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CreepTD 1.1 Development Summary / ongoing change log

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dcode

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Post 04.10.2012, 14:42

Re: CreepTD 1.1 Development Summary / Release Schedule

Server-side update:
- Fixed asynchronous kill count calculation before server ack (could have been the credits/income bug)

Client-side out of band (maybe reload required):
- Changed debug information about credits/income to be always present
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Post 04.10.2012, 14:42

Re: Re: CreepTD 1.1 Development Summary / Release Schedule

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dcode

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Post 04.10.2012, 15:53

Re: CreepTD 1.1 Development Summary / Release Schedule

Client-side update:
- Fixed country flag not being remembered in the download version
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Post 04.10.2012, 19:11

Re: CreepTD 1.1 Development Summary / Release Schedule

1.1 RC4:
- Fixed kill count calculation only counting one creep of a type (thanks to 110)
- Made the debug console more usable (top to bottom, selectable, autoscroll)
- Tried to fix long-term achievements to store the actual amount reached so far
- Fixed pausable / spectateable checkbox not being updated sometimes
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dcode

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Post 11.10.2012, 19:28

Re: CreepTD 1.1 Development Summary / Release Schedule

1.1 RC5, RC6, RC7:
- Fixed leave bug causing invalid end game rankings
- Fixed income bug (is it?)
- Fixed games not being removed if left before actually ended
- Added asynchronous detection in preparation for survivor highscores
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dcode

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Post 12.10.2012, 00:28

Re: CreepTD 1.1 Development Summary / Release Schedule

1.1 RC8:
- Fixed bets always lost in survivor (now tests for first instead of winner)
- Updated map lengths to use the length values also used by the server
- Added Random: Very short, Random: Short, Random: Medium, Random: Long & Random: Very long
- Added random map preview images to reflect the type of randomness choosen
- Fixed maximum spectators limit client-side
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dcode

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Post 13.10.2012, 16:24

Re: CreepTD 1.1 Development Summary / Release Schedule

1.1 RC9:
- Fixed random tournament map showing raw
- Tried to fix remaining income glitches (sync message processing issue)
- Fixed game password dialog not closing after being submitted
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dcode

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Post 17.10.2012, 01:29

Re: CreepTD 1.1 Development Summary / Release Schedule

1.1 RC10:
- Removed "The Invaders" AI
- Removed difficulty slider (see next)
- Changed "The Big Combo" AI to use three difficulties: Easy, Medium & Hard
- Set highscore difficulties for all maps on Easy, Medium & Hard (thx EasyX)
- Fixed "The Big Combo" AI sometimes sending multiple big creeps before the actual combo is triggered
- Added 3 second countdown on unpausing a game including an UI sound on pause/unpause
- Added played survivor scenario to game statistics
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Post 21.10.2012, 19:53

Re: CreepTD 1.1 Development Summary / Release Schedule

1.1 RC 11/12:
- Disabled shared income again in all coop modes (every player has its own income)
- Fixed survivor highscore saving (hopefully...)
- Reduced survivor highscore XP award from 15 to 10
- Fixed 2vs2 being calculated as non-team match
- Raised minimum game length before saving from 4 to 10 income rounds (1 to 2,5 minutes)
- Added targeted creep tower highlight to vector vision
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dcode

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Post 23.10.2012, 02:20

Re: CreepTD 1.1 Development Summary / Release Schedule

1.1 RC14:
- Replaced graphical rotation code with plain translations (should speed up the game significantly, especially on Mac/Linux)
- Fixed bet timeout, including the possibility to bet even if the game has been paused before round 5
- Fixed game no-save timeout to respect pauses and increased it to 10 rounds
- Added survivor highscore notifications on game over (displays the actual rank reached / your personal best)
- Fixed sidebar tower view so it displays the correct area in rotated contexts
- Reduced maximum memory footprint to 256mb (reinstall required if playing the download version)
- Removed context-wide alpha compositing operations (paints overlay instead if inactive/game over, for performance)
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dcode

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Post 23.10.2012, 13:38

Re: CreepTD 1.1 Development Summary / Release Schedule

Client-side update:
- Fixed projectile exception (game lag) if using the Classic+ theme
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dcode

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Post 23.10.2012, 15:25

Re: CreepTD 1.1 Development Summary / Release Schedule

1.1 RC15:
- Changed state acceleration to syncronized start and static limits (eliminates micro lags)
- Fixed tower range tests to use actual center origin
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Post 23.10.2012, 15:53

Re: CreepTD 1.1 Development Summary / ongoing change log

Windows installer update:
- Changed ACL permission to use "All users" constant instead of runtime detection
- Added "CreepTD.admin.exe" for the case that nothing works out (e.g. if you otherwise need to reinstall always, use this one)

All platform executables:
- Switched to incremental garbage collector to reduce micro lags (reinstall required if playing the download version)
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dcode

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Post 23.10.2012, 20:28

Re: CreepTD 1.1 Development Summary / ongoing change log

1.1 RC16:
- Using average income and credits of all coop players for survivor highscores (results in the same highscore place)
- Added web achievements
- Reduced log output (no more protocol messages, no more HTML, because of OutOfMemoryException, maybe increasing lag?)

Website:
- Cleaned duplicate achievements (fixed)
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dcode

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Post 01.11.2012, 21:43

Re: CreepTD 1.1 Development Summary / ongoing change log

Server-side update:
- Fixed a bug that caused the server to assume it failed to start
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dcode

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Post 08.11.2012, 23:05

Re: CreepTD 1.1 Development Summary / ongoing change log

1.1 RC17:
- Tried to fix the credits bug when building towers on the same spot in coop games
- Fixed alternating paths iteration to be unique per player context
- Fixed income curve in statistics when starting below 200 in coop games
- Updated "The sky is the limit" achievement description (no more 100%, now medium)
- Fixed survivor highscores not updating the new game's player count correctly when a highscore is beaten
- Fixed map selection causing the game to hang when typing in the map's name explicitly
- Fixed bounty hunter showing the investment label above the creep selection
- Fixed invalid player positioning in game statistics causing incomplete statistics (solo survivor)
- Updated Libya flag, added South Sudan flag
- Updated data API pages to match the current development state
- Added automatic cron job to reset monthly XP highscores
- Fixed game creation with invalid skill limits not matching the game creator's skill
- Fixed rare invalid date format exception
- Fixed rare socket exception in conjunction with IPv6 and Java 7 (Reinstall required - only if you are affected)
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dcode

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Post 10.11.2012, 00:10

Re: CreepTD 1.1 Development Summary / ongoing change log

API:
- Fixed a bug causing achievements to contain invalid data and therefore been broken (re-login required)
- Fixed a bug when calculating the "Hate it or love it" achievement
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dcode

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Post 12.11.2012, 18:05

Re: CreepTD 1.1 Development Summary / ongoing change log

1.1 RC18:
- Fixed game invites
- Extended game links with a popup menu on right click (Join game, Spectate, Open statistics + no password required if invited)
- Added explicit tower sell execution notification to synchronize selling credits near the end of a round
- Changed creep income to be effectively rewarded at the actual sending time instead of the command's server receival time
- Added map popup menu in map selection (right click), on waiting game map button and appended to game popup menus
- Fixed tower upgrade button sometimes being active for fully upgraded towers
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dcode

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Post 12.11.2012, 21:03

Re: CreepTD 1.1 Development Summary / ongoing change log

Website:
- Added total number of achievements to player's profile (bronze counts 1, silver 2, gold 3 and platin 4)

Client-side update:
- Added total number of achievements to player listings (same as above, game restart required)
Think it, design it, build it, run it. That's what I do.
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Post 13.11.2012, 11:51

Re: CreepTD 1.1 Development Summary / ongoing change log

gefällt mir! Daumen hoch!
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Post 10.12.2012, 02:07

Re: CreepTD 1.1 Development Summary / ongoing change log

1.1 RC19:
- Fixed stop label positioning in vector vision
- Fixed nudges (position highlights) in coop game modes & enabled it for all modes for that it might be useful somehow
- Updated "The Big Combo" AI with even more combos / better end game (thx, EasyX)
- Fixed AI pause glitch in survivor mode
- Added explicit, revokeable chat permission
- Added ignore list
- Disabled the TESTING repository
- Moved DIAMONDRUSH back to the FUN repository
Think it, design it, build it, run it. That's what I do.
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