The Ultimate Site of Worms Armageddon
All About TUS => Announcements => Topic started by: CyberShadow on March 22, 2020, 08:41 PM
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Some updates due to the recent jump in activity:
- HostingBuddy now sends replies from a rotation of nicks to avoid server flood limits
- Fixed a crash in the WormNAT2 server
- Changed how the rank/flag is obtained from WormNET, to better work during very high WormNET activity
- GOG versions are no longer detected as a snooper
- Fixed being able to reopen games after HostingBuddy is restarted, which would lead to erratic behavior (games randomly closing and "wrong game ID" errors)
- HostingBuddy and friends will occasionally remind people about some alternatives to !kick (!close and !phost)
- Allow old URLs (as obtained with /url) to work after a !reopen
- Fix WebSnooper history getting erased due to the new rank/flag query mechanism
- Fix encoding of non-English characters in some places
- Add Host button on WebSnooper (https://snoop.wormnet.net/)
- Many internal fixes
The new host button is a little experimental. (If you want to mess around with it, I recommend using the staging server (http://staging.wormnet.net/).)
As usual, post here if you notice any problems.
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Thanks.. COVID 19 helping worms activity, who wouldve think of that :D
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Nice, thank you. Keep it going :)
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The new host button is a little experimental. (If you want to mess around with it, I recommend using the staging server (http://staging.wormnet.net/).)
As usual, post here if you notice any problems.
It tells me that I can't connect to the server, at least inside the game.
[attachment=1]
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Sorry, I keep forgetting that you need 3.8 to connect to the staging server with the game itself. But hosting and joining games on the WebSnooper instance there (http://snoop.staging.wormnet.net/snooper/) should work.
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Only few estetic ideas:
1. On regular websnoop could be link/button to redirect at legacy websnoop (for those which dont know about it, and regular websnoop dont work for they).
2. When will HB server restart and all HB hosted games goes crash, it can inform in lobby or in game chat little time ahead about it. Something like "HB server need restart, this game will end in 1 min".
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Only few estetic ideas:
1. On regular websnoop could be link/button to redirect at legacy websnoop (for those which dont know about it, and regular websnoop dont work for they).
What is this circumstance?
2. When will HB server restart and all HB hosted games goes crash, it can inform in lobby or in game chat little time ahead about it. Something like "HB server need restart, this game will end in 1 min".
That's not how we restart HB. All games continue in the background until all games are done, only then the old HB exits. Today HB crashes are very rare (less than 1 per month).
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On older browsers page snoop.wormnet.net looks like in attached picture. There could be somewhere for this issue "SOS" button for redirect to page http://snoop.wormnet.net/snooper/legacy.html, which work normal. If somebody have old browser and dont know about working legacy snooper, have just bad luck? Simple hypertext "if it not work, click here", or "older version is >here<" could help they.
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The warning showed up in servers list. ::)
(https://media.discordapp.net/attachments/416225356706480130/693003814944505866/unknown.png?width=320&height=200) (https://cdn.discordapp.com/attachments/416225356706480130/693003814944505866/unknown.png)
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On older browsers page snoop.wormnet.net looks like in attached picture. There could be somewhere for this issue "SOS" button for redirect to page http://snoop.wormnet.net/snooper/legacy.html, which work normal. If somebody have old browser and dont know about working legacy snooper, have just bad luck? Simple hypertext "if it not work, click here", or "older version is >here<" could help they.
Sorry I haven't replied to this in so long. I didn't like anything that I could say.
W:A is a 90's game, so retro computing and maintaining support for old technology is close to our heart. The game was even backported to Windows 95.
However, such endeavors are not free and they take an ever increasing amount of effort to maintain.
In case of the Web Snooper, it was originally written to support Internet Explorer 6, because it was still widely used at the time.
But, adding new features while maintaining such compatibility gets very messy, so I hope you will forgive me if I say that I think it would benefit the Worms community more if we spent our time on new features that benefit everyone instead of compatibility with old systems that only benefit some very rare use cases.
So, I would rather not add a link, because I don't want people to think that the old version is being maintained. In fact, it could stop working at any moment, and I'm surprised it works at all currently, due to the recent changes in the XHR API used between the JS and the server.
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Hi,
Yesterday during testing WormNET flood detection we discovered a serious limitation. The WormNET IRC server has an upper limit for the number of simultaneous connections (a little lower than 180). When this limit is reached, users who try to join will see this:
(https://dump.thecybershadow.net/a6bb58d5feef5ba6f3506db5fb48527e/18%3A22%3A23-upload.png)
Unfortunately this limit is hard-coded deep in the software, and we can't easily raise it.
I have observed this limit to be reached (and the above error message generated) during the past few weekends, which is unfortunate as it prevents players from connecting to WormNET. For this reason, I added a new module to SheriffBot which attempts to ensure that our very limited number of connection slots is used fairly. During times of very high activity (more than 120 simultaneous users), SheriffBot will kick out users who are idle (just sitting in a channel with no activity), starting with the users who have been idle the longest.
I understand that getting forcibly kicked off WormNET can be unpleasant, especially if you are used to being online all or a lot of the time. However, I count on your understanding that by staying online, you are occupying a slot which can't be used by someone who just wants to connect, join or host a game, and free up the slot for the next person, within the span of usually under a minute.
- Who is affected by this change? - Mostly, snooper / IRC users, or third-party bots. Users who have been online for less than two minutes, or made any public activity less than two minutes ago, are never affected.
- When will this occur? - The change is already live, but this behavior activates only when there are over 120 users in channels simultaneously. This is pretty rare. For comparison, at the time of writing there are 67 users in total.
- What exactly happens when an idle user is detected during high activity? - The user is kicked from WormNET. However, if the user rejoins WormNET and continues being idle, they will be banned for a short duration (1 minute). If this keeps happening, the duration increases (2 minutes, then 3 minutes, then 4 minutes etc.). This is so that AFK users whose clients are set to automatically reconnect do not wastefully take up a connection slot.
- What should I do if I want to stay online and chat in channels, or keep an eye on WormNET? - I invite you to use the Web Snooper (https://snoop.wormnet.net/snooper/), which uses only one WormNET connection slot no matter how many users are using Web Snooper at the moment.
- What should I do if I want to stay online and chat with people by PM? - I invite you to join #worms on GameSurge (https://worms2d.info/Worms_on_GameSurge), which does not have the drastic user limitations that WormNET has.
- Why is SheriffBot's limit (120) much lower than the WormNET limit (180)? - A typical WormNET IRC connection needs to go through these stages: 1) TCP handshake 2) Authentication 3) Identification 4) Initialization (MOTD, server capabilities, channel list) 5) Joining a channel. SheriffBot can only count users which have reached stage 5, but the WormNET limit takes effect all the way at stage 1. Additionally, the WormNET server reserves some connection slots internally, which is why in /users you will see a maximum of 174, not 180. This is why we reserve a buffer to ensure that there are enough slots for connecting users, users who are currently switching channels, as well as to account for connections which never join a channel (such as some bots).
I have also reduced the number of HostingBuddy PM sender proxies from 8 to 3 connections, which frees up connection slots while hopefully still being enough to avoid WormNET PM limits.
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Other updates since March 22:
- Lower the width threshold to activate the narrow layout in WebSnooper
- Fix the WormNAT2 server running out of ports
- Fix bots not rejoining WormNET channels when they are temporarily locked by ChanServ
- Make WebSnooper use the same restart mechanism as HostingBuddy, so that hosted games continue in the background
- Fix WebSnooper's hosting feature generating bad wa:// URLs in some cases
- Disable some confusing syntax in the Help bot
- Fix a very rare crash in games hosted by HostingBuddy and friends
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(https://dump.thecybershadow.net/a6bb58d5feef5ba6f3506db5fb48527e/18%3A22%3A23-upload.png)
are you saying that you just found the slot limit of the server?
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Personally I have always found it frustrating to log on, message someone, and realize they aren't even at their computer, possibly not even in their house!
I've always personally thought it would be nicer if people weren't allowed to remain idle on the server for more than 10 minutes, I mean, it's not exactly a lot of effort to re-connect when you are finally ready to be active again.
I know there are people who will disagree, but I for one welcome our new auto-idle-kick overlords!
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Personally I have always found it frustrating to log on, message someone, and realize they aren't even at their computer, possibly not even in their house!
I've always personally thought it would be nicer if people weren't allowed to remain idle on the server for more than 10 minutes, I mean, it's not exactly a lot of effort to re-connect when you are finally ready to be active again.
I know there are people who will disagree, but I for one welcome our new auto-idle-kick overlords!
Yup, I have also always avoided using a snooper in the past and prefer if every user in the channel was actually there and not just in idle mode. In times of high activity I wouldn't mind a broad kick to any and every snooper if that makes room for active players.
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Bonsoir bonsoir
Y a t'il un site pour télécharger la version 3.8.0 ? peut on jouer a la version en ligne sans passrt par le websnoop ?
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3.8 does not exist yet, and nobody knows when it would be done. WebSnoop is entirely optional, standard hosting will remain.
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Nice to see websnoop, hope more ppl gonna use it instead completely usefull snoopers. I was literally begging from years to make websnoop host possiblity, took you some years mate!! jk :) So what is next step mr Steps. Are u goin to create browser with build in worms armageddon, so we can play via browsers witohut any installers?
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I have question:
Will be Wormiverse return to wormnet? It was bot for !seen command, useful.
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A new implementation of PNG map processing, used by HostingBuddy and friends, is now live. This fixes incorrect loading and crashes of some unusual maps (mostly 1-bit or 4-bit, maps without a black colour in the palette, etc.).
I tested with all maps on WMDB so far with good results. For a few (rare) cases, HB now correctly rejects maps that it previously accepted but could not be loaded by the game (maps with missing black but 113 used colours in the palette, i.e. with no room to add black).
Report any problems here.
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HostingBuddy will now use the 3.8 logic version if everyone in the game is running 3.8. As before it will downgrade the logic version as necessary if players with older versions join. There is still not yet support for v3 schemes (that is, the new Extended Scheme Options in 3.8) but this should be coming soonish.
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Hi all, I'd like to announce a project that I've been working on lately. Currently a lot of the online multiplayer aspect of W:A depends on WormNET, and especially after the last service outage from about a week ago, it seemed clear that we as the game's community need more control over WormNET.
For this purpose, I've been working on a new WormNET server. The software is based on MyWormNET2, but is fully "decked out" with all the functionality currently running as bots on Team17's WormNET:
- HostingBuddy: Fully integrated. Though it's not in the user list, `!host` and `/hb host` work as usual (though only you see `!host` commands, instead of everyone on the channel). Hosted games appear as hosted by "WormNET" instead of "HostingBuddy".
- WebSnoop: Fully integrated. Sent messages appear as being sent directly by the entered nickname instead of the "WebSnoop: YourNickname>" surrogate as on Team17 WormNET.
- ChanServ/SheriffBot: Integrated - instead of kicking people, flood is just blocked automatically.
Most importantly, having control over the WormNET server would allow us to reap benefits that were inaccessible before:
- Stability: We currently depend too much on Team17 to keep things working, who sometimes have very limited resources in how they can aid us. The current setup is very fragile due to a lot of accumulated legacy, which is why there are still occasional days when HostingBuddy etc. aren't available. This is solved by running our own entire WormNET server, instead of trying to integrate with Team17's legacy systems.
- Capacity: The new server software does not suffer from the artificial limits inherent to Team17's WormNET, which caused everything to fall over / explode violently during activity spikes (such as whenever a popular streamer visits our humble abode).
- Channel list: We can customize the list of channels as needed, e.g. creating special / temporary channels for events or leagues.
- News box: This can finally be used to communicate important news directly to everyone who plays W:A online.
- Better moderation: We have had occasional trouble dealing with stalkers / griefers on WormNET due to the limited moderation controls we've been provided.
Additionally, ideas such as the following are now possible and can be added in the future:
- Better Web Snooper: We will be able to add more features and make it more like a full-featured snooper, e.g. gain the ability to send and receive PMs.
- Better bridges: Bridging between platforms such as IRC or Discord, with e.g. bridged messages appearing as sent from the respective nickname directly, instead of from a bot
- Integrated WormNAT: Having the server provide and advertise a hosting proxy would mean that we could just add a "Host via WormNET server" checkbox in the game.
- Logins: Authentication and registration with proper reserved nicknames
- Ranks!? Though there's a lot more to competitive play, this will at least allow us to start thinking about this more seriously, whether it's something that we want to build from scratch or integrate with existing systems such as TUS.
So, what's the way forward?
- Testing: A test deployment of the server software has already been added to the community server list, as "Community Staging Server". I invite you to try it out, test its limits, and break it if you can (please report bugs or anything unpleasant to #bug-reports).
- Further development: See the list above. Other ideas welcome; I know that other people have built and run their own WormNET server software, so it would be interesting to learn of their ideas and experience in doing so.
- Migration: Once we're happy with the new server, and in agreement that it's at least not worse than the Team17 one, we should probably make an effort of migrating the community over to the new one. At some point after the live community server goes online, services running on Team17's WormNET will begin warning that they will soon stop working, and advise users to switch to the community server; and, at a later point, the services will only be available as part of the community server.
Also announced on Discord here: https://discordapp.com/channels/416225356706480128/416225356706480130/748944539493859389
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Hi all, I'd like to announce a project that I've been working on lately. Currently a lot of the online multiplayer aspect of W:A depends on WormNET, and especially after the last service outage from about a week ago, it seemed clear that we as the game's community need more control over WormNET.
For this purpose, I've been working on a new WormNET server. The software is based on MyWormNET2, but is fully "decked out" with all the functionality currently running as bots on Team17's WormNET:
- HostingBuddy: Fully integrated. Though it's not in the user list, `!host` and `/hb host` work as usual (though only you see `!host` commands, instead of everyone on the channel). Hosted games appear as hosted by "WormNET" instead of "HostingBuddy".
- WebSnoop: Fully integrated. Sent messages appear as being sent directly by the entered nickname instead of the "WebSnoop: YourNickname>" surrogate as on Team17 WormNET.
- ChanServ/SheriffBot: Integrated - instead of kicking people, flood is just blocked automatically.
Most importantly, having control over the WormNET server would allow us to reap benefits that were inaccessible before:
- Stability: We currently depend too much on Team17 to keep things working, who sometimes have very limited resources in how they can aid us. The current setup is very fragile due to a lot of accumulated legacy, which is why there are still occasional days when HostingBuddy etc. aren't available. This is solved by running our own entire WormNET server, instead of trying to integrate with Team17's legacy systems.
- Capacity: The new server software does not suffer from the artificial limits inherent to Team17's WormNET, which caused everything to fall over / explode violently during activity spikes (such as whenever a popular streamer visits our humble abode).
- Channel list: We can customize the list of channels as needed, e.g. creating special / temporary channels for events or leagues.
- News box: This can finally be used to communicate important news directly to everyone who plays W:A online.
- Better moderation: We have had occasional trouble dealing with stalkers / griefers on WormNET due to the limited moderation controls we've been provided.
Additionally, ideas such as the following are now possible and can be added in the future:
- Better Web Snooper: We will be able to add more features and make it more like a full-featured snooper, e.g. gain the ability to send and receive PMs.
- Better bridges: Bridging between platforms such as IRC or Discord, with e.g. bridged messages appearing as sent from the respective nickname directly, instead of from a bot
- Integrated WormNAT: Having the server provide and advertise a hosting proxy would mean that we could just add a "Host via WormNET server" checkbox in the game.
- Logins: Authentication and registration with proper reserved nicknames
- Ranks!? Though there's a lot more to competitive play, this will at least allow us to start thinking about this more seriously, whether it's something that we want to build from scratch or integrate with existing systems such as TUS.
So, what's the way forward?
- Testing: A test deployment of the server software has already been added to the community server list, as "Community Staging Server". I invite you to try it out, test its limits, and break it if you can (please report bugs or anything unpleasant to #bug-reports).
- Further development: See the list above. Other ideas welcome; I know that other people have built and run their own WormNET server software, so it would be interesting to learn of their ideas and experience in doing so.
- Migration: Once we're happy with the new server, and in agreement that it's at least not worse than the Team17 one, we should probably make an effort of migrating the community over to the new one. At some point after the live community server goes online, services running on Team17's WormNET will begin warning that they will soon stop working, and advise users to switch to the community server; and, at a later point, the services will only be available as part of the community server.
Also announced on Discord here: https://discordapp.com/channels/416225356706480128/416225356706480130/748944539493859389
Love it, t17 has no interest in improving their server side, ty for your tireless efforts cs! This excites me as much as 3.8!
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Hi all, I'd like to announce a project that I've been working on lately...
Also announced on Discord here: https://discordapp.com/channels/416225356706480128/416225356706480130/748944539493859389
Sounds really fantastic - thanks for Your effort CS
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Thank you CyberShadow.
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Hi all, today I deployed a new version of WormNET services to our staging environment which changes how hosted games are handled. Whereas previously all logic ran in the process of the service which created the hosting session (HostingBuddy, web snooper hosted games, etc.), each session is now handled by a separate individual OS process.
Ideally this will have no visible changes to users, other than under-the-hood improvements such as improved stability (one hosting process crashing will not affect other sessions) and performance (during times of high load, all sessions will no longer be stalled just because one session is waiting to access the server hard drive).
I invite you to test the staging environment in preparation for launching the new WormNET server announced above. Things to pay special attention to is game creation, manual and automatic closing, expiration, reopening, etc. Ideally things should visibly behave in the same way as the live versions (i.e. as on Team17's WormNET). Please report any issues here.
Other changes since my last announcement:
- Improve HostingBuddy etc. memory usage (reuse map packet data when sending maps), which helps stability
- Fix typos in a few links to worms2d.info
- (staging only) Add a !style command which changes the map style
- (staging only) Improve the names of random map styles to be more intuitive - these are now called: island / two islands / low island / joined islands, and cavern / twin tunnel / lake cavern / tunnel
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Sounds great - no more Hostingbuddy crashes causing every game to crash at once. Will test. Looking forward to all the staging server changes being made on the regular server. I guess Team17 has to approve those..
Thanks for your hard work and dedication. Without you and Deadcode this game would have died like 15+ years ago.
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Sounds great - no more Hostingbuddy crashes causing every game to crash at once. Will test. Looking forward to all the staging server changes being made on the regular server. I guess Team17 has to approve those..
Thanks for your hard work and dedication. Without you and Deadcode this game would have died like 15+ years ago.
I strongly agree. It is honestly very nice of you guys for continuing to work on this game and keeping it going, not forgetting about us wormers who love this game. i honestly don't PC game much anymore since i've moved to console gaming... but i do LOVE worms and counter strike on my computer hah
skunk and walrus can get smoked in a roper ;) <3
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HostingBuddy version 3.8.1 which was previously in use on the Community Server, is now live on Team17's WormNET.
- HostingBuddy is now multi-process. This means that should a crash happen, it will no longer drop all games, and any performance issues with one game do not affect other games. The crash at 2020-12-23 23:58:22 +0000 is the last crash of such kind. In the future if you see a similar mass outage it is most likely server outage rather than a HB crash. In addition, a crash in a game process is less likely than a WormNET server crash.
- You can now host the Kaos scheme. Scheme settings currently used by HB: https://wsdb.fullwormage.com/12570
- You can now use all of the 3.8 features. Users of versions older than 3.8 will no longer be able to use HB.
- The list of features is as follows:
- !nocrates <percentage> - sets chance of no crate falling, or 255 to use the default. (aliases: nocrate, nc)
- !constantwind [on|off] - toggles constant wind. (aliases: cwind, cw)
- !wind <number> - sets percentage wind. (aliases: wi)
- !windbias <number> - sets bias for right worms getting left wind (and v/v). (aliases: windb, wb)
- !gravity <number> - sets acceleration due to gravity. (aliases: grav, gr)
- !terrainfriction <number> - sets proportion of velocity retained during collisions with terrain. (aliases: friction, tf, fr)
- !ropeknocking <number> - sets strength of rope knocking in %, or 255 for channel value. (aliases: knocking, knock, rk)
- !phasedwormsallied [off|worms|worms+weapons|worms+weapons+damage] - sets the things that allied worms aren't affected by. (aliases: phasedallied, pwa, pa)
- !phasedwormsenemy [off|worms|worms+weapons|worms+weapons+damage] - sets the things that enemy worms aren't affected by. (aliases: phasedenemy, pwe, pe)
- !explosionspushallobjects [on|off|default] - sets whether explosions will push all objects or not. (aliases: explosionspushobjects, objectspushedbyexplosions, epao, ope)
- !pneumaticdrillimpartsvelocity [on|off|default] - sets whether hitting a worm with a pneumatic drill causes it to more proportionally to the drilling worm's velocity. (aliases: drillimpartsvelocity, pdiv, div)
- !petrolturndecay <number> - sets the rate per turn at which petrol bomb flames shrink. (aliases: pturndecay, pd)
- !petroltouchdecay <number> - sets the rate at which petrol bomb flames shrink when touched by worms. (aliases: ptouchdecay, ptd)
- !maximumflameletcount <number> - sets the maximum number of flamelets on the map. (aliases: maxflameletcount, maximumflamelets, maxflamelets, flames, mfc)
- !maximumprojectilespeed <number> - sets the maximum velocity at which a projectile can move. (aliases: maxprojectilespeed, maxprojspeed, projectilespeed, projspeed, mps)
- !maximumropespeed <number> - sets the maximum speed at which roping worms can move. (aliases: maxropespeed, ropespeed, speed, mrs)
- !maximumjetpackspeed <number> - sets the maximum speed at which a jetpacking worm can move. (aliases: maxjetpackspeed, maxjpspeed, jetpackspeed, jpspeed, mjps, mjs)
- !unrestrictrope [on|off] - removes some rope restrictions to make it more similar to the rope found in Worms 2. (aliases: improvedrope, rope+, ur, ir)
- !maximumcratecountonmapatonce <number> - sets the maximum number of crates on the map at once. (aliases: maximumcratecountonmap, maxcratecountonmap, maximumcratecount, maxcratecount, maximumcrates, cratelimit, maxcrates, mccomao, mccom, mc)
- !suddendeathdisableswormselect [on|off] - toggles whether sudden death enables worm select. (aliases: sddisablesws, sddws)
- !suddendeathwormdamageperturn <number> - sets the health each worm loses per turn if Sudden Death is set to nuke. (aliases: sdwormdamageperturn, suddendeathdamageperturn, sddamageperturn, suddendeathdamage, sddamage, sdwdpt, sddpt, sdd)
- !battyrope [on|off] - toggles whether worms stay on ropes/jet pack at the end of their turns. (aliases: battyropes, batty, br)
- !roperolldrops [disabled|ropeonly|ropeorjump] - sets which weapons, if any, can be used during a rope roll. (aliases: ropedrops, rrd)
- !ximpactlossofcontrol [on|off] - toggles whether a high velocity horizontal collision causes loss of control. (aliases: ximpactloss, xiloc, xil)
- !keepcontrolafterbumpinghead [on|off] - toggles whether a worm keeps control after an upwards vertical collision on the rope. (aliases: kcabh)
- !keepcontrolafterskimming [losecontrol|keepcontrol|keepcontrolandrope] - sets what happens to the control and roping state after a worm skims. (aliases: kcas)
- !falldamageistriggeredbyexplosions [on|off] - toggles whether a worm incurs fall damage immediately after being pushed by an explosion. (aliases: falldamagetriggeredbyexplosions, explosionstriggerfalldamage, fdistriggeredbyexplosions, fdtriggeredbyexplosions, explosionstriggerfd, fditbe, fdtbe, etfd)
- !undeterminedcrates [on|off|default] - sets whether the contents of weapon/utility crates are determined on collection rather than on drop. (aliases: undetcrates, udc)
- !undeterminedfuses [on|off|default] - sets whether mine fuses are determined on trigger rather than on creation. (aliases: undetfuses, udf)
- !pausetimerwhilefiring [on|off] - sets whether the turn timer is paused whilst a worm is firing its weapon. (aliases: firingpausestimer, pause, ptwf, fpt)
- !lossofcontroldoesntendturn [on|off] - sets whether events that cause loss of control will cause the turn to end. (aliases: lossdoesntendturn, stoicworm, locdet, lcdet, ldet)
- !weaponusedoesntendturn [on|off] - allows multiple weapons to be used in a single turn. (aliases: weaponsdontendturn, shotdoesntendturn, multishot, wudet, wdet, sdet)
- !wudetdoesntblockanyweapons [on|off] - prevents "Weapon use doesn't end turn" from blocking Earth Quake, Armageddon, and Indian Nuclear Test. (aliases: wudetdoesntblockanyweapons, wudetdoesntblockweapons, wdetdoesntblockanyweapons, wdetdoesntblockweapons, sdetdoesntblockanyweapons, sdetdoesntblockweapons, unlockwudetweapons, unlockwdetweapons, unlocksdetweapons, etaodbaw, wdbaw, sdbaw, uww, usw)
- !gameenginespeed <number> - changes the speed at which physics and sound effects occur. (aliases: enginespeed, gamespeed, ges)
- !fractionalroundtimer [on|off] - sets whether the round timer will count down fractions of a second rather than just whole seconds. (aliases: fracroundtimer, fractionaltimer, fractimer, frt)
- !automaticendofturnretreat [on|off] - sets whether retreat time is triggered when turn time expires. (aliases: autoendofturnretreat, autoendturnretreat, automaticretreat, autoretreat, aeotr)
- !healthcratescurepoison [dontcure|collectingworm|allwormsinteam|allalliedworms] - sets which poisoned worms health crates cure upon collection. (aliases: healthcurespoison, hccp)
- !sheepheavensgate [explode|fuse|odds|explode+fuse|explode+odds|fuse+odds|explode+fuse+odds] - sets which options the "Sheep Heaven" option enables. (aliases: shg)
- !conserveinstantutilities [on|off] - causes instant utilities to be consumed one at a time rather than all at once. (aliases: conserveutilities, conserveutils, ciu)
- !expediteinstantutilities [on|off] - causes instant utilities to be consumed immediately in situations when they would normally be saved. (aliases: expediteutilities, expediteutils, eiu)
- !doubletimestacklimit <number> - the number of times a double turn time utility can be activated in a given turn. (aliases: doubleturntimestacklimit, dtstacklimit, dtsl)
- !indianropeglitch [on|off|default] - allows the rope to be fired straight down if selected while the worm is moving. (aliases: indianropetrick, indianrope, irg)
- !herddoublingglitch [on|off|default] - allows jumping at the right moment to release more Mad Cows than usual. (aliases: herddoubling, hdg)
- !jetpackbungeeglitch [on|off] - allows activating the Bungee from a Jet Pack. (aliases: jpbungeeglitch, jpbg)
- !anglecheatglitch [on|off] - allows the Longbow and Baseball Bat to be fired at unusual angles by selecting them while moving. (aliases: anglecheat, acg)
- !glideglitch [on|off] - toggles the glide glitch, where some collisions can cause a worm to continue moving rather than landing. (aliases: glide, glg)
- !skipwalking [disabled|possible|facilitated] - whether skipwalking is disallowed, allowed, or made possible during retreat time respectively. (aliases: skw)
- !blockroofing [allow|above|everywhere] - whether roofing is allowed, or how it is blocked. (aliases: roofing, roof)
- !floatingweaponglitch [on|off] - whether it's possible to drop detonation-on-impact weapons in a way that causes them to float and not detonate immediately. (aliases: floatingweapons, floatingweapon, fwg)
- !terrainoverlapphasingglitch [on|off] - whether objects will move freely if they intersect with land. (aliases: terrainoverlapphasing, topg)
- !autoplacewormsbyally [on|off] - sets whether automatic worm placement attempts to group worms by allied colour. (aliases: placewormsbyally, autoplacebyally, apwba)
- !circularaim [on|off] - sets whether holding up and down doesn't cause aiming to stop at the top and bottom. (aliases: circaim, cira, ca)
- !antilockaim [on|off] - sets whether aim is reset to a random value between turns to prevent easy repeat shots. (aliases: reaim, ala)
- !antilockpower [on|off] - sets whether holding space does not fire the weapon at full power, but instead power starts decreasing. (aliases: alp)
- !wormselectiondoesntendhotseat [on|off] - sets whether worm selection allows hotseat time to continue. (aliases: wormselectdoesntendhotseat, wsdoesntendhs, wsdehs)
- !wormselectionisnevercancelled [on|off] - sets whether worm selection is allowed throughout the turn, even after moving. (aliases: wormselectisnevercancelled, wsisnevercancelled, selectwormanytime, wsinc, swat)
- !girderradiusassist [on|off] - sets whether the game prevents you moving your mouse too far away to place girders. (aliases: gra)
- !bloodlevel <number> - sets the amount of blood in %, or 255 to use the channel default. (aliases: bll)
- !rubberwormbounciness <number> - sets the coefficient of restitution of worm bounciness. (aliases: rwbounciness, rubber, rwb)
- !rubberwormairviscosity <number> - sets the air resistance for objects such as projectiles. (aliases: rwairviscosity, rwviscosity, visc, rwav)
- !rubberwormairviscosityappliestoworms [on|off] - sets whether air viscosity applies to worms too. (aliases: rwairviscosityappliestoworms, rwviscosityappliestoworms, viscappliestoworms, rwavatw)
- !rubberwormwind <number> - sets the level of influence the wind has over objects that aren't normally pushed by wind. (aliases: rwwindinfluence, rwwind, rwwi, rww)
- !rubberwormwindinfluenceappliestoworms [on|off] - sets whether wind influence applies to worms too. (aliases: rwwindinfluenceappliestoworms, rwwindappliestoworms, rwwiatw, rwwatw)
- !rubberwormgravitytype [unmodified|standard|blackholeconstant|blackholelinear] - sets the RubberWorm gravity type. (aliases: rwgravitytype, rwgravtype, rwgt)
- !rubberwormgravitystrength <number> - sets the extent to which objects will be affected by RubberWorm gravity. (aliases: rwgravitystrength, rwgravstrength, rwgs)
- !rubberwormcraterate <number> - sets the number of crates which appear at once. (aliases: rwcraterate, rwcr, craterate)
- !rubberwormcrateshower [on|off] - toggles constant crate shower. (aliases: rwcrateshower, rwcs, crateshower)
- !rubberwormantisink [on|off] - toggles anti-sink (puts worms back on land if they touch water). (aliases: rwantisink, rwas, antisink)
- !rubberwormrememberweapons [on|off] - causes all weapons to continue to be equipped by a worm after firing. (aliases: rwrememberweapons, rwrw, weaponsdontchangeautomatically, wdca)
- !rubberwormextendedfusesherds [on|off] - allows fuses/herds from 1-10 seconds. (aliases: rwextendedfusesherds, rwextendedfuses, rwefh, rwef, fuseex)
- !rubberwormantilockaim [on|off] - resets the aim angle to 0 degrees after each shot. (aliases: rwantilockaim, rwala)
- !rubberwormkaosmod <number> - sets utility crate probabilities identified by the selected Kaos Mod number. (aliases: rwkaosmod, kaosmod, rwkm, kaos)
Note that there is currently a known issue where WebSnoop does not show more than one game, this is being looked into.
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Excellent!
I love this list of commands, have a lot of people asking me how to achieve some of my game settings via HostingBuddy!
Thanks! :-*
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This is huge news!!! Being able to host any 3.8 scheme with HB now. Should start seeing popularity of new schemes rising and more innovation, more new schemes. Thanks so much for your hard work everybody involved.
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The most massive HostingBuddy schemes update has just occurred.
The following schemes have been updated to accommodate the current play styles and make maximum use of v3.8 features:
- Battle Race
- Big BnA
- Big Rope Race - 1 worm, antisink, no teleport, 40s turn, 0s automatic retreat
- BnA - balance update
- BnG - circular crosshair and cycled power.
- Boom Race - multishot and phased teams now enabled. New: weapons can go through teammates but still damage them.
- Bungee Race
- Bungee Shopper - handpicked TestStuff features for balance.
- Burning Girders - more fire on the map allowed.
- Darts - Low Gravity is now permanently enabled and thus removed from the scheme. All worms and weapons fully phased.
- Elite - always no knocking.
- Fort - auto-place by ally optionally available.
- Ghost Knocking - always yes knocking.
- Golf - retreat removed.
- Hysteria - random worm order.
- Jetpack Race - scheme was totally broken. Now 25s turn + 5s grenade retreat.
- Kaos Normal - 52s, 3s hotseat, 5s automatic retreat, no invisibility/crateshower (kaosmod3)
- Mine Madness
- Parachute Race - wind is now unbiased and does not depend on a worm's location on the map.
- Plop War
- Rope Race - wind removed, antisink on. (including all other Race schemes except Parachute Race)
- Shopper (including all its variants) - balance update
- Solid testing
- Super Sheep Race
- Surf Shopper - handpicked TestStuff features for balance.
- TTRR
- Team17 - WormsLeague scheme with glitches disabled.
- Testing
- Tower Rope Race - now in sync with Big RR
- Warmer - maximum keep control and SWAT enabled.
- Wascar
Four brand-new schemes have been added:
- Aerial SD
- Kaos Pro - 45s, 5s hotseat, 5s automatic retreat, no damagex2/crateshower (kaosmod4), no french sheep strike
- Power Prodder
- Black Hole BnG (Rubber BnG)
You can download the schemes for private use under this post. Please report any irregularities you see with any of the schemes after this update.
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Hi Steps
without opening a can of worms. How was the BnG scheme determined?
With all agreed schemes in HB, can the next step be ranks on 4.0 for the different schemes?
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What the f...
You just murdered BnG you fools! :D
Not that any good BnG player will use HB anyway lol.
Where the hell was this all decided lol.
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Players had 48 hours to submit their feedback through the Discord server.
There is no automatic reaiming or resetting of the angle in BnG. The two other options were long overdue and increase the skill ceiling while not "killing" the scheme. Welcome to test the changes in a live game before forming your opinion.
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Players had 48 hours to submit their feedback through the Discord server.
I left that server after seeing racism & homophobic slurs met with a simple warning, that was the last straw for me.
I've played with those settings a long time ago, as they have been around for a long time, bit disappointed you would think I haven't tried those yet considering how actually stupidly addicted I was to BnG.
But it's only HostingBuddy, HostingBuddy is not mandatory or official and BnG is pretty dead anyway, which makes me wonder why the hell i'm even talking about this. :D
I guess i'd personally feel better if there was an official body in an official place doing stuff like this, it would feel much better to accept changes we don't like.
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I left that server after seeing racism & homophobic slurs met with a simple warning, that was the last straw for me.
There was one message from skunk3 that was overlooked, and was then quickly removed after your complaint. I'm afraid you are extrapolating from that single incident.
BnG is pretty dead anyway
Right, so you can't "kill" something more than it already has been.
This is why I think we need something fresh to revitalize the scheme. Extended fuse delays (or even a fractional fuse with a future update) could be interesting too. It could also be worth revisiting some of the old rules and make amendments.
Not all change is good, and if you have any concerns please list them in detail and we will rethink some updates. It is actually thanks to that feedback from you and others that the auto-reaiming was not enabled. More updates for HB schemes and more new HB schemes are planned, there is always time to revisit them again.
I would also like more feedback on other schemes rather than just BnG.
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I left that server after seeing racism & homophobic slurs met with a simple warning, that was the last straw for me.
There was one message from skunk3 that was overlooked, and was then quickly removed after your complaint. I'm afraid you are extrapolating from that single incident.
BnG is pretty dead anyway
Right, so you can't "kill" something more than it already has been.
This is why I think we need something fresh to revitalize the scheme. Extended fuse delays (or even a fractional fuse with a future update) could be interesting too. It could also be worth revisiting some of the old rules and make amendments.
Not all change is good, and if you have any concerns please list them in detail and we will rethink some updates. It is actually thanks to that feedback from you and others that the auto-reaiming was not enabled. More updates for HB schemes and more new HB schemes are planned, there is always time to revisit them again.
I would also like more feedback on other schemes rather than just BnG.
Even though BnG is 'dead', it's really important to get the HB schemes correct and as good as the whole community wants them to be because I heard HB would be the basis for 4.0 ranking. I think 48 hours notice in that discover service is a bit short notice.
However like you said they are not permanent fixes. I'd be really interested in trying the scheme, I also wonder if DC could hardcode 'rules' into the scheme to prevent straight zooks, sitters, close teleports etc?
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I'd be really interested in trying the scheme, I also wonder if DC could hardcode 'rules' into the scheme to prevent straight zooks, sitters, close teleports etc?
Yes, more scheme rules are planned to become options for the future. Anti-sitters is a no brainier that I'm pretty sure no one would be against. Also better placement in "auto place by ally" mode.
Senator pointed out to me (with links to relevant discussions) that anti-lock power was attempted in the past for BnG and decided to be removed after a test period. This is the kind of feedback I want, not a "this kills the scheme".
I'm planning to do another update for schemes next week, please keep suggestions coming.
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I'm afraid you are extrapolating from that single incident.
You're assuming, and your assumption is wrong.
Anyway, not here to debate that stuff, just informing you i'm not there anymore so I didn't know about this Discord poll, and the last reason why.
My 1st reply to this was actually just messing around hence the overuse of "lol" and the emoji, to be honest, it was a pretty stupid reply and I shouldn't even have made it.
But now you are asking for serious feedback, I should actually act mature.
I've had a little think now, and my only genuine concern actually, and this isn't just for BnG, I don't want people to confuse HostingBuddy rules with classic/league rules and schemes people are used to.
Just like how there are lots of people who say piling and teleport suicide moves in Hysteria are against the rules, which really bugs me because I 1st heard of the scheme as having no rules, that was the appeal to me. I don't want people to start becoming confused and arguing over the differences in rules.
Even if there was a disclaimer whenever someone joined a hosted game, something like, "These are not the official scheme settings & rules, these are the settings decided by a minority of members on the 'Worms Armageddon DoJo' Discord community."
I say minority because even though there are like 1500+ members, I assume(please correct me if I am wrong), far less than half actually bothered to vote or say something, in fact i'd imagine maybe around 100-250(being generous) people were involved with actual voting(or use of emoji's), and only 1 or 2 dozen people actually discussed things.
Anyway, i'd personally love to see a disclaimer that says these are HostingBuddy's version of rules and shouldn't be associated with classic settings and/or league settings.
Otherwise I actually feel like it's pretty lame for HostingBuddy to dictate and influence people like this, influencing a massive amount of people based on the opinions of a minority.
I'm surprised this poll wasn't advertised on other Worms related channels including TUS, I think a massive change to standard rules should have a longer process and polls for more people to submit their preferences.
Edit:
Hysteria - Random worm order? Really??? I actually do believe that change is extremely bad, personally speaking, that's a horrible change that ruins the entire vibe of the scheme in a competitive sense, it makes the scheme less strategic and greatly increases the luck factor from starting positions and who gets 1st turn, and there was a few discussions about this scheme recently explaining why. If you change Hysteria this way, you should actually rename it, because it's actually a MAJOR change.
https://www.tus-wa.com/schemes/scheme-16/msg277063/#msg277063
It's selecsteria, but causes the same issues as random worm order by taking away planning ahead and the ability to control the game better regardless of how it started.
Plus, it discusses the reasons why some people want to change the scheme in the first place and arguing those, from one perspective, illogical reasons.
In fact, just call it Lucksteria now, seems more fitting in my opinion. :D
Change the name of the scheme, i'd be happy, just how like ZaR Roper is different from normal Roper and W2 Roper, random turn order worms makes a massive difference, enough to be considered a different scheme in my opinion.
Even if when you hosted Hysteria, it asked you which variation you want, that would be cool. Actually, if I am not mistaken, didn't DarkOne or HHC actually make a Randomsteria scheme? That is exactly that, random worm order?
Rope Race - Makes sense, Big Rope Race should have wind removed as well.
Darts - Now I see why you were sending me PM's about Darts, did you ask others as well, I hope so as i'd hate to have influenced that decision alone, as much as I feel it makes sense lol.
Golf - Having retreat removed, I can see why that's applied.
BnG - I think it should have just been left the way it was until Deadcode tries to implement the changes to the game engine or whatever it was he said I can't remember exactly, but it would literally make notching impossible because set notching wouldn't work(at least not without macros or AI or something).
I just don't see the point in changing this, it seems completely biased to me, either this setting should be applied to every single scheme that uses ground fired weapons, or it shouldn't be used at all, i'm actually fine with either option.
Tower Race - I've been hosting a lot of Tower Race with 1 worm, antisink. I was getting a lot of praise for antisink, but a lot of complaints/suggestions about the lack of teleports, so I added infinite teleports instead and the scheme seems great now, the videos will be gone from my stream now but I streamed quite a bit 3-4 months ago.
Black Hole BnG - Lol, what's that? Need to have a blast of that!
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@Hysteria/Randomsteria
Hysteria
4. What happened to random worm order in Hysteria? Has anyone ever tested it thoroughly in 1v1 matches (preferably with more than 4 worms a side) and what were their findings?
Randomsteria is really a good alternative to Hysteria because it makes inconvenient to suicide their worms and it is more difficult to play on the opponent's turns (you know telecow, jetpackcow) but the luck factor is much higher and WA doesn't like this word especially if it is played competitively. We should discuss more about this point because it's very important.
Luck factor really isn't higher with randomsteria - unless you try to pile your way to victory. Your worm positions simply all need to be good. If you have a worm in a useless position, then that worm truly becomes a reliability now.
Random turn order isn't completely random - if you have 4 worms, then the next 4 turns will be randomized, but all your worms get their turn. After that is completed, a new batch of turns is decided in exactly the same way - all worms get their turns, but the order in which this happens is randomized.
This means there's still a way to abuse turn order with certain success, but it takes more effort from the person wanting to employ it and can only be used when there's a big advantage in amount of worms (percentage wise). Therefore the importance of this tactic is much more downplayed, especially in the early game. Makes telecide a much less favourable tactic, too.
Random turn order isn't completely random - if you have 4 worms, then the next 4 turns will be randomized, but all your worms get their turn. After that is completed, a new batch of turns is decided in exactly the right way - all worms get their turns, but the order in which this happens is randomized.
I didn't know about it, I thought that worms were chosen at random each turn with the risk that some of them couldn't never attack, this is why I talked about luck. At this point I have nothing against this variant and I guess that we can try to play with this scheme if it helps to reduce the abuse of turn order.
Also, KRD, you mentioned you'd check out the cups I linked to, but appear to not have followed through on that :o
I held a poll afterwards about what people would prefer, I think it was half wanted to keep original, the others wanted random turn order. The people who generally oppose random turn order, I feel, didn't really understand how random turn order works, though. They keep saying it makes the scheme all luck, which certainly is not the case. It merely makes early suicide very unappealing, which was kind of the point of that experiment to begin with (and early suicide tactics is what makes a lot of people hate hysteria)
If I've understood right,
1 vs 2/3/4 = safe telecow
2 vs 4 = safe telecow
2 vs 3 = luck based telecow
3 vs 4 = luck based telecow
So random turn order doesn't eliminate telecow as a comeback mechanism completely. You just need to be more behind or have 1 worm left to use it reliably.
I was surprised about this sudden change because the idea has been just one among others (?).
@BnG
I would have expected the auto re-aim feature but not these changes. The "re-aim before every shot" rule needs to be implemented one way or another for the possible ranked channel - or you need to get rid of the rule. Auto re-aim is also good for newcomers who are not familiar with the rules.
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Hm, yeah, I always wondered why telecow is a thing at all. Let alone getting a proper explanation on what is it. Thought Hysteria had no rules?
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Need reaim is totally useless thing. You can put finger on screen where is aim circle, then move it to way, and take it back to exactly position where it was. So in fact, you reaim, you wasted some time, and you aim at exactly same place as before.
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I held a poll afterwards about what people would prefer, I think it was half wanted to keep original, the others wanted random turn order. The people who generally oppose random turn order, I feel, didn't really understand how random turn order works, though. They keep saying it makes the scheme all luck, which certainly is not the case. It merely makes early suicide very unappealing, which was kind of the point of that experiment to begin with (and early suicide tactics is what makes a lot of people hate hysteria)
That paragraph actually makes me cringe...
Assuming we are talking about decent players and not, sorry to say, complete noobs and people who never really understood gaming in the first place, it's pretty lame to assume they don't understand such an incredibly simple concept as random turn order.
I, myself, have played a lot of Hysteria, it was one of my favourite League schemes of all time, selectsteria/randomsteria etc were extremely horrible variations to me.
The scheme, with no rules, and normal turn order, is completely fair, it doesn't even need changed. Almost all changes ever proposed for Hysteria are, I cannot stress this enough, entirely based on subjective and personal opinions.
Trying to change it is a perfect example of a group of people who personally want to improve the scheme more to their personal tastes, instead of actually improving the scheme.
I believe the requirements to change a scheme should be simple:
Add something without taking away something which lots of people feel is important.
Also, I spent about 20-30 hours one week playing random turn order and select worm Hysterias some years back when first proposed and personally I noticed a dramatic increase in luck based advantages and opportunities, which are the exact reasons I absolutely hate these proposed changes.
So random turn order doesn't eliminate telecow as a comeback mechanism completely. You just need to be more behind or have 1 worm left to use it reliably.
That's true, random turn order is better than select worms, i'll admit that, but it's still not nearly as good as the classic scheme we are used to, in my opinion.
Need reaim is totally useless thing. You can put finger on screen where is aim circle, then move it to way, and take it back to exactly position where it was. So in fact, you reaim, you wasted some time, and you aim at exactly same place as before.
You can still do this even with the auto re-aim function.
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aren't changes supposed to be helpful? some of them are, of course, but others are just confusing
so far, i played hyst and golf, and people were:
-confused and complaining about random turn order (they didn't expect it?, not everyone uses discord maybe?)
-golf with no retreat time was a mess, people had to constantly knock others away from shooting spots
i don't really understand some of these changes, in my opinion they should be focused on fixing problems, and not changing the mechanics
i wonder how many times will people just hit themselves trying to do a full power bahaha
hysteria talk
I have always disliked notching and telecow, but do you know what? I think changes are supposed to help people in general, and not just the league players; these changes are highly oriented to avoid telecows -which are common in league games-, but most of the community doesn't actively play leagues, and telecows are self-regulated (people just don't do them, this might be biased but i haven't seen a single person do telecows in a funner in years).
Why would you make your average player play schemes based on league players preferences? I don't get it
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so far, i played hyst and golf, and people were:
-golf with no retreat time was a mess, people had to constantly knock others away from shooting spots
I've always played golf with racing stuff on, 3.8 calls it phased worms, have you tried that yet?
Generally speaking after your turn 5 seconds wasn't enough to travel to next section anyway so on next turn you would move with jetpack or rope then shoot, so I see why they removed retreat time, it's just a waste really.
i wonder how many times will people just hit themselves trying to do a full power bahaha
That happened to us a lot to begin with lol, the power goes to 100% then back to 0% then explodes, rather than going up and down and up and down forever until time runs out, which is what we THOUGHT it would be like.
I have always disliked notching and telecow, but do you know what? I think changes are supposed to help people in general, and not just the league players; these changes are highly oriented to avoid telecows -which are common in league games-, but most of the community doesn't actively play leagues, and telecows are self-regulated (people just don't do them, this might be biased but i haven't seen a single person do telecows in a funner in years).
I've pretty much always disliked notching as well.
Even the word telecow is nonsense to someone like me, who has been playing the game since 1999 and piling, suicide, have always been a valid strategy, whether someone likes it or not shouldn't matter, is it fair or not, should be the only factor, and it IS fair.
I feel like the schemes HB use should actually reflect how they are played at the top level by League players, who are usually(not always though) the most dedicated and skilled players, and if anyone wants to play it for fun they are free to change the scheme however they see fit, for fun.
I have absolutely no problem whatsoever with these variations of the scheme, but that's what they should be, a variation, not a change to the scheme as we all know it.
Why would you make your average player play schemes based on league players preferences? I don't get it
So i've played WA since 1999, and I am sure there are others out there who will perhaps confirm some of the following things I talk about.
Leagues, funners, experimental games, there has always been piling, suiciding, knocking worms, sacrifice that can seem ridiculous but has a purpose.
I've saw 2v2 ropers where 1 player would kill themself as fast as possible because how much of an advantage the other, highly skilled player has in a 1v2 situation, especially in tricky maps, it's a tactic, it's risky, but it's sometimes worth it, having the option to do these things only increases the amount of tactical possibilities.
Any attempt to prevent suicide by teleport, piling, knocking etc, is an attempt, in my eyes for one, to water down schemes simply because some people don't like those things personally.
This doesn't apply just to Leagues, because the leagues generally used the schemes people were familiar with anyway, it actually looks like from my perspective that it's actually people who play the schemes seriously who want to change them, not the other way around.
I don't like when people hide on top in roper, but it's a valid strategy and you can easily fend against it if you are good enough.
My main issue with the whole anti-suicide thing in hysteria is the fact people are trying to create an issue where there really isn't one to begin with, literally the scheme is already fair and balanced, actually I personally believe it to be one of the more balanced schemes that has ever existed in the history of the game, UNTIL people start trying to change it!
Edit - I just want to point out, mentioning how long i've played isn't me trying to say "I've played this long so my opinion is more important to all you simple peasants who haven't played as long!" :D
It's just me trying to explain that it's how i've experienced things pretty much since this game started.
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I've always played golf with racing stuff on, 3.8 calls it phased worms, have you tried that yet?
uhhh i don't remember, i wasn't the host
Generally speaking after your turn 5 seconds wasn't enough to travel to next section anyway so on next turn you would move with jetpack or rope then shoot, so I see why they removed retreat time, it's just a waste really.
Anyway, I don't mind the transition to no retreat time, but then it would need worms to not be able to hit each other -by default-, which didn't seem to be the case last night (when I played golf)
I feel like the schemes HB use should actually reflect how they are played at the top level by League players, who are usually(not always though) the most dedicated and skilled players, and if anyone wants to play it for fun they are free to change the scheme however they see fit, for fun.
I don't know about this one; I would say it should work for the majority. As far as I remember, league Shopper is played without Bazooka, and I would say most funners are played with an infinite supply. Most people won't touch Leagues, anyway. I would have agreed with this 10 years ago, when people still showed interest in competitive gameplay.
My main issue with the whole anti-suicide thing in hysteria is the fact people are trying to create an issue where there really isn't one to begin with, literally the scheme is already fair and balanced, actually I personally believe it to be one of the more balanced schemes that has ever existed in the history of the game, UNTIL people start trying to change it!
Yes, telecow balances random bad starting placements; but I still don't get why would you just change it for HB where people don't even try to telecow.
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I don't know about this one; I would say it should work for the majority. As far as I remember, league Shopper is played without Bazooka, and I would say most funners are played with an infinite supply.
I honestly can't remember the Shopper scheme I very rarely play that scheme so whenever I do pretty much just accept whatever the host sets.
Most people won't touch Leagues, anyway. I would have agreed with this 10 years ago, when people still showed interest in competitive gameplay.
Yeah, I agree with that.
While I'd like to think most players still enjoy playing competitively, as in, play to win mentality, many years ago i'd claim the majority of players were interested in playing competitively and having their victories reported to leagues to compare with other players, these days I highly doubt that's true, at least it's definitely true for the classic schemes we're used to.
Yes, telecow balances random bad starting placements; but I still don't get why would you just change it for HB where people don't even try to telecow.
Well, my opinion is not to change it, it always has been and always will be to leave it how it is, with no rules and normal turn order.
I've played Hysteria for a long time, many years without a problem, then slowly a few people influenced more people, that spread over time and suddenly you have ignorant noobs writing "telecow!" at you thinking they know better than you, even though the scheme literally has no rules!
What makes it worse is a few times when I try explain to them the truth and history of the scheme, and tell them I have no problem playing with a few rules added, as long as they actually write these rules before the match begins. They start swearing and insulting me because they actually believe I am wrong... This actually caused me to lose interest because I got fed up arguing with ignorant people.
Which brings me to my next point, why do people use the term "telecow"? It is literally wrong, which leads to ignorant people arguing with you about it, that can be frustrating because of people being ignorant.
For starters, a cow implies you broke the rules, Hysteria doesn't have any rules so it's impossible to cow.
When you teleport to another player that's called piling, when you teleport above another player to kill yourself and get grave damage, that's called suicide, when you use Jetpack to pile or suicide, the name doesn't change either.
Telecide, telepile, jetcide and jetpile are terms i've seen thrown around, while I don't like them at least those are actually useful inside a Hysteria game because, for example, at least if playing 2v2 you can quickly type "jetcide" which is faster than typing "Use jetpack to suicide". Not to mention they are technically correct unlike "telecow".
We need people to stop using the term "telecow" in normal Hysteria matches because they really look ignorant, not to mention they are literally wrong(unless they specifically mention they are playing with extra rules including piling and suicide with teleport is against the rules, which still wouldn't make doing this with jetpack against the rules). Stop teaching people bad habits!
Edit - Also, if telecow doesn't actually mean you've cowed, and simply is the term used for piling and suiciding with teleport or jetpack, then it is extremely misleading and think the name should be changed so it doesn't make innocent people feel like they have broke imaginary rules.
If this is how it is actually used, then I think that's pretty lame, a way to make people feel bad for something entirely normal but that another person personally doesn't like.
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Piling enemy worms and suiciding is of course normal in league games but I can see why people hate it in funners. It's a scheme where this tactic is the easiest to use and people don't want and don't know how to counter it. I can 'telecow' in funner when I'm in a big disadvantage and there's literally nowhere else to go.
And I think random turn order is a bad idea anyway.
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Piling enemy worms and suiciding is of course normal in league games but I can see why people hate it in funners. It's a scheme where this tactic is the easiest to use and people don't want and don't know how to counter it.
Piling enemy worms and suiciding has been normal from the start of the entire Worms franchise, funners or not.
In fact, these strategies come from actual wars and battles, fights and other examples from real history of humanity, and are applied to games and other situations throughout the world.
If people cannot handle them, I believe that should be their issue to tolerate instead of trying to degrade the quality of a scheme.
Edit - Instead of just saying, it should be their issue to tolerate, I should explain that I mean more people should try and educate others on why piling and suicide are valid and useful strategies that should not be hated and actually encouraged because when I see people playing at the highest level using a mixture of tactics and strategies depending on each players strengths and weaknesses and also the map design and who gets 1st turn and who has control of what sections of the map, it's just more exciting to be able to adapt to different situations against different players.
Sure, some people abuse suiciding and piles and make it their strict style, and that genuinely does frustrate some people, but that's life, some people are going to abuse anything in any way they can, but that doesn't mean those things are inherently bad, or make suiciding and piling itself bad. In fact, it makes it easier to deal with those people if you stay calm because you know exactly what's coming, they are so predictable lol.
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HostingBuddy schemes have been updated!
The following classic schemes have been updated:
- BnG - changed to classic scheme, with "auto-place worms by ally" taking effect if manual placement is disabled by the host (manual placement defaults to ON)
- Golf - all worms fully phased, land retreat is now set at 3 seconds
- Hysteria - changed to classic worm order
- Tower Rope Race - infinite teleport has been added
- Warmer - changed to classic scheme with 0s automatic retreat.
Three brand-new schemes have been added:
- Free Warmer (freewarm)
- Neocombat (https://worms2d.info/Neocombat)
- Rubber Plop War (https://worms2d.info/Plop_War_Rubber_Version)
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HostingBuddy schemes have been updated!
The following classic schemes have been updated:
- BnG
- Golf
- Hysteria
- Tower Rope Race
- Warmer
What changes have been made? Is there a document anywhere like a ReadMe? Maybe on the WKB site?
I'd rather not have to download and physically check each scheme individually.
Different from your original post on the 3rd January? I checked and didn't see it modified since then.
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What's a Free Warmer?
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HostingBuddy schemes have been updated!
Three brand-new schemes have been added:
- Free Warmer (freewarm)
- Neocombat (https://worms2d.info/Neocombat)
- Rubber Plop War (https://worms2d.info/Plop_War_Rubber_Version)
OMG! I almost cried now. I wish I could talk to DumbBongChow and Fighter to show these amazing news! Neocombat and Plop War Rubber Version took plenty of time testing the schemes, balancing them. I need to check if they were updated to 3.8 or if they are still the same (but some new 3.8 features would probably be good to them, unfortunately they are not here to update). I will surely use HostingBuddy more times now.
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Well, my opinion is not to change it, it always has been and always will be to leave it how it is, with no rules and normal turn order.
Oh yeah I said "you", should have been "they", but yeah, I meant it as in "why would someone..."
HostingBuddy schemes have been updated!
Three brand-new schemes have been added:
- Free Warmer (freewarm)
- Neocombat (https://worms2d.info/Neocombat)
- Rubber Plop War (https://worms2d.info/Plop_War_Rubber_Version)
OMG! I almost cried now. I wish I could talk to DumbBongChow and Fighter to show these amazing news! Neocombat and Plop War Rubber Version took plenty of time testing the schemes, balancing them. I need to check if they were updated to 3.8 or if they are still the same (but some new 3.8 features would probably be good to them, unfortunately they are not here to update). I will surely use HostingBuddy more times now.
UISxFighter? that guy used to spend a lot of time creating and testing schemes. I don't think he plays anymore :( played a lot with him during the 2009-2013 era
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UISxFighter? that guy used to spend a lot of time creating and testing schemes. I don't think he plays anymore :( played a lot with him during the 2009-2013 era
Yes, exactly him. A brazilian player. He seemed to be a sensitive person and he had some irritability. But, he was very creative player, very good on the schemes he used to play and worked hard on scheme testings. I was his friend in WA, and used to play and test schemes with him. Good to know people still remember him here, he was very active on that era.
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Oh yeah I said "you", should have been "they", but yeah, I meant it as in "why would someone..."
Ah, no worries lol.
I guess some people hate piling and suiciding so much they want to change it to suit them.
I'm curious as to what freewarm and black hole bng are, not by actually trying them though, hopefully someone can write about them somewhere.
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Darts - Low Gravity is now permanently enabled and thus removed from the scheme. All worms and weapons fully phased.
I got used to it after two inertial attempts to activate LG, feels good and modern, thanks!
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without opening a can of worms.
:D didnt really work
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HostingBuddy schemes have been updated once again!
Changes:
- Boom Race: fixed the issue where you could not push yourself with petrol
- Jetpack Race: Fixed incorrect fuel/retreat settings
- Kaos Normal: changed from 7 to 10 base craterate for faster casual play (as seen in most Kaos variations posted online), and tweaked crate type probabilities. Weapon crates now appear slightly more often than utilities and health crates. There is a 30% chance of a crate not falling each turn. The probabilities are as follows:
- Weapon: 37%
- Utility: 30%
- Health: 33%
- All 10 crates falling: 70%
- 9 crates falling: 91%
- 8 crates falling: 97.3%
- 7 crates falling: >99%
This is to make the update smoother for those who already got used to the old 7-crate rate. - Kaos Pro: stays the same, but craterate bumped from 7 to 8 (flat rate).
- Rubber Plop War (minor fixes)
- Shopper (Mole power increased to 5 stars)
New Schemes:
- Kaos Mole Shopper
- Only Crates (credit: Mega`Adnan)
- Rowy (credit: philie). Now available as a category on WMDB! (please upload more dedicated maps)
As usual, you can download this iteration for your private use under this post.
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I'm happy to see Rowy available on HB schemes and also as a WMDB category! BTW I think WMDB should have way more categories, because there are many schemes with lots of maps that are not there... Example: Surf Race (https://worms2d.info/Rope_Race#Surf_Race). Also I do want to see Board Games being available in HB schemes. For example someone writes "!host Board Game", then HB hosts it and download a random map from Board Game category in WMDB and also download the scheme attached to that map automatically. I believe this shouldn't be so hard to implement. Another thing I think HB should do is to inform the rules of the scheme automatically to players either as a link to a WKB article or TUS scheme page or simply a text explaining them. I know HostingBuddy is not very localized and many people don't understand english, but this would at least make people know why they got kicked so much when they join a game, and would make them learn how to play the schemes. Also, it would be good if they learn some etiquette (https://worms2d.info/Etiquette) from the game.
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cool, thanks!
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I'm curious as to what freewarm and black hole bng are, not by actually trying them though, hopefully someone can write about them somewhere.
Well, now I wrote a stub about Black Hole BnG and I made a gif for it too:
https://worms2d.info/Black_Hole_BnG