Version 1.0.27 will be uploaded to the test server within the hour. Here's what's new:
-Fixed the MEMORY LEAK (probably)
-Fixed bug where you could equip items to non-existant characters
-Dragon fire no longer dodgeable by NG+ worms
-Crystal no longer sets things on fire (bug introduced in last build)
-Clicking on "send next" no longer selects characters placed in the upper-left hand corner
-Changed the color of the "dark smoke" status effect
-Changed "dark" status icon (just in the enemy select panel) to reduce clutter
-Fixed bug with dark status I recently introduced
Also, we have added two new books to the game. This will take a quick explanation:
In marketing the game, it really helps to have a group of established fans on facebook that we can reach out to when needed, and this requires us to get people to "like us" on facebook. Now, I'm not a big fan of facebook and I kind of hate the whole "like" thing, but as developers we simply can't ignore the facebook audience (we might also put up a facebook-specific version of the demo soon, too).
So, Anthony suggested we put a "like us on facebook" incentive into the game. I was ambivalent about this at first, but then James came up with an idea that I thought was pretty cool, so I agreed with Anthony in the end. Our goals were to:
1) Encourage people to like us on facebook
2) Provide an incentive that isn't total crap
3) Provide an incentive that doesn't massively unbalance the game
4) Don't FORCE people to like us on facebook just to get the goodie
So, when you load up the game you'll now see this at the bottom:
Clicking on it brings up this screen:
I imagine a lot of people will click on it at this point, which serves its purpose. But we still wanted to have some fun and mock facebook at the same time, so if you REFUSE to like us on facebook, we will show our appreciation for your privacy and anti-establishment ethos:
No matter what choice you initially make, you can eventually get both books, regardless of whether you choose to "like us" on facebook or not. Depending on the path you take, there's a few different jokes thrown in along the way
So, let's talk real quick about what these books do. These are mostly just for fun, though they do confer *slight* advantages for the player.
The "Book of Face" will cause enemies to randomly update their "status" throughout the battle. Every second there's a 25% chance of an enemy gaining a new emoticon-themed status effect, such as "Happy," "Sad," "Bored," "Existential", etc. These change the enemy's speed and damage resistance up and down in various minor ways, but the aggregate effect is slightly in the player's favor. There's also a rare chance of an enemy gaining the "TROLL" status temporarily, which makes them nearly invincible for a short time. None of these are ever applied to bosses and/or stationary enemies.
The "Anonymous Book" causes all of your defender's names to display simply as "Anonymous" in battle, gives each one a +3% chance to dodge, as well as x2 damage VS. enemies with the "TROLL" status.Update on the Kongregate version:
One of the big challenges in getting the kongregate version ready is ensuring the integrity of the save file. With the downloadable version of the game, the save data is just a text file, however, browser save files are just flash cookies, which are VERY fragile. Not only do modern browsers have all kinds of plugins and things to auto-delete them, there's a major risk of the developer trashing all of their player's saves just by updating the game. The first way developers do this is by changing the name of the of the swf file, as that name is tied forever to the flash cookie.
The second way is more complicated. So, let's say I have some game object, like, "CharacterData" which just stores the data needed to remember a character. It has properties like:
Now, if I add some more fields to that same object later in development, I could have some problems when I try to load the old data. This is because I've changed the definition
of "CharacterData", so the object in the flash cookie is no longer recognized as a valid "CharacterData" object. If I had been smart, I would have just stored the game's save data as straight XML in the flash cookie rather than as data objects, but alas, I hadn't learned my lesson yet, so now I'm stuck with this system until the next game. So, what I've been doing these past few days aside from bugfixing is making sure that the game can interpret old legacy save data correctly even though we've made substantial updates to most of our data classes. This is why it's taken longer than usual - I'd rather annoy people by taking too long than enrage thousands of our Kongregate customers simultaneously with the nigh-unforgivable act of trashing their saves.
So, I'm testing Kong stuff today, and will be hitting it harder tomorrow. If I can get you guys to test version 1.0.27 extra hard for me to make sure it doesn't have any major other bugs that I might have just introduced, that'd be great, and if all goes we can upload the Kong build... Monday? Probably. Sorry bout this