FOR ONE DAY -- CHECK IT OUT BEFORE THE TIME ENDS

      Undertale because yes.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: Important - code being run as if there multiple copies of the sprites

      @sirbots Here is the link to the game:

      play.creaticode.com/projects/679b952fe83001fc08dae8bb

      posted in Feedback
      SirBots
      SirBots
    • RE: Important - code being run as if there multiple copies of the sprites

      @info-creaticode It’s like the scripts themselves are being cloned. I confirmed that the clones themselves aren’t the problem when I was troubleshooting. It’s when the code is run when there was a previous rainy event.

      I don’t really know the exact cause of what’s causing the code to do this, I only know how to make the code do this and rule out possible causes.

      posted in Feedback
      SirBots
      SirBots
    • RE: Important - code being run as if there multiple copies of the sprites

      Screenshot (2).png

      Picture for ref

      posted in Feedback
      SirBots
      SirBots
    • RE: Important - code being run as if there multiple copies of the sprites

      @info-creaticode After doing some trials with the console blocks, it is indeed a editor bug.

      I studed the rate at which the console imput “yes” (shows the frequency of a raindrop being cloned and the frequency at which the rain ambiance sound is repeated) at around the same ratio as the “wait # seconds” used in each of the forever loops.

      Upon getting another rainy event later on, the bug then occurred. When comparing the rate at which console inputs are logged before and during the bug, the console logging frequency during the bug, after doing some math, has increased by almost 8 times than before the bug occurrence. Therefore this confirms that this is a problem in the editor.

      To recreate this bug, just simply keep playing the game until you get 2 instances of rainy weather. Upon the 2nd instance, the bug will occur. It should take between 2-5 matches to get 2 rainy or stormy weather occurrences.

      posted in Feedback
      SirBots
      SirBots
    • RE: WOC Update Log

      12.0 has been released. Expect a sudden hotfix in the future as I work to fix the major bug with the weather scripts. Creaticode has been informed that this may be an editor bug, as a fix with code in the editor is not likely possible.

      @info-creaticode

      posted in Project Showcase
      SirBots
      SirBots
    • RE: Important - code being run as if there multiple copies of the sprites

      @info-creaticode I will. Upon update release, it will be avaulable for you to study and find the issue. During the game trials, I will run console blocks to further confirm the issue.

      posted in Feedback
      SirBots
      SirBots
    • Important - code being run as if there multiple copies of the sprites

      @info-creaticode

      Hello. I am here to report a bug which is causing massive issues on my World of Conquest game.

      The center of this bug is in the sprite which controls all the audio and visual effects for rainy weather. Here is the code for context: Screenshot (1).png

      The code runs normally when the “start game” command is sent in any weather conditions "weather is used as the variable for the weather effects. It is randomly determined each game if the weather in the previous match was sunny.

      However, the minute that Rain or Cyclone weather occurs in 2 of the total matches in one session, it seems like the scrips are being run as if there is so much copies of it. I’ve done troubleshooting to see if the raindrop clones was doing this, seeing if the layout of the code was causing it, but to no probable results.

      Thus, I concluded this is an editor bug, and there isn’t any way to fix this directly using code in the editor. I’d like this to be fixed as it impedes development.

      posted in Feedback
      SirBots
      SirBots
    • RE: WOC Update Log

      Update 12.0 Updated Patch Notes - A Western Arrival Pt.1

      Release date: September 11, 2025 at 8:45 AM CDT

      What’s new:

      Weather

      • Made it so that lightning occurs much more frequently.

      • Reduced the size at which the lightning explosion can expand at the point of impact by approx. 13% and reduced the expansion speed

      • Added new sound effects for lightning

      • Added a day and night cycle

        • Morning - 10% reduced map brightness
        • Noon - no effect
        • Evening - 15% reduced map brightness
        • Night - 40% reduced map brightness

      Maps

      • Added 2 new maps: Midway and Berlin

      Bugs

      • There currently is a bug where the scrips controlling the rain and associated sounds are being run several times a second as if multiple copies of the script are present and being run. There is currently no fix and is being investigated.

      Development Notes

      This update is focused on adding content in the first wave of the Western Arrival.

      After studing how weather works, it was made where the frequency of lightning is much higher than before, To make sure that the lightning is not overpowered, its explosion size and expansion speed is reduced. Additionally, more lightning sounds were made.

      Code for the daylight cycle is now made functional

      Furhtermore, 2 new maps were added.

      The next update will add the 2 new teams, along with bug fixes and class reworks.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

      Update 12.0 drops Thursday!

      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

      Adjusted the update to 2 parts, with the first part being the day/night cycle and the new maps, followed by the new teams afterwards.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: Sneak peek -- 1

      @白刃の亡霊 wow

      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

      Update 10.0 releases in the next 5 minutes! 12.0 Patch Notes:

      Update 12.0 - A Western Arrival Pt. 1 - Major Content Update

      Release Date: Late September, official date to be announced

      NOTE: This update will add large amounts content to the game exceeding 1/2 GB of game size or more. After this update, any devices with a minimum of 4GB of ram will have severe performance issues

      What’s New:

      Technical Changes

      The following changes have been made to the following mechanics

      Teams

      • Added 2 new teams: The US and Japan

        • Japan: White and gray outfits
        • US: Light Brown (Similar to Britain’s outfits but of lighter colors)
      • Made it so any faction can fight each other.

      • Added voice lines to each of the associated new teams.

      • Added 2 new soundtracks to the battle rotation

      AI

      • Added code to allow costume change appearances based on team faction

      Maps

      • Added 2 new maps: Midway and Berlin
        • Midway Island was the epicenter of a the largest carrier battle of history between the USA and Japan. This location will take place on the Airfield section of the map.
        • Berlin marked the final battle of WWII in Europe, with the USSR, USA, and Britain, among others, to defeat Germany and take hold of Germany’s Capital. This map takes place in the ruined buildings of Berlin

      Weather

      • Added a day/night cycle. Vision reductions effects stack with weather effects up to 75%

        • Morning - 10% map brightness reduction and vision reduction
        • Noon - No map brightness or vision reduction
        • Evening - 15% map brightness reduction and vision reduction
        • Night - 50% map brightness reduction, 25% vision reduction

      UI

      • Added new images and backgrounds in the Gamemode selection screen
      • Added new tips to the loading screens
      • Added a new lobby soundtrack.

      Bug Fixes

      • Attempting a second fix where, in Realistic battles, the player count UI would appear when a defeat was assigned to the player team.

      The next update will focus on balance changes, map, changes, and bug fixes from this update.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

      10.0 will release later today! 12.0 patch notes will drop later this week.

      Note: With the size of the game, it is recommended to have at least 5GB or ram or better.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

      Update 10.0 - Non Archaic Weather Pt. 2 - Content Update

      Release Date: TBA

      What’s new:

      Technical Changes

      • Fully implemented weather mechanics
        • Sunny: No changes
        • Rain: 15% vision reduction and AI Detection Range
        • Cyclone: 30% vision reduction and AI detection range. No airstrikes. Lightning replaces Airstrikes

      Airstrikes

      • Added a second variant of Airstirkes: Lightning

        • Replaces airstrikes in cyclone weather.
        • A single lightning strike will strike a random location on the map, with no warning. Overall less deadly than regular airstrikes in terms of area of effect.
      • Reduced the range at which bombs can drop in the strike zone by approx. 11%

      Realistic Battles

      • Made it so 16v16 and 32v32 battles are three times as likely to occur when loading into a match
      • Made it so 50v50 battles are twice as likely to occur when loading into a match

      Bug Fixes

      • Fixed a bug in Realistic Battles where the UI that shows the player count for each class on the opposing team would show when the player’s team was assigned a defeat.

      The next update will introduce a major shift in the location of World of conquest in terms of teams, maps, and more.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

      Update 9.0 is out! 9.1 patch notes will drop Wednesday

      posted in Project Showcase
      SirBots
      SirBots
    • RE: Hosting Creaticode Competition -- 1

      Could existing games be sent?

      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

      Update 9.0 - Non-Realistic Weather Pt.1 - Content and Hotfix Update

      Release Date: TBA

      What’s new:

      AI

      • For both AI sprites, fixed a bug where sometimes the code which makes the bots shoot while moving and shoot while standing still would run at the same time, effectively doubling fire rate.

      UI

      • Made more changes to the Class selection screen involving the teammate selection overlapping with class selection buttons.
      • Added additional information regarding points earned and loss through eliminations to the appropriate Gamemodes.
      • Added a realistic battle variant of Operations to the gamemode information while the map loads.

      Gamemodes

      The following Gamemodes have received specification changes

      Operations

      • Now available in the Realistic Battle Gamemodes rotation with the following rule modifications:
        Defending Team:

      • Defending Team Victory Condition: Must eliminate the entire opposing force.

      • Defending Team Losing Condition: Enemy team earns 70 tickets or Defending Team is eliminated.

      Attacking Team

      • Attacking Team Victory Condition: Eliminate the defending force or earn 70 tickets.
      • Attacking Team Losing Condition: Entire team is eliminated.

      Frontlines

      • In non-Realistic Battles, capture points can now be contested with the same rules as those in Realistic Battles

      Conquest

      • In non-Realistic Battles, capture points can now be contested with the same rules as those in Realistic Battles.

      Realistic Battles

      • After every match, the player count will also be randomly determined before every match for increased repeatability. The player count will also be displayed when the map is loading.

      Technical Changes

      • Added code for the weather system

      Weapon Classes

      The following weapon classes have received specification changes

      Anchor

      • Fixed incorrect fire rate values from the previous patch.

      Bug Fixes

      • Fixed a bug in non-realistic battles where the incorrect voice-lines would play.
      • Fixed a 2nd bug in non-realistic battle mods where having the player, an ally, and enemy on the same capture point causing severe performance issues.
      • Fixed a bug where respawning during the victory Theme would cause the score HUD to overlap with the results screen.
      • Fixed a bug in non-realistic battles where respawning after dying would still show the name of the bot which killed the player,

      Development Notes

      This update is targeted at improving non-realistic battle modes, making all gamemode available to Realistic battles, making it so realistic battles are more random each match, and UI fixes.

      Not much dev notes here given how simple everything is.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

      9.0 Patch notes are being pushed back until further notice due to indecision from battle trials results.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

      Update 8.6 is out and battle trials have begun. 9.0 patch notes will release later today

      posted in Project Showcase
      SirBots
      SirBots
    • Community Feedback wanted

      Since World of Conquest is now at a point of development where the game feels somewhat polished comapred to last year, I want to add content or changes requested by the Creaticode community. There are a few rules to this:

      • All suggestions and feedback must be appropriate and follows the Creaticode TOS
      • No crazy or overpowered features (This is exempted if there is great detail to balancing it out to fit within the game)
      • No spam
      • Bug fixes will be greatly considered above all else. When giving a report of a bug, provide pictures of it if necessary or detail of the bug.
      • And lastly, be descriptive!

      Cant wait to see what you come up with!

      posted in Feedback
      SirBots
      SirBots
    • RE: WOC Update Log

      There was a mistake regarding the Anchor’s rate of fire when comparing the 8.5 version to the 8.6 patch notes. The actual fire rate was 1 round per 0.06 seconds. This will be raised to 0.08 seconds instead of the aforementioned value.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

      Update 8.6 - Resolution Revolution - Content & Balance Update

      Release Date: TBA

      What’s coming:

      Maps

      General Changes

      • All maps have received graphical improvements
        • This change will lead to significantly longer match preparation and loading times overall. General game performance should not be affected.

      Weapon Classes

      The following weapon classes have received specification changes

      Anchor

      • Reduced the rate of fire by approx. 13% (0.09 to 0.1004)

      Apothecary

      • Reduced weapon damage by approx. 2% (50 to 48)

      Infantry

      • Increased weapon damage by 28%
      • Reduced reload time by approx 3% (1.95 to 1.9)
        • This is to fix a bug causing a negative reload time to periodically disable weapon reloading. The actual duration is unaffected due to how the mechanic is set up.

      Combat Medic

      • Reduced rate of fire by approx. 13%

      UI

      • Rearranged the Spawn menu so that button placement is more organized and will not overlap with other buttons.

      Airstrikes

      • Reduced the size of the strike zone and the area at which bombs can be dropped by approx. 20%
      • Increased the amount of bombs dropped by 2.
      • Reduced the explosion size of the bombs by approx. 10%

      Bug Fixes

      • Fixed a bug where, when using higher end devices, pressing and holding down a gamemode button in the Main Menu would cause the script to prepare and load the match to be run multiple times a second, causing mild lag spikes and in some cases, breaking the game.

      Development notes

      This update focuses on balancing several mechanics, improving the graphical appearance of maps, and some UI and technical fixes,

      After some community feedback, the appearance of the maps have received a graphical overhaul, looking more polished, etc. Buildings have not received these changes yet but are planned in the future. These graphical changes will cause longer match preparation and loading times, but overall game performance shouldn’t be affected.

      For the Anchor class, it’s overall rate of fire was reduced since the class has gotten an ability that has improved the weapon’s accuracy.

      For the Apothecary class, its damage was toned back due to it’s previous buff in reload time and fire rate, and to prevent this class from being too powerful due to the aforementioned.

      For the Infantry class, its damage was increased significantly to allow it to better use its ability. In past battle trials, the overall conclusion was similar to that of the Marksman: It lacked severely without it’s special. Thus, it has better combat efficiently as well as being able to use its ability effectively.

      Additionally, the Infantry’s previous reload time created a bug which, in specific situations, would cause the mechanic to break due to the reload time going into the negatives. Thus, it increased slightly to fix this bug. Due to how the system works, it’s reload time is not actually decreased and will still function the same as before.

      For the Combat Medic, it’s rate of fire was also reduced for similar reasons to the Anchor in terms of accuracy.

      For the UI, the button layout was adjusted to allow for neater and more organized placement of the Class selection screen.

      For Airstirkes, the strike zone size is reduced given how little results airstrikes can achieve over large areas of open space. Furthermore, it was made so that more bombs can drop inside the strike zone. Lastly, for balancing reasons, the explosion size of the bombs are reduced. Overall, airstrikes will be more deadly.

      Lastly, a bug fix was made to prevent the game from breaking on high end devices due to buttons in the main menu being run several times a second on one click.

      The next update will focus on adding weather mechanics.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

      Update 8.5 is out! 8.6 patch notes will drop later today.

      The next update will focus on map and graphical improvements, along with major balancing with weapon classes with the primary focus centered around their abilities.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: Cannot save project at all

      @jeffreyrb03-gmail the ones I use have 5 gb of ram. The computer i use to code the game has 13. I get maybe 45 fps at max team size

      posted in Help
      SirBots
      SirBots
    • RE: Cannot save project at all

      @dreamsmp_luck That is planned for a future update. The maps will receive a massive resolution upgrade and UI upgrades.

      posted in Help
      SirBots
      SirBots
    • RE: Cannot save project at all

      @dreamsmp_luck Not feasible to run smoothly on school computers. Let alone the game itself

      posted in Help
      SirBots
      SirBots
    • RE: Cannot save project at all

      @dreamsmp_luck I mean like, what can be improved, what could be added or changed, etc.

      posted in Help
      SirBots
      SirBots
    • RE: Cannot save project at all

      could y’all give an honest review of my world of conquest game please?

      posted in Help
      SirBots
      SirBots
    • RE: WOC Update Log

      Update 8.5 - Abilitive Abilities Update Month 3 - Content Update and Balance

      Release Date: TBA

      What’s new:

      AI

      • For the Freinds AI, made it so they update their target coordinates faster than before
      • For the Enemies AI, made it they update their target coordinates faster than before

      Weapon Classes

      The following weapon classes have received specification changes

      Apothecary

      • Reduced the reload time by approximately 10%
      • Reduced the interval at which bullets cannot be fired by approximately 17%

      Marksman

      • Reduced the reload time by approx. 26%
      • Increased rate of fire by approx. 13%
        • This is so there is not a delay before the weapon can be fired after reloading due to fire rate mechanics.

      Abilities

      The following abilities have been added

      Always On Target - exclusive to Anchor

      • Increased bullet size
        • Effect: 25% increased bullet size

      Chlorophyll Shells - exclusive to Apothecary

      • Reloading the weapon grants a small amount of health.
        • Effect: Reloading the weapon heals the player by 8-16 HP

      The following abilities have received specification changes

      Tiger’s Eye

      • Increased the amount of health healed by 33% (3 to 4)

      Steel-Minded

      • Reduced the damage reduction by approx. 40% (15 to 6)

      UI

      • In the Battle interface, re-added the health and ammo symbols
      • After spawning, a pop up will appear showing your ability for a few seconds.
      • Added new cover art for the main menu
      • Removed and replaced 2 battle songs
      • Replaced the Preparing Match music.
      • Removed all tips involving specials when loading a map or preparing a match.

      Bug Fixes

      None.

      Development Notes

      This update is focused on adding the last of Abilities, adjusting some weapon statistics to balance out their effect in the absence of specials, improving AI targeting, and multiple audio and visual changes

      To make the AI more effective at targeting opponents, the rate at which they reset their targets and search for new ones has increased, and occurs more often in their behavior code.

      To the Apothecary class, its reload time was reduced for it to take advantage of its new ability. Additionally, a fire rate buff was also made.

      During the after update battle trials, the Marksman lacked performance severely without it’s reload booster. As compensation, a reload time buff was made, along with its rate of fire increased.

      For Tiger’s Eye, make so that kills heal more health to further compensate the Marksman for lack of a reload booster.

      For Steel Minded, it’s set damage reduction was toned back significantly so damage from Anchors and supports will not be overexcessively mitigated.

      Lastly, multiple UI changes were made, including removing some content relating to Specials.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

      Update 8.1 is out! 8.5 Update patch notes will drop later today!

      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

      The bug was found and a fix was made. This fix will be part of the 8.1 update.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

      Update will be pushed back until the targeting bug is fixed.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

      I am aware of a bug where the Friends AI won’t attack enemies and only point at the B point. This bug will be fixed in a future update.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

      @白刃の亡霊 its a rough project. It’s not nothing serious.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

      Update 8.1 - Abilitive Abilities Pt.2 - Hotfix and Content Update

      Release Date: TBA

      What’s new:

      AI

      • For the Friends AI, made it so the Support class is bigger in size as per the Confrontation Ability
      • For the Enemy AI, made it so the Support class is bigger in size as per the Confrontation Ability

      Abilities

      Added 4 new abilities:

      Cat And Mouse - Specific to Recon

      • Reduced AI detection range at the expense of reduced HP
        • Effect: The range at which the AI can detect the player is reduced to 65% of the base range. 20% reduced HP

      Warrior - Exclusive to Infantry

      • Eliminating enemies adds rounds into the chamber.
        • Effect: Each elimination adds 1 round into the chamber.

      Steel-minded, exclusive to Interceptor

      • Take reduced damage from enemies. Exclude Airstrikes.
        • Effect: All damage takes is reduced by 15%. Airstrikes not included.

      Hasted Combat - Exclusive to Combat Medic

      • Increased bullet speed.
        • Effect: Bullets travel 15% faster

      The following Abilities have received specification changes

      Herbic Blood

      • Increased the rate at which health is regenerated an additional 1%

      Confrontation

      • Slightly reduced size by approximately 8%

      Weapon Classes

      The following classes have received specification changes

      Medic

      • Medics now start at 125 HP instead of 100

      Support

      • Support classes now start at 150 HP instead of 100

      Assault

      • This class is now selected by default when spawning without selecting a class.

      Bug Fixes

      • Fixed a bug which caused the AI to not point at the player when the player becomes the AI’s target
      • Fixed a bug which caused the player to spawn as a placeholder class when spawning in without selecting a class.
      • Fixed a bug which caused Airstrike circle zones to freeze on screen and not render appropriately when a match ends and a Airstrike is in progress and bombs have not dropped,
      • Fixed a bug which prevented players from using the assigned reload key-bind to reload their weapon.
      • Fixed a bug which caused the reload timer to not disappear when a match ends, and having it appear when loading up the game.
      • Fixed a bug which caused enemies to point at the player in Realistic Battles while the player was spectating the match.

      Development Notes

      This update is focused on adding the next set of abilities, adjusting the AI to also have those abilities applied to them, performing some quality of life changes, and bug fixes.

      This update adds 4 new abilities.

      For the AI, A change was made so that the ability assigned to the Support class involving it’s increased size is applied.

      After performing some battle trials, a small increase in the rate at which Medics can heal when above 50 HP was applied.

      For the Support class, it’s size increase due to its ability was reduced to make the likely hood of the AI hitting the player and subsequent opponents less likely.

      For the Medic and Support classes, it was made so that they spawn at their maximum possible HP, instead of the benchmark 100 HP. This is done so both of these classes can utilize the benefits of their abilities right away.

      For the Assault class, it was made so that this class would be pre selected upon spawning without selecting a class beforehand.

      Lastly, multiple bug fixes were made.

      The next update will focus on balance and adding the last 2 classes, along with further bug fixes.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

      Update 8.0 is out!

      Update 8.1 Patch notes will drop later today, with the update following at max the week after!

      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

      @sirbots Additional change to Support: Removed the movement speed nerf and replaced it with increased player size.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: AI image generation will not work

      @info-creaticode I’m trying to have it generate a soldier observing an enemy post, so I’m wondering if it just having it generate anything military related is triggering it.

      posted in Feedback
      SirBots
      SirBots
    • AI image generation will not work

      I’m trying to generate a image cover for my World of Conquest game, but it takes forever to “generate” and I end up getting a review request error message. It hasn’t done this before. Help?

      posted in Feedback
      SirBots
      SirBots
    • RE: WOC Update Log

      Changes to the 8.0 Changelog:

      Tiger’s Eye - Specific to Marksman

      • When eliminating a player, gain a tiny amount of HP per kill.
        • Effect: Gain 3 HP per elimination
      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

      @白刃の亡霊 Yeah, back from collage. Time to fix this game.

      posted in Project Showcase
      SirBots
      SirBots
    • RE: WOC Update Log

      Version 8.0 - Abilitative Warfare - Major Content Update

      Release Date: Around October

      |-Notice, this update is making significant changes to a major mechanic(s). All remixes will be heavily outdated after release-|

      What’s New:

      Specials

      • Removed Specials.
        • Abilities are to replace Specials

      Abilities

      • Added 4 abilities

      Abilities

      Final Shout - Specific to Assualt

      • Increased vision when greatly injured.

        • Effect: When below 25 HP, the vision reduction that’s applied will be reduced by 50%

      Herbic Blood - specific to Medic

      • Boosts health regeneration when not severely injured, and reduces health regeneration otherwise. Increased max health
        • Effect: Increased passive health regeneration by approx. 5% above 50HP, and reduces HP reduction when below 50 HP by the same amount. 25% increased max health.

      Tiger’s Eye - specific to Marksman

      • When eliminating a player, it reduces the reload time of the weapon by a marginal amount permanently, but has a limit.
        • Effect: Reduced reload time by 2% per kill, up to a maximum of 20%. Lasts until the player dies.

      Confrontation - specific to Support

      • Greatly increased maximum HP and reduced movement speed.
        • Effect: 50% increased maximum HP. 15% reduced movement speed

      AI

      • Removed all associated code with Specials across both AI scripts

      Development Notes

      This update is part one of introducing Abilities, permanent effects unique to each class. These are to replace Specials.

      Added 4 specials, one to each of the base 4 classes introduced in the game’s launch.

      The next update will focus on adjusting the effects of each of the first 4 abilities and adding the second set of 4.

      posted in Project Showcase
      SirBots
      SirBots