Difference between revisions of "Worms Armageddon ReadMe (English)/v3.6.30.0 Beta Update"

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== v3.6.30.0 Beta Update (2010.10.26) ==
 
__TOC__
 
=== Fixes ===
 
* {{CS, DC}} Hardware and Operating System compatibility
 
** {{CS}} Windows 98/ME compatibility, which was accidentally broken in v3.6.29.0, has been restored.
 
** {{CS}} Minimisation support in the front end in Windows Vista was incomplete (upon restoring, it was not possible to interact with UI elements using the mouse).
 
** {{CS}} W:A now uses a new method of restoring the palette, which has been found to be more effective on Windows Vista and Windows 7. Should the display palette become corrupted, the user can try to restore it manually in-game by pressing '''Shift+Pause'''.
 
** {{CS}} A new compatibility setting for '''Wine''' has been added, '''Force Wine virtual desktop''' (ForceWineVirtualDesktop_On.reg). When this setting is enabled, W:A will automatically relaunch itself in a virtual desktop, by running “explorer "/desktop=640x480,Worms Armageddon" [''WA.exe's full command-line''] /novirtualdesktop”. (The /novirtualdesktop switch is used to temporarily override the effect of the setting, thus preventing W:A from entering into an endless loop.)
 
** {{CS}} A new compatibility setting for '''Wine''' has been added, '''Use desktop window''' (FrontendUseDesktopWindow_Enable.reg). Enabling this setting causes W:A to use the desktop window for the DirectDraw SetCooperativeLevel call, which fixes front end display problems when running under Wine. Note that enabling this option may prevent minimisation during the game from working - Wine users are advised to use a virtual desktop instead.
 
** {{CS}} When W:A v3.6.30.0 or later is run under Wine for the first time, it will offer to enable Wine-specific compatibility settings (ForceWineVirtualDesktop, LandInVram_Disable, SlowFrontendWorkaround_Off and FrontendUseDesktopWindow_Enable).
 
** {{CS}} W:A's associations are now registered automatically by the Beta Update installer. This means it is no longer necessary to run W:A at least once as Administrator after installing a new Beta Update.
 
** {{DC}} A new compatibility setting has been added, '''Enable double buffering''' (enabled by default). Disabling this setting resolves in-game flickering problems under VMware.
 
** {{DC}} When W:A v3.6.30.0 or later is run under VMware for the first time, it will offer to enable VMware-specific compatibility settings (InGameDoubleBuffering_Disable, SlowFrontendWorkaround_Off and FrontendUseVRAM_Disable).
 
** {{DC}} In VMware, tab stops in the front end were not being activated by default.
 
** {{CS}} When W:A v3.6.30.0 or later is run under VirtualBox for the first time, it will offer to enable VirtualBox-specific compatibility settings (SlowFrontendWorkaround_Off and FrontendUseVRAM_Enable).
 
* {{DC}} Slow front end workaround
 
** {{DC}} There are some video cards/drivers under which '''SlowFrontendWorkaround_On.reg''' does not fix W:A's "slow front end" lag. It has been found that "SlowFrontendWorkaround_AntiFlicker" fixed the problem in at least one of these cases (with a GeForce 8800GTS 512MB). To reflect the wider use of this version of the slow front end workaround, it has been renamed. It is now enabled by importing '''SlowFrontendWorkaround_Alternative.reg''' (from the '''Tweaks''' folder) into the system registry, or by selecting the '''Alternative''' setting on the Advanced Options screen. Also, '''SlowFrontendWorkaround_On''' is now the default mode that W:A will assume if none of the SlowFrontendWorkaround tweaks have been imported into the registry. Note that the Alternative mode will most likely use the maximum CPU of one system core, whereas On and Off modes have lower CPU usage.
 
** {{DC}} Previously, enabling SlowFrontendWorkaround would break the intro fade (assuming /nointro was not used). Now, it is temporarily disabled to make the fade work properly.
 
** {{DC}} An effect which was previously toggled by the SlowFrontendWorkaround setting is now available as a separate option: '''FrontendUseVRAM_Disable.reg'''. This prevents W:A from using video memory in the front end, which may improve compatibility on certain systems.
 
* {{CS, DC}} Timer workaround
 
** {{CS}} On some system configurations, the high-resolution timer would occasionally skip backwards by a minuscule amount, which caused W:A to enter a nearly-infinite loop (if the '''TimerWorkaround_On.reg''' tweak wasn't being used). W:A now checks for this condition and prevents a lock-up from happening.
 
** {{DC}} Bug introduced in v3.6.28.0: On some systems with multiple CPU cores, the weapon panel would not open and close properly. When the mouse was moved, the panel would go "wandering" randomly, eventually going off the side of the screen, sometimes coming back later. This was a very rare but consistently reproducible bug on some systems. If you experienced this bug, it is still recommended that you enable the timer workaround (either using the Advanced Options front end screen, or by importing '''TimerWorkaround_On.reg''', from the '''Tweaks''' folder, into your system registry) because the same timer issue that caused the dancing weapon panel bug can also cause screen lag (irregular, jumpy passage of time within the game).
 
* {{CS}} Keyboard hotkeys & character tables
 
** {{CS}} Entering international characters not present in W:A's character table sometimes incorrectly resulted in Cyrillic characters.
 
** {{CS}} It was not possible to enter some international characters in the front end due to W:A interpreting some Ctrl+Alt+... keystrokes as Ctrl+... keyboard shortcuts.
 
** {{CS}} The Utility key is now determined based on the keyboard OEM scan code, which should not change across typical system configurations. The previous method, introduced in v3.6.28.0, used the key that generates the <span class="readme-blue">`</span> character on the U.S. English keyboard layout, but required this layout to be installed on the user's PC.
 
* {{DC, CS}} Mouse input
 
** {{CS}} When moving the mouse cursor directly from one hyperlink to another, the highlighted hyperlink was not updated.
 
** {{DC}} A bug in v3.6.29.0 caused the mouse cursor to jump (319,399) pixels down-right at the beginning of every game.
 
** {{DC}} Another bug introduced in v3.6.29.0 also caused the mouse cursor to jump. This happened if the chat box was opened during an offline game session (a feature introduced in v3.6.29.0) while a Worm was being manually placed or aiming a Teleport/Girder/homing weapon. Any mouse motion occurring while the chat box was open would be stored up, and when the chat was closed, the mouse cursor would jump.
 
** {{DC}} A bug introduced in v3.6.28.0 caused the camera to be horizontally locked when emulating v3.0 in a cavern terrain.
 
** {{DC}} While holding the middle mouse button to speed up cursor movement in-game, right-clicking to open the weapon panel would cause the status of the middle button to be forgotten.
 
* {{CS, DC}} Sound effects
 
** {{CS}} The front end ambient sound loop was not being played when the game was started with the '''wa://''' or '''/host''' command-line parameters.
 
** {{DC}} Due to a bug introduced in v3.6.29.0, it was possible for in-game looped sound effects (such as the Dynamite fuse and the Mole Bomb's digging) to be stopped prematurely when other sounds were played. This was more likely to happen on some systems than others, depending on how quickly the DirectSound backend detected the finishing of a sound being played (the more lag, the less likely the bug).
 
** {{CS}} The stereo panning effect was not applied to sounds when the camera was moved while the game was in single-step mode.
 
** {{CS}} On systems with a configured nation not explicitly recognised by W:A, a flag, fanfare and soundbank was not being selected for intrinsic teams and default values.
 
** {{CS}} Fanfares for nations not explicitly recognised by W:A will now default to "Simple", in conformance with nations explicitly recognised by W:A but not having an appropriate nation fanfare.
 
** {{CS}} The "Russian" soundbank is no longer selected by default for Croatia.
 
* {{DC}} Subfolder support for schemes and maps now works more cleanly
 
** {{DC}} Clicking subfolders no longer changes the name in the edit box.
 
** {{DC}} When entering a folder with the keyboard (Enter key), the first file is now selected by default.
 
** {{DC}} Pressing Enter or clicking on a file directly after it has already been loaded will now reload the file if its timestamp or size has changed; otherwise it will close the drop-down list box as before.
 
** {{DC}} Subfolders with names beginning in ".." are no longer hidden.
 
* {{DC, CS}} Schemes
 
** {{DC}} Loaded schemes no longer have the ".wsc" extension added to them in the combo edit box.
 
** {{CS}} After deleting a scheme in the offline multiplayer screen, the text in the scheme selection drop-down wasn't being updated despite the fact that the game loaded the Intermediate scheme.
 
** {{DC}} When saving a scheme in a subfolder, the overwrite confirmation dialog box would incorrectly be displayed if a scheme with the same filename existed in the main Schemes folder. No confirmation dialog box would appear when overwriting a scheme in a subfolder.
 
** {{DC}} When attempting to delete a scheme that didn't exist, the delete confirmation dialog box showed up anyway, implying that the file existed.
 
** {{DC}} In the Options Menu, the scheme edit box now scrolls for long scheme filenames. It also has more room to show the scheme name below the edit box.
 
** {{DC}} Loading a scheme with "random worm order" correctly updated the required version, so that players with a version not supporting that feature would be crosshatched in red in the host's player list. However, if the host toggled this feature directly using the Worm Select button, the required version was not updated. This meant that a game could be started that was supposed to have random worm order but didn't, or alternatively that a player could be falsely flagged as being unable to play, preventing the game from being started.
 
** {{DC}} Loading an intrinsic scheme (such as Intermediate) did not update the required version. This meant that if the scheme beforehand was unsupported by any players present, their names would continue to be crosshatched in red even though intrinsic schemes are supported by all versions of W:A going back to v3.0.
 
* {{CS}} WormNET
 
** {{CS}} The WormNET IRC client has been made more conformant to the IRC standard.
 
** {{CS}} W:A would sometimes fail to reply to IRC PING messages with a PONG, and would time out should there be no outgoing traffic for several minutes.
 
** {{CS}} When getting kicked or banned from WormNET, W:A will now display an appropriate message (including the moderator-specified reason), instead of a generic disconnection message.
 
** {{CS}} Sometimes lines containing colour codes weren't being wrapped correctly in WormNET chat.
 
*** The fix for this issue caused some changes in the way HTML was displayed. The file ServerList.htm has been updated to display correctly on all W:A versions.
 
** {{CS}} WormNET private message formatting codes are now parsed and displayed for sent messages.
 
** {{CS}} In the WormNET, host/join and LAN lobbies, wrapped lines of chat could become partially obscured when the scroll bar was created.
 
** {{CS}} The Snooper detection, introduced in v3.6.29.0, now ignores spaces in the "version" field.
 
** {{CS}} Clients not having a valid IRC "real name" field will no longer be displayed with an UK flag. The "UK" two-letter country code, popularised by 3rd-party applications, is still supported but is deprecated (the correct ISO 3166-1 alpha-2 code is "GB").
 
** {{CS}} Received IRC private actions are now displayed correctly (these can only be sent using a snooper or IRC client at the moment).
 
** {{CS}} W:A no longer automatically replies to any special messages (such as CTCPs) sent to WormNET channels.
 
** {{CS}} A scrollbar was sometimes incorrectly placed on the WormNET channel list screen.
 
* {{DC, CS}} Host / join
 
** {{CS}} When hosting, W:A will no longer accept forged chat messages from clients in the host/join screen. It will also forward private messages only to the recipient, thus making host/join whisper spying by clients no longer possible.
 
** {{CS, DC}} When hosting non-WormNET games, W:A will now check the game ID. This will prevent games hosted via Direct IP to be accidentally joined by players trying to join a stale WormNET game.
 
** {{CS, DC}} The resolution of network timers in the connection dialog box and match finished screen has been increased. This considerably improves the speed of joining games.
 
** {{DC}} If the connection process was cancelled at the wrong moment, you would be left with an hourglass cursor.
 
** {{DC}} When exiting a game that was hosted or joined via "Direct TCP/IP" in the Network Choice screen, you will now be returned to that screen instead of the LAN Lobby.
 
** {{CS}} W:A would exit silently if it failed to open certain files from the game CD. Now it will display a message and create an error log.
 
** {{DC}} When a player left, it would correctly clear all the other players' light bulbs on the clients' sides; however, on the host's side the light bulbs would remain lit. In the online next round screen, the light bulbs would at least remain synchronised in this situation, but the host's light bulb would stay lit on all sides after a player left (whereas the clients' light bulbs would be cleared).
 
** {{DC}} Bug introduced in v3.6.19.7: When the host changed maps, each client's light bulb would only be cleared on their own end and on the host's end.
 
** {{DC}} In v3.6.29.0, pressing Tab in the host/join screen would switch from the edit box to the scheme combo box; but once focused on the scheme box, Tab would no longer work.
 
** {{DC}} Kicking
 
*** {{DC}} When being kicked by a host using W:A v3.5 or later, a client would usually not process the kick message and would state "The connection to the network has been lost" instead of "The host has removed you from the game." This was a client-side bug and has now been fixed.
 
*** {{DC}} When kicking a player, the host did not hear a sound effect. The same went for the player being kicked. Both will now hear the same sound effect that joined players hear when a player leaves, disconnects or is kicked.
 
** {{DC}} The "INVALID MAP FILE" and "Please wait while the level file loads" notices did not restore after minimising.
 
** {{DC}} If you're a client, minimised while the host clicks "Play Again" or "New Match", you will no longer crash; instead, the game will flash its taskbar button and produce a standard beep. Likewise, the same will now happen if the host starts the game while you're minimised (which is normally not possible).
 
** {{CS}} If you were disconnected from a network game (due to a network failure or the host quitting), in-game options such as volume and detail level changed during that game weren't saved.
 
** {{DC}} If a host using v3.6.29.0 loaded a scheme that was externally edited to have custom Jet Pack fuel, and the Jet Pack power byte was set to 128 or higher (129 stars or higher; 123 fuel units or higher), and player(s) using an older version were present, the game would silently emulate the old version, with default Jet Pack fuel (30 units), instead of printing the proper error message and highlighting the older-version player(s) in red.
 
** {{DC}} The "Twang1" sound, played when a player disconnects, was used only in the initial host/join screen, not in the next round or match finished screens.
 
** {{DC}} Desynchronisation issues
 
*** {{DC}} On some systems, a network game started with an intrinsic map (Cars, Polar, etc.) would desynchronise on the client side when the game was started. The bug was always latent in W:A, but first manifested in v3.6.28.0. There was a workaround in v3.6.29.0 regarding this bug, but it did not fix the desynchronisation.
 
*** {{DC}} If a multi-round network game was played on an intrinsic map, and the host did not manually change the map before starting Round 2, the game would desynchronise. The same would happen if a new match was started after one that had been played on an intrinsic map, and the host did not manually change the map before starting the first round of the new match.
 
*** {{DC}} Editing certain scheme options in an external scheme editor (or hex-editing the .WSC file directly) could cause problems. In particular, the Sudden Death Water Rise Rate, Mine Fuse, and Fall Damage settings could be edited to normally out-of-range values. However, once the scheme was loaded in W:A, going into the Options Editor would automatically reset the values if they were out of the normal range. If a host went into the Options Editor, the values would be reset, but the Cancel button would be operational — though using this button would be unexpected when no manual change had been made, and pressing Exit would commit the automatic changes and undo the externally edited options. What was worse was that if a client went into the Options Editor to view the settings, they would be reset on the client's end. This would result in a desynchronisation if a game was started with this scheme.
 
**** Sudden Death Water Rise Rate was reset to Medium (2) if it was anything other than Off (0), Slow (1), Medium (2), or Fast (3). Nonstandard values of this setting change the water rise rate nonlinearly.
 
**** Mine Fuse was reset to 3 seconds if it was not 0-3 seconds or Random. Nonstandard values of this setting can go from 5-127 seconds.
 
**** Fall Damage was reset to Off (0) if it was not On (1). Nonstandard values of this setting change the strength of the fall damage nonlinearly.
 
**** Some other scheme settings were reset to default values if they were out-of-range, but this was not important because the out-of-range values were not special and thus were not commonly used.
 
* {{DC, CS}} In-game network play
 
** {{DC}} A disconnection of a spectator (a "player" with no team) was not noted in the chat box, either during the game or in replay (or exported log).
 
** {{CS, DC}} W:A would often display a 10-second countdown with the text "Waiting for players" at the end of a network game, waiting for a confirmation network packet that was never sent.
 
** {{CS}} Previous versions of W:A silently discarded front end network packets while in-game. This could cause chat lines to be lost. W:A now queues front end network packets while in-game and processes them when W:A re-enters the front end.
 
** {{DC}} Games with three or more players
 
*** {{DC}} A bug in v3.6.29.0 caused all players to desynchronise when one player quit or disconnected, if the disconnection was detected by the host between turns.
 
*** {{DC}} Another bug nearly always caused all players to desynchronise when one player quit or disconnected on their first turn. This bug can probably also occur later in the game, but that aspect of it is poorly understood and hard to reproduce (though the fix would apply in that case as well). Note that despite the similarity to the other desynchronisation bug fixed in this Beta Update, this bug dates back to Worms2.
 
*** {{DC}} When a client disconnected, the host would see the reason for disconnection but other clients would only see a generic disconnection message. The more detailed disconnection reason (timeout, network drop, desynchronisation) was being recorded, but not displayed.
 
*** {{DC}} The disconnection of spectators was not recorded at all by the host.
 
** {{CS}} In network games, the volume slider in the Escape menu wouldn't slide if it was the local player's turn and the in-game mouse pointer was active (during initial worm placement or if a point-and-click weapon was selected).
 
** {{DC}} The grey progress indicators displayed next to player names during loading will now update more smoothly and responsively.
 
** {{DC}} More validation is now done on data received over the network.
 
** {{DC}} If, within the same instance of WA.exe, first a game logic version earlier than 3.5 Beta 3pre13 (most likely 3.0 or 3.5 Beta 2) was emulated (i.e. legacy buggy Bungeeing Worm sprite), and then a version of 3.5 Beta 3pre13 or later was emulated (i.e. with the Bungeeing Worm sprite fix) — or vice versa, the latter first and then the former — and then a weapon was used while the Bungee was attached, it could cause a desynchronisation.
 
* {{DC, CS}} Recorded games / replays
 
** {{DC}} The passage of game time between turns and after the end of the game is now recorded, like it was before v3.6.19.15. This means that chat messages communicated between turns or after the end of a game will no longer pile up into one frame (unless they were communicated during a period of network lag).
 
** {{DC}} When opening a recorded game that points to an intrinsic map, W:A now verifies that the intrinsic map exists. Previously, if it did not exist, the map from the last game would be used and playback would desynchronise.
 
** {{CS}} After a fast-forward while playing back a recorded game (either when using the "Playback at" command, or when seeking to a marked position), the chat panel was not updated. If it is open, the chat panel is now also updated during the fast-forward — if the negligible overhead is undesirable, it can be avoided by closing the chat panel.
 
** {{DC}} The screen capture function had a memory leak. This was most evident when using the Export Video feature, but happened when taking a screenshot as well. Approximately 278 kilobytes were leaked every time a frame was captured. Capturing a very large number of frames (on the order of thousands or more, depending on free RAM) would eventually cause W:A to crash.
 
** {{DC}} Export Log will now print "Game Ends - Alt+F4 pressed" if this is likely to have been the method of quitting, whereas before it would say "Game Ends - End of file" in this case.
 
** {{DC}} More data validation is now done when playing back recorded game files.
 
** {{DC}} Ever since the identity of the local player was added to the replay file format in v3.6.19.17, the game has tried to detect the local player when playing back older replay files. However, there was a minor bug in the message given when there was more than one spectator and all that could be deduced was that one of them was local.
 
** {{DC}} The v3.6.22.0 threshold drowning worm emulation bug (see v3.6.26.4 fixes) is now detected during playback (and Export Log) in most situations. This prevents a Checksum Mismatch error from being printed in situations where the checksum was actually locally correct.
 
* {{DC}} Messages, strings, and fonts
 
** {{DC}} The Blow Torch weapon was named "BlowTorch" in game, breaking consistency with the front end and with Worms2, where it is named "Blow Torch".
 
** {{DC}} Some "Morse Code" messages in Missions were being truncated when displayed in game, in particular some of the messages in the Spanish translation.
 
** {{DC}} The Spanish translation for "cyan" was "azul-verdoso", which has now been replaced with "cian".
 
** {{DC}} In the Missions screen, one of the mission names was long enough in the Spanish translation to be wrapped into two lines and cropped. The on-screen space for the mission name has been enlarged to rectify this.
 
** {{DC}} The Spanish punctuation marks <span class="readme-blue">¿¡</span> were present in the front end's font set but were not available in-game.
 
** {{DC}} Three Spanish messages and one Portuguese message had exclamation mark related errors.
 
** {{DC}} In the front end, the three largest fonts no longer crop the bottom pixel row of the lowest-reaching character glyphs.
 
* {{CS, DC}} Translations
 
** {{DC}} In Spanish, Crate Spy has been renamed from "Caja espía" to "Espía de cajas" (correction by "OutofOrder").
 
** {{CS}} An incorrect character was fixed in the Spanish translation of the Basic Training #8 description text.
 
** {{DC}} An incorrect character was fixed in the Russian translation of a 2-worm kill comment.
 
** {{DC}} Some Morse code tips in Spanish were missing for Mission 9: "Water Surprise", Mission 14: "Super Sheep to the rescue!", and Mission 20: "Rumble in the Farmyard", with translations provided by "OutofOrder".
 
** {{CS}} Apostrophes in Italian in-game messages were being incorrectly displayed.
 
** {{CS}} The Italian translation in the in-game quit confirmation dialog box incorrectly displayed "SÃ" instead of "SÌ".
 
** {{CS}} The '''Russian''' translation was updated with corrections from "Shtirlitz".
 
* {{CS, DC}} Free RAM & disk space
 
** {{CS}} W:A will now display warnings on start-up when the current directory is not writable, or if there is little free disk space on the current drive.
 
** {{DC}} Some minor memory leaks were fixed.
 
* {{DC, CS}} Miscellaneous
 
** {{CS}} Some versions of W:A installers would not create the User\Teams directory, which caused W:A to fail to save the team file. W:A will now create this subdirectory if it doesn't exist.
 
** {{CS}} W:A would sometimes lock up after creating a console window, which is used to display the progress of operations such as exporting a log.
 
** {{DC}} Bug introduced in v3.6.23.0: Precise fuse timers, a playback feature added in v3.6.20.1, could not be turned off by cycling through name tags with the '''Delete''' key, if Invincibility ("god mode") was enabled in the scheme. <span class="readme-red">[This was an incomplete fix; only fuses of missiles/animals were allowed to be turned off — Mine fuses and Crate contents were still not. See v3.7.0.0 fixes.]</span>
 
** {{DC}} In v3.6.19.7, the ability was added to cycle both forward and backwards through randomly generated terrains by clicking and Shift+clicking the maps' thumbnails, respectively. However, the addition of this feature introduced some bugs. It was possible to get trapped in a loop, where only low-detail terrains would be generated, or (rarely) terrains within only one of the templates (e.g., double-cavern, single island, etc.) would be generated. The only way to get out of the loop was to leave that front end screen and come back to it. In v3.6.20.1, this problem was addressed by forcing only maximum-detail terrains to be generated. It was still possible to get trapped in a template loop.
 
*** {{DC}} The forward and reverse sequence through randomly generated maps was different every time you entered a front end screen in v3.6.19.7 to v3.6.29.0. Now, the map before and after a given map in the Click / Shift+Click sequence will always be the same.
 
*** {{DC}} If a map had been loaded through a means other than local clicking (e.g., loaded by a remote host in an online game, or loaded within the Map Editor and then shown as a thumbnail) then the first Click or Shift+Click would leave that map behind, without returning to it. This is now fixed.
 
*** {{DC}} Access has been restored to the full range of detail levels available in v3.0 to v3.5 Beta. You will no longer be limited to maps of only maximum detail, as you were starting in v3.6.20.1.
 
*** {{DC}} It is no longer possible to get trapped in a template loop when clicking / Shift+clicking the large map thumbnail.
 
*** {{DC}} There are now 2,147,483,648 available maps in the large thumbnail's cycle, and 2,147,483,648 maps for each template within the Map Editor (i.e., 17,179,869,184 maps). If you were to click 2,147,483,648 times in a row, you'd return to the same map from which you started.
 
** {{DC}} In the Network Choice screen, the worms' eyes and eyebrows in the LAN and WormNET buttons were transparent.
 
** {{DC}} In the Team Editor screen, double-clicking the team name's question mark button was supposed to cause all worm names to be randomly generated at once. However, this feature was broken in v3.6.19.7. It has been restored to working order.
 
** {{DC}} When rapidly clicking the "draw holes" or "draw tunnels" buttons in the Map Editor, the same random seed would be used multiple times in a row, changing at most only once per second.
 
** {{DC}} With the "BattyRope" option enabled (either explicitly or as part of TestStuff), a Worm with its Jet Pack persisting between turns would have its Fuel display overwrite its Health display on screen. Now the Fuel is inserted below the Health.
 
** {{DC}} Bug in a feature introduced in v3.6.19.7: When launching a replay file, W:A would momentarily switch the display mode to 640×480 before switching to the configured in-game resolution. This caused most monitors to go blank briefly, even if the in-game resolution was the same as the Windows desktop resolution.
 
* {{DC}} Taskbar System Menu
 
** {{DC}} It is now possible to use the System Menu when minimised from the front end. This menu is opened by right-clicking W:A's Taskbar button. This allows you to Close the game without having to restore it first (in most game modes).
 
** {{DC}} When W:A was minimised during a replay playback session using Alt+Tab or Alt+Esc or some other indirect trigger, right-clicking W:A's Taskbar button crashed the game.
 
** {{DC}} The mouse cursor is no longer hidden in the System Menu.
 
* {{CS, DC}} Crashes
 
** {{CS}} Pressing '''Escape''' in some front end screens (Mission, Training and Deathmatch) caused abnormal minimisation, often followed by a crash.
 
** {{CS}} W:A would crash when it tried to display the large map size warning while being minimised.
 
** {{CS}} W:A would crash when the offline multiplayer screen was opened if the previously-loaded map (stored in current.thm) was a .BIT map and was corrupted.
 
** {{CS}} W:A would crash when it tried to display a message box while being minimised. W:A will now flash its taskbar button and produce a standard beep when this happens, and will display the message box once it's restored.
 
** {{DC}} A bug in v3.6.29.0 caused W:A to crash in some circumstances if an instant replay was skipped by pressing '''Space'''.
 
** {{DC}} A bug in v3.6.29.0 caused W:A to crash upon an instant replay, if one or more crates were present and an earlier version was being emulated — such as v3.6.28.0[teststuff5], since v3.6.29.0 did not have its own version of TestStuff.
 
** {{DC}} In v3.6.29.0, when emulating v3.0, attempting to use worm selection in a team that started with just 1 worm would crash the game.
 
** {{CS}} When W:A is running on some system configurations and a bitmap fails to allocate to video RAM, it will now allocate to system RAM instead of crashing.
 
** {{CS}} Minor/obscure changes have been made that may avoid bitmap-related crashes in the front end.
 
** {{DC}} It was possible for W:A to crash when the "Please wait... working..." box popped up, when a game was started. This was exceedingly rare, but confirmed to happen at least sometimes under Windows 7.
 
** {{CS}} W:A would crash when attempting to open the Team Editor if there was a 4-bit BMP image in the User\Flags or User\Graves folder. Now it is capable of loading 4-bit BMPs.
 
** {{CS}} W:A would crash if it failed to load a sound sample from the FESfx subdirectory. It will now display an error message.
 
** {{CS}} W:A would crash if it tried to display a message after it had exited the full-screen graphics mode, for example if an error occurred upon saving the team file. It will now display the message using a standard Windows message box.
 
** {{DC}} W:A would crash if the user minimised during the front end's intro sequence.
 
* {{DC, CS}} Fixes affecting game logic
 
** {{CS, DC}} Fatal and potentially fatal bugs
 
*** {{CS}} A bug in v3.6.29.0 caused network desynchronisations and checksum errors when the Laser Sight was used. Due to its random nature, this bug cannot be emulated.
 
*** {{DC}} In a game with CPU team(s), in which an external scheme editor was used to assign "zero power" to a Mine, Dynamite, Priceless Ming Vase, Air Strike, Napalm Strike, Mail Strike, French Sheep Strike, Mike's Carpet Bomb, MB Bomb, and/or Concrete Donkey, if the CPU AI tried to analyse using one of those weapons, W:A would crash. (See [[{{WAreadmepage}}#Footnotes|Footnote 2]].
 
*** {{CS}} If a Worm was dropped into a pile of multiple overlapping Worms (from high enough to suffer fall damage), the worm would "hover" briefly the moment it hit the pile. It would actually be accelerating during this "hover", suffering extra fall damage as a result, prolonged more by every extra worm in the pile. In the most extreme case possible, with a 48th worm dropped into an pile of 47 overlapping worms, the game would be thrown into an endless loop.
 
*** {{DC}} In a game with "Weapons Don't End Turn" and "Loss of Control Doesnt End Turn" enabled, if a Worm was releasing a herd of Mad Cows, and was fatally injured (most likely by one of the cows) at the same 1/50 second interval when the next cow in the herd would have been released, the turn of the worm that released the herd would never end. (Note, before the related fix in v3.6.25.1a, the game would have simply crashed.)
 
** {{DC}} A bug in v3.6.29.0 made it possible for a single Skunk to poison the same Worm twice, if the player's turn ended during the poisoning.
 
** {{DC}} With TestStuff enabled, "use of weapons during a rope roll" had a bug; if a weapon such as Dragon Ball (which can normally only be fired while standing or jumping) was used from a rope roll, the rope would refuse to fire during the subsequent retreat time.
 
** {{DC}} With the "BattyRope" option enabled (either explicitly or as part of TestStuff)
 
*** {{DC}} Ending one's turn while on the Jet Pack threw the game into an endless loop (a never-ending turn).
 
*** {{DC}} Guns (Shotgun, Handgun, Uzi, and Minigun) did not cut an attached rope, even with a point-blank hit to the anchoring cuff.
 
*** {{DC}} The camera would only follow a roping Worm if the player controlling it was holding arrow keys or pressing Space or Backspace.
 
** {{DC}} If the terrain anchoring or supporting a Ninja Rope is destroyed, it will now detach the rope. (Previously, only a standard explosion would detach a rope.) This can happen in a number of ways:
 
*** part of the rope becomes submerged by rising water
 
*** the flames from a Napalm Strike or Flame Thrower burn the land anchoring or supporting the rope
 
*** a Mole Bomb or Mole Squadron digs through land that anchored or supported the rope
 
*** a Fire Punch, Kamikaze, Blow Torch or Pneumatic Drill destroys land that anchored or supported the rope (this can only happen with BattyRope enabled)
 
** {{DC}} There was a tiny rounding error in attaching the Ninja Rope. It would often attach one pixel down, right, or down-right of where the fired rope actually hit the terrain.
 
** {{DC}} There was a tiny rounding error in centring a gun blast (from a Shotgun, Handgun, Uzi, or Minigun). The blast would often be centred one pixel down, right, or down-right of where its line-of-fire actually hit the terrain.
 
** {{DC}} If a Worm tried to Bungee off a cliff, and there was a Crate resting 41 to 46 pixels below the cliff top, the bungee would fail to fire and the Worm would fall.
 
** {{DC}} The CPU AI would sometimes walk through an area, jump back and walk through the same area again.
 
** {{DC}} The persistent flames of a Petrol Bomb took fewer turns to decay after the arrival of Sudden Death.
 
** {{DC}} There was an extra 1.26 second delay between turns during Sudden Death with water rising disabled. This is because it took one second to raise the water by zero pixels, and a quarter of a second to linger while the camera savoured the moment.
 
** {{DC}} The sprite of a Worm holding a Mole Bomb always showed the worm as standing flat, regardless of whether it may have been standing on a slope.
 
** {{DC}} In a very tall map, the Mole Squadron would suddenly warp above the map after digging for no more than 36.20 seconds.
 
** {{DC}} A Worm using the Pneumatic Drill while whizzing across the map (e.g., from Rope or Jet Pack, or even a jump) could hit something and make a sound effect, without actually damaging what was hit.
 
** {{DC}} A Donor Card could give "-1x" of an item if the previous owner had an unlimited supply of that item. Since all teams normally have the same starting ammo, collecting this kind of donor card had no effect. Now, a donor card is no longer created if all the other teams already have an infinite supply. If an infinite supply is collected (which cannot happen anymore, barring future customisability enhancements), it will be displayed without an ammo count.
 
** {{DC}} There was no smooth transition when a poisoned Worm became healthy due to its team collecting a Health Crate.
 
** {{DC}} There was no smooth transition from the Freeze "aiming" state to the normal Standing state (e.g., when selecting Freeze then selecting Parachute while standing on land).
 
** {{CS}} When landing from a Fire Punch, the Worm's sprite was not updated to reflect the land slope.
 
** {{CS}} When teleporting directly on land (which can be easily done by pointing the cursor a short distance into the terrain), the Worm's sprite was not updated to reflect the land slope.
 
** {{DC}} There have been some internal fixes regarding fatal injury while releasing a herded weapon and BattyRope Skip Go. These fixes have virtually no externally noticeable effect.
 
** {{DC}} In an online game, in which at least two machines connected to the game each had at least two teams of different colours, and these two sets of colours had at least one colour in common, players would incorrectly see the secrets (e.g., weapon selection and collection) of teams whose colours they did not share. (Strictly speaking this fix doesn't affect the game logic, but it is tied to the logic version for fairness.)
 
** {{DC}} It has always been the case that if a worm fired the rope during a fall or jump, the rope firing would be cancelled when the worm landed, ready to be fired again right away. However, a change made in v3.6.29.0 inadvertently caused the rope firing also to be cancelled when the worm finished landing, and started standing up.
 
** {{DC}} It was possible to walk while a rope was firing, if that rope was fired while the worm was falling (from a jump, walking off a ledge, or dismounting from parachute or jet pack) and the worm subsequently landed. In v3.6.28.0 and earlier, this could result in the rope continuing to fire from the worm's hindquarters. In v3.6.29.0, it meant the rope could be fired a third time, in a different direction. It is no longer possible to walk while a rope is being fired.
 
** {{DC}} The "UnFreeze" sound effect was played when a frozen worm drowned, even though the worm remained frozen.
 
** {{DC}} If a missile, such as a Super Sheep with Sheep Heaven enabled, exploded extremely far from everything else (worms, oil drums, etc.), it would result in a "global explosion" due to an overflow bug.
 
** {{CS, DC}} The team health bars were sometimes incorrectly sorted for minute differences in total team health points.
 
  
=== Changes ===
+
===Fixes===
* {{CS, DC}} W:A no longer registers its associations automatically upon being launched. However, the previous behaviour may be restored by checking the appropriate checkbox on the '''Advanced Options''' screen, or by importing '''RegisterAssociations_Automatically.reg''' (from the '''Tweaks''' folder) into the system registry.
+
* <span style="font-size:6pt">[CS, DC]</span> Hardware and Operating System compatibility<br />
* {{CS, DC}} In-game smooth (dithered) background gradient
+
** <span style="font-size:6pt">[CS]</span> Windows 98/Me compatibility, which was accidentally broken in v3.6.29.0, has been restored.<br />
** {{CS}} The gradient is now rendered using a new method, which should fix performance problems on some system configurations.
+
** <span style="font-size:6pt">[CS]</span> Minimisation support in the front end in Windows Vista was incomplete (upon restoring, it was not possible to interact with UI elements using the mouse).<br />
** {{DC, CS}} The dithering algorithm used for rendering the background for maps with more than 96 colours or non-standard height has been substantially improved.
+
** <span style="font-size:6pt">[CS]</span> W:A now uses a new method of restoring the palette, which has been found to be more effective on Windows Vista and Windows 7. Should the display palette become corrupted, the user can try to restore it manually in-game by pressing '''Shift+Pause'''.<br />
** {{CS}} The gradient is now drawn with a parallax effect. The effect can be disabled using the '''BackgroundGradientParallax_Disable.reg''' registry tweak.
+
** <span style="font-size:6pt">[CS]</span> A new compatibility setting for '''Wine''' has been added, '''Force Wine virtual desktop''' (ForceWineVirtualDesktop_On.reg). When this setting is enabled, W:A will automatically relaunch itself in a virtual desktop, by running “explorer "/desktop=640x480,Worms Armageddon" [''WA.exe's full command-line''] /novirtualdesktop”. (The /novirtualdesktop switch is used to temporarily override the effect of the setting, thus preventing W:A from entering into an endless loop.)<br />
** {{CS}} The registry tweak '''SmoothBackgroundGradient_Disable.reg '''has been added. This tweak disables smooth gradients (forcing a coarse gradient) while still allowing the full cycle of detail levels to enable background debris, bitmap backgrounds and clouds.
+
** <span style="font-size:6pt">[CS]</span> A new compatibility setting for '''Wine''' has been added, '''Use desktop window''' (FrontendUseDesktopWindow_Enable.reg). Enabling this setting causes W:A to use the desktop window for the DirectDraw SetCooperativeLevel call, which fixes front end display problems when running under Wine. Note that enabling this option may prevent minimisation during the game from working - Wine users are advised to use a virtual desktop instead.<br />
* {{CS}} Palette modification events occurring in the front end are now logged to "palette.log"; previously, they were only logged in-game.
+
** <span style="font-size:6pt">[CS]</span> When W:A v3.6.30.0 or later is run under Wine for the first time, it will offer to enable Wine-specific compatibility settings (ForceWineVirtualDesktop, LandInVram_Disable, SlowFrontendWorkaround_Off and FrontendUseDesktopWindow_Enable).<br />
* {{CS, DC}} W:A now uses some workarounds to fix palette problems in the front end. Some of these workarounds may have undesired side effects, such as flickering or delays when switching from screen to screen, even if you did not previously experience palette problems in the front end. If the side effects are undesirable and you do not experience palette problems, you can disable the workaround on the '''Advanced Options''' screen, or import '''FrontendPaletteFix_Off.reg''' (from the '''Tweaks''' folder) into the system registry.
+
** <span style="font-size:6pt">[CS]</span> W:A's associations are now registered automatically by the Beta Update installer. This means it is no longer necessary to run W:A at least once as Administrator after installing a new Beta Update.<br />
** {{DC}} The FrontendPaletteFix registry setting, set by the FrontendPaletteFix_On/Off.reg tweaks, is a 4-bit bitfield, with each bit toggling a specific palette workaround. Thus, it's possible to selectively disable the palette workarounds by editing the registry setting directly.
+
** <span style="font-size:6pt">[DC]</span> A new compatibility setting has been added, '''Enable double buffering''' (enabled by default). Disabling this setting resolves in-game flickering problems under VMware.<br />
* {{DC}} The map size prompt, which is displayed in the Join screen if the host transmits a colour PNG map larger than a certain size (the default is a width × height larger than 8 megapixels), is now also used when loading a map from disk using the Map Editor. The warning limit for the map's area can be set on the '''Advanced Options''' screen. As before (since v3.6.28.0), it can also be overridden by creating a value named "'''MapAreaWarnLimit'''" of type REG_DWORD in W:A's Options key (HKEY_CURRENT_USER\Software\Team17SoftwareLTD\WormsArmageddon\Options), which specifies the image area threshold, above which the game asks for a confirmation before loading the image. You can quickly set this value to the default value or disable the warning by importing '''MapAreaWarnLimit_Default.reg''' or '''MapAreaWarnLimit_Unlimited.reg''' (from the '''Tweaks''' folder) respectively.
+
** <span style="font-size:6pt">[DC]</span> When W:A v3.6.30.0 or later is run under VMware for the first time, it will offer to enable VMware-specific compatibility settings (InGameDoubleBuffering_Disable, SlowFrontendWorkaround_Off and FrontendUseVRAM_Disable).<br />
* {{CS}} Entering the Options screen will no longer reset the current resolution to a default value if it is not in the list of resolutions reported as available by DirectDraw.
+
** <span style="font-size:6pt">[DC]</span> In VMware, tab stops in the front end were not being activated by default.<br />
* {{CS}} The second asterisk (added in 3.6.28.0) has been removed from /me messages.
+
** <span style="font-size:6pt">[CS]</span> When W:A v3.6.30.0 or later is run under VirtualBox for the first time, it will offer to enable VirtualBox-specific compatibility settings (SlowFrontendWorkaround_Off and FrontendUseVRAM_Enable).<br />
* {{DC}} The host/join logs (in User\Logs) now use a triple bullet format (like Export Log), making non-chat log entries stand out unambiguously.
+
* <span style="font-size:6pt">[DC]</span> Slow front end workaround<br />
* {{CS}} When hosting a Direct IP game with a custom channel scheme (using the '''Scheme''' parameter) and no explicitly-specified Game ID, W:A will automatically generate and set a Game ID to prevent accidental connections with an incorrect scheme (which lead to desyncs). As usual, the correct full '''wa://''' URL can be obtained using the '''/url''' command.
+
** <span style="font-size:6pt">[DC]</span> There are some video cards/drivers under which '''SlowFrontendWorkaround_On.reg''' does not fix W:A's "slow front end" lag. It has been found that "SlowFrontendWorkaround_AntiFlicker" fixed the problem in at least one of these cases (with a GeForce 8800GTS 512MB). To reflect the wider use of this version of the slow front end workaround, it has been renamed. It is now enabled by importing '''SlowFrontendWorkaround_Alternative.reg''' (from the '''Tweaks''' folder) into the system registry, or by selecting the '''Alternative''' setting on the Advanced Options screen. Also, '''SlowFrontendWorkaround_On''' is now the default mode that W:A will assume if none of the SlowFrontendWorkaround tweaks have been imported into the registry. Note that the Alternative mode will most likely use the maximum CPU of one system core, whereas On and Off modes have lower CPU usage.<br />
* {{CS}} '''wa://''' URLs generated using the '''/url''' command will now specify the Game ID as the last parameter. The reason for this change is to prevent truncated URLs from seemingly functioning correctly at first, but ultimately causing a desync.
+
** <span style="font-size:6pt">[DC]</span> Previously, enabling SlowFrontendWorkaround would break the intro fade (assuming /nointro was not used). Now, it is temporarily disabled to make the fade work properly.<br />
* {{DC}} When joining a Direct IP game, the connection dialog box now says "Direct IP" instead of "Direct IP : Direct IP".
+
** <span style="font-size:6pt">[DC]</span> An effect which was previously toggled by the SlowFrontendWorkaround setting is now available as a separate option: '''FrontendUseVRAM_Disable.reg'''. This prevents W:A from using video memory in the front end, which may improve compatibility on certain systems.<br />
* {{DC}} Due to general improvements in the in-game network code, a minor bug has been temporarily introduced (and will be fixed in a later version). For a client in an online game with 3 or more players, if the host stops responding (without detectably dropping the connection) during a remote client's turn, then the game will not automatically time out the connection.
+
* <span style="font-size:6pt">[CS, DC]</span> Timer workaround<br />
* {{DC}} Changes affecting game logic
+
** <span style="font-size:6pt">[CS]</span> On some system configurations, the high-resolution timer would occasionally skip backwards by a minuscule amount, which caused W:A to enter a nearly-infinite loop (if the '''TimerWorkaround_On.reg''' tweak wasn't being used). W:A now checks for this condition and prevents a lock-up from happening.<br />
** {{DC}} There are no longer any built-in game time limits. These were limits that were applied in the front end but not in-game, resulting in seemingly inconsistent behaviour. Previously, if a round lasted for less than 2 seconds total turn and retreat time, it was treated as a draw. Otherwise, if it lasted for less than 5 seconds total turn and retreat time, or less than 15 seconds of total game time, the round was treated as a "win" with no winner (which was a bug).
+
** <span style="font-size:6pt">[DC]</span> Bug introduced in v3.6.28.0: On some systems with multiple CPU cores, the weapon panel would not open and close properly. When the mouse was moved, the panel would go "wandering" randomly, eventually going off the side of the screen, sometimes coming back later. This was a very rare but consistently reproducible bug on some systems. If you experienced this bug, it is still recommended that you enable the timer workaround (either using the Advanced Options front end screen, or by importing '''TimerWorkaround_On.reg''', from the '''Tweaks''' folder, into your system registry) because the same timer issue that caused the dancing weapon panel bug can also cause screen lag (irregular, jumpy passage of time within the game).<br />
** {{DC}} Internal changes have been made to the "Random worm order" scheme option. This should have no discernable effect.
+
* <span style="font-size:6pt">[CS]</span> Keyboard hotkeys &amp; character tables<br />
 +
** <span style="font-size:6pt">[CS]</span> Entering international characters not present in W:A's character table sometimes incorrectly resulted in Cyrillic characters.<br />
 +
** <span style="font-size:6pt">[CS]</span> It was not possible to enter some international characters in the front end due to W:A interpreting some Ctrl+Alt+... keystrokes as Ctrl+... keyboard shortcuts.<br />
 +
** <span style="font-size:6pt">[CS]</span> The Utility key is now determined based on the keyboard OEM scan code, which should not change across typical system configurations. The previous method, introduced in v3.6.28.0, used the key that generates the <span style="color:#0000ff">`</span> character on the U.S. English keyboard layout, but required this layout to be installed on the user's PC.<br />
 +
* <span style="font-size:6pt">[DC, CS]</span> Mouse input<br />
 +
** <span style="font-size:6pt">[CS]</span> When moving the mouse cursor directly from one hyperlink to another, the highlighted hyperlink was not updated.<br />
 +
** <span style="font-size:6pt">[DC]</span> A bug in v3.6.29.0 caused the mouse cursor to jump (319,399) pixels down-right at the beginning of every game.<br />
 +
** <span style="font-size:6pt">[DC]</span> Another bug introduced in v3.6.29.0 also caused the mouse cursor to jump. This happened if the chat box was opened during an offline game session (a feature introduced in v3.6.29.0) while a Worm was being manually placed or aiming a Teleport/Girder/homing weapon. Any mouse motion occurring while the chat box was open would be stored up, and when the chat was closed, the mouse cursor would jump.<br />
 +
** <span style="font-size:6pt">[DC]</span> A bug introduced in v3.6.28.0 caused the camera to be horizontally locked when emulating v3.0 in a cavern terrain.<br />
 +
** <span style="font-size:6pt">[DC]</span> While holding the middle mouse button to speed up cursor movement in-game, right-clicking to open the weapon panel would cause the status of the middle button to be forgotten.<br />
 +
* <span style="font-size:6pt">[CS, DC]</span> Sound effects<br />
 +
** <span style="font-size:6pt">[CS]</span> The front end ambient sound loop was not being played when the game was started with the '''wa://''' or '''/host''' command-line parameters.<br />
 +
** <span style="font-size:6pt">[DC]</span> Due to a bug introduced in v3.6.29.0, it was possible for in-game looped sound effects (such as the Dynamite fuse and the Mole Bomb's digging) to be stopped prematurely when other sounds were played. This was more likely to happen on some systems than others, depending on how quickly the DirectSound backend detected the finishing of a sound being played (the more lag, the less likely the bug).<br />
 +
** <span style="font-size:6pt">[CS]</span> The stereo panning effect was not applied to sounds when the camera was moved while the game was in single-step mode.<br />
 +
** <span style="font-size:6pt">[CS]</span> On systems with a configured nation not explicitly recognised by W:A, a flag, fanfare and soundbank was not being selected for intrinsic teams and default values.<br />
 +
** <span style="font-size:6pt">[CS]</span> Fanfares for nations not explicitly recognised by W:A will now default to "Simple", in conformance with nations explicitly recognised by W:A but not having an appropriate nation fanfare.<br />
 +
** <span style="font-size:6pt">[CS]</span> The "Russian" soundbank is no longer selected by default for Croatia.<br />
 +
* <span style="font-size:6pt">[DC]</span> Subfolder support for schemes and maps now works more cleanly<br />
 +
** <span style="font-size:6pt">[DC]</span> Clicking subfolders no longer changes the name in the edit box.<br />
 +
** <span style="font-size:6pt">[DC]</span> When entering a folder with the keyboard (Enter key), the first file is now selected by default.<br />
 +
** <span style="font-size:6pt">[DC]</span> Pressing Enter or clicking on a file directly after it has already been loaded will now reload the file if its timestamp or size has changed; otherwise it will close the drop-down list box as before.<br />
 +
** <span style="font-size:6pt">[DC]</span> Subfolders with names beginning in ".." are no longer hidden.<br />
 +
* <span style="font-size:6pt">[DC, CS]</span> Schemes<br />
 +
** <span style="font-size:6pt">[DC]</span> Loaded schemes no longer have the ".wsc" extension added to them in the combo edit box.<br />
 +
** <span style="font-size:6pt">[CS]</span> After deleting a scheme in the offline multiplayer screen, the text in the scheme selection drop-down wasn't being updated despite the fact that the game loaded the Intermediate scheme.<br />
 +
** <span style="font-size:6pt">[DC]</span> When saving a scheme in a subfolder, the overwrite confirmation dialog box would incorrectly be displayed if a scheme with the same filename existed in the main Schemes folder. No confirmation dialog box would appear when overwriting a scheme in a subfolder.<br />
 +
** <span style="font-size:6pt">[DC]</span> When attempting to delete a scheme that didn't exist, the delete confirmation dialog box showed up anyway, implying that the file existed.<br />
 +
** <span style="font-size:6pt">[DC]</span> In the Options Menu, the scheme edit box now scrolls for long scheme filenames. It also has more room to show the scheme name below the edit box.<br />
 +
** <span style="font-size:6pt">[DC]</span> Loading a scheme with "random worm order" correctly updated the required version, so that players with a version not supporting that feature would be crosshatched in red in the host's player list. However, if the host toggled this feature directly using the Worm Select button, the required version was not updated. This meant that a game could be started that was supposed to have random worm order but didn't, or alternatively that a player could be falsely flagged as being unable to play, preventing the game from being started.<br />
 +
** <span style="font-size:6pt">[DC]</span> Loading an intrinsic scheme (such as Intermediate) did not update the required version. This meant that if the scheme beforehand was unsupported by any players present, their names would continue to be crosshatched in red even though intrinsic schemes are supported by all versions of W:A going back to v3.0.<br />
 +
* <span style="font-size:6pt">[CS]</span> WormNET<br />
 +
** <span style="font-size:6pt">[CS]</span> The WormNET IRC client has been made more conformant to the IRC standard.<br />
 +
** <span style="font-size:6pt">[CS]</span> W:A would sometimes fail to reply to IRC PING messages with a PONG, and would time out should there be no outgoing traffic for several minutes.<br />
 +
** <span style="font-size:6pt">[CS]</span> When getting kicked or banned from WormNET, W:A will now display an appropriate message (including the moderator-specified reason), instead of a generic disconnection message.<br />
 +
** <span style="font-size:6pt">[CS]</span> Sometimes lines containing colour codes weren't being wrapped correctly in WormNET chat.<br />
 +
*** The fix for this issue caused some changes in the way HTML was displayed. The file '''ServerList.htm''' has been updated to display correctly on all W:A versions.<br />
 +
** <span style="font-size:6pt">[CS]</span> WormNET private message formatting codes are now parsed and displayed for sent messages.<br />
 +
** <span style="font-size:6pt">[CS]</span> In the WormNET, host/join and LAN lobbies, wrapped lines of chat could become partially obscured when the scroll bar was created.<br />
 +
** <span style="font-size:6pt">[CS]</span> The Snooper detection, introduced in v3.6.29.0, now ignores spaces in the "version" field.<br />
 +
** <span style="font-size:6pt">[CS]</span> Clients not having a valid IRC "real name" field will no longer be displayed with an UK flag. The "UK" two-letter country code, popularised by 3rd-party applications, is still supported but is deprecated (the correct ISO 3166-1 alpha-2 code is "GB").<br />
 +
** <span style="font-size:6pt">[CS]</span> Received IRC private actions are now displayed correctly (these can only be sent using a snooper or IRC client at the moment).<br />
 +
** <span style="font-size:6pt">[CS]</span> W:A no longer automatically replies to any special messages (such as CTCPs) sent to WormNET channels.<br />
 +
** <span style="font-size:6pt">[CS]</span> A scrollbar was sometimes incorrectly placed on the WormNET channel list screen.<br />
 +
* <span style="font-size:6pt">[DC, CS]</span> Host / join<br />
 +
** <span style="font-size:6pt">[CS]</span> When hosting, W:A will no longer accept forged chat messages from clients in the host/join screen. It will also forward private messages only to the recipient, thus making host/join whisper spying by clients no longer possible.<br />
 +
** <span style="font-size:6pt">[CS, DC]</span> When hosting non-WormNET games, W:A will now check the game ID. This will prevent games hosted via Direct IP to be accidentally joined by players trying to join a stale WormNET game.<br />
 +
** <span style="font-size:6pt">[CS, DC]</span> The resolution of network timers in the connection dialog box and match finished screen has been increased. This considerably improves the speed of joining games.<br />
 +
** <span style="font-size:6pt">[DC]</span> If the connection process was cancelled at the wrong moment, you would be left with an hourglass cursor.<br />
 +
** <span style="font-size:6pt">[DC]</span> When exiting a game that was hosted or joined via "Direct TCP/IP" in the Network Choice screen, you will now be returned to that screen instead of the LAN Lobby.<br />
 +
** <span style="font-size:6pt">[CS]</span> W:A would exit silently if it failed to open certain files from the game CD. Now it will display a message and create an error log.<br />
 +
** <span style="font-size:6pt">[DC]</span> When a player left, it would correctly clear all the other players' light bulbs on the clients' sides; however, on the host's side the light bulbs would remain lit. In the online next round screen, the light bulbs would at least remain synchronised in this situation, but the host's light bulb would stay lit on all sides after a player left (whereas the clients' light bulbs would be cleared).<br />
 +
** <span style="font-size:6pt">[DC]</span> Bug introduced in v3.6.19.7: When the host changed maps, each client's light bulb would only be cleared on their own end and on the host's end.<br />
 +
** <span style="font-size:6pt">[DC]</span> In v3.6.29.0, pressing Tab in the host/join screen would switch from the edit box to the scheme combo box; but once focused on the scheme box, Tab would no longer work.<br />
 +
** <span style="font-size:6pt">[DC]</span> Kicking<br />
 +
*** <span style="font-size:6pt">[DC]</span> When being kicked by a host using W:A v3.5 or later, a client would usually not process the kick message and would state "The connection to the network has been lost" instead of "The host has removed you from the game." This was a client-side bug and has now been fixed.<br />
 +
*** <span style="font-size:6pt">[DC]</span> When kicking a player, the host did not hear a sound effect. The same went for the player being kicked. Both will now hear the same sound effect that joined players hear when a player leaves, disconnects or is kicked.<br />
 +
** <span style="font-size:6pt">[DC]</span> The "INVALID MAP FILE" and "Please wait while the level file loads" notices did not restore after minimising.<br />
 +
** <span style="font-size:6pt">[DC]</span> If you're a client, minimised while the host clicks "Play Again" or "New Match", you will no longer crash; instead, the game will flash its taskbar button and produce a standard beep. Likewise, the same will now happen if the host starts the game while you're minimised (which is normally not possible).<br />
 +
** <span style="font-size:6pt">[CS]</span> If you were disconnected from a network game (due to a network failure or the host quitting), in-game options such as volume and detail level changed during that game weren't saved.<br />
 +
** <span style="font-size:6pt">[DC]</span> If a host using v3.6.29.0 loaded a scheme that was externally edited to have custom Jet Pack fuel, and the Jet Pack power byte was set to 128 or higher (129 stars or higher; 123 fuel units or higher), and player(s) using an older version were present, the game would silently emulate the old version, with default Jet Pack fuel (30 units), instead of printing the proper error message and highlighting the older-version player(s) in red.<br />
 +
** <span style="font-size:6pt">[DC]</span> The "Twang1" sound, played when a player disconnects, was used only in the initial host/join screen, not in the next round or match finished screens.<br />
 +
** <span style="font-size:6pt">[DC]</span> Desynchronisation issues<br />
 +
*** <span style="font-size:6pt">[DC]</span> On some systems, a network game started with an intrinsic map (Cars, Polar, etc.) would desynchronise on the client side when the game was started. The bug was always latent in W:A, but first manifested in v3.6.28.0. There was a workaround in v3.6.29.0 regarding this bug, but it did not fix the desynchronisation.<br />
 +
*** <span style="font-size:6pt">[DC]</span> If a multi-round network game was played on an intrinsic map, and the host did not manually change the map before starting Round 2, the game would desynchronise. The same would happen if a new match was started after one that had been played on an intrinsic map, and the host did not manually change the map before starting the first round of the new match.<br />
 +
*** <span style="font-size:6pt">[DC]</span> Editing certain scheme options in an external scheme editor (or hex-editing the .WSC file directly) could cause problems. In particular, the Sudden Death Water Rise Rate, Mine Fuse, and Fall Damage settings could be edited to normally out-of-range values. However, once the scheme was loaded in W:A, going into the Options Editor would automatically reset the values if they were out of the normal range. If a host went into the Options Editor, the values would be reset, but the Cancel button would be operational — though using this button would be unexpected when no manual change had been made, and pressing Exit would commit the automatic changes and undo the externally edited options. What was worse was that if a client went into the Options Editor to view the settings, they would be reset on the client's end. This would result in a desynchronisation if a game was started with this scheme.<br />
 +
**** Sudden Death Water Rise Rate was reset to Medium (2) if it was anything other than Off (0), Slow (1), Medium (2), or Fast (3). Nonstandard values of this setting change the water rise rate nonlinearly.<br />
 +
**** Mine Fuse was reset to 3 seconds if it was not 0-3 seconds or Random. Nonstandard values of this setting can go from 5-127 seconds.<br />
 +
**** Fall Damage was reset to Off (0) if it was not On (1). Nonstandard values of this setting change the strength of the fall damage nonlinearly.<br />
 +
**** Some other scheme settings were reset to default values if they were out-of-range, but this was not important because the out-of-range values were not special and thus were not commonly used.<br />
 +
* <span style="font-size:6pt">[DC, CS]</span> In-game network play<br />
 +
** <span style="font-size:6pt">[DC]</span> A disconnection of a spectator (a "player" with no team) was not noted in the chat box, either during the game or in replay (or exported log).<br />
 +
** <span style="font-size:6pt">[CS, DC]</span> W:A would often display a 10-second countdown with the text "Waiting for players" at the end of a network game, waiting for a confirmation network packet that was never sent.<br />
 +
** <span style="font-size:6pt">[CS]</span> Previous versions of W:A silently discarded front end network packets while in-game. This could cause chat lines to be lost. W:A now queues front end network packets while in-game and processes them when W:A re-enters the front end.<br />
 +
** <span style="font-size:6pt">[DC]</span> Games with three or more players<br />
 +
*** <span style="font-size:6pt">[DC]</span> A bug in v3.6.29.0 caused all players to desynchronise when one player quit or disconnected, if the disconnection was detected by the host either between turns or during a period of lag on a client's turn.<br />
 +
*** <span style="font-size:6pt">[DC]</span> Another bug nearly always caused all players to desynchronise when one player quit or disconnected on their first turn. This bug can probably also occur later in the game, but that aspect of it is poorly understood and hard to reproduce (though the fix would apply in that case as well). Note that despite the similarity to the other desynchronisation bug fixed in this Beta Update, this bug dates back to Worms2.<br />
 +
*** <span style="font-size:6pt">[DC]</span> When a client disconnected, the host would see the reason for disconnection but other clients would only see a generic disconnection message. The more detailed disconnection reason (timeout, network drop, desynchronisation) was being recorded, but not displayed.<br />
 +
*** <span style="font-size:6pt">[DC]</span> The disconnection of spectators was not recorded at all by the host.<br />
 +
** <span style="font-size:6pt">[CS]</span> In network games, the volume slider in the Escape menu wouldn't slide if it was the local player's turn and the in-game mouse pointer was active (during initial worm placement or if a point-and-click weapon was selected).<br />
 +
** <span style="font-size:6pt">[DC]</span> The grey progress indicators displayed next to player names during loading will now update more smoothly and responsively.<br />
 +
** <span style="font-size:6pt">[DC]</span> More validation is now done on data received over the network.<br />
 +
** <span style="font-size:6pt">[DC]</span> If, within the same instance of WA.exe, first a game logic version earlier than 3.5 Beta 3pre13 (most likely 3.0 or 3.5 Beta 2) was emulated (i.e. legacy buggy Bungeeing Worm sprite), and then a version of 3.5 Beta 3pre13 or later was emulated (i.e. with the Bungeeing Worm sprite fix) — or vice versa, the latter first and then the former — and then a weapon was used while the Bungee was attached, it could cause a desynchronisation.<br />
 +
* <span style="font-size:6pt">[DC, CS]</span> Recorded games / replays<br />
 +
** <span style="font-size:6pt">[DC]</span> The passage of game time between turns and after the end of the game is now recorded, like it was before v3.6.19.15. This means that chat messages communicated between turns or after the end of a game will no longer pile up into one frame (unless they were communicated during a period of network lag).<br />
 +
** <span style="font-size:6pt">[DC]</span> When opening a recorded game that points to an intrinsic map, W:A now verifies that the intrinsic map exists. Previously, if it did not exist, the map from the last game would be used and playback would desynchronise.<br />
 +
** <span style="font-size:6pt">[CS]</span> After a fast-forward while playing back a recorded game (either when using the "Playback at" command, or when seeking to a marked position), the chat panel was not updated. If it is open, the chat panel is now also updated during the fast-forward — if the negligible overhead is undesirable, it can be avoided by closing the chat panel.<br />
 +
** <span style="font-size:6pt">[DC]</span> The screen capture function had a memory leak. This was most evident when using the Export Video feature, but happened when taking a screenshot as well. Approximately 278 kilobytes were leaked every time a frame was captured. Capturing a very large number of frames (on the order of thousands or more, depending on free RAM) would eventually cause W:A to crash.<br />
 +
** <span style="font-size:6pt">[DC]</span> Export Log will now print "Game Ends - Alt+F4 pressed" if this is likely to have been the method of quitting, whereas before it would say "Game Ends - End of file" in this case.<br />
 +
** <span style="font-size:6pt">[DC]</span> More data validation is now done when playing back recorded game files.<br />
 +
** <span style="font-size:6pt">[DC]</span> Ever since the identity of the local player was added to the replay file format in v3.6.19.17, the game has tried to detect the local player when playing back older replay files. However, there was a minor bug in the message given when there was more than one spectator and all that could be deduced was that one of them was local.<br />
 +
** <span style="font-size:6pt">[DC]</span> The v3.6.22.0 threshold drowning worm emulation bug (see v3.6.26.4 fixes) is now detected during playback (and Export Log) in most situations. This prevents a Checksum Mismatch error from being printed in situations where the checksum was actually locally correct.<br />
 +
* <span style="font-size:6pt">[DC]</span> Messages, strings, and fonts<br />
 +
** <span style="font-size:6pt">[DC]</span> The Blow Torch weapon was named "BlowTorch" in game, breaking consistency with the front end and with Worms2, where it is named "Blow Torch".<br />
 +
** <span style="font-size:6pt">[DC]</span> Some "Morse Code" messages in Missions were being truncated when displayed in game, in particular some of the messages in the Spanish translation.<br />
 +
** <span style="font-size:6pt">[DC]</span> The Spanish translation for "cyan" was "azul-verdoso", which has now been replaced with "cian".<br />
 +
** <span style="font-size:6pt">[DC]</span> In the Missions screen, one of the mission names was long enough in the Spanish translation to be wrapped into two lines and cropped. The on-screen space for the mission name has been enlarged to rectify this.<br />
 +
** <span style="font-size:6pt">[DC]</span> The Spanish punctuation marks <span style="color:#0000ff">¿¡</span> were present in the front end's font set but were not available in-game.<br />
 +
** <span style="font-size:6pt">[DC]</span> Three Spanish messages and one Portuguese message had exclamation mark related errors.<br />
 +
** <span style="font-size:6pt">[DC]</span> In the front end, the three largest fonts no longer crop the bottom pixel row of the lowest-reaching character glyphs.<br />
 +
* <span style="font-size:6pt">[CS, DC]</span> Translations<br />
 +
** <span style="font-size:6pt">[DC]</span> In Spanish, Crate Spy has been renamed from "Caja espía" to "Espía de cajas" (correction by "OutofOrder").<br />
 +
** <span style="font-size:6pt">[CS]</span> An incorrect character was fixed in the Spanish translation of the Basic Training #8 description text.<br />
 +
** <span style="font-size:6pt">[DC]</span> An incorrect character was fixed in the Russian translation of a 2-worm kill comment.<br />
 +
** <span style="font-size:6pt">[DC]</span> Some Morse code tips in Spanish were missing for Mission 9: "Water Surprise", Mission 14: "Super Sheep to the rescue!", and Mission 20: "Rumble in the Farmyard", with translations provided by "OutofOrder".<br />
 +
** <span style="font-size:6pt">[CS]</span> Apostrophes in Italian in-game messages were being incorrectly displayed.<br />
 +
** <span style="font-size:6pt">[CS]</span> The Italian translation in the in-game quit confirmation dialog box incorrectly displayed "SÃ" instead of "SÌ".<br />
 +
** <span style="font-size:6pt">[CS]</span> The '''Russian''' translation was updated with corrections from "Shtirlitz".<br />
 +
* <span style="font-size:6pt">[CS, DC]</span> Free RAM &amp; disk space<br />
 +
** <span style="font-size:6pt">[CS]</span> W:A will now display warnings on start-up when the current directory is not writable, or if there is little free disk space on the current drive.<br />
 +
** <span style="font-size:6pt">[DC]</span> Some minor memory leaks were fixed.<br />
 +
* <span style="font-size:6pt">[DC, CS]</span> Miscellaneous<br />
 +
** <span style="font-size:6pt">[CS]</span> Some versions of W:A installers would not create the User\Teams directory, which caused W:A to fail to save the team file. W:A will now create this subdirectory if it doesn't exist.<br />
 +
** <span style="font-size:6pt">[CS]</span> W:A would sometimes lock up after creating a console window, which is used to display the progress of operations such as exporting a log.<br />
 +
** <span style="font-size:6pt">[DC]</span> Bug introduced in v3.6.23.0: Precise fuse timers, a playback feature added in v3.6.20.1, could not be turned off by cycling through name tags with the '''Delete''' key, if Invincibility ("god mode") was enabled in the scheme. <span style="color:#ff0000">[This was an incomplete fix; only fuses of missiles/animals were allowed to be turned off — Mine fuses and Crate contents were still not. See v3.7.0.0 fixes.]</span><br />
 +
** <span style="font-size:6pt">[DC]</span> In v3.6.19.7, the ability was added to cycle both forward and backwards through randomly generated terrains by clicking and Shift+clicking the maps' thumbnails, respectively. However, the addition of this feature introduced some bugs. It was possible to get trapped in a loop, where only low-detail terrains would be generated, or (rarely) terrains within only one of the templates (e.g., double-cavern, single island, etc.) would be generated. The only way to get out of the loop was to leave that front end screen and come back to it. In v3.6.20.1, this problem was addressed by forcing only maximum-detail terrains to be generated. It was still possible to get trapped in a template loop.<br />
 +
*** <span style="font-size:6pt">[DC]</span> The forward and reverse sequence through randomly generated maps was different every time you entered a front end screen in v3.6.19.7 to v3.6.29.0. Now, the map before and after a given map in the Click / Shift+Click sequence will always be the same.<br />
 +
*** <span style="font-size:6pt">[DC]</span> If a map had been loaded through a means other than local clicking (e.g., loaded by a remote host in an online game, or loaded within the Map Editor and then shown as a thumbnail) then the first Click or Shift+Click would leave that map behind, without returning to it. This is now fixed.<br />
 +
*** <span style="font-size:6pt">[DC]</span> Access has been restored to the full range of detail levels available in v3.0 to v3.5 Beta. You will no longer be limited to maps of only maximum detail, as you were starting in v3.6.20.1.<br />
 +
*** <span style="font-size:6pt">[DC]</span> It is no longer possible to get trapped in a template loop when clicking / Shift+clicking the large map thumbnail.<br />
 +
*** <span style="font-size:6pt">[DC]</span> There are now 2,147,483,648 available maps in the large thumbnail's cycle, and 2,147,483,648 maps for each template within the Map Editor (i.e., 17,179,869,184 maps). If you were to click 2,147,483,648 times in a row, you'd return to the same map from which you started.<br />
 +
** <span style="font-size:6pt">[DC]</span> In the Network Choice screen, the worms' eyes and eyebrows in the LAN and WormNET buttons were transparent.<br />
 +
** <span style="font-size:6pt">[DC]</span> In the Team Editor screen, double-clicking the team name's question mark button was supposed to cause all worm names to be randomly generated at once. However, this feature was broken in v3.6.19.7. It has been restored to working order.<br />
 +
** <span style="font-size:6pt">[DC]</span> When rapidly clicking the "draw holes" or "draw tunnels" buttons in the Map Editor, the same random seed would be used multiple times in a row, changing at most only once per second.<br />
 +
** <span style="font-size:6pt">[DC]</span> With the "BattyRope" option enabled (either explicitly or as part of TestStuff), a Worm with its Jet Pack persisting between turns would have its Fuel display overwrite its Health display on screen. Now the Fuel is inserted below the Health.<br />
 +
** <span style="font-size:6pt">[DC]</span> Bug in a feature introduced in v3.6.19.7: When launching a replay file, W:A would momentarily switch the display mode to 640×480 before switching to the configured in-game resolution. This caused most monitors to go blank briefly, even if the in-game resolution was the same as the Windows desktop resolution.<br />
 +
* <span style="font-size:6pt">[DC]</span> Taskbar System Menu<br />
 +
** <span style="font-size:6pt">[DC]</span> It is now possible to use the System Menu when minimised from the front end. This menu is opened by right-clicking W:A's Taskbar button (or in Windows 7, by right-clicking its taskbar thumbnail, or holding Shift while right-clicking its taskbar button). This allows you to Close the game without having to restore it first (in most game modes).<br />
 +
** <span style="font-size:6pt">[DC]</span> When W:A was minimised during a replay playback session using Alt+Tab or Alt+Esc or some other indirect trigger, right-clicking W:A's Taskbar button crashed the game.<br />
 +
** <span style="font-size:6pt">[DC]</span> The mouse cursor is no longer hidden in the System Menu.<br />
 +
* <span style="font-size:6pt">[CS, DC]</span> Crashes<br />
 +
** <span style="font-size:6pt">[CS]</span> Pressing '''Escape''' in some front end screens (Mission, Training and Deathmatch) caused abnormal minimisation, often followed by a crash.<br />
 +
** <span style="font-size:6pt">[CS]</span> W:A would crash when it tried to display the large map size warning while being minimised.<br />
 +
** <span style="font-size:6pt">[CS]</span> W:A would crash when the offline multiplayer screen was opened if the previously-loaded map (stored in current.thm) was a .BIT map and was corrupted.<br />
 +
** <span style="font-size:6pt">[CS]</span> W:A would crash when it tried to display a message box while being minimised. W:A will now flash its taskbar button and produce a standard beep when this happens, and will display the message box once it's restored.<br />
 +
** <span style="font-size:6pt">[DC]</span> A bug in v3.6.29.0 caused W:A to crash in some circumstances if an instant replay was skipped by pressing '''Space'''.<br />
 +
** <span style="font-size:6pt">[DC]</span> A bug in v3.6.29.0 caused W:A to crash upon an instant replay, if one or more crates were present and an earlier version was being emulated — such as v3.6.28.0[teststuff5], since v3.6.29.0 did not have its own version of TestStuff.<br />
 +
** <span style="font-size:6pt">[DC]</span> In v3.6.29.0, when emulating v3.0, attempting to use worm selection in a team that started with just 1 worm would crash the game.<br />
 +
** <span style="font-size:6pt">[CS]</span> When W:A is running on some system configurations and a bitmap fails to allocate to video RAM, it will now allocate to system RAM instead of crashing.<br />
 +
** <span style="font-size:6pt">[CS]</span> Minor/obscure changes have been made that may avoid bitmap-related crashes in the front end.<br />
 +
** <span style="font-size:6pt">[DC]</span> It was possible for W:A to crash when the "Please wait... working..." box popped up, when a game was started. This was exceedingly rare, but confirmed to happen at least sometimes under Windows 7.<br />
 +
** <span style="font-size:6pt">[CS]</span> W:A would crash when attempting to open the Team Editor if there was a 4-bit BMP image in the User\Flags or User\Graves folder. Now it is capable of loading 4-bit BMPs.<br />
 +
** <span style="font-size:6pt">[CS]</span> W:A would crash if it failed to load a sound sample from the FESfx subdirectory. It will now display an error message.<br />
 +
** <span style="font-size:6pt">[CS]</span> W:A would crash if it tried to display a message after it had exited the full-screen graphics mode, for example if an error occurred upon saving the team file. It will now display the message using a standard Windows message box.<br />
 +
** <span style="font-size:6pt">[DC]</span> W:A would crash if the user minimised during the front end's intro sequence.<br />
 +
* <span style="font-size:6pt">[DC, CS]</span> Fixes affecting game logic<br />
 +
** <span style="font-size:6pt">[CS, DC]</span> Fatal and potentially fatal bugs<br />
 +
*** <span style="font-size:6pt">[CS]</span> A bug in v3.6.29.0 caused network desynchronisations and checksum errors when the Laser Sight was used. Due to its random nature, this bug cannot be emulated.<br />
 +
*** <span style="font-size:6pt">[DC]</span> In a game with CPU team(s), in which an external scheme editor was used to assign "zero power" to a Mine, Dynamite, Priceless Ming Vase, Air Strike, Napalm Strike, Mail Strike, French Sheep Strike, Mike's Carpet Bomb, MB Bomb, and/or Concrete Donkey, if the CPU AI tried to analyse using one of those weapons, W:A would crash. '''(See Footnote 2.)'''<br />
 +
*** <span style="font-size:6pt">[CS]</span> If a Worm was dropped into a pile of multiple overlapping Worms (from high enough to suffer fall damage), the worm would "hover" briefly the moment it hit the pile. It would actually be accelerating during this "hover", suffering extra fall damage as a result, prolonged more by every extra worm in the pile. In the most extreme case possible, with a 48th worm dropped into an pile of 47 overlapping worms, the game would be thrown into an endless loop.<br />
 +
*** <span style="font-size:6pt">[DC]</span> In a game with "Weapon use doesn't end turn" and "Loss of control doesn't end turn" enabled (see '''Footnote 7'''), if a Worm was releasing a herd of Mad Cows, and was fatally injured (most likely by one of the cows) at the same 1/50 second interval when the next cow in the herd would have been released, the turn of the worm that released the herd would never end. (Note, before the related fix in v3.6.25.1a, the game would have simply crashed.)<br />
 +
** <span style="font-size:6pt">[DC]</span> A bug in v3.6.29.0 made it possible for a single Skunk to poison the same Worm twice, if the player's turn ended during the poisoning.<br />
 +
** <span style="font-size:6pt">[DC]</span> With TestStuff enabled, "use of weapons during a rope roll" had a bug; if a weapon such as Dragon Ball (which can normally only be fired while standing or jumping) was used from a rope roll, the rope would refuse to fire during the subsequent retreat time.<br />
 +
** <span style="font-size:6pt">[DC]</span> With the "BattyRope" option enabled (either explicitly or as part of TestStuff)<br />
 +
*** <span style="font-size:6pt">[DC]</span> Ending one's turn while on the Jet Pack threw the game into an endless loop (a never-ending turn).<br />
 +
*** <span style="font-size:6pt">[DC]</span> Guns (Shotgun, Handgun, Uzi, and Minigun) did not cut an attached rope, even with a point-blank hit to the anchoring cuff.<br />
 +
*** <span style="font-size:6pt">[DC]</span> The camera would only follow a roping Worm if the player controlling it was holding arrow keys or pressing Space or Backspace.<br />
 +
** <span style="font-size:6pt">[DC]</span> If the terrain anchoring or supporting a Ninja Rope is destroyed, it will now detach the rope. (Previously, only a standard explosion would detach a rope.) This can happen in a number of ways:<br />
 +
*** part of the rope becomes submerged by rising water<br />
 +
*** the flames from a Napalm Strike or Flame Thrower burn the land anchoring or supporting the rope<br />
 +
*** a Mole Bomb or Mole Squadron digs through land that anchored or supported the rope<br />
 +
*** a Fire Punch, Kamikaze, Blow Torch or Pneumatic Drill destroys land that anchored or supported the rope (this can only happen with BattyRope enabled)<br />
 +
** <span style="font-size:6pt">[DC]</span> There was a tiny rounding error in attaching the Ninja Rope. It would often attach one pixel down, right, or down-right of where the fired rope actually hit the terrain.<br />
 +
** <span style="font-size:6pt">[DC]</span> There was a tiny rounding error in centring a gun blast (from a Shotgun, Handgun, Uzi, or Minigun). The blast would often be centred one pixel down, right, or down-right of where its line-of-fire actually hit the terrain.<br />
 +
** <span style="font-size:6pt">[DC]</span> If a Worm tried to Bungee off a cliff, and there was a Crate resting 41 to 46 pixels below the cliff top, the bungee would fail to fire and the Worm would fall.<br />
 +
** <span style="font-size:6pt">[DC]</span> The CPU AI would sometimes walk through an area, jump back and walk through the same area again.<br />
 +
** <span style="font-size:6pt">[DC]</span> The persistent flames of a Petrol Bomb took fewer turns to decay after the arrival of Sudden Death.<br />
 +
** <span style="font-size:6pt">[DC]</span> There was an extra 1.26 second delay between turns during Sudden Death with water rising disabled. This is because it took one second to raise the water by zero pixels, and a quarter of a second to linger while the camera savoured the moment.<br />
 +
** <span style="font-size:6pt">[DC]</span> The sprite of a Worm holding a Mole Bomb always showed the worm as standing flat, regardless of whether it may have been standing on a slope.<br />
 +
** <span style="font-size:6pt">[DC]</span> In a very tall map, the Mole Squadron would suddenly warp above the map after digging for no more than 36.20 seconds.<br />
 +
** <span style="font-size:6pt">[DC]</span> A Worm using the Pneumatic Drill while whizzing across the map (e.g., from Rope or Jet Pack, or even a jump) could hit something and make a sound effect, without actually damaging what was hit.<br />
 +
** <span style="font-size:6pt">[DC]</span> A Donor Card could give "-1x" of an item if the previous owner had an unlimited supply of that item. Since all teams normally have the same starting ammo, collecting this kind of donor card had no effect. Now, a donor card is no longer created if all the other teams already have an infinite supply. If an infinite supply is collected (which cannot happen anymore, barring future customisability enhancements), it will be displayed without an ammo count.<br />
 +
** <span style="font-size:6pt">[DC]</span> There was no smooth transition when a poisoned Worm became healthy due to its team collecting a Health Crate.<br />
 +
** <span style="font-size:6pt">[DC]</span> There was no smooth transition from the Freeze "aiming" state to the normal Standing state (e.g., when selecting Freeze then selecting Parachute while standing on land).<br />
 +
** <span style="font-size:6pt">[CS]</span> When landing from a Fire Punch, the Worm's sprite was not updated to reflect the land slope.<br />
 +
** <span style="font-size:6pt">[CS]</span> When teleporting directly on land (which can be easily done by pointing the cursor a short distance into the terrain), the Worm's sprite was not updated to reflect the land slope.<br />
 +
** <span style="font-size:6pt">[DC]</span> There have been some internal fixes regarding fatal injury while releasing a herded weapon and BattyRope Skip Go. These fixes have virtually no externally noticeable effect.<br />
 +
** <span style="font-size:6pt">[DC]</span> In an online game, in which at least two machines connected to the game each had at least two teams of different colours, and these two sets of colours had at least one colour in common, players would incorrectly see the secrets (e.g., weapon selection and collection) of teams whose colours they did not share. (Strictly speaking this fix doesn't affect the game logic, but it is tied to the logic version for fairness.)<br />
 +
** <span style="font-size:6pt">[DC]</span> It has always been the case that if a worm fired the rope during a fall or jump, the rope firing would be cancelled when the worm landed, ready to be fired again right away. However, a change made in v3.6.29.0 inadvertently caused the rope firing also to be cancelled when the worm finished landing, and started standing up.<br />
 +
** <span style="font-size:6pt">[DC]</span> It was possible to walk while a rope was firing, if that rope was fired while the worm was falling (from a jump, walking off a ledge, or dismounting from parachute or jet pack) and the worm subsequently landed. In v3.6.28.0 and earlier, this could result in the rope continuing to fire from the worm's hindquarters. In v3.6.29.0, it meant the rope could be fired a third time, in a different direction. It is no longer possible to walk while a rope is being fired.<br />
 +
** <span style="font-size:6pt">[DC]</span> The "UnFreeze" sound effect was played when a frozen worm drowned, even though the worm remained frozen.<br />
 +
** <span style="font-size:6pt">[DC]</span> If a missile, such as a Super Sheep with Sheep Heaven enabled, exploded extremely far from everything else (worms, oil drums, etc.), it would result in a "global explosion" due to an overflow bug.<br />
 +
** <span style="font-size:6pt">[CS, DC]</span> The team health bars were sometimes incorrectly sorted for minute differences in total team health points.<br />
  
=== Features ===
+
===Changes===
* {{CS}} W:A now uses Unicode for all clipboard operations when supported by the operating system.
+
* <span style="font-size:6pt">[CS, DC]</span> W:A no longer registers its associations automatically upon being launched. However, the previous behaviour may be restored by checking the appropriate checkbox on the '''Advanced Options''' screen, or by importing '''RegisterAssociations_Automatically.reg''' (from the '''Tweaks''' folder) into the system registry.<br />
* {{CS}} An '''Advanced Options''' screen is now accessible from the Options screen, which allows configuring new settings, and settings previously only configurable using registry scripts and direct registry editing.
+
* <span style="font-size:6pt">[CS, DC]</span> In-game smooth (dithered) background gradient<br />
* {{CS}} The Intro can now be skipped with a single tap of the Escape key.
+
** <span style="font-size:6pt">[CS]</span> The gradient is now rendered using a new method, which should fix performance problems on some system configurations.<br />
* {{DC}} It is now possible to skip the opening intro without using the '''/nointro''' command line option. To enable this, use the '''Skip Intro''' checkbox in the new Advanced Options Menu.
+
** <span style="font-size:6pt">[DC, CS]</span> The dithering algorithm used for rendering the background for maps with more than 96 colours or non-standard height has been substantially improved.<br />
* {{CS, DC}} All front end screens can now be exited with the Escape key.
+
** <span style="font-size:6pt">[CS]</span> The gradient is now drawn with a parallax effect. The effect can be disabled using the '''BackgroundGradientParallax_Disable.reg''' registry tweak.<br />
* {{CS}} When placing the mouse cursor at the bottom of the screen in the front end, W:A will now display a help hint.
+
** <span style="font-size:6pt">[CS]</span> The registry tweak '''SmoothBackgroundGradient_Disable.reg''' has been added. This tweak disables smooth gradients (forcing a coarse gradient) while still allowing the full cycle of detail levels to enable background debris, bitmap backgrounds and clouds.<br />
* {{CS}} Some combo boxes (e.g. scheme and map selection combo boxes) now drop down to taller list boxes.
+
* <span style="font-size:6pt">[CS]</span> Palette modification events occurring in the front end are now logged to "palette.log"; previously, they were only logged in-game.<br />
* {{CS}} You can now jump to and cycle through combo box entries that begin with a certain character by typing the said character on the keyboard.
+
* <span style="font-size:6pt">[CS, DC]</span> W:A now uses some workarounds to fix palette problems in the front end. Some of these workarounds may have undesired side effects, such as flickering or delays when switching from screen to screen, even if you did not previously experience palette problems in the front end. If the side effects are undesirable and you do not experience palette problems, you can disable the workaround on the '''Advanced Options''' screen, or import '''FrontendPaletteFix_Off.reg''' (from the '''Tweaks''' folder) into the system registry.<br />
* {{CS}} List view controls (e.g. the WormNET player list) are now scrollable with the mouse wheel.
+
** <span style="font-size:6pt">[DC]</span> The FrontendPaletteFix registry setting, set by the FrontendPaletteFix_On/Off.reg tweaks, is a 4-bit bitfield, with each bit toggling a specific palette workaround. Thus, it's possible to selectively disable the palette workarounds by editing the registry setting directly.<br />
* {{CS}} '''Ctrl'''+'''Delete''' and '''Ctrl'''+'''Backspace''' now delete and backspace a word respectively in front end edit boxes.
+
* <span style="font-size:6pt">[DC]</span> The map size prompt, which is displayed in the Join screen if the host transmits a colour PNG map larger than a certain size (the default is a width × height larger than 8 megapixels), is now also used when loading a map from disk using the Map Editor. The warning limit for the map's area can be set on the '''Advanced Options''' screen. As before (since v3.6.28.0), it can also be overridden by creating a value named "'''MapAreaWarnLimit'''" of type REG_DWORD in W:A's Options key (HKEY_CURRENT_USER\Software\Team17SoftwareLTD\WormsArmageddon\Options), which specifies the image area threshold, above which the game asks for a confirmation before loading the image. You can quickly set this value to the default value or disable the warning by importing '''MapAreaWarnLimit_Default.reg''' or '''MapAreaWarnLimit_Unlimited.reg''' (from the '''Tweaks''' folder) respectively.<br />
* {{CS}} When W:A is started for the first time, the in-game screen resolution now defaults to the Windows desktop resolution instead of 640×480.
+
* <span style="font-size:6pt">[CS]</span> Entering the Options screen will no longer reset the current resolution to a default value if it is not in the list of resolutions reported as available by DirectDraw.<br />
* {{CS, DC}} When the network play screen is opened for the first time, the WormNET nickname now defaults to the Windows user name — or, if it is not available, the computer name.
+
* <span style="font-size:6pt">[CS]</span> The second asterisk (added in 3.6.28.0) has been removed from /me messages.<br />
* {{DC}} When W:A is launched, the default scheme "Intermediate" is loaded. However, this is no longer done every time you enter the offline multiplayer screen and Options screen. The game will remember the last scheme loaded.
+
* <span style="font-size:6pt">[DC]</span> The host/join logs (in User\Logs) now use a triple bullet format (like Export Log), making non-chat log entries stand out unambiguously.<br />
* {{DC, CS}} Clicking the "cheat" button in the Weapon Editor now flips into another screen instead of opening a modal dialog box. Currently this allows you to edit both Ammo and Delay for utilities. Clicking the "cheat" button a second time flips back to the normal weapon editor.
+
* <span style="font-size:6pt">[CS]</span> When hosting a Direct IP game with a custom channel scheme (using the '''Scheme''' parameter) and no explicitly-specified Game ID, W:A will automatically generate and set a Game ID to prevent accidental connections with an incorrect scheme (which lead to desyncs). As usual, the correct full '''wa://''' URL can be obtained using the '''/url''' command.<br />
* {{CS}} Provided that the computer is connected directly to the Internet, W:A will now attempt to auto-detect the external IP address by enumerating all IP addresses associated with the local hostname, and picking the first one that doesn't belong in a private or auto-configuration address range. This allows the '''/url''' command for hosted Direct IP games to work properly in the case that the computer's external IP has changed since the last time it connected to WormNET.
+
* <span style="font-size:6pt">[CS]</span> '''wa://''' URLs generated using the '''/url''' command will now specify the Game ID as the last parameter. The reason for this change is to prevent truncated URLs from seemingly functioning correctly at first, but ultimately causing a desync.<br />
* {{CS}} The '''/url''' command now also works when joining a game.
+
* <span style="font-size:6pt">[DC]</span> When joining a Direct IP game, the connection dialog box now says "Direct IP" instead of "Direct IP : Direct IP".<br />
* {{CS}} The WormNET button on the Network screen now automatically connects to WormNET using the "Autologin" link. The old behaviour can be restored by replacing the file '''ServerList.htm''' in the Graphics\ServerLobby subdirectory with '''OldServerList.htm'''.
+
* <span style="font-size:6pt">[DC]</span> Due to general improvements in the in-game network code, a minor bug has been temporarily introduced (and will be fixed in a later version). For a client in an online game with 3 or more players, if the host stops responding (without detectably dropping the connection) during a remote client's turn, then the game will not automatically time out the connection.<br />
* {{CS}} A new HTML box has been added to the WormNET channel list screen. This box will be used to display up-to-date community and game-related news. 3rd-party server owners can send content to this box by placing it into &lt;MOTD&gt;...&lt;/MOTD&gt; tags.
+
* <span style="font-size:6pt">[DC]</span> In the in-game chat panel, the double vertical line separating the chat history (left pane) from the player list (right panel) is now shown as a single vertical line in pinned chat mode, to further graphically distinguish it from non-pinned (active) chat. <span style="color:#ff0000">[This was incorrectly done. See v3.8 Fixes.]</span><br />
* {{CS}} The W:A HTML parser now understands the EXTA tag. Having the same syntax as the A tag, it will create hyperlinks which, when double-clicked, will minimise the game and open the link specified by the HREF parameter in the default web browser instead of the in-game browser.
+
* <span style="font-size:6pt">[DC]</span> Changes affecting game logic<br />
* {{CS}} Flags have been added for <span class="readme-blue">Algeria</span>, <span class="readme-blue">Belarus</span>, <span class="readme-blue">Bulgaria</span>, <span class="readme-blue">Egypt</span>, <span class="readme-blue">El Salvador</span>, <span class="readme-blue">Guatemala</span>, <span class="readme-blue">Jamaica</span>, <span class="readme-blue">Kazakhstan</span>, <span class="readme-blue">South Korea</span>, <span class="readme-blue">Lithuania</span>, <span class="readme-blue">Macedonia</span>, <span class="readme-blue">Marshall Islands</span>, <span class="readme-blue">Peru</span>, <span class="readme-blue">Saudi Arabia</span>, <span class="readme-blue">Taiwan</span> and <span class="readme-blue">United Arab Emirates</span>.
+
** <span style="font-size:6pt">[DC]</span> There are no longer any built-in game time limits. These were limits that were applied in the front end but not in-game, resulting in seemingly inconsistent behaviour. Previously, if a round lasted for less than 2 seconds total turn time (not counting retreat), it was treated as a draw. Otherwise, if it lasted for less than 5 seconds total turn time (not counting retreat), or less than 15 seconds of total game time (up to the end of the fade-out), the round was treated as a "win" with no winner (which was a bug).<br />
* {{DC}} Four Hungarian characters have been added to W:A's font set: <span class="readme-blue">õÕûÛ</span>
+
** <span style="font-size:6pt">[DC]</span> Internal changes have been made to the "Random worm order" scheme option. This should have no discernable effect.<br />
* {{DC}} You are now allowed to use any and all characters in game names. The length limit is still 29 characters. Using the characters <span class="readme-blue">"&'&lt;&gt;</span> lowers the maximum length, and these characters will show up incorrectly in older versions of W:A.<span class="readme-red"> [By the time v3.6.30.0 was released, WormNET no longer translated the "&'&lt;&gt;\ characters in game names in the expected way, so this feature did not work properly. See v3.7.2.0 Fixes.]</span>
+
 
* {{DC}} The <span class="readme-blue">ß</span> character is no longer automatically prefixed in front of hosted game names.
+
===Features===
* {{CS, DC}} Wrapped lines in chat history boxes are now indented. This prevents line wrapping from being abused to create fake messages.
+
* <span style="font-size:6pt">[CS]</span> W:A now uses Unicode for all clipboard operations when supported by the operating system.<br />
* {{DC}} Clipboard pasting in the front end now preserves newlines. They are shown as <span class="readme-blue">↵</span> glyphs in the edit box, and while selecting text. When entered in WormNET / IRC, they are translated into <span class="readme-blue">|</span> characters.
+
* <span style="font-size:6pt">[CS]</span> An '''Advanced Options''' screen is now accessible from the Options screen, which allows configuring new settings, and settings previously only configurable using registry scripts and direct registry editing.<br />
* {{CS}} Sending notices is now supported using the '''/notice''' command, although W:A does not distinguish between incoming messages and notices.
+
* <span style="font-size:6pt">[CS]</span> The Intro can now be skipped with a single tap of the Escape key.<br />
* {{CS}} A '''/hb''' command has been added to the WormNET IRC lobby, which is an alias for "/msg HostingBuddy".
+
* <span style="font-size:6pt">[DC]</span> It is now possible to skip the opening intro without using the '''/nointro''' command line option. To enable this, use the '''Skip Intro''' checkbox in the new Advanced Options Menu.<br />
* {{CS, DC}} Web and E-mail URLs are now automatically parsed and converted to hyperlinks in message histories (WormNET, LAN and host/join screen).
+
* <span style="font-size:6pt">[CS, DC]</span> All front end screens can now be exited with the Escape key.<br />
* {{CS}} WormNET private message formatting codes can now also be used for private messages in the host/join screen.
+
* <span style="font-size:6pt">[CS]</span> When placing the mouse cursor at the bottom of the screen in the front end, W:A will now display a help hint.<br />
* {{CS}} New private message formatting codes have been added: '''\u''' to start underlined text, '''\U''' to stop.
+
* <span style="font-size:6pt">[CS]</span> Some combo boxes (e.g. scheme and map selection combo boxes) now drop down to taller list boxes.<br />
* {{CS}} While the game is minimised, it will flash its taskbar button and produce a standard beep when the player receives a private message in the WormNET lobby or in the host/join screen, or when the player's nickname is mentioned in WormNET chat.
+
* <span style="font-size:6pt">[CS]</span> You can now jump to and cycle through combo box entries that begin with a certain character by typing the said character on the keyboard.<br />
* {{CS}} While the game is minimised from the host screen, it will flash its taskbar button when someone joins the game.
+
* <span style="font-size:6pt">[CS]</span> List view controls (e.g. the WormNET player list) are now scrollable with the mouse wheel.<br />
* {{CS}} While the game is minimised from the join screen, it will flash its taskbar button when the host lights up.
+
* <span style="font-size:6pt">[CS]</span> '''Ctrl'''+'''Delete''' and '''Ctrl'''+'''Backspace''' now delete and backspace a word respectively in front end edit boxes.<br />
* {{DC}} The '''/afk''' or '''/away''' command may now be used in the network Join front end screen. In the Away state, your game will automatically light up when the host lights up. This is especially useful for <span class="readme-blue">'''spectators'''</span>. It also works for players who plan to actively play upon returning to the computer, in a casual game. In Away mode, once the game starts your turns will be automatically skipped (assuming you're not a spectator), just as if you'd entered '''/afk''' or '''/away''' in-game. The Away state will be remembered upon return from the game. In the Join screen, typing in the chat or clicking most dialog buttons will cancel the Away state.
+
* <span style="font-size:6pt">[CS]</span> When W:A is started for the first time, the in-game screen resolution now defaults to the Windows desktop resolution instead of 640×480.<br />
* {{CS, DC}} Pressing '''Ctrl'''+'''Home''' will enable "Home Lock", making the camera remain centred on the current worm. Pressing and releasing Home disables it.
+
* <span style="font-size:6pt">[CS, DC]</span> When the network play screen is opened for the first time, the WormNET nickname now defaults to the Windows user name — or, if it is not available, the computer name.<br />
** {{CS}} Home (or Home Lock) will override the effect of Scroll Lock. Both can be temporarily overridden by holding down the left mouse button.
+
* <span style="font-size:6pt">[DC]</span> When W:A is launched, the default scheme "Intermediate" is loaded. However, this is no longer done every time you enter the offline multiplayer screen and Options screen. The game will remember the last scheme loaded.<br />
* {{DC}} Previously, when the Escape menu was open, any team cursor (such as a Teleport or Homing Missile cursor) would be hidden from view. Now, a team cursor is rendered in quasi-transparency when other cursors are in use.
+
* <span style="font-size:6pt">[DC]</span> The delays for utilities are now loaded from the scheme format, instead of being forced to zero.<br />
* {{CS}} W:A will automatically begin ignoring in-game chat from players who send more than 5 chat lines within the same second. When this happens, a message will be displayed with unignore instructions.
+
* <span style="font-size:6pt">[DC, CS]</span> Clicking the "cheat" button in the Weapon Editor now flips into another screen instead of opening a modal dialog box. Currently this allows you to edit both Ammo and Delay for utilities. Clicking the "cheat" button a second time flips back to the normal weapon editor.<br />
* {{CS}} It is now possible to ignore players during the game using the '''/ignore''' and '''/unignore''' commands (in addition to the /ex and /inc commands, and using Ctrl+F1...F6). Typing /ex alone will now clear all ignores instead of ignoring all players, to be consistent with the behaviour of /ignore alone in the WormNET lobby and host/join screen.
+
* <span style="font-size:6pt">[CS]</span> Provided that the computer is connected directly to the Internet, W:A will now attempt to auto-detect the external IP address by enumerating all IP addresses associated with the local hostname, and picking the first one that doesn't belong in a private or auto-configuration address range. This allows the '''/url''' command for hosted Direct IP games to work properly in the case that the computer's external IP has changed since the last time it connected to WormNET.<br />
* {{CS}} W:A now saves the state of transparent labels, chat panel pinned status, home lock and the heights of pinned and unpinned chat panels between games.
+
* <span style="font-size:6pt">[CS]</span> The '''/url''' command now also works when joining a game.<br />
* {{CS}} The chat panel can now be shrunk (using '''Ctrl'''+'''Up''') to the minimum size required to display all players (as small as one line).
+
* <span style="font-size:6pt">[CS]</span> The WormNET button on the Network screen now automatically connects to WormNET using the "Autologin" link. The old behaviour can be restored by replacing the file '''ServerList.htm''' in the Graphics\ServerLobby subdirectory with '''OldServerList.htm'''.<br />
* {{DC, CS}} The screenshot function is now much faster. Whereas before, pressing '''Pause''' would cause the game to pause noticeably as the screenshot was created, it is now instantaneous. This means that the Export Video feature can now work at full frame rate or faster, even at moderately high resolutions. Note that by default, Export Video goes no faster than the normal frame rate; to get it to go as fast as possible, adjust the playback speed by holding '''0''' while pressing '''9'''.
+
* <span style="font-size:6pt">[CS]</span> A new HTML box has been added to the WormNET channel list screen. This box will be used to display up-to-date community and game-related news. 3rd-party server owners can send content to this box by placing it into &lt;MOTD&gt;...&lt;/MOTD&gt; tags.<br />
* {{DC}} The Export Video dialog box no longer has an upper limit on resolution.
+
* <span style="font-size:6pt">[CS]</span> The W:A HTML parser now understands the EXTA tag. Having the same syntax as the A tag, it will create hyperlinks which, when double-clicked, will minimise the game and open the link specified by the HREF parameter in the default web browser instead of the in-game browser.<br />
* {{CS}} It is now possible to automate Export Video by specifying export parameters on the command line, after the /getvideo switch. The order is as follows: '''/getvideo''' ''ReplayFile''.WAgame ''framerate-divider'' ''start-time'' ''end-time'' ''resolution-width'' ''resolution-height'' ''basename''. The syntax for the values is the same as in the Export Video option dialog box. At least the frame rate divider must be specified; other parameters will be set to their default values if not specified. This feature can be used to extract a single frame as an image, by specifying the same start and end time.
+
* <span style="font-size:6pt">[CS]</span> Flags have been added for <span style="color:#0000ff">Algeria</span>, <span style="color:#0000ff">Belarus</span>, <span style="color:#0000ff">Bulgaria</span>, <span style="color:#0000ff">Egypt</span>, <span style="color:#0000ff">El Salvador</span>, <span style="color:#0000ff">Guatemala</span>, <span style="color:#0000ff">Jamaica</span>, <span style="color:#0000ff">Kazakhstan</span>, <span style="color:#0000ff">South Korea</span>, <span style="color:#0000ff">Lithuania</span>, <span style="color:#0000ff">Macedonia</span>, <span style="color:#0000ff">Marshall Islands</span>, <span style="color:#0000ff">Peru</span>, <span style="color:#0000ff">Saudi Arabia</span>, <span style="color:#0000ff">Taiwan</span> and <span style="color:#0000ff">United Arab Emirates</span>.<br />
* {{CS}} Pressing '''Space''' during the playback of a recorded game will now skip to the beginning of the next turn.
+
* <span style="font-size:6pt">[DC]</span> Four Hungarian characters have been added to W:A's font set: <span style="color:#0000ff">őŐűŰ</span><br />
* {{DC}} Weapon Panel
+
* <span style="font-size:6pt">[DC]</span> You are now allowed to use any and all characters in game names. The length limit is still 29 characters. Using the characters <span style="color:#0000ff">"&amp;'&lt;&gt;</span> lowers the maximum length, and these characters will show up incorrectly in older versions of W:A. <span style="color:#ff0000">[By the time v3.6.30.0 was released, WormNET no longer translated the "&amp;'&lt;&gt;\ characters in game names in the expected way, so this feature did not work properly. See v3.7.2.1 Fixes.]</span><br />
** {{DC}} In v3.6.28.0 it became possible to view the weapon panel during other players' turns, but the panel was still being automatically closed at the beginning and end of local turns, even though it could be reopened right away. The panel is no longer ever automatically closed; only a player's direct actions will close it.
+
* <span style="font-size:6pt">[DC]</span> The <span style="color:#0000ff">ß</span> character is no longer automatically prefixed in front of hosted game names.<br />
** {{DC}} Previously, it was not possible to view the weapon panel during other players' turns if there were multiple players on the same computer with different team colours. Now, a menu of team colours is displayed at the bottom of the panel in these cases, allowing the inventory of any local team to be viewed by clicking the team's colour swatch.
+
* <span style="font-size:6pt">[CS, DC]</span> Wrapped lines in chat history boxes are now indented. This prevents line wrapping from being abused to create fake messages.<br />
** {{DC}} It is now possible to view the weapon panel during playback of a recorded game. A menu of team colours is displayed at the bottom of the panel, allowing any team's inventory to be viewed by clicking the team's colour swatch.
+
* <span style="font-size:6pt">[DC]</span> Clipboard pasting in the front end now preserves newlines. They are shown as <span style="color:#0000ff">↵</span> glyphs in the edit box, and while selecting text. When entered in WormNET / IRC, they are translated into <span style="color:#0000ff">|</span> characters.<br />
** {{DC}} When the weapon panel is redrawn, the cursor position is now remembered even if it was on an empty square of the grid, or on a weapon that disappeared during the redraw. Previously, the cursor was reset to the upper-left corner of the panel in these circumstances.
+
* <span style="font-size:6pt">[CS]</span> Sending notices is now supported using the '''/notice''' command, although W:A does not distinguish between incoming messages and notices.<br />
** {{DC}} Previously, Select Worm was hidden from teams with only 1 worm. Now, it is displayed in disabled form. (This is important if you have a stockpiled Select Worm that can persist to the next round.)
+
* <span style="font-size:6pt">[CS]</span> A '''/hb''' command has been added to the WormNET IRC lobby, which is an alias for "/msg HostingBuddy".<br />
** {{DC}} During manual placement at the beginning of a game, it is now possible to "reselect" the Teleport. This has no practical value and is just for consistency and fun.
+
* <span style="font-size:6pt">[CS, DC]</span> Web and E-mail URLs are now automatically parsed and converted to hyperlinks in message histories (WormNET, LAN and host/join screen).<br />
** {{DC}} Selecting a weapon from the weapon panel will now automatically close the chat panel.
+
* <span style="font-size:6pt">[CS]</span> WormNET private message formatting codes can now also be used for private messages in the host/join screen.<br />
* {{DC}} A new "Saniti<u>z</u>e Replay" feature has been added. This creates a copy of a replay with all <span class="readme-blue">'''private chat'''</span> messages <span class="readme-blue">'''removed'''</span>. To use this feature, right click on the WAgame file in Explorer and click "Saniti<u>z</u>e Replay". The file "'''replay.wagame'''" will be sanitised to "'''replay {sanitized}.wagame'''".
+
* <span style="font-size:6pt">[CS]</span> New private message formatting codes have been added: '''\u''' to start underlined text, '''\U''' to stop.<br />
* {{DC}} It is now possible to view the contents of crates and fuses of random mines during playback of games played with v3.6.29.0+. Previously, these were displayed as question marks. This feature has not been made fully convenient yet; currently you must fast-forward almost to the end of the replay and then [R]estart it to see the contents of crates and fuses of random mines.
+
* <span style="font-size:6pt">[CS]</span> While the game is minimised, it will flash its taskbar button and produce a standard beep when the player receives a private message in the WormNET lobby or in the host/join screen, or when the player's nickname is mentioned in WormNET chat.<br />
* {{DC}} The Teleport fudging algorithm (which tweaks the position of the cursor if it is not precisely located in a spot allowing space for a Worm) is now much better at reading the user's intentions. If any fudging is needed, it will now be biased towards placing the Worm directly on land.
+
* <span style="font-size:6pt">[CS]</span> While the game is minimised from the host screen, it will flash its taskbar button when someone joins the game.<br />
* {{DC}} The resolutions in the Options Menu combo box are now sorted by total number of pixels. Resolutions that are identical in total number of pixels are sorted by height.
+
* <span style="font-size:6pt">[CS]</span> While the game is minimised from the join screen, it will flash its taskbar button when the host lights up.<br />
* {{DC}} In the Host/Join screens and the in-game chat box, entering the command '''/time''' will display the current local time.
+
* <span style="font-size:6pt">[DC]</span> The '''/afk''' or '''/away''' command may now be used in the network Join front end screen. In the Away state, your game will automatically light up when the host lights up. This is especially useful for <span style="color:#0000ff">'''spectators'''</span>. It also works for players who plan to actively play upon returning to the computer, in a casual game. In Away mode, once the game starts your turns will be automatically skipped (assuming you're not a spectator), just as if you'd entered '''/afk''' or '''/away''' in-game. The Away state will be remembered upon return from the game. In the Join screen, typing in the chat or clicking most dialog buttons will cancel the Away state.<br />
* {{DC}} When using "Extract Scheme" on a recorded game file having an old logic version but including settings in its scheme that are interpreted by newer versions to represent customised Mines / Oil Drums and/or Jet Pack fuel, the extracted scheme will now have these settings reset to their default values, so that a game played on the latest version using this scheme will have the same settings as the actual recorded game did.
+
* <span style="font-size:6pt">[CS, DC]</span> Pressing '''Ctrl'''+'''Home''' will enable "Home Lock", making the camera remain centred on the current worm. Pressing and releasing Home disables it.<br />
* {{DC}} In v3.6.19.12, the Map Editor's Generate button was removed, and replaced with a Reseed button. The Generate button has now been brought back (inserted above the Reseed button), and generates exactly the same maps as it did before being removed.
+
** <span style="font-size:6pt">[CS]</span> Home (or Home Lock) will override the effect of Scroll Lock. Both can be temporarily overridden by holding down the left mouse button.<br />
* {{DC}} Test versions
+
* <span style="font-size:6pt">[DC]</span> Previously, when the Escape menu was open, any team cursor (such as a Teleport or Homing Missile cursor) would be hidden from view. Now, a team cursor is rendered in quasi-transparency when other cursors are in use.<br />
** {{DC}} BattyRope, 150% Speed, and TestStuff have all been added to the latest game logic version, so that older versions will not need to be emulated to enable these options.
+
* <span style="font-size:6pt">[CS]</span> W:A will automatically begin ignoring in-game chat from players who send more than 5 chat lines within the same second. When this happens, a message will be displayed with unignore instructions.<br />
** {{DC}} Girder Radius Assist has been added to TestStuff.
+
* <span style="font-size:6pt">[CS]</span> It is now possible to ignore players during the game using the '''/ignore''' and '''/unignore''' commands (in addition to the /ex and /inc commands, and using Ctrl+F1...F6). Typing /ex alone will now clear all ignores instead of ignoring all players, to be consistent with the behaviour of /ignore alone in the WormNET lobby and host/join screen.<br />
** {{DC}} Note that TestStuff has been incremented to "version 8". However, emulation of earlier versions of TestStuff is now allowed.
+
* <span style="font-size:6pt">[CS]</span> W:A now saves the state of transparent labels, chat panel pinned status, home lock and the heights of pinned and unpinned chat panels between games.<br />
** {{DC}} Some new test versions have been added:
+
* <span style="font-size:6pt">[CS]</span> The chat panel can now be shrunk (using '''Ctrl'''+'''Up''') to the minimum size required to display all players (as small as one line).<br />
*** '''RacingStuff:''' This can be toggled with any one of the following commands: '''/rs''', '''/race''', '''/racing''', /'''racestuff''', or '''/racingstuff'''. This enables Phased Worms, in which worms pass through each other without resistance, and enables worm selection without ending hot seat time. This option is especially useful for Bungee Races.
+
* <span style="font-size:6pt">[DC, CS]</span> The screenshot function is now much faster. Whereas before, pressing '''Pause''' would cause the game to pause noticeably as the screenshot was created, it is now instantaneous. This means that the Export Video feature can now work at full frame rate or faster, even at moderately high resolutions. Note that by default, Export Video goes no faster than the normal frame rate; to get it to go as fast as possible, adjust the playback speed by holding '''0''' while pressing '''9'''.<br />
*** '''BoomRacing:''' This can be toggled with any one of the following commands: '''/boom''', '''/boomrace''', or '''/boomracing'''. This enables Phased Teams, and enables worm selection without ending hot seat time. This option is especially useful for Boom Races and Assault Courses.
+
* <span style="font-size:6pt">[DC]</span> The Export Video dialog box no longer has an upper limit on resolution.<br />
*** Phased Teams creates a condition in which enemy teams cannot influence each other in any way — with some exceptions:
+
* <span style="font-size:6pt">[CS]</span> It is now possible to automate Export Video by specifying export parameters on the command line, after the /getvideo switch. The order is as follows: '''/getvideo''' ''ReplayFile''.WAgame ''framerate-divider'' ''start-time'' ''end-time'' ''resolution-width'' ''resolution-height'' ''basename''. The syntax for the values is the same as in the Export Video option dialog box. At least the frame rate divider must be specified; other parameters will be set to their default values if not specified. This feature can be used to extract a single frame as an image, by specifying the same start and end time.<br />
**** The landscape is shared, so terrain creation (girders, arrows) and destruction (explosions, Fire Punch, Kamikaze, Blow Torch, Pneumatic Drill, Mole Bomb, Mole Squadron, Napalm Strike, Flame Thrower) influence all teams. Worms standing on terrain may fall if that terrain is destroyed or pierced by an arrow; the creation of terrain puts an obstacle in the path of enemy teams, and its destruction removes an obstacle.
+
* <span style="font-size:6pt">[CS]</span> Pressing '''Space''' during the playback of a recorded game will now skip to the beginning of the next turn.<br />
**** Rising water drowns all teams, regardless of who or what caused it to rise.
+
* <span style="font-size:6pt">[DC]</span> Weapon Panel<br />
**** Destroying an Oil Drum will remove it as an obstacle, meaning Worms that were standing on it will fall.
+
** <span style="font-size:6pt">[DC]</span> In v3.6.28.0 it became possible to view the weapon panel during other players' turns, but the panel was still being automatically closed at the beginning and end of local turns, even though it could be reopened right away. The panel is no longer ever automatically closed; only a player's direct actions will close it.<br />
**** If a Mine placed on startup is triggered by proximity, it will only directly damage allies of the team that triggered it. However, its disappearance will mean that it can no longer serve as an obstacle for enemy teams.
+
** <span style="font-size:6pt">[DC]</span> Previously, it was not possible to view the weapon panel during other players' turns if there were multiple players on the same computer with different team colours. Now, a menu of team colours is displayed at the bottom of the panel in these cases, allowing the inventory of any local team to be viewed by clicking the team's colour swatch.<br />
**** Anything that creates flames (Napalm Strike, Petrol Bomb, Oil Drum explosion) may erase pre-existing flames if the maximum number of flamelets is reached. The flames erased may belong to an enemy team.
+
** <span style="font-size:6pt">[DC]</span> It is now possible to view the weapon panel during playback of a recorded game. A menu of team colours is displayed at the bottom of the panel, allowing any team's inventory to be viewed by clicking the team's colour swatch.<br />
**** Enemy Worms will visually hide the terrain covered by their sprites. (This is also a shortcoming of Phased Worms.)
+
** <span style="font-size:6pt">[DC]</span> When the weapon panel is redrawn, the cursor position is now remembered even if it was on an empty square of the grid, or on a weapon that disappeared during the redraw. Previously, the cursor was reset to the upper-left corner of the panel in these circumstances.<br />
**** These shortcomings may be addressed in a future Beta Update.
+
** <span style="font-size:6pt">[DC]</span> Previously, Select Worm was hidden from teams with only 1 worm. Now, it is displayed in disabled form. (This is important if you have a stockpiled Select Worm that can persist to the next round.)<br />
* {{DC, CS}} Export Log changes
+
** <span style="font-size:6pt">[DC]</span> During manual placement at the beginning of a game, it is now possible to "reselect" the Teleport. This has no practical value and is just for consistency and fun.<br />
** {{DC}} The WAgame file format version is now logged, right after the game logic version.
+
** <span style="font-size:6pt">[DC]</span> Selecting a weapon from the weapon panel will now automatically close the chat panel.<br />
** {{CS}} The W:A version used to export the log is now logged as well.
+
* <span style="font-size:6pt">[DC]</span> A new "Saniti<u>z</u>e Replay" feature has been added. This creates a copy of a replay with all <span style="color:#0000ff">'''private chat'''</span> messages <span style="color:#0000ff">'''removed'''</span>. To use this feature, right click on the WAgame file in Explorer and click "Saniti<u>z</u>e Replay". The file "'''replay.wagame'''" will be sanitised to "'''replay {sanitized}.wagame'''".<br />
** {{DC}} The turn time totals and associated team and player names (at the end of the log) are now formatted for improved readability.
+
* <span style="font-size:6pt">[DC]</span> It is now possible to view the contents of crates and fuses of random mines during playback of games played with v3.6.29.0+. Previously, these were displayed as question marks. This feature has not been made fully convenient yet; currently you must fast-forward almost to the end of the replay and then [R]estart it to see the contents of crates and fuses of random mines.<br />
** {{DC}} Export Log will no longer fall into an endless loop when emulating the BattyRope Jet Pack bug. Note that there are other endless loop bugs that Export Log does not handle yet.
+
* <span style="font-size:6pt">[DC]</span> The Teleport fudging algorithm (which tweaks the position of the cursor if it is not precisely located in a spot allowing space for a Worm) is now much better at reading the user's intentions. If any fudging is needed, it will now be biased towards placing the Worm directly on land.<br />
** {{DC}} The "Damage dealt" log entries now include an accounting of kills.
+
* <span style="font-size:6pt">[DC]</span> The resolutions in the Options Menu combo box are now sorted by total number of pixels. Resolutions that are identical in total number of pixels are sorted by height.<br />
** {{DC}} The exported log will now indicate which player was the host.
+
* <span style="font-size:6pt">[DC]</span> In the Host/Join screens and the in-game chat box, entering the command '''/time''' will display the current local time.<br />
* Readme entries for versions in which CyberShadow and Deadcode collaborated (v3.6.28.0 and onward) have been annotated in small print to show which developer(s) implemented each fix and feature.
+
* <span style="font-size:6pt">[DC]</span> When using "Extract Scheme" on a recorded game file having an old logic version but including settings in its scheme that are interpreted by newer versions to represent customised Mines / Oil Drums and/or Jet Pack fuel, the extracted scheme will now have these settings reset to their default values, so that a game played on the latest version using this scheme will have the same settings as the actual recorded game did.<br />
** [DC] means it was implemented by Deadcode (David Ellsworth).
+
* <span style="font-size:6pt">[DC]</span> In v3.6.19.12, the Map Editor's Generate button was removed, and replaced with a Reseed button. The Generate button has now been brought back (inserted above the Reseed button), and generates exactly the same maps as it did before being removed.<br />
** [CS] means it was implemented by CyberShadow (Vladimir Panteleev).
+
* <span style="font-size:6pt">[DC]</span> Test versions<br />
** [CS, DC] means it was primarily implemented by CyberShadow, with adjustments by Deadcode.
+
** <span style="font-size:6pt">[DC]</span> BattyRope, 150% Speed, and TestStuff have all been added to the latest game logic version, so that older versions will not need to be emulated to enable these options.<br />
** [CS, DC] at the root of a tree means that most of the subentries were implemented by CyberShadow, and the rest by Deadcode.
+
** <span style="font-size:6pt">[DC]</span> Girder Radius Assist has been added to TestStuff.<br />
** Note that the [CS] and [DC] tags indicate coding credit only, and do not cover planning discussions and documentation edits.
+
** <span style="font-size:6pt">[DC]</span> Note that TestStuff has been incremented to "version 8". However, emulation of earlier versions of TestStuff is now allowed.<br />
 +
** <span style="font-size:6pt">[DC]</span> Some new test versions have been added:<br />
 +
*** '''RacingStuff:''' This can be toggled with any one of the following commands: '''/rs''', '''/race''', '''/racing''', /'''racestuff''', or '''/racingstuff'''. This enables Phased Worms, in which worms pass through each other without resistance, and enables worm selection without ending hot seat time. This option is especially useful for Bungee Races.<br />
 +
*** '''BoomRacing:''' This can be toggled with any one of the following commands: '''/boom''', '''/boomrace''', or '''/boomracing'''. This enables Phased Teams, and enables worm selection without ending hot seat time. This option is especially useful for Boom Races and Assault Courses.<br />
 +
*** Phased Teams creates a condition in which enemy teams cannot influence each other in any way — with some exceptions (see '''Footnote 6''').<br />
 +
* <span style="font-size:6pt">[DC, CS]</span> Export Log changes<br />
 +
** <span style="font-size:6pt">[DC]</span> The WAgame file format version is now logged, right after the game logic version.<br />
 +
** <span style="font-size:6pt">[CS]</span> The W:A version used to export the log is now logged as well.<br />
 +
** <span style="font-size:6pt">[DC]</span> The turn time totals and associated team and player names (at the end of the log) are now formatted for improved readability.<br />
 +
** <span style="font-size:6pt">[DC]</span> Export Log will no longer fall into an endless loop when emulating the BattyRope Jet Pack bug. Note that there are other endless loop bugs that Export Log does not handle yet.<br />
 +
** <span style="font-size:6pt">[DC]</span> The "Damage dealt" log entries now include an accounting of kills.<br />
 +
** <span style="font-size:6pt">[DC]</span> The exported log will now indicate which player was the host.<br />
 +
* Readme entries for versions in which CyberShadow and Deadcode collaborated (v3.6.28.0 and onward) have been annotated in small print to show which developer(s) implemented each fix and feature.<br />
 +
** [DC] means it was implemented by Deadcode (David Ellsworth).<br />
 +
** [CS] means it was implemented by CyberShadow (Vladimir Panteleev).<br />
 +
** [CS, DC] means it was primarily implemented by CyberShadow, with adjustments by Deadcode.<br />
 +
** [CS, DC] at the root of a tree means that most of the subentries were implemented by CyberShadow, and the rest by Deadcode.<br />
 +
** Note that the [CS] and [DC] tags indicate coding credit only, and do not cover planning discussions and documentation edits.<br />
  
 
{{WA_VersionHistory|en}}
 
{{WA_VersionHistory|en}}

Latest revision as of 21:03, 25 August 2020

In other languages: English (en) • español (es) • français (fr) • русский (ru) • +/-

Fixes

  • [CS, DC] Hardware and Operating System compatibility
    • [CS] Windows 98/Me compatibility, which was accidentally broken in v3.6.29.0, has been restored.
    • [CS] Minimisation support in the front end in Windows Vista was incomplete (upon restoring, it was not possible to interact with UI elements using the mouse).
    • [CS] W:A now uses a new method of restoring the palette, which has been found to be more effective on Windows Vista and Windows 7. Should the display palette become corrupted, the user can try to restore it manually in-game by pressing Shift+Pause.
    • [CS] A new compatibility setting for Wine has been added, Force Wine virtual desktop (ForceWineVirtualDesktop_On.reg). When this setting is enabled, W:A will automatically relaunch itself in a virtual desktop, by running “explorer "/desktop=640x480,Worms Armageddon" [WA.exe's full command-line] /novirtualdesktop”. (The /novirtualdesktop switch is used to temporarily override the effect of the setting, thus preventing W:A from entering into an endless loop.)
    • [CS] A new compatibility setting for Wine has been added, Use desktop window (FrontendUseDesktopWindow_Enable.reg). Enabling this setting causes W:A to use the desktop window for the DirectDraw SetCooperativeLevel call, which fixes front end display problems when running under Wine. Note that enabling this option may prevent minimisation during the game from working - Wine users are advised to use a virtual desktop instead.
    • [CS] When W:A v3.6.30.0 or later is run under Wine for the first time, it will offer to enable Wine-specific compatibility settings (ForceWineVirtualDesktop, LandInVram_Disable, SlowFrontendWorkaround_Off and FrontendUseDesktopWindow_Enable).
    • [CS] W:A's associations are now registered automatically by the Beta Update installer. This means it is no longer necessary to run W:A at least once as Administrator after installing a new Beta Update.
    • [DC] A new compatibility setting has been added, Enable double buffering (enabled by default). Disabling this setting resolves in-game flickering problems under VMware.
    • [DC] When W:A v3.6.30.0 or later is run under VMware for the first time, it will offer to enable VMware-specific compatibility settings (InGameDoubleBuffering_Disable, SlowFrontendWorkaround_Off and FrontendUseVRAM_Disable).
    • [DC] In VMware, tab stops in the front end were not being activated by default.
    • [CS] When W:A v3.6.30.0 or later is run under VirtualBox for the first time, it will offer to enable VirtualBox-specific compatibility settings (SlowFrontendWorkaround_Off and FrontendUseVRAM_Enable).
  • [DC] Slow front end workaround
    • [DC] There are some video cards/drivers under which SlowFrontendWorkaround_On.reg does not fix W:A's "slow front end" lag. It has been found that "SlowFrontendWorkaround_AntiFlicker" fixed the problem in at least one of these cases (with a GeForce 8800GTS 512MB). To reflect the wider use of this version of the slow front end workaround, it has been renamed. It is now enabled by importing SlowFrontendWorkaround_Alternative.reg (from the Tweaks folder) into the system registry, or by selecting the Alternative setting on the Advanced Options screen. Also, SlowFrontendWorkaround_On is now the default mode that W:A will assume if none of the SlowFrontendWorkaround tweaks have been imported into the registry. Note that the Alternative mode will most likely use the maximum CPU of one system core, whereas On and Off modes have lower CPU usage.
    • [DC] Previously, enabling SlowFrontendWorkaround would break the intro fade (assuming /nointro was not used). Now, it is temporarily disabled to make the fade work properly.
    • [DC] An effect which was previously toggled by the SlowFrontendWorkaround setting is now available as a separate option: FrontendUseVRAM_Disable.reg. This prevents W:A from using video memory in the front end, which may improve compatibility on certain systems.
  • [CS, DC] Timer workaround
    • [CS] On some system configurations, the high-resolution timer would occasionally skip backwards by a minuscule amount, which caused W:A to enter a nearly-infinite loop (if the TimerWorkaround_On.reg tweak wasn't being used). W:A now checks for this condition and prevents a lock-up from happening.
    • [DC] Bug introduced in v3.6.28.0: On some systems with multiple CPU cores, the weapon panel would not open and close properly. When the mouse was moved, the panel would go "wandering" randomly, eventually going off the side of the screen, sometimes coming back later. This was a very rare but consistently reproducible bug on some systems. If you experienced this bug, it is still recommended that you enable the timer workaround (either using the Advanced Options front end screen, or by importing TimerWorkaround_On.reg, from the Tweaks folder, into your system registry) because the same timer issue that caused the dancing weapon panel bug can also cause screen lag (irregular, jumpy passage of time within the game).
  • [CS] Keyboard hotkeys & character tables
    • [CS] Entering international characters not present in W:A's character table sometimes incorrectly resulted in Cyrillic characters.
    • [CS] It was not possible to enter some international characters in the front end due to W:A interpreting some Ctrl+Alt+... keystrokes as Ctrl+... keyboard shortcuts.
    • [CS] The Utility key is now determined based on the keyboard OEM scan code, which should not change across typical system configurations. The previous method, introduced in v3.6.28.0, used the key that generates the ` character on the U.S. English keyboard layout, but required this layout to be installed on the user's PC.
  • [DC, CS] Mouse input
    • [CS] When moving the mouse cursor directly from one hyperlink to another, the highlighted hyperlink was not updated.
    • [DC] A bug in v3.6.29.0 caused the mouse cursor to jump (319,399) pixels down-right at the beginning of every game.
    • [DC] Another bug introduced in v3.6.29.0 also caused the mouse cursor to jump. This happened if the chat box was opened during an offline game session (a feature introduced in v3.6.29.0) while a Worm was being manually placed or aiming a Teleport/Girder/homing weapon. Any mouse motion occurring while the chat box was open would be stored up, and when the chat was closed, the mouse cursor would jump.
    • [DC] A bug introduced in v3.6.28.0 caused the camera to be horizontally locked when emulating v3.0 in a cavern terrain.
    • [DC] While holding the middle mouse button to speed up cursor movement in-game, right-clicking to open the weapon panel would cause the status of the middle button to be forgotten.
  • [CS, DC] Sound effects
    • [CS] The front end ambient sound loop was not being played when the game was started with the wa:// or /host command-line parameters.
    • [DC] Due to a bug introduced in v3.6.29.0, it was possible for in-game looped sound effects (such as the Dynamite fuse and the Mole Bomb's digging) to be stopped prematurely when other sounds were played. This was more likely to happen on some systems than others, depending on how quickly the DirectSound backend detected the finishing of a sound being played (the more lag, the less likely the bug).
    • [CS] The stereo panning effect was not applied to sounds when the camera was moved while the game was in single-step mode.
    • [CS] On systems with a configured nation not explicitly recognised by W:A, a flag, fanfare and soundbank was not being selected for intrinsic teams and default values.
    • [CS] Fanfares for nations not explicitly recognised by W:A will now default to "Simple", in conformance with nations explicitly recognised by W:A but not having an appropriate nation fanfare.
    • [CS] The "Russian" soundbank is no longer selected by default for Croatia.
  • [DC] Subfolder support for schemes and maps now works more cleanly
    • [DC] Clicking subfolders no longer changes the name in the edit box.
    • [DC] When entering a folder with the keyboard (Enter key), the first file is now selected by default.
    • [DC] Pressing Enter or clicking on a file directly after it has already been loaded will now reload the file if its timestamp or size has changed; otherwise it will close the drop-down list box as before.
    • [DC] Subfolders with names beginning in ".." are no longer hidden.
  • [DC, CS] Schemes
    • [DC] Loaded schemes no longer have the ".wsc" extension added to them in the combo edit box.
    • [CS] After deleting a scheme in the offline multiplayer screen, the text in the scheme selection drop-down wasn't being updated despite the fact that the game loaded the Intermediate scheme.
    • [DC] When saving a scheme in a subfolder, the overwrite confirmation dialog box would incorrectly be displayed if a scheme with the same filename existed in the main Schemes folder. No confirmation dialog box would appear when overwriting a scheme in a subfolder.
    • [DC] When attempting to delete a scheme that didn't exist, the delete confirmation dialog box showed up anyway, implying that the file existed.
    • [DC] In the Options Menu, the scheme edit box now scrolls for long scheme filenames. It also has more room to show the scheme name below the edit box.
    • [DC] Loading a scheme with "random worm order" correctly updated the required version, so that players with a version not supporting that feature would be crosshatched in red in the host's player list. However, if the host toggled this feature directly using the Worm Select button, the required version was not updated. This meant that a game could be started that was supposed to have random worm order but didn't, or alternatively that a player could be falsely flagged as being unable to play, preventing the game from being started.
    • [DC] Loading an intrinsic scheme (such as Intermediate) did not update the required version. This meant that if the scheme beforehand was unsupported by any players present, their names would continue to be crosshatched in red even though intrinsic schemes are supported by all versions of W:A going back to v3.0.
  • [CS] WormNET
    • [CS] The WormNET IRC client has been made more conformant to the IRC standard.
    • [CS] W:A would sometimes fail to reply to IRC PING messages with a PONG, and would time out should there be no outgoing traffic for several minutes.
    • [CS] When getting kicked or banned from WormNET, W:A will now display an appropriate message (including the moderator-specified reason), instead of a generic disconnection message.
    • [CS] Sometimes lines containing colour codes weren't being wrapped correctly in WormNET chat.
      • The fix for this issue caused some changes in the way HTML was displayed. The file ServerList.htm has been updated to display correctly on all W:A versions.
    • [CS] WormNET private message formatting codes are now parsed and displayed for sent messages.
    • [CS] In the WormNET, host/join and LAN lobbies, wrapped lines of chat could become partially obscured when the scroll bar was created.
    • [CS] The Snooper detection, introduced in v3.6.29.0, now ignores spaces in the "version" field.
    • [CS] Clients not having a valid IRC "real name" field will no longer be displayed with an UK flag. The "UK" two-letter country code, popularised by 3rd-party applications, is still supported but is deprecated (the correct ISO 3166-1 alpha-2 code is "GB").
    • [CS] Received IRC private actions are now displayed correctly (these can only be sent using a snooper or IRC client at the moment).
    • [CS] W:A no longer automatically replies to any special messages (such as CTCPs) sent to WormNET channels.
    • [CS] A scrollbar was sometimes incorrectly placed on the WormNET channel list screen.
  • [DC, CS] Host / join
    • [CS] When hosting, W:A will no longer accept forged chat messages from clients in the host/join screen. It will also forward private messages only to the recipient, thus making host/join whisper spying by clients no longer possible.
    • [CS, DC] When hosting non-WormNET games, W:A will now check the game ID. This will prevent games hosted via Direct IP to be accidentally joined by players trying to join a stale WormNET game.
    • [CS, DC] The resolution of network timers in the connection dialog box and match finished screen has been increased. This considerably improves the speed of joining games.
    • [DC] If the connection process was cancelled at the wrong moment, you would be left with an hourglass cursor.
    • [DC] When exiting a game that was hosted or joined via "Direct TCP/IP" in the Network Choice screen, you will now be returned to that screen instead of the LAN Lobby.
    • [CS] W:A would exit silently if it failed to open certain files from the game CD. Now it will display a message and create an error log.
    • [DC] When a player left, it would correctly clear all the other players' light bulbs on the clients' sides; however, on the host's side the light bulbs would remain lit. In the online next round screen, the light bulbs would at least remain synchronised in this situation, but the host's light bulb would stay lit on all sides after a player left (whereas the clients' light bulbs would be cleared).
    • [DC] Bug introduced in v3.6.19.7: When the host changed maps, each client's light bulb would only be cleared on their own end and on the host's end.
    • [DC] In v3.6.29.0, pressing Tab in the host/join screen would switch from the edit box to the scheme combo box; but once focused on the scheme box, Tab would no longer work.
    • [DC] Kicking
      • [DC] When being kicked by a host using W:A v3.5 or later, a client would usually not process the kick message and would state "The connection to the network has been lost" instead of "The host has removed you from the game." This was a client-side bug and has now been fixed.
      • [DC] When kicking a player, the host did not hear a sound effect. The same went for the player being kicked. Both will now hear the same sound effect that joined players hear when a player leaves, disconnects or is kicked.
    • [DC] The "INVALID MAP FILE" and "Please wait while the level file loads" notices did not restore after minimising.
    • [DC] If you're a client, minimised while the host clicks "Play Again" or "New Match", you will no longer crash; instead, the game will flash its taskbar button and produce a standard beep. Likewise, the same will now happen if the host starts the game while you're minimised (which is normally not possible).
    • [CS] If you were disconnected from a network game (due to a network failure or the host quitting), in-game options such as volume and detail level changed during that game weren't saved.
    • [DC] If a host using v3.6.29.0 loaded a scheme that was externally edited to have custom Jet Pack fuel, and the Jet Pack power byte was set to 128 or higher (129 stars or higher; 123 fuel units or higher), and player(s) using an older version were present, the game would silently emulate the old version, with default Jet Pack fuel (30 units), instead of printing the proper error message and highlighting the older-version player(s) in red.
    • [DC] The "Twang1" sound, played when a player disconnects, was used only in the initial host/join screen, not in the next round or match finished screens.
    • [DC] Desynchronisation issues
      • [DC] On some systems, a network game started with an intrinsic map (Cars, Polar, etc.) would desynchronise on the client side when the game was started. The bug was always latent in W:A, but first manifested in v3.6.28.0. There was a workaround in v3.6.29.0 regarding this bug, but it did not fix the desynchronisation.
      • [DC] If a multi-round network game was played on an intrinsic map, and the host did not manually change the map before starting Round 2, the game would desynchronise. The same would happen if a new match was started after one that had been played on an intrinsic map, and the host did not manually change the map before starting the first round of the new match.
      • [DC] Editing certain scheme options in an external scheme editor (or hex-editing the .WSC file directly) could cause problems. In particular, the Sudden Death Water Rise Rate, Mine Fuse, and Fall Damage settings could be edited to normally out-of-range values. However, once the scheme was loaded in W:A, going into the Options Editor would automatically reset the values if they were out of the normal range. If a host went into the Options Editor, the values would be reset, but the Cancel button would be operational — though using this button would be unexpected when no manual change had been made, and pressing Exit would commit the automatic changes and undo the externally edited options. What was worse was that if a client went into the Options Editor to view the settings, they would be reset on the client's end. This would result in a desynchronisation if a game was started with this scheme.
        • Sudden Death Water Rise Rate was reset to Medium (2) if it was anything other than Off (0), Slow (1), Medium (2), or Fast (3). Nonstandard values of this setting change the water rise rate nonlinearly.
        • Mine Fuse was reset to 3 seconds if it was not 0-3 seconds or Random. Nonstandard values of this setting can go from 5-127 seconds.
        • Fall Damage was reset to Off (0) if it was not On (1). Nonstandard values of this setting change the strength of the fall damage nonlinearly.
        • Some other scheme settings were reset to default values if they were out-of-range, but this was not important because the out-of-range values were not special and thus were not commonly used.
  • [DC, CS] In-game network play
    • [DC] A disconnection of a spectator (a "player" with no team) was not noted in the chat box, either during the game or in replay (or exported log).
    • [CS, DC] W:A would often display a 10-second countdown with the text "Waiting for players" at the end of a network game, waiting for a confirmation network packet that was never sent.
    • [CS] Previous versions of W:A silently discarded front end network packets while in-game. This could cause chat lines to be lost. W:A now queues front end network packets while in-game and processes them when W:A re-enters the front end.
    • [DC] Games with three or more players
      • [DC] A bug in v3.6.29.0 caused all players to desynchronise when one player quit or disconnected, if the disconnection was detected by the host either between turns or during a period of lag on a client's turn.
      • [DC] Another bug nearly always caused all players to desynchronise when one player quit or disconnected on their first turn. This bug can probably also occur later in the game, but that aspect of it is poorly understood and hard to reproduce (though the fix would apply in that case as well). Note that despite the similarity to the other desynchronisation bug fixed in this Beta Update, this bug dates back to Worms2.
      • [DC] When a client disconnected, the host would see the reason for disconnection but other clients would only see a generic disconnection message. The more detailed disconnection reason (timeout, network drop, desynchronisation) was being recorded, but not displayed.
      • [DC] The disconnection of spectators was not recorded at all by the host.
    • [CS] In network games, the volume slider in the Escape menu wouldn't slide if it was the local player's turn and the in-game mouse pointer was active (during initial worm placement or if a point-and-click weapon was selected).
    • [DC] The grey progress indicators displayed next to player names during loading will now update more smoothly and responsively.
    • [DC] More validation is now done on data received over the network.
    • [DC] If, within the same instance of WA.exe, first a game logic version earlier than 3.5 Beta 3pre13 (most likely 3.0 or 3.5 Beta 2) was emulated (i.e. legacy buggy Bungeeing Worm sprite), and then a version of 3.5 Beta 3pre13 or later was emulated (i.e. with the Bungeeing Worm sprite fix) — or vice versa, the latter first and then the former — and then a weapon was used while the Bungee was attached, it could cause a desynchronisation.
  • [DC, CS] Recorded games / replays
    • [DC] The passage of game time between turns and after the end of the game is now recorded, like it was before v3.6.19.15. This means that chat messages communicated between turns or after the end of a game will no longer pile up into one frame (unless they were communicated during a period of network lag).
    • [DC] When opening a recorded game that points to an intrinsic map, W:A now verifies that the intrinsic map exists. Previously, if it did not exist, the map from the last game would be used and playback would desynchronise.
    • [CS] After a fast-forward while playing back a recorded game (either when using the "Playback at" command, or when seeking to a marked position), the chat panel was not updated. If it is open, the chat panel is now also updated during the fast-forward — if the negligible overhead is undesirable, it can be avoided by closing the chat panel.
    • [DC] The screen capture function had a memory leak. This was most evident when using the Export Video feature, but happened when taking a screenshot as well. Approximately 278 kilobytes were leaked every time a frame was captured. Capturing a very large number of frames (on the order of thousands or more, depending on free RAM) would eventually cause W:A to crash.
    • [DC] Export Log will now print "Game Ends - Alt+F4 pressed" if this is likely to have been the method of quitting, whereas before it would say "Game Ends - End of file" in this case.
    • [DC] More data validation is now done when playing back recorded game files.
    • [DC] Ever since the identity of the local player was added to the replay file format in v3.6.19.17, the game has tried to detect the local player when playing back older replay files. However, there was a minor bug in the message given when there was more than one spectator and all that could be deduced was that one of them was local.
    • [DC] The v3.6.22.0 threshold drowning worm emulation bug (see v3.6.26.4 fixes) is now detected during playback (and Export Log) in most situations. This prevents a Checksum Mismatch error from being printed in situations where the checksum was actually locally correct.
  • [DC] Messages, strings, and fonts
    • [DC] The Blow Torch weapon was named "BlowTorch" in game, breaking consistency with the front end and with Worms2, where it is named "Blow Torch".
    • [DC] Some "Morse Code" messages in Missions were being truncated when displayed in game, in particular some of the messages in the Spanish translation.
    • [DC] The Spanish translation for "cyan" was "azul-verdoso", which has now been replaced with "cian".
    • [DC] In the Missions screen, one of the mission names was long enough in the Spanish translation to be wrapped into two lines and cropped. The on-screen space for the mission name has been enlarged to rectify this.
    • [DC] The Spanish punctuation marks ¿¡ were present in the front end's font set but were not available in-game.
    • [DC] Three Spanish messages and one Portuguese message had exclamation mark related errors.
    • [DC] In the front end, the three largest fonts no longer crop the bottom pixel row of the lowest-reaching character glyphs.
  • [CS, DC] Translations
    • [DC] In Spanish, Crate Spy has been renamed from "Caja espía" to "Espía de cajas" (correction by "OutofOrder").
    • [CS] An incorrect character was fixed in the Spanish translation of the Basic Training #8 description text.
    • [DC] An incorrect character was fixed in the Russian translation of a 2-worm kill comment.
    • [DC] Some Morse code tips in Spanish were missing for Mission 9: "Water Surprise", Mission 14: "Super Sheep to the rescue!", and Mission 20: "Rumble in the Farmyard", with translations provided by "OutofOrder".
    • [CS] Apostrophes in Italian in-game messages were being incorrectly displayed.
    • [CS] The Italian translation in the in-game quit confirmation dialog box incorrectly displayed "SÃ" instead of "SÌ".
    • [CS] The Russian translation was updated with corrections from "Shtirlitz".
  • [CS, DC] Free RAM & disk space
    • [CS] W:A will now display warnings on start-up when the current directory is not writable, or if there is little free disk space on the current drive.
    • [DC] Some minor memory leaks were fixed.
  • [DC, CS] Miscellaneous
    • [CS] Some versions of W:A installers would not create the User\Teams directory, which caused W:A to fail to save the team file. W:A will now create this subdirectory if it doesn't exist.
    • [CS] W:A would sometimes lock up after creating a console window, which is used to display the progress of operations such as exporting a log.
    • [DC] Bug introduced in v3.6.23.0: Precise fuse timers, a playback feature added in v3.6.20.1, could not be turned off by cycling through name tags with the Delete key, if Invincibility ("god mode") was enabled in the scheme. [This was an incomplete fix; only fuses of missiles/animals were allowed to be turned off — Mine fuses and Crate contents were still not. See v3.7.0.0 fixes.]
    • [DC] In v3.6.19.7, the ability was added to cycle both forward and backwards through randomly generated terrains by clicking and Shift+clicking the maps' thumbnails, respectively. However, the addition of this feature introduced some bugs. It was possible to get trapped in a loop, where only low-detail terrains would be generated, or (rarely) terrains within only one of the templates (e.g., double-cavern, single island, etc.) would be generated. The only way to get out of the loop was to leave that front end screen and come back to it. In v3.6.20.1, this problem was addressed by forcing only maximum-detail terrains to be generated. It was still possible to get trapped in a template loop.
      • [DC] The forward and reverse sequence through randomly generated maps was different every time you entered a front end screen in v3.6.19.7 to v3.6.29.0. Now, the map before and after a given map in the Click / Shift+Click sequence will always be the same.
      • [DC] If a map had been loaded through a means other than local clicking (e.g., loaded by a remote host in an online game, or loaded within the Map Editor and then shown as a thumbnail) then the first Click or Shift+Click would leave that map behind, without returning to it. This is now fixed.
      • [DC] Access has been restored to the full range of detail levels available in v3.0 to v3.5 Beta. You will no longer be limited to maps of only maximum detail, as you were starting in v3.6.20.1.
      • [DC] It is no longer possible to get trapped in a template loop when clicking / Shift+clicking the large map thumbnail.
      • [DC] There are now 2,147,483,648 available maps in the large thumbnail's cycle, and 2,147,483,648 maps for each template within the Map Editor (i.e., 17,179,869,184 maps). If you were to click 2,147,483,648 times in a row, you'd return to the same map from which you started.
    • [DC] In the Network Choice screen, the worms' eyes and eyebrows in the LAN and WormNET buttons were transparent.
    • [DC] In the Team Editor screen, double-clicking the team name's question mark button was supposed to cause all worm names to be randomly generated at once. However, this feature was broken in v3.6.19.7. It has been restored to working order.
    • [DC] When rapidly clicking the "draw holes" or "draw tunnels" buttons in the Map Editor, the same random seed would be used multiple times in a row, changing at most only once per second.
    • [DC] With the "BattyRope" option enabled (either explicitly or as part of TestStuff), a Worm with its Jet Pack persisting between turns would have its Fuel display overwrite its Health display on screen. Now the Fuel is inserted below the Health.
    • [DC] Bug in a feature introduced in v3.6.19.7: When launching a replay file, W:A would momentarily switch the display mode to 640×480 before switching to the configured in-game resolution. This caused most monitors to go blank briefly, even if the in-game resolution was the same as the Windows desktop resolution.
  • [DC] Taskbar System Menu
    • [DC] It is now possible to use the System Menu when minimised from the front end. This menu is opened by right-clicking W:A's Taskbar button (or in Windows 7, by right-clicking its taskbar thumbnail, or holding Shift while right-clicking its taskbar button). This allows you to Close the game without having to restore it first (in most game modes).
    • [DC] When W:A was minimised during a replay playback session using Alt+Tab or Alt+Esc or some other indirect trigger, right-clicking W:A's Taskbar button crashed the game.
    • [DC] The mouse cursor is no longer hidden in the System Menu.
  • [CS, DC] Crashes
    • [CS] Pressing Escape in some front end screens (Mission, Training and Deathmatch) caused abnormal minimisation, often followed by a crash.
    • [CS] W:A would crash when it tried to display the large map size warning while being minimised.
    • [CS] W:A would crash when the offline multiplayer screen was opened if the previously-loaded map (stored in current.thm) was a .BIT map and was corrupted.
    • [CS] W:A would crash when it tried to display a message box while being minimised. W:A will now flash its taskbar button and produce a standard beep when this happens, and will display the message box once it's restored.
    • [DC] A bug in v3.6.29.0 caused W:A to crash in some circumstances if an instant replay was skipped by pressing Space.
    • [DC] A bug in v3.6.29.0 caused W:A to crash upon an instant replay, if one or more crates were present and an earlier version was being emulated — such as v3.6.28.0[teststuff5], since v3.6.29.0 did not have its own version of TestStuff.
    • [DC] In v3.6.29.0, when emulating v3.0, attempting to use worm selection in a team that started with just 1 worm would crash the game.
    • [CS] When W:A is running on some system configurations and a bitmap fails to allocate to video RAM, it will now allocate to system RAM instead of crashing.
    • [CS] Minor/obscure changes have been made that may avoid bitmap-related crashes in the front end.
    • [DC] It was possible for W:A to crash when the "Please wait... working..." box popped up, when a game was started. This was exceedingly rare, but confirmed to happen at least sometimes under Windows 7.
    • [CS] W:A would crash when attempting to open the Team Editor if there was a 4-bit BMP image in the User\Flags or User\Graves folder. Now it is capable of loading 4-bit BMPs.
    • [CS] W:A would crash if it failed to load a sound sample from the FESfx subdirectory. It will now display an error message.
    • [CS] W:A would crash if it tried to display a message after it had exited the full-screen graphics mode, for example if an error occurred upon saving the team file. It will now display the message using a standard Windows message box.
    • [DC] W:A would crash if the user minimised during the front end's intro sequence.
  • [DC, CS] Fixes affecting game logic
    • [CS, DC] Fatal and potentially fatal bugs
      • [CS] A bug in v3.6.29.0 caused network desynchronisations and checksum errors when the Laser Sight was used. Due to its random nature, this bug cannot be emulated.
      • [DC] In a game with CPU team(s), in which an external scheme editor was used to assign "zero power" to a Mine, Dynamite, Priceless Ming Vase, Air Strike, Napalm Strike, Mail Strike, French Sheep Strike, Mike's Carpet Bomb, MB Bomb, and/or Concrete Donkey, if the CPU AI tried to analyse using one of those weapons, W:A would crash. (See Footnote 2.)
      • [CS] If a Worm was dropped into a pile of multiple overlapping Worms (from high enough to suffer fall damage), the worm would "hover" briefly the moment it hit the pile. It would actually be accelerating during this "hover", suffering extra fall damage as a result, prolonged more by every extra worm in the pile. In the most extreme case possible, with a 48th worm dropped into an pile of 47 overlapping worms, the game would be thrown into an endless loop.
      • [DC] In a game with "Weapon use doesn't end turn" and "Loss of control doesn't end turn" enabled (see Footnote 7), if a Worm was releasing a herd of Mad Cows, and was fatally injured (most likely by one of the cows) at the same 1/50 second interval when the next cow in the herd would have been released, the turn of the worm that released the herd would never end. (Note, before the related fix in v3.6.25.1a, the game would have simply crashed.)
    • [DC] A bug in v3.6.29.0 made it possible for a single Skunk to poison the same Worm twice, if the player's turn ended during the poisoning.
    • [DC] With TestStuff enabled, "use of weapons during a rope roll" had a bug; if a weapon such as Dragon Ball (which can normally only be fired while standing or jumping) was used from a rope roll, the rope would refuse to fire during the subsequent retreat time.
    • [DC] With the "BattyRope" option enabled (either explicitly or as part of TestStuff)
      • [DC] Ending one's turn while on the Jet Pack threw the game into an endless loop (a never-ending turn).
      • [DC] Guns (Shotgun, Handgun, Uzi, and Minigun) did not cut an attached rope, even with a point-blank hit to the anchoring cuff.
      • [DC] The camera would only follow a roping Worm if the player controlling it was holding arrow keys or pressing Space or Backspace.
    • [DC] If the terrain anchoring or supporting a Ninja Rope is destroyed, it will now detach the rope. (Previously, only a standard explosion would detach a rope.) This can happen in a number of ways:
      • part of the rope becomes submerged by rising water
      • the flames from a Napalm Strike or Flame Thrower burn the land anchoring or supporting the rope
      • a Mole Bomb or Mole Squadron digs through land that anchored or supported the rope
      • a Fire Punch, Kamikaze, Blow Torch or Pneumatic Drill destroys land that anchored or supported the rope (this can only happen with BattyRope enabled)
    • [DC] There was a tiny rounding error in attaching the Ninja Rope. It would often attach one pixel down, right, or down-right of where the fired rope actually hit the terrain.
    • [DC] There was a tiny rounding error in centring a gun blast (from a Shotgun, Handgun, Uzi, or Minigun). The blast would often be centred one pixel down, right, or down-right of where its line-of-fire actually hit the terrain.
    • [DC] If a Worm tried to Bungee off a cliff, and there was a Crate resting 41 to 46 pixels below the cliff top, the bungee would fail to fire and the Worm would fall.
    • [DC] The CPU AI would sometimes walk through an area, jump back and walk through the same area again.
    • [DC] The persistent flames of a Petrol Bomb took fewer turns to decay after the arrival of Sudden Death.
    • [DC] There was an extra 1.26 second delay between turns during Sudden Death with water rising disabled. This is because it took one second to raise the water by zero pixels, and a quarter of a second to linger while the camera savoured the moment.
    • [DC] The sprite of a Worm holding a Mole Bomb always showed the worm as standing flat, regardless of whether it may have been standing on a slope.
    • [DC] In a very tall map, the Mole Squadron would suddenly warp above the map after digging for no more than 36.20 seconds.
    • [DC] A Worm using the Pneumatic Drill while whizzing across the map (e.g., from Rope or Jet Pack, or even a jump) could hit something and make a sound effect, without actually damaging what was hit.
    • [DC] A Donor Card could give "-1x" of an item if the previous owner had an unlimited supply of that item. Since all teams normally have the same starting ammo, collecting this kind of donor card had no effect. Now, a donor card is no longer created if all the other teams already have an infinite supply. If an infinite supply is collected (which cannot happen anymore, barring future customisability enhancements), it will be displayed without an ammo count.
    • [DC] There was no smooth transition when a poisoned Worm became healthy due to its team collecting a Health Crate.
    • [DC] There was no smooth transition from the Freeze "aiming" state to the normal Standing state (e.g., when selecting Freeze then selecting Parachute while standing on land).
    • [CS] When landing from a Fire Punch, the Worm's sprite was not updated to reflect the land slope.
    • [CS] When teleporting directly on land (which can be easily done by pointing the cursor a short distance into the terrain), the Worm's sprite was not updated to reflect the land slope.
    • [DC] There have been some internal fixes regarding fatal injury while releasing a herded weapon and BattyRope Skip Go. These fixes have virtually no externally noticeable effect.
    • [DC] In an online game, in which at least two machines connected to the game each had at least two teams of different colours, and these two sets of colours had at least one colour in common, players would incorrectly see the secrets (e.g., weapon selection and collection) of teams whose colours they did not share. (Strictly speaking this fix doesn't affect the game logic, but it is tied to the logic version for fairness.)
    • [DC] It has always been the case that if a worm fired the rope during a fall or jump, the rope firing would be cancelled when the worm landed, ready to be fired again right away. However, a change made in v3.6.29.0 inadvertently caused the rope firing also to be cancelled when the worm finished landing, and started standing up.
    • [DC] It was possible to walk while a rope was firing, if that rope was fired while the worm was falling (from a jump, walking off a ledge, or dismounting from parachute or jet pack) and the worm subsequently landed. In v3.6.28.0 and earlier, this could result in the rope continuing to fire from the worm's hindquarters. In v3.6.29.0, it meant the rope could be fired a third time, in a different direction. It is no longer possible to walk while a rope is being fired.
    • [DC] The "UnFreeze" sound effect was played when a frozen worm drowned, even though the worm remained frozen.
    • [DC] If a missile, such as a Super Sheep with Sheep Heaven enabled, exploded extremely far from everything else (worms, oil drums, etc.), it would result in a "global explosion" due to an overflow bug.
    • [CS, DC] The team health bars were sometimes incorrectly sorted for minute differences in total team health points.

Changes

  • [CS, DC] W:A no longer registers its associations automatically upon being launched. However, the previous behaviour may be restored by checking the appropriate checkbox on the Advanced Options screen, or by importing RegisterAssociations_Automatically.reg (from the Tweaks folder) into the system registry.
  • [CS, DC] In-game smooth (dithered) background gradient
    • [CS] The gradient is now rendered using a new method, which should fix performance problems on some system configurations.
    • [DC, CS] The dithering algorithm used for rendering the background for maps with more than 96 colours or non-standard height has been substantially improved.
    • [CS] The gradient is now drawn with a parallax effect. The effect can be disabled using the BackgroundGradientParallax_Disable.reg registry tweak.
    • [CS] The registry tweak SmoothBackgroundGradient_Disable.reg has been added. This tweak disables smooth gradients (forcing a coarse gradient) while still allowing the full cycle of detail levels to enable background debris, bitmap backgrounds and clouds.
  • [CS] Palette modification events occurring in the front end are now logged to "palette.log"; previously, they were only logged in-game.
  • [CS, DC] W:A now uses some workarounds to fix palette problems in the front end. Some of these workarounds may have undesired side effects, such as flickering or delays when switching from screen to screen, even if you did not previously experience palette problems in the front end. If the side effects are undesirable and you do not experience palette problems, you can disable the workaround on the Advanced Options screen, or import FrontendPaletteFix_Off.reg (from the Tweaks folder) into the system registry.
    • [DC] The FrontendPaletteFix registry setting, set by the FrontendPaletteFix_On/Off.reg tweaks, is a 4-bit bitfield, with each bit toggling a specific palette workaround. Thus, it's possible to selectively disable the palette workarounds by editing the registry setting directly.
  • [DC] The map size prompt, which is displayed in the Join screen if the host transmits a colour PNG map larger than a certain size (the default is a width × height larger than 8 megapixels), is now also used when loading a map from disk using the Map Editor. The warning limit for the map's area can be set on the Advanced Options screen. As before (since v3.6.28.0), it can also be overridden by creating a value named "MapAreaWarnLimit" of type REG_DWORD in W:A's Options key (HKEY_CURRENT_USER\Software\Team17SoftwareLTD\WormsArmageddon\Options), which specifies the image area threshold, above which the game asks for a confirmation before loading the image. You can quickly set this value to the default value or disable the warning by importing MapAreaWarnLimit_Default.reg or MapAreaWarnLimit_Unlimited.reg (from the Tweaks folder) respectively.
  • [CS] Entering the Options screen will no longer reset the current resolution to a default value if it is not in the list of resolutions reported as available by DirectDraw.
  • [CS] The second asterisk (added in 3.6.28.0) has been removed from /me messages.
  • [DC] The host/join logs (in User\Logs) now use a triple bullet format (like Export Log), making non-chat log entries stand out unambiguously.
  • [CS] When hosting a Direct IP game with a custom channel scheme (using the Scheme parameter) and no explicitly-specified Game ID, W:A will automatically generate and set a Game ID to prevent accidental connections with an incorrect scheme (which lead to desyncs). As usual, the correct full wa:// URL can be obtained using the /url command.
  • [CS] wa:// URLs generated using the /url command will now specify the Game ID as the last parameter. The reason for this change is to prevent truncated URLs from seemingly functioning correctly at first, but ultimately causing a desync.
  • [DC] When joining a Direct IP game, the connection dialog box now says "Direct IP" instead of "Direct IP : Direct IP".
  • [DC] Due to general improvements in the in-game network code, a minor bug has been temporarily introduced (and will be fixed in a later version). For a client in an online game with 3 or more players, if the host stops responding (without detectably dropping the connection) during a remote client's turn, then the game will not automatically time out the connection.
  • [DC] In the in-game chat panel, the double vertical line separating the chat history (left pane) from the player list (right panel) is now shown as a single vertical line in pinned chat mode, to further graphically distinguish it from non-pinned (active) chat. [This was incorrectly done. See v3.8 Fixes.]
  • [DC] Changes affecting game logic
    • [DC] There are no longer any built-in game time limits. These were limits that were applied in the front end but not in-game, resulting in seemingly inconsistent behaviour. Previously, if a round lasted for less than 2 seconds total turn time (not counting retreat), it was treated as a draw. Otherwise, if it lasted for less than 5 seconds total turn time (not counting retreat), or less than 15 seconds of total game time (up to the end of the fade-out), the round was treated as a "win" with no winner (which was a bug).
    • [DC] Internal changes have been made to the "Random worm order" scheme option. This should have no discernable effect.

Features

  • [CS] W:A now uses Unicode for all clipboard operations when supported by the operating system.
  • [CS] An Advanced Options screen is now accessible from the Options screen, which allows configuring new settings, and settings previously only configurable using registry scripts and direct registry editing.
  • [CS] The Intro can now be skipped with a single tap of the Escape key.
  • [DC] It is now possible to skip the opening intro without using the /nointro command line option. To enable this, use the Skip Intro checkbox in the new Advanced Options Menu.
  • [CS, DC] All front end screens can now be exited with the Escape key.
  • [CS] When placing the mouse cursor at the bottom of the screen in the front end, W:A will now display a help hint.
  • [CS] Some combo boxes (e.g. scheme and map selection combo boxes) now drop down to taller list boxes.
  • [CS] You can now jump to and cycle through combo box entries that begin with a certain character by typing the said character on the keyboard.
  • [CS] List view controls (e.g. the WormNET player list) are now scrollable with the mouse wheel.
  • [CS] Ctrl+Delete and Ctrl+Backspace now delete and backspace a word respectively in front end edit boxes.
  • [CS] When W:A is started for the first time, the in-game screen resolution now defaults to the Windows desktop resolution instead of 640×480.
  • [CS, DC] When the network play screen is opened for the first time, the WormNET nickname now defaults to the Windows user name — or, if it is not available, the computer name.
  • [DC] When W:A is launched, the default scheme "Intermediate" is loaded. However, this is no longer done every time you enter the offline multiplayer screen and Options screen. The game will remember the last scheme loaded.
  • [DC] The delays for utilities are now loaded from the scheme format, instead of being forced to zero.
  • [DC, CS] Clicking the "cheat" button in the Weapon Editor now flips into another screen instead of opening a modal dialog box. Currently this allows you to edit both Ammo and Delay for utilities. Clicking the "cheat" button a second time flips back to the normal weapon editor.
  • [CS] Provided that the computer is connected directly to the Internet, W:A will now attempt to auto-detect the external IP address by enumerating all IP addresses associated with the local hostname, and picking the first one that doesn't belong in a private or auto-configuration address range. This allows the /url command for hosted Direct IP games to work properly in the case that the computer's external IP has changed since the last time it connected to WormNET.
  • [CS] The /url command now also works when joining a game.
  • [CS] The WormNET button on the Network screen now automatically connects to WormNET using the "Autologin" link. The old behaviour can be restored by replacing the file ServerList.htm in the Graphics\ServerLobby subdirectory with OldServerList.htm.
  • [CS] A new HTML box has been added to the WormNET channel list screen. This box will be used to display up-to-date community and game-related news. 3rd-party server owners can send content to this box by placing it into <MOTD>...</MOTD> tags.
  • [CS] The W:A HTML parser now understands the EXTA tag. Having the same syntax as the A tag, it will create hyperlinks which, when double-clicked, will minimise the game and open the link specified by the HREF parameter in the default web browser instead of the in-game browser.
  • [CS] Flags have been added for Algeria, Belarus, Bulgaria, Egypt, El Salvador, Guatemala, Jamaica, Kazakhstan, South Korea, Lithuania, Macedonia, Marshall Islands, Peru, Saudi Arabia, Taiwan and United Arab Emirates.
  • [DC] Four Hungarian characters have been added to W:A's font set: őŐűŰ
  • [DC] You are now allowed to use any and all characters in game names. The length limit is still 29 characters. Using the characters "&'<> lowers the maximum length, and these characters will show up incorrectly in older versions of W:A. [By the time v3.6.30.0 was released, WormNET no longer translated the "&'<>\ characters in game names in the expected way, so this feature did not work properly. See v3.7.2.1 Fixes.]
  • [DC] The ß character is no longer automatically prefixed in front of hosted game names.
  • [CS, DC] Wrapped lines in chat history boxes are now indented. This prevents line wrapping from being abused to create fake messages.
  • [DC] Clipboard pasting in the front end now preserves newlines. They are shown as glyphs in the edit box, and while selecting text. When entered in WormNET / IRC, they are translated into | characters.
  • [CS] Sending notices is now supported using the /notice command, although W:A does not distinguish between incoming messages and notices.
  • [CS] A /hb command has been added to the WormNET IRC lobby, which is an alias for "/msg HostingBuddy".
  • [CS, DC] Web and E-mail URLs are now automatically parsed and converted to hyperlinks in message histories (WormNET, LAN and host/join screen).
  • [CS] WormNET private message formatting codes can now also be used for private messages in the host/join screen.
  • [CS] New private message formatting codes have been added: \u to start underlined text, \U to stop.
  • [CS] While the game is minimised, it will flash its taskbar button and produce a standard beep when the player receives a private message in the WormNET lobby or in the host/join screen, or when the player's nickname is mentioned in WormNET chat.
  • [CS] While the game is minimised from the host screen, it will flash its taskbar button when someone joins the game.
  • [CS] While the game is minimised from the join screen, it will flash its taskbar button when the host lights up.
  • [DC] The /afk or /away command may now be used in the network Join front end screen. In the Away state, your game will automatically light up when the host lights up. This is especially useful for spectators. It also works for players who plan to actively play upon returning to the computer, in a casual game. In Away mode, once the game starts your turns will be automatically skipped (assuming you're not a spectator), just as if you'd entered /afk or /away in-game. The Away state will be remembered upon return from the game. In the Join screen, typing in the chat or clicking most dialog buttons will cancel the Away state.
  • [CS, DC] Pressing Ctrl+Home will enable "Home Lock", making the camera remain centred on the current worm. Pressing and releasing Home disables it.
    • [CS] Home (or Home Lock) will override the effect of Scroll Lock. Both can be temporarily overridden by holding down the left mouse button.
  • [DC] Previously, when the Escape menu was open, any team cursor (such as a Teleport or Homing Missile cursor) would be hidden from view. Now, a team cursor is rendered in quasi-transparency when other cursors are in use.
  • [CS] W:A will automatically begin ignoring in-game chat from players who send more than 5 chat lines within the same second. When this happens, a message will be displayed with unignore instructions.
  • [CS] It is now possible to ignore players during the game using the /ignore and /unignore commands (in addition to the /ex and /inc commands, and using Ctrl+F1...F6). Typing /ex alone will now clear all ignores instead of ignoring all players, to be consistent with the behaviour of /ignore alone in the WormNET lobby and host/join screen.
  • [CS] W:A now saves the state of transparent labels, chat panel pinned status, home lock and the heights of pinned and unpinned chat panels between games.
  • [CS] The chat panel can now be shrunk (using Ctrl+Up) to the minimum size required to display all players (as small as one line).
  • [DC, CS] The screenshot function is now much faster. Whereas before, pressing Pause would cause the game to pause noticeably as the screenshot was created, it is now instantaneous. This means that the Export Video feature can now work at full frame rate or faster, even at moderately high resolutions. Note that by default, Export Video goes no faster than the normal frame rate; to get it to go as fast as possible, adjust the playback speed by holding 0 while pressing 9.
  • [DC] The Export Video dialog box no longer has an upper limit on resolution.
  • [CS] It is now possible to automate Export Video by specifying export parameters on the command line, after the /getvideo switch. The order is as follows: /getvideo ReplayFile.WAgame framerate-divider start-time end-time resolution-width resolution-height basename. The syntax for the values is the same as in the Export Video option dialog box. At least the frame rate divider must be specified; other parameters will be set to their default values if not specified. This feature can be used to extract a single frame as an image, by specifying the same start and end time.
  • [CS] Pressing Space during the playback of a recorded game will now skip to the beginning of the next turn.
  • [DC] Weapon Panel
    • [DC] In v3.6.28.0 it became possible to view the weapon panel during other players' turns, but the panel was still being automatically closed at the beginning and end of local turns, even though it could be reopened right away. The panel is no longer ever automatically closed; only a player's direct actions will close it.
    • [DC] Previously, it was not possible to view the weapon panel during other players' turns if there were multiple players on the same computer with different team colours. Now, a menu of team colours is displayed at the bottom of the panel in these cases, allowing the inventory of any local team to be viewed by clicking the team's colour swatch.
    • [DC] It is now possible to view the weapon panel during playback of a recorded game. A menu of team colours is displayed at the bottom of the panel, allowing any team's inventory to be viewed by clicking the team's colour swatch.
    • [DC] When the weapon panel is redrawn, the cursor position is now remembered even if it was on an empty square of the grid, or on a weapon that disappeared during the redraw. Previously, the cursor was reset to the upper-left corner of the panel in these circumstances.
    • [DC] Previously, Select Worm was hidden from teams with only 1 worm. Now, it is displayed in disabled form. (This is important if you have a stockpiled Select Worm that can persist to the next round.)
    • [DC] During manual placement at the beginning of a game, it is now possible to "reselect" the Teleport. This has no practical value and is just for consistency and fun.
    • [DC] Selecting a weapon from the weapon panel will now automatically close the chat panel.
  • [DC] A new "Sanitize Replay" feature has been added. This creates a copy of a replay with all private chat messages removed. To use this feature, right click on the WAgame file in Explorer and click "Sanitize Replay". The file "replay.wagame" will be sanitised to "replay {sanitized}.wagame".
  • [DC] It is now possible to view the contents of crates and fuses of random mines during playback of games played with v3.6.29.0+. Previously, these were displayed as question marks. This feature has not been made fully convenient yet; currently you must fast-forward almost to the end of the replay and then [R]estart it to see the contents of crates and fuses of random mines.
  • [DC] The Teleport fudging algorithm (which tweaks the position of the cursor if it is not precisely located in a spot allowing space for a Worm) is now much better at reading the user's intentions. If any fudging is needed, it will now be biased towards placing the Worm directly on land.
  • [DC] The resolutions in the Options Menu combo box are now sorted by total number of pixels. Resolutions that are identical in total number of pixels are sorted by height.
  • [DC] In the Host/Join screens and the in-game chat box, entering the command /time will display the current local time.
  • [DC] When using "Extract Scheme" on a recorded game file having an old logic version but including settings in its scheme that are interpreted by newer versions to represent customised Mines / Oil Drums and/or Jet Pack fuel, the extracted scheme will now have these settings reset to their default values, so that a game played on the latest version using this scheme will have the same settings as the actual recorded game did.
  • [DC] In v3.6.19.12, the Map Editor's Generate button was removed, and replaced with a Reseed button. The Generate button has now been brought back (inserted above the Reseed button), and generates exactly the same maps as it did before being removed.
  • [DC] Test versions
    • [DC] BattyRope, 150% Speed, and TestStuff have all been added to the latest game logic version, so that older versions will not need to be emulated to enable these options.
    • [DC] Girder Radius Assist has been added to TestStuff.
    • [DC] Note that TestStuff has been incremented to "version 8". However, emulation of earlier versions of TestStuff is now allowed.
    • [DC] Some new test versions have been added:
      • RacingStuff: This can be toggled with any one of the following commands: /rs, /race, /racing, /racestuff, or /racingstuff. This enables Phased Worms, in which worms pass through each other without resistance, and enables worm selection without ending hot seat time. This option is especially useful for Bungee Races.
      • BoomRacing: This can be toggled with any one of the following commands: /boom, /boomrace, or /boomracing. This enables Phased Teams, and enables worm selection without ending hot seat time. This option is especially useful for Boom Races and Assault Courses.
      • Phased Teams creates a condition in which enemy teams cannot influence each other in any way — with some exceptions (see Footnote 6).
  • [DC, CS] Export Log changes
    • [DC] The WAgame file format version is now logged, right after the game logic version.
    • [CS] The W:A version used to export the log is now logged as well.
    • [DC] The turn time totals and associated team and player names (at the end of the log) are now formatted for improved readability.
    • [DC] Export Log will no longer fall into an endless loop when emulating the BattyRope Jet Pack bug. Note that there are other endless loop bugs that Export Log does not handle yet.
    • [DC] The "Damage dealt" log entries now include an accounting of kills.
    • [DC] The exported log will now indicate which player was the host.
  • Readme entries for versions in which CyberShadow and Deadcode collaborated (v3.6.28.0 and onward) have been annotated in small print to show which developer(s) implemented each fix and feature.
    • [DC] means it was implemented by Deadcode (David Ellsworth).
    • [CS] means it was implemented by CyberShadow (Vladimir Panteleev).
    • [CS, DC] means it was primarily implemented by CyberShadow, with adjustments by Deadcode.
    • [CS, DC] at the root of a tree means that most of the subentries were implemented by CyberShadow, and the rest by Deadcode.
    • Note that the [CS] and [DC] tags indicate coding credit only, and do not cover planning discussions and documentation edits.


W:A Version History
v3.5 Beta 1 • Beta 2
v3.6.x.x 19.7 (.11 • .12 • .14 • .15 • .17 • .17a • .18 • .19) • 20.1 (.2 • .3) • 21.1 (.2 • .3) • 22.1 • 23.0 (.1 • .2) • 24.1 (.2) • 25.1a • 26.4 (.5) • 28.0 • 29.0 • 30.0 • 31.0 • 31.2b
v3.7.x.x 0.0 • 2.1
v3.8.x 0 • 1
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