After several months of testing and successive Beta versions, we’ve finally officially launched the new version of the Flash game client. Totally rewritten (in ActionScript3 rather than 2, for those of you who are interested), this version is not only more reliable, faster and safer, it also allows us to add new features more easily.
We’ve done everything in our power to ensure you don’t feel disorientated when moving from the old version to the new. However, some of the options that were active by default will no longer be available. The purpose of this guide is to tell you about what’s new, what’s gone and the options available on this new version.
- The menu on the bottom left in the list of players has been replaced by an “exit game” button.
- The info of % from the collection has been removed from the lower screen bar.
- Players’ photos appear in the list of players and during the fight.
- (Optional) animations for the effects of the abilities between rounds (life wins, poisons, etc.).
- The (optional) display of the “free” Pillz and processing of this in the counters.
- Indication of the time left in a round in minutes and seconds.
- Button allowing you to pass from normal mode to accelerated mode to display animations.
- Pillz played in the previous round will be displayed.
- Descriptions of the characters, clans, abilities and bonuses will be displayed directly in the game.
- Addition of the directly usable XP in the end of fight summary.
- Addition of several different types of music depending on the clans visible on the ground.
What is the “free” Pillz?
The “Free” Pillz has always existed. It’s the Pillz that is added to your character when you play him or her. In the previous version of the game, if you had 10 Pillz on your counter, your character could have a maximum of 11 times its power (10 Pillz + the start-up Pillz). So in the previous game when you were calculating the number of Pillz your opponent could play, you would add “+1” to the amount displayed on the counter. The discrepancy between the information displayed and the actual information has always bothered us, which is why in the new version, the game “shows” you the free Pillz in the counter so you no longer have to add 1 when making your calculations. The figure displayed in your opponent’s counter is the exact figure. The game system hasn’t changed. We’ve just changed the way the information is displayed.
If you are bothered by the free Pillz being displayed:
Although we think this new display is an improvement on the old version, we realize that veteran players, used to the old system, might be bothered by it. If so, don’t worry. Simple go to game options (the little button on the bottom left during the game) and deactivate the free Pillz display. You will then return to the previous system. We do however advise you to give the new system a try.
If you think the game seems “slower”:
As we’ve added animations to certain stages that were previously invisible, the game may seem slower than previously. But don’t worry. If you’re in a hurry, you can deactivate most of the animations for an overall speed that is faster than the previous version. Once in game options, the best settings for optimizing speed are: activate “speed up fight animation”, deactivate “inter-round animations”. Tip: you can hit the “enter” button repeatedly to validate pop-ups and quickly go back for another round.
Critical Error occurs when you leave the game for a long time at a stage where the game is finsihed but left alone (perhaps after you go first in the last round and then you browse another page or tab or something) for a long time instead of finishing and returning to the room.
It's not a new error actually, the old one did it too except it told you that you drew by KO and it would say that you recieved an undefined amount of clintz and batle points; the difference is, it only occured on the old flash after a very very long time spent idle, wheras the new one goes "critical error" if you leave if for much shorter period.
Or at least this is the case in my experience
Ok, thanks for the explanation and It confirms the "issue" we found after your first msg.
Nothing related to the addition of the avatars actually, it's because we are loading the whole list of details of all your friends everytime we refreshed the list, we are optimizing that to do it just when needed, it should be much much faster in the next version wich is almost ready.
@nectanebo: you can do it at will by this serie of actions ?
I'll give it a shot, I'll tell you if it still happens.
Tried it multiple times, hasn't occurred once despite taking the same actions I took to achieve the critical errors earlier today. Did you guys fix it that quickly? what happened?
Thanks for the heads up Fraggle, the new optimizations will be more than welcome
A new version is up.
Details coming soon but should be much faster, especially during players list loading.
This new version is great ! it's nice too see all the issues being raised by players being seen to so promptly .
so , another thing that still isn't quite right - in deathmatch rooms , the box that appears with the final results still isn't big enough / does not display all the players / cannot be scrolled up or down . kind of a non-issue , but aesthetics are important too !
Yay for more options. Now it's almost perfect. The only thing that still bothers me is that the background of cards already used stays white. I think it'd be nicer if it turned gray like it did in the old version. I know it's not a big thing but...
Fraggle amazing how you and your team adjusted the engine to all requests people send in the last days
this is truly eyecandy now , which i can , by my own choice of sweetness put together and take it all in
THanks UR for all the hard work and getting us the state of the art gameplay