Fixes
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- For some people, in the Team Editor the OK button would remain greyed out inappropriately, making it impossible to edit a team. [Apparently, this may not have been fixed after all. The cause is still mysterious.]
- When Large Fonts were enabled in Windows, W:A's dialogs were enlarged beyond the size of the screen.
- High-ASCII chars (128 and above) could not be pasted from the clipboard.
- When hosting, an updated map was not sent to people in the game if the host Previewed right before exitting the Map Editor. This would result in a desync when the game started.
- There is no longer an invisible colour in the host/join player/team lists (bug introduced in v3.5 Beta 1). The blue text colour, invisible against W:A's blue background, has been changed to red.
- At some point the "Delete" command on the Team17 game-hosting server was broken, making games stick on the list until they timed out if the host quit without starting the game; to work around this, the client now uses the "Close" command instead.
- It is no longer possible for other users to crash you by using an invalid nation flag in the WormNET user or game list, or in host/join. (v3.5 Beta 3pre1 "Avacado Build" was released to rectify this; extra protection has been added since then.)
- Flag and rank icons were loaded all at once outside a channel, but one by one, slowly, inside a channel. This has been fixed; they now refresh along with the game listing.
- At the Next Round stage, if only players of a single ally remained after others quit or disconnected, all buttons would be disabled and the "WA.exe" process would have to be killed externally.
- If you join a network game, light up, then minimise before the game has started, your ready status will now be automatically cancelled. This is now done because otherwise, the host could start the game while you were still minimised, causing a crash on your end.
- The Team Editor and Missions screen would crash on teams with "out of bounds" animated sprite graves. Of course the ability to use these graves was a bug in the first place. ;-)
- The Map Import wraparound bug no longer happens under any circumstances.
- Fixes affecting game logic
- Bugs introduced in v3.5 Beta 1
- A Girder could be placed anywhere while the player's worm was on the rope, jetpack, parachute or bungee. If the same thing was attempted with a Teleport, the attempt would fail and the worm would be teleported onto itself without moving.
- Letting the timer run out during manual worm placement would do either either of two things:
- If the central coordinate of the map had space for a worm, it would be forced to place there instead of a random spot.
- Otherwise the game would be thrown into an endless loop, beeping constantly in random spots instead of placing the worm.
- Once Worm Selection was disabled by the onset of Sudden Death, it did not come back in following rounds.
- A team's stats could be lost in a multi-round online game, causing them to lose their weapons in Stockpiling mode. This happened when multiple teams were entered, followed by one or more being removed from the middle of the list. This bug is now fixed. Furthermore, when it is emulated for compatibility, you will get a more informative message saying which teams' stats were lost. (In v3.0, not only was the message uninformative, but it popped up when the screen was faded to black, so it couldn't even be read and had to be dismissed blindly.)
- Before, powerful weapons with Damage×2 could have their blast radius artificially limited, resulting in a bizarre combination of widespread damage with a relatively small hole. Now the effective blast radius limit is doubled. (The explosion sprite is still limited in size, so it may look a bit weird but will work properly.)
- The glitch in which graves could absorb arrows was not fully fixed in v3.5 Beta 1; an arrow hitting a grave at the same time as it would have hit land was still absorbed. This is now wholly fixed. [That "wholly" was rather holey; see v3.6.19.12 fixes.]
- At a certain water level, Crates and Oil Drums would float, throwing the game into an endless loop while it waited for them to sink.
- A bungeeing worm used to look very odd when swinging more than 45 degrees away from straight down. Now it progresses smoothly through 360 degrees of rotation.
- There was a mismatch between the Fall Damage threshold speed, and the threshold speed at which the Parachute was activated. There was a small space between where your Worm could accrue fall damage without the parachute activating. This only happened when the worm was sliding, for example from the Rope. [This fix was not enough; see v3.6.21.1 for the complete fix.]
- In a game with Stockpiling and the Aqua Sheep enabled, stockpiled Aqua Sheep would be lost in the next round.
- The [T] key (thought bubble) now works while you are aiming a weapon with the mouse.
- There are some filename inconsistencies between the various Soundbanks on the W:A CD-ROM. Some have "oof1.wav" instead of "ooff1.wav", similarly for "uhoh.wav" instead of "uh-oh.wav". The game now handles these variations. Affected Soundbanks include Brummie, Cad, Drill Sergeant, Formula One, Geezer, Rasta, Redneck, Rushki, Russian, Thespian, and US Sports.
- Fixed a variety of bugs in the front end, many of which could cause crashes upon minimise + restore in various places.
- The Intro now fades like it used to before the betas. As before, it can be skipped by adding the /nointro parameter to your W:A shortcut, e.g.
- "C:\Team17\Worms Armageddon\WA.exe" /nointro
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