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#1 2013-10-31 12:37:25

jasonrohrer
Administrator
Registered: 2013-04-01
Posts: 1,235

Version 22 Released

This release focuses on closing a few resource-gathering loopholes that could be exploited by using multiple accounts.  A few bugs have also been fixed, and the reach of the gun and throwable items has been shortened.

A full list of changes can be found here:

The Castle Doctrine Change Log

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#2 2013-10-31 13:17:27

colorfusion
Member
Registered: 2013-04-02
Posts: 537

Re: Version 22 Released

Couldn't a set up similar to this cause an unbeatable home with the new 2 range guns? You'd have to do something fancy with pets and children to leave it set up like that after a robbery, and possibly need an alt account so you can rob it exactly how you want, but I imagine someone will find out how.

The exploit fixes are great though, and the warning for being kicked out will help make the game fairer.

Last edited by colorfusion (2013-10-31 13:19:03)

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#3 2013-10-31 15:02:11

largestherb
Member
From: england
Registered: 2013-05-27
Posts: 381

Re: Version 22 Released

JN4VwGG.png

works fine with something conductive in-between, but i am imagining this case is unintentional.

Last edited by largestherb (2013-10-31 15:02:53)

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#4 2013-10-31 15:42:15

joshwithguitar
Member
Registered: 2013-07-28
Posts: 538

Re: Version 22 Released

Is it important that videos are erased with versions updates? I have a whole bunch of money from bounties and no idea where most of it came from...

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#5 2013-10-31 17:11:03

jasonrohrer
Administrator
Registered: 2013-04-01
Posts: 1,235

Re: Version 22 Released

Yes, videos are just maps + move lists.

When the game mechanics change (like gun ranges change, or family movement changes), then those maps + move lists won't play out the same way anymore, leading to invalid, bizarre, and inconsistent playbacks.  Better to erase them.

When there aren't substantial changes to house mechanics, then the old tapes can live on, though.

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#6 2013-10-31 17:33:52

jasonrohrer
Administrator
Registered: 2013-04-01
Posts: 1,235

Re: Version 22 Released

Colorfusion:  Actually, give that setup a try.  There's a strange side-effect of the way families start moving (never on step 1, even if they see you) that prevents her from killing you.  This was not on purpose (animals move on step 1 if they see you on step 1---but family visibility is coded different), but it's cool that it thwarts this potential exploit.  I guess the family takes a second to make sense of what they're seeing the instant the robber comes in (whereas pets think faster).


Largestherb:  that's a bug!  Though I'm pretty sure it's not a new bug... just one that no one noticed until now.  Will fix in v23.

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#7 2013-10-31 21:15:12

joshwithguitar
Member
Registered: 2013-07-28
Posts: 538

Re: Version 22 Released

I've just noticed a serious problem with how wives work now that the gun has limited range. If you place her near the door so that she sees you straight away and picks up the shotgun it's possible to place her in such a way that it impossible to kill her. You will never be able to stand two squares away from her and so she will be invincible.

For instance - this wife cannot be killed: http://castledraft.com/editor/ThaG3S

Last edited by joshwithguitar (2013-10-31 21:17:45)

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#8 2013-11-01 02:52:00

colorfusion
Member
Registered: 2013-04-02
Posts: 537

Re: Version 22 Released

joshwithguitar wrote:

I've just noticed a serious problem with how wives work now that the gun has limited range. If you place her near the door so that she sees you straight away and picks up the shotgun it's possible to place her in such a way that it impossible to kill her. You will never be able to stand two squares away from her and so she will be invincible.

For instance - this wife cannot be killed: http://castledraft.com/editor/ThaG3S

Couldn't you go to either diagonally next to her or above her and then shoot her?

Edit: Ah, you're right, tried it and it doesn't work.

Last edited by colorfusion (2013-11-01 09:47:11)

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#9 2013-11-01 03:28:48

joshwithguitar
Member
Registered: 2013-07-28
Posts: 538

Re: Version 22 Released

Nope, you can be never be exactly 2 tiles away from her, similarly to the way you can up dogs so you are never next to them. You can be next to her and be shot or 3 squares away and be out of range and so she cannot be killed.

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#10 2013-11-01 09:30:43

jasonrohrer
Administrator
Registered: 2013-04-01
Posts: 1,235

Re: Version 22 Released

Indeed!  You're right about this, and I was worried about something like this cropping up.  As some other engineering-minded person said about pet movement earlier, it's a parity issue.  If you're an odd number of steps away from the wife, you will always be an odd number of steps away.  Same if you are an even number of steps away.  The odd number of steps away is the problem here (you can only be 5, 3, or 1 step away, for example, and 5 and 3 are out of reach, and 1 is deadly).

Putting the gun range up to 3 fixes this problem.  Thowable range will go up to 4.

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#11 2013-11-01 10:18:08

largestherb
Member
From: england
Registered: 2013-05-27
Posts: 381

Re: Version 22 Released

nevbermind!

Last edited by largestherb (2013-11-01 10:21:18)

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#12 2013-11-01 10:36:36

jasonrohrer
Administrator
Registered: 2013-04-01
Posts: 1,235

Re: Version 22 Released

Wait, what do you mean, largestherb?

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