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Jeremy Thomas Fuller

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Everything posted by Jeremy Thomas Fuller

  1. The World of Words Fall 2020 update is live! Take a trip back in time with the first “Classic” world! Available to subscribers of all levels, the new “War of Words” world brings back 39 of the boards from the 2011 game that started it all. These are played with the modern World of Words rules, but with one exception: in order to preserve the original gameplay experience, Metal tiles on War of Words boards are destructible. Try enabling Darkness and/or Nightmare Mode for an extra challenge! I've also added several new achievements to go along with this new world. Introducing the Avata
  2. I looked at it and it seems just fine. I also posted in the alpha thread on Facebook to tell me if there are any issues, and none are reported just yet. I'd say you're safe.
  3. OK that is interesting, actually, thanks for posting that. I think we may need to do some experimentation to figure out how to reproduce what happened with those games. Since you don't remember doing anything with them, but the game clearly shows that you resigned them, it's difficult for me to know what to look at.
  4. Unfortunately no. The code doesn't have a status string available for when you left a game and the others kept playing, since the original engine back in 2010 was never built for that. So basically it's a little confusing, but you shouldn't have received an actual "loss." Behind the scenes, each game only has ONE status flag for the whole game, which is one of: InProgress, Finished, TimedOut, and Resigned. Resigned can only be used for two player games when one player resigns, which ends the game. But in a 3- or 4-player game, when the game continues on, Status is equal to InProgress unti
  5. Right, that's a limitation of the user interface. It doesn't support a "declined" status. But your actual Loss counter in statistics should not have incremented. I can look at the code again if it did increment, but I'm pretty sure that has worked for quite a long time now. The fact that your user name is dim means that you either resigned it yourself, or someone did a Kick Idle Player on you. But Kick Idle only works when it's been your turn for 3 days, so you should have seen it.
  6. Are you kwbreezie? From the screenshots, it looks like you declined all those games. At the end of the game, you'll lose points for the tiles in your rack. But players who declined the game don't incur a loss at the end. That code would have been tested way back when it first came out in 2012.
  7. That's an interesting one, and I'm sorry that happened to you. If you post your username, I can remove those losses. Any response to this will need to be multi-facted. First, I'm curious: which board(s) were those games played on? We worked hard to eliminate cases of running all tiles out, by making Extra Turns non-reusable during a single run of turns. How did they manage to do it? Second, I'll add to my list to see if I can stop awarding a loss to players who never played a turn.
  8. Thanks for following up on those two. Sometimes it takes a few extra turns to get those achievements to actually fire off, for reasons unknown (it's usually pretty rare).
  9. Just FYI, Rain was changed in this release to no longer move with Wheel of Time, consistent with the other Moving Platforms.
  10. Feel free to report them in this thread, that way others can help duplicate the issues.
  11. Good to know, and thanks for corroborating. My guess is something I did to correct other bugs broke that achievement after it had already been tested. Unfortunately, I'm not slated to resume development on this until later in the fall/winter. I'll do my best to take a look at this type of thing right away, to clear as many outstanding bugs as I can at first before delving into the next world. Sorry about that!
  12. Because the exposed bit of water re-freezes every turn during Snowstorm. Remember, freezing takes effect before movement.
  13. Yeah, we tested this during beta. In fact I actually tested this very thing before I released it to beta, and approved it as working as intended.
  14. Thanks Reuben. That's actually a perfect explanation. Essentially we're counting all games where you reached at least 1000 points. There are no other conditions we're checking for.
  15. I don't have a comment about that at this time.
  16. That's working as intended. It's listed in the Armory for those tiles. You are required to play tiles from your rack in every turn.
  17. I'll put it on the list for next year's enhancements.
  18. It looks like you don't have Show Unplayable Areas on. That feature is designed to help with what you're describing. Try turning that on and see how it feels.
  19. Yeah it should be. Next time, check the text of the button before going through with it. And if it's wrong, can you send me a ticket? After viewing the game in question, go back out to the Options menu and scroll down to Get Support. That way I can look at the game data for you. Thanks!
  20. As long as the button says "End Idle Game," you won't take a loss. If it says "Resign," you will. You just need to wait 3 days for the game to become idle.
  21. Server hotfixes: June 11, 2:47 PM PST: The board description for Deforestation now says that 10 bombs will be provided The Abyss: On this board, the multiplier now goes up by 100 per turn (down from 1000 per turn) Divination: This tile can no longer be used to obtain Rewind tiles, and the Armory has been updated to reflect that fact. This update requires one turn to be played on any game that includes Divination.
  22. I made the change just now! Players need to play one turn on any game that has Divination in it. After that turn is played, all players' Divination pickers will lose their Rewinds.
  23. Hmm I could have sworn I had updated that description during beta. It was on my list at one point. Oops! It's 10.
  24. They're a waste on that board. The board description actually mentions that already:
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