Another minor bugfix build to fix bugs in the last bugfix build, plus new Special Venue Day Sniper Daily Challenges:
The Sniper Daily Challenge, that new thing that lets you play a random selection of Sniper games against players at your skill level from the past, now has a Special Venue Day. Every Sunday/Monday (00:00 GMT Mondays, so local times vary, it happens 5pm Sundays in US Pacific for example), the Daily Challenge games query the replay database for a single venue, so this coming day will be 8 games of Courtyard, then next week will be Gallery, and so on. It loops every 14 weeks. Compare your scores and times in the the official SpyParty Discord.
Fixed a potentially game breaking "tell" bug discovered and reported by lazybear. The NPCs would not use the entire bookshelf pads, so any time a guest would go past the halfway point to stop, it would have to be the Spy. You can see the possible NPC positions in this before/after image. Thanks again to lazybear for the report, it's really important that bugs like this get reported quickly and privately so I can fix them so SpyParty stays competitively balanced.
I tried to fix the action priorities of Contact the Double Agent and Delegated Purloin and ended up messing everything up for three builds.
Finally fixed the Steam login bug that caused the lobby to disconnect you. Hopefully. If you get a Lobby Disconnected error (assuming your internet isn't being spotty), please report it here in the forums or on Discord.
Enjoy, and let me know if there are bugs! Chris
v0.1.7262.0, v0.1.7263.0, v0.1.7269.0:
code
now using the red-black tree super de-duper on all daily days, including special venue days and race the sniper, so if you ever see a dupe let me know when and where!
better bookcase bunching up avoidance without avoiding the entire front of the bookcase
fix action priority bug for fake bb and delegated bar purloin
fix flirt to come before bb
don't change bb priority when it's achieved
separate out fake and real and put fake last in the priorities finally
finally fix steam multiple login issue with mismatched ticket names
VERY IMPORTANT FIX: "specator" -> "spectator" on button
finally fix obscure but somewhat common crash on displaying dossier on unlock on sniper game setup before spy ready, phew.
Belated Bugfix Build
Belated Bugfix Build
This build is mostly a bunch of small stuff, but the biggest and most important things are:
I finally fixed the "sliding bug" where eventually the walking position and animations would desynchronize, this was due to accumulated error in some fixedpoint values sent over the network, and the fix was pretty easy once I realized this...I just keep track of the error on the sender and compensate for it over time.
No more dupes in dailies! I've been testing the red/black tree implementation for months, and I'm pretty sure it's rock solid, so now I'm turning it on for a full 365 days. If you see a duplicate game in the daily challenge ever again (not counting games before this build) then it's a big bug!
I now queue the last three games in a match for spectators, so if you're a late joiner or the match is set to spectation /delay, you won't miss out on the first few games.
Enjoy, and let me know if there are bugs! Chris
v0.1.7232.0:
code
fix Away, Spectating "build" in /stats to be a little less noisy
daily challenge should not have dupes for 365 days now
check for spy and sniper setup complete on spectation load to avoid bad replays in dailies
lobby state CLOSED allows games but not matches/sets
fix lobby assert when cached game is evicted before message lands
fix lobby assert if invited by highest client id and then they disconnect and then our spectation socket closes !?
if invitations fail to find other client id, fail accepts and handle them somewhat
email notification on lobby crash
fix sliding bug, which seems to be caused by error buildup in relative timestamps in packets, track error on server and send corrections to client
fix replay timeline scrubbing memory leak (and crash?), if fading sound out don't remove from list
RIP bookmarking in practice sniper menu text
fix a crash if we're in a replay dir that gets renames but the notification fails to trigger
add prompt to /say and /emote on room change during typing to avoid spamming lobby, and fix /sayroom and /emoteroom
make /win more robust, w h, x y w h, or all params
clear credentials on exit has one-shot and always options, default steam users to one-shot for old versions, have people use one-shot for working around steam bug for now
record finished http request time from signal thread so we aren't dependent on load times for computing server clock skew
queue 3 games after end so late joiners can have a chance to watch a game even with delay on
save replay data as soon as done, don't wait for retire, avoids some quick exit situations that didn't save game correctly
display next spectation game ready in a slightly less epilepsy inducing typeface
if /away then default invites to off
display the "next game has started" thing in casting mode if we've seen the end of the game once
allow the spy normal action key to fire the sniper rifle
more asserts to try to catch this portrait crash(es)
flush log if lose focus
sort /away folks to bottom of lobby list above finishing folks
fix bug with replay set results screen missing title
setting for filtering lobby meta chat messages like join/leave, probably want more stuff under this category
don't play drink crash twice on canceling waiter purloin
don't use replay muting in replay/spectation sniping mode, only when viewing the replay as a spectator
content
investigating and fixing offsets in pub and ballroom, this was not a big deal until the Daily Challenge and these old replays started showing up everywhere!
venue texture and geometry fixes for ballroom, gallery, balcony, high-rise, moderne, library, pub, redwoods, teien, terrace, veranda
thanks to cleetose for finding all these!!!
reduce volume a bit on drink crash and statue clank
Edit: Just updated to 7237, fixing a tutorial crash. Should be live in a few minutes.
Race the Sniper Daily Challenge Mode, and Fixes & Features!
Race the Sniper Daily Challenge Mode, and Fixes & Features!
The big stuff, details are below:
Sniper Daily Challenge Bugs Some small bug fixes, and one huge exploit bug fix that was reported privately by Legorve Genine/steam before anybody else noticed, thanks so much!
Once a week Race the Sniper Daily Challenge Mode The normal Daily Challenge consists of all Spy wins or timeouts, so when you play Sniper, you get a "normal" game against the Spy. I added a new mode that activates once a week on Sunday afternoons in the US, or 00:00 GMT Monday morning to be precise, where the replays choosen from the database are all games where the original sniper shoots the Spy, and you have to shoot first to win. It's an experiment, and so far some like it and some don't, give it a try on Sunday/Mondays and see what you think!
Enjoy, and let me know if there are bugs! Chris
v0.1.7080.0, v0.1.7083.0, v0.1.7093.0:
daily challenge fixes and features
fix /daily command to print stats without level param, must have param to play daily, like /daily 4 to play level 4's daily (this is how you play more than just your own daily level)
don't lock out daily on cancel until actually started the first game
setting for disabling daily results posting to discord
pop up a screen describing daily and curated set, this is used to tell you if you're on a Race the Sniper day
fix absolutely wild replay sniper bug discovered by Legorve Genine/steam (see below)
put the spy green bar on the replays sniper view portraits
So, this bug: because the replay sniper mode was built off the regular replay mode, and I was never careful about making the portraits in replay mode match up with the actual sniper's portraits, all characters who were either cast and unknown to the sniper, or marked important, were sorted to the front of the list, which means that in most games the Spy and the Seduction Target were the first two characters to the left of the portraits, even in Daily Challenge mode!?!? If you had a green swapper, or a green purloiner, they were marked important and so were in the mix of the first four portraits. If you were watching a live game, they would have sorted themselves to the front in real time as the purloin/swap happened! The only saving grace is that as soon as you had highlights, they were higher priority, so you probably didn't notice. Legorve Genine spotted this and was a very good beta tester and reported it privately so everybody's dailies weren't busted until I fixed it. This reminds me of that old bug where the guests would always only go to the largest open slot in a conversation for YEARS before I noticed it and fixed it, and thankfully no players ever noticed, but they were pretty surprised when I told them after fixing it. Anyway, good times, but now the replay sniper portraits should exactly match the sniper's portraits, which I spent a bunch of time making sure they were shuffled correctly.
Sniper Daily Challenge
Sniper Daily Challenge and New Curated Replay Sets!
Look If you had Eight shots Or eight opportunities To seize everything you ever wanted In one moment Would you capture it Or just let it slip?
The big stuff, details are below:
Sniper Daily Challenge Everybody loves daily challenges in games, and the new Sniper Daily Challenge in SpyParty is pretty special. Every day (rolling over at 00:00 GMT, which is 4pm US Pacific), the server generates a new set of eight games for everybody to snipe against. There are different skill levels based on your number of wins, so you'll always get a set of daily games that are challenging but fair. Everone at a given skill level plays the same set, and the results are posted to a channel on the SpyParty Discord (http://discord.gg/spyparty). These games actually come from the giant replays database that you all have been creating just by playing the game. At the time of this writing there are 2.3 million replays being randomized and filtered to create the daily sets. This is a fun way to stay in practice, compare your scores and times with your friends, and you can even play the other skill level dailies with a simple chat command in the lobby.
New Curated Replay Sets Thanks to the amazing SpyParty community, we have an entire new batch of curated replay sets in the lobby. The previous curated replays were almost all the old art, and were not a great introduction to the game. Players would log into the lobby, click that button, and then all of a sudden be in an old art hellscape and wonder what happened. The games were high quality, but the visuals left something to be desired. We even got bug reports about the graphics being buggy when players went into the lobby. Now, thanks to player mintyrug and others, there's a whole new group of curated replays, so check them out!
Lobby Invitations While Spectating Finally, when you're waiting in the lobby to play a match, you can now spectate another match or play a curated replay set, but still appear as available to play and get invites. We had this cool spectation system but players couldn't use it when they were idling in the lobby waiting for a match because it meant they couldn't be invited, so that's finally fixed and you can feel free to hang out and watch other games while waiting for a match for yourself.
Enjoy, and let me know if there are bugs! Chris
v0.1.7069.0:
new curated replay sets
sets are now permuted so you can retry them without accidentally memorizing the order
results screen on replay sets
one-shot sniper mode active for replay sets now instead of multi-shot chances
replay sets browser is now sortable by clicking the headings
sniper daily challenge
there's a /daily chat command that lets you specify which level challenge you want to play, type /help /daily for more info
daily challenge results are posted to the discord #daily_challenge channel so you can compare your score and time with your friends
if you win 8 out of 8 on your daily challenge level, it unlocks a bonus set of 8 more games for that level and day
lots of ways to get to the daily, including the main menu box, which will tell you how long you have to play today's or wait for tomorrow's, a button in the lobby, and the /daily chat command
if you have multiple accounts, the main menu daily panel might get out of sync, but just log into the lobby and everything will be updated
there's UI for confirming whether you really want to quit the daily before you're done, because it will mark that daily as played and you'll have to wait until tomorrow for the next one
miscellaneous spectation and replay stuff
checkbox on starting spectation to say whether you want to be able to be invited or not
setting for "one shot" versus "multi shot" spectation sniping mode, do you want multiple bullets?
you can select multiple replays in your replays directory and choose to snipe them as a permuted set just like a curated replay set or a daily challenge
there's an optional one-game spectation delay available if you're worried about people spectating your games live, see the /delay command for more information, it makes spectators wait until the game is completely done
store replay sniper games and wins in player data for later
minor stuff
SpyParty Competitive League Season 6 game mode prop file is in the list
changed "In Room" to "Available" in lobby to be more clear
cleaned up some lobby sorting issues
disconnect match if spectation connection drops rather than weirdly later
slightly better invite failed strings
added redwoods and terrace to menu backgrounds
documented replays menu keyboard commands in README.txt
fixed some replays menu keyboard bugs
fixed bug where motd wouldn't show up for a few frames at start and be ugly
put up warning if a lot of clock skew with server to avoid bug reports due to wrong time set on client
fix bug with typing /help /daily eating a character and being annoying
fix spectators list doesn't disappear with ui toggles
fix to avoid escaping from settings and triggering spy action
New Redwoods Venue!
New Redwoods Venue!
The big stuff, details are below:
the new Redwoods venue, with extra bonus trees for your occluding pleasure
no more marking books, should make for much less frustrating high and lowlighting
sadly, the birthday party is over, meaning no more hats or cupcakes for you
Enjoy, and let me know if there are bugs! Chris
v0.1.6873.0:
code
remove book marking, yay - this cleans up a lot of fiddly accidental mouse clicking by the sniper, and is maybe a slight Spy buff, except it'll make high/lowlighting faster for Sniper so maybe it's a slight Sniper buff? who knows
don't draw update ui if ui is toggled off, just noticed during testing that the spectators list doesn't toggle off, always more bugs
re-hide microfilm in book has lower priority than inspect
more events for inspect cancels (player bails) and interrupts (guest picks up)
content
some small fixes to General's rig and walk anim
Redwoods venue!
changes since pax for Redwoods
make chair a little less orange sari
color coded book ends
moarr treez
Minor Error Message Fix
v0.1.6849.0
fix a couple minor things and make a new error message before some content updates
Birthday Bugfix Build
Birthday Bugfix Build
This build took way too long to get out, sorry the crash bugs lingered so long! There's the final venue right around the corner, and matchmaking coming after that! I really should have published these fixes long ago...but hey, cupcakes!
The big stuff, details are below:
don't crash when a shot goes off and the Seduction Target is walking to a pad
don't crash in sniper tutorial
cupcakes and birthday hats!
Enjoy, and let me know if there are bugs! Chris
v0.1.6836.0:
code
wip on endgame sound effects damping in replays versioned
fix lobby crash when there's a spectator while draining
fix rare case where lobby would lose the replay if the cloud save failed
fix lobby kicking for really long games on veranda
make Minimal quickplay group flag for only showing available venues
make new events for cupcakes, new p2pv, this is kinda dumb but oh well
fix assert bugs introduced with fixing bookshelf fingerprints
features
allow "/win w h" as command instead of requiring all the parms
content
polishing Ms. O's walk, small tweak to original pickup briefcase anim
birthday stuff with cupcake and party hats
Bugs and Performance...
Lots o' fixes...
The big stuff, details are below:
tons of bug fixes for gameplay bugs, ui bugs, crash bugs, bug bugs
fixed two big performance things
the internal profiling system would slowly take more and more time requiring a restart
the gamepad detection code was super slow, which wouldn't be a problem except a bunch of devices send spurious device changed messages, so this caused framerate hitches for some folks (like me)
lots of better pad collision stuff to prevent pad pathing overshoots
some animation polish
Enjoy, and let me know if there are bugs!
Chris
v0.1.6729.0:
code
big optimizations for longer runtimes with the prof system (this actually was partly due to floating point denormals which is kinda funny if you're a programmer)
ridiculous mode is just ctrl+shift now
split breaking glass sound effect into normal and endgame for endgame sound damping
fix purloin delegate bug, at least vastly reduce the chances of it hitting again
don't display weirdly broken floating amba personal space timer when the mission isn't selected (revisit this?)
put "simplified" in the mission display in a few places
switch practice mode handicapping testing to absolute wins, and save in config, display computed handicap in settings now, remember you can click and drag in the numberspinner to scrub
also save practice mode quickplay group to config
fix draw order on mission checkboxes in hud
use previous replays sort as secondary sort key
only guests invade amba personal space
fix sliding accidentally introduced on going to bar
stop bartender walking if queued guests and current guest bails
remove UI from dossier preview on ui toggle ctrl-shift-u
don't crash if venue not in custom qpg
fix the out-of-convo stop but still in convo bug
fix issue with amba leaving convo as bug should finish bypassing walking bug time window
better threaded gamepad detection to avoid hitches, including if spurious notifications which happen with some devices for some reason?
when making new replay dir, actually put cursor on it when done
allow non-holding inspects, disabled for now
add default_missions to qpg props so can do alt balcony modes without surprising people
fix issue with custom quickplay props overshadowing normal quickplay modes on loading screen, now should display correct name
more fixes for focus issues on ui transitions
remove any customized quickplay mapping when switching venues, now you just have to customize every venue, which is less surprising
fix issue with replay sets hanging if auto next is on
more button options for replay sniping in results screen (go to replay, continue, next game, menu, etc)
I think I fixed the bookcase fingerprint thing? also, now takes and returns by civs both smudge, spies be warned
fix leaving spectation lobby sort bug
speeling
replay timeline and playback quality of life changes
ctrl-click in viewport toggles play/pause
more robust mousewheel and shoulder button event scrolling
timeline events track timeslider scrubbing
fix some bugs with timeline not recentering on maximized toggle
add left/right keyboard event scrolling, and repeat for gamepad and key event/timeline scrolling
in free cam, if you click on an event in the timeline, it tries to move the camera to that event's noun
use generic game result messages in practice mode because it switches to spy results after sniper shot and the "you were shot" message is wrong
no more instasip at bar
don't instasip at statues either
don't instant check watch, little buffer
don't detach briefcase if we get interrupted and are blending out, so avoid flying briefcase
try to fix flying briefcase book raise case
fix text fringing on 16x multisampling, add 1px border to each glyph
fix infinite pending delegated purloin bug
settings for vsync and frame rate limits
blank screen for spectation sniper buffering...not great but prevents long freeze frame
settings for separate draw spectator list while playing and spectating
replay auto play next seperate controls for all games or only live spectation
fix some spectation ui stuff
add simple network buffering to correct sniper side stutter if there's a lag spike in play, like with spectation
log num logical processors
setting to allow y invert shortcuts (ctrl-y and y/triangle), disabled by default since most people aren't demoing at trade shows
content
fixing ik weighting on statue anims for devi, dom, danielle, danger to not spaz out while theyre holding statues
fix ballroom sniper camera and keep backwards compat for replays because I'm a nice guy
typos in unlocks
fixed morgans walk so that his right foot doesnt slide
update quickplay props to latest
add default_missions for balcony surprises
aquarium adjust hard colliders to keep people out from the corners behind the curtains
fix a ton of bookshelf, statue, window, and painting pads to avoid overshoot, almost all venues (pub, aquarium, gallery, library, high-rise, moderne, ballroom, terrace, teien, courtyard)
Is that a shark?!
It's hard to see the Spy doing missions with a Great White Shark in the way!
The big stuff, details are below:
Brand new Aquarium venue, complete with a bulletproof shark named Kiel that really likes to hog the limelight.
Tons of work getting ready for Matchmaking, including automatic Handicapping and the all new Recommended QuickPlay Group that will dynamically adjust the game settings based on the skill levels of the players.
Venues and missions now unlock as you play so new players aren't snowed under with options where they're learning.
Aquarium
The new Aquarium venue is the second in a collection of three venues focused on "occlusion", the first being Teien, discussed here: https://steamcommunity.com/games/SpyParty/announcements/detail/1721960431557729429
In Teien, the occlusion was the shoji screens showing only silhouettes of the action behind them, but in the case of Aquarium, there's a giant shark that is constantly swimming back and forth in front of the Sniper's view. Spies need to learn the shark's patterns and do missions while in shark-shadow, because otherwise the Sniper has a commanding view of the entire floorplan.
Speaking of floorplans, the in-game Dossier now has floor plans for every venue. As you can see from this one, in addition to the shark, Aquarium has a slight asymmetry to it in the statue layout:
The shark follows a set pattern that occludes the back, middle, and front mission sites and then repeats going the other direction, so timing your missions is essential. Some players are already saying Aquarium is the most strategic venue due to the timing predictability of our fishy friend.
Handicapping, Unlocks, and Recommended Mode
The shark is cool, but what really took the most development time in this update was the completely new handicapping system and the Recommended QuickPlay Group. It's always been possible to handicap games in SpyParty to compensate for a skill gap between players, but now it's automated if you're set to the Recommended group, which is important for the upcoming matchmaking system. Now, if an experienced player is in a match with a new player, the game will automatically adjust the number of missions, guests, and duration to try to make a balanced game mode. So far it's working pretty well according to the data, but it needs more testing, so please try it out. It's easy to try, just go into a match with a player with different number of wins than you (either more or fewer) and see how it feels.
You can still access the other groups but Recommended is, uh, recommended now. I'm very interested in feedback on how these handicapped modes feel to play...they could be balanced but be no fun, which would be a problem, so please let me know what you think here in the forums or in the discord (linked below).
Unlocks for Missions and Venues
SpyParty is a pretty difficult game to learn. I'm very proud of the tutorial with its full voice narration and interactive teaching puzzles, but it only tutorializes less than half of the game, and so we used to just dump players directly into the thick of things and hope they could swim. This wasn't going to work very well in the long run, so now we have an unlock system that opens up the game a bit more slowly, and gives you a chance to learn the new stuff as you go along. Missions and venues unlock slightly differently: missions unlock only if both players in a match have unlocked them to avoid surprising a player with a mission they've never seen before; venues unlock when either player in a match has unlocked them, to give players access to venues faster, and it seems like learning to play on a new venue is not as hard as learning a new mission.
As part of the unlocks system, I've increased the amount of information in the in-game Dossier and updated it. Now anytime you see a (?) icon anywhere, you can get contextualized information to learn more.
You can play with the handicapping and unlocks in Practice Mode, it's just a bit odd. In the Gameplay settings, you can set your Practice Mode number of simulated wins (meaning how experienced you are), and the handicapping level of the opponent, and see what changes about the setups. I need to figure out a slightly more clear way to do this, but it lets you experiment for now. You need to set the QuickPlay mode to Recommended to see this, and remember you can hit escape and get to the settings on the game setup screen so you can see the changes easily.
Oh, and if you're hard core and don't want any handicapping, you can go into the Gameplay settings and restrict the amount of "up handicapping" you get. This controls how much the game will try to help you out if your opponent has more experience. You can't restrict your down handicapping obviously, because that would allow you to farm less experienced players, but if both players in a match have this set to 0 the game will always give you the Standard balanced modes (while still respecting the unlock schedule).
As always, let me know if there are bugs, either here in the forums or join us on the discord for fun SpyParty chats.
Chris
v0.1.6619.0:
Upcoming New Occlusion Venue Teasers...
I'm teasing the next venue, hopefully landing this coming week. I've been posting to twitter, facebook, and the discord, but I'll update this post too, and then post the update patch notes when it's live, obviously.
The recent Teien venue, this new one, and the next one are all exploring the theme of "occlusion" in different ways. With Teien, it was the shoji screens with their silhouettes. With this new one, it'll be obvious how it's about occlusion when it's released, but I want it to be a surprise.
For this update I have improved the in-game Dossier feature to have more details about missions and venues, and one thing we added was super cool top-down map views...here is the upcoming venue...but how is it about occlusion?
I'm shooting for mid-week, but I'm terrible at hitting dates.