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 Post subject: Release V1.087
PostPosted: 25 May 2012, 18:01
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Moderator

Joined: 15 Apr 2008, 00:47
Posts: 872
Location: United Kingdom
We have now rolled out the latest release; the full changeset is as follows, though some may have crept through already as part of some earlier server changes (I'm not sure which, though).

Note we've moved to a different hosting provider; this means that some of the ticket numbers have been reset.

Greg

Enhancements

1. Limit the number of cogs+wagons that can arrive in a Kingdom in a single tick to 1000 (#0). Note; the limit of 1000 is subject to review.

Bug fixes

1. Ensure colonies are included in winners of the reset worlds (#0).
2. Remove an occasional bug which means the world rankings table isn't always updated every tick (#0).
3. Fix on occasional tick error when generating the ranking (#0).
4. Typo "archeryranges" when training archers/crossbowmen (#50).
5. Typo in the "Send Fleet" screen (#54).
6. Error in the "create colony" URL (#56).
7. Ensure that off-world pigeons always arrive OK (#751*).
8. Don't decrement the number of unread pigeons when reading your own sent items (#754*).

* These are the bug numbers in the old tracking system

[EDIT; to reflect the fact we've now gone live with this release]

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PostPosted: 29 May 2012, 20:32
Journeyman

Joined: 27 Aug 2008, 09:42
Posts: 269
Location: Santa Cruz, California, USA
This is only going to be an issue for very substantial kingdoms, but why is it an *enhancement* to limit the number of wagons or cogs that can arrive in one tick?

Related to that then - are you then limited in how many cogs/wagons can depart in one tick? If I post 1200 wagons and two people pick up 600 carts each, can they do that in the same tick?

Even with some of the high-resource-burn strategies of some very big (if only temporarily) KGs, what I see this primarily affecting is if you are trying to import resources for NW boosting (or possibly trying to import GC for some stupendously expensive skills, like (hypothetically), the upper reaches of Improved Battering Rams or Ballista, which start Level 1 at 100 million GC.) In that case, you might plausibly need over half a billion GC and might need that many carts to try to get in the cash and not bleed it all (provided you didn't also have the 2500 castles to hold it)

On the same typo level - there is a rather involved thread for Release V 1.086 - is this actually 1.087?


Good to see someone still holding down the fort at command central - been pretty quiet for a long time.


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PostPosted: 30 May 2012, 10:02
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Joined: 15 Apr 2008, 00:47
Posts: 872
Location: United Kingdom
duff_garden wrote:
This is only going to be an issue for very substantial kingdoms, but why is it an *enhancement* to limit the number of wagons or cogs that can arrive in one tick?

It's an enhancement because if too many wagons arrive, it breaks the tick. You can call it a bug fix if you like.

duff_garden wrote:
Related to that then - are you then limited in how many cogs/wagons can depart in one tick? If I post 1200 wagons and two people pick up 600 carts each, can they do that in the same tick?
That's not a problem. In fact, one person can pick up all 1200 carts. It's just that when you'll receive the carts over two ticks; 1000 in the first tick, the remaining 200 in the tick after.

duff_garden wrote:
On the same typo level - there is a rather involved thread for Release V 1.086 - is this actually 1.087?
Thanks, now fixed.

Greg

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PostPosted: 31 May 2012, 09:57
Journeyman

Joined: 01 Jul 2010, 22:08
Posts: 184
All sounds dandy to me


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 Post subject: Re: Release V1.087
PostPosted: 31 May 2012, 22:13
Journeyman

Joined: 27 Aug 2008, 09:42
Posts: 269
Location: Santa Cruz, California, USA
Is there any particular order then to which stuff arrives in the proper tick and which in the delayed ticks?

i.e. wagons before cogs, or gold before food, or stuff that would have arrived earliest in the tick before stuff that would have arrived later?


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 Post subject: Re: Release V1.087
PostPosted: 01 Jun 2012, 09:33
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Moderator

Joined: 15 Apr 2008, 00:47
Posts: 872
Location: United Kingdom
duff_garden wrote:
Is there any particular order then to which stuff arrives in the proper tick and which in the delayed ticks?

i.e. wagons before cogs, or gold before food, or stuff that would have arrived earliest in the tick before stuff that would have arrived later?
No; it's likely to be in the order that they were dispatched, but not guaranteed.

Greg

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