Difference between revisions of "Worms Armageddon ReadMe (English)/v3.6.26.5 Beta Update"

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* In the Map Editor, clicking the Trash icon then exiting the editor would result in the wrong map being selected. This has been fixed; now you can easily use an entirely empty or entirely full map without having to restort to the kludge of toggling a pixel. (Note that unless you convert such a map to colour with Placement Holes disabled, it will not truly be entirely empty or full when played.)
 
* In the Map Editor, clicking the Trash icon then exiting the editor would result in the wrong map being selected. This has been fixed; now you can easily use an entirely empty or entirely full map without having to restort to the kludge of toggling a pixel. (Note that unless you convert such a map to colour with Placement Holes disabled, it will not truly be entirely empty or full when played.)
 
* Fixes affecting game logic
 
* Fixes affecting game logic
** If another worm is damaged during the current player's turn, the game waits for a lull in activity before subtracting the damage points. Normally, this happens when the current player's Worm stops jumping, or lands from the Rope. But if the player was on a certain kind of stationary vertical rope '''(see Footnote 1)''', the Rope would immediately disconnect the moment the Worm was moved into direct contact with the floor, and the game would pause while the damage was subtracted.
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** If another worm is damaged during the current player's turn, the game waits for a lull in activity before subtracting the damage points. Normally, this happens when the current player's Worm stops jumping, or lands from the Rope. But if the player was on a certain kind of stationary vertical rope '''[[Worms_Armageddon_ReadMe_%28English%29#Footnotes|(see Footnote 1)]]''', the Rope would immediately disconnect the moment the Worm was moved into direct contact with the floor, and the game would pause while the damage was subtracted.
 
** Under certain circumstances, a very fast-moving rope, when bounced against a wall, would dampen its speed even if '''Left''' or '''Right''' was being held.
 
** Under certain circumstances, a very fast-moving rope, when bounced against a wall, would dampen its speed even if '''Left''' or '''Right''' was being held.
 
** A glitch was introduced in v3.6.20.1: While walking, if a player switched between holding '''Left''' and '''Right''' with no time in between (some keyboards force this even if the keypresses interlap) at the same time as a second condition was satisfied, the Worm would skip as many as 18 pixels in one game. Export Log now logs this glitch when it is emulated. The following are the two ways in which the second condition could be satisfied:
 
** A glitch was introduced in v3.6.20.1: While walking, if a player switched between holding '''Left''' and '''Right''' with no time in between (some keyboards force this even if the keypresses interlap) at the same time as a second condition was satisfied, the Worm would skip as many as 18 pixels in one game. Export Log now logs this glitch when it is emulated. The following are the two ways in which the second condition could be satisfied:

Revision as of 16:00, 26 June 2008

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