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Screen Display too Large |
The reports of screen displays running
off the edge of your monitor are easy to fix.
First make sure you're running in
800x600 resolution. If you still have a problem, check your font settings.
SpiritWars does not support "large fonts" in your desktop
configuration. |
Fixed - see comments |
Main Menu Window - Screen
Clutter |
This window was showing up too large for
some users. (This resulted in exposing some various construction clutter - old
unused buttons, text objects, labels, etc.) This has been fixed.
The window is
no longer sizeable and will automatically be limited to 800x600. |
Fixed in next build |
Available Players Refresh Rate |
Way too fast! The auto-refresh of
players available at the game server is happening so fast that it interferes with the
functionality.
This is being set to a very slow rate, and adding a manual
"refresh" button. |
Fixed in next build |
Password Screen |
Extra "Continue" button / no
"return" continue functionality.
The extra button will go away.
And
we'll make an [Enter] after entering the password automatically continue the process. |
Probably in the next build |
Courtyard Double Click Event on
Images |
As some of you have noticed, the double
click event on the spirit images in your courtyard no longer works.
(It should act
the same way as a double click on the spirit name in the list box.) This was
disabled when we changed the image controls.
It will be turned back on. |
Probably in next patch |
The Attack Interface |
Yes, there are a lot of things awkward
about the attack interface.
But since it is all being thrown away next week, we
won't waste any time this week making modifications.
Bear with us for a little
longer, and this will be changing.
The new interface will function like the Movement
Phase.
Units that can attack will be highlighted on the map.
Clicking on one
will show all legal targets.
Clicking on a legal target will execute the
attack.
(And if you have no units who can legally attack your opponent, this phase
will not be presented.) |
Not until next week |
End of Game |
Right now, if you destroy your
opponent's castle, play continues until the end of the current turn.
(Actually,
sometimes it even continues part way into the Energy Phase of your next turn.) We're
going back to the old "end of game" logic that determined a win/lose situation
at the time a castle is destroyed instead of waiting until the end of the turn.
Everyone seems to be in agreement that this keeps the pace of the game moving and doesn't
prolong the ending of a game that is in reality already over. |
Next day or two. |
The "Connect" Screen |
Yes, the current version is very
awkward.
It is being redesigned and will undergo major changes in the next few days.
Hopefully the Wednesday night patch will contain some of the improvements. |
Coming |
Populate Kingdom |
This whole process is too confusing for
first time players. We are making changes so that if you don't have your initial
kingdom population when you connect to the server, you will be taken to a special screen
that offers only that option.
When the process is completed, it will provide
instructions about needing to define your first dungeon before playing the game. |
Coming |
Large Art Positioned Incorrectly |
Yes, we also noticed that the large
spirit art images are being placed a little bit off in the picture frame.
(Only
those of who who have downloaded the first Art Pack will have noticed this.) |
Being Fixed. |
Castle Right Click Info |
If you right click on either of the
castles, and then click on the detail button, the game crashes.
This is being fixed. |
In progress. |
General Detail Screen Problems |
As you've probably noticed, the detail
screens are really only working for combat pieces.
(And for those, only being filled
in if the piece is in your courtyard during game play -- or when you are using the dungeon
editor.) Each build will fill in a few more of these blanks. |
Phased in over the next 4 or 5 patches. |
Healing Phase |
Currently disabled.
For a variety
of reasons, this phase is not currently turned on.
Check back next week. |
Next week |
Creature Magic |
Spells and special abilities attached to
units in play on the map are not currently enabled.
Once everyone is more
comfortable with the basic mechanics and we get more of the interface bugs resolved, we'll
activate this feature. (These abilities and spells will be available during the
Movement Phase.) |
Coming Soon |
Fatalities |
Since everyone right now is testing the
"membership" version, you have seen the Victory Migration bring new spirits to
your kingdom when you win.
Fatalities (when you lose) are not occurring.
We've
turned this off for now in order to accelerate the rate at which your kingdom grows and
you get to experiment with new spirits and dungeon combinations. |
Intentional |