Weird, something else must be going on. Do you mind emailing me a screenshot of the games list?
Recent community posts
This is a major release with several new multiplayer features, and brings us very close to our 1.0 release.
All in-progress games have been wiped. (This will happen a few more times before launch -- as always, we really appreciate your patience and feedback.)Changes:
- LEADERBOARDS. Wins in automatch games are tracked on a leaderboard. (Invite games don't result in leaderboard changes.) When the game is launched, we will be tracking overall wins, as well as wins-per-month. We also have a "Skill" leaderboard that ranks players based on matchmaking skill. The UI is not quite ready for release, but we're tracking all this on the backend.
- CUSTOM GAME RULES. (Invite, Skirmish, and Hotseat games only.)
- SKILL-BASED AUTOMATCHING. This will slow down automatches a bit while our player pool is small, but will become very important on launch day. Your skill is tracked on the server and used to match you against opponents of similar skill.
- Strangefellows Lodge: losing control of a level 2 Lodge will result in your Gangs and Thugs losing one heart (unless they're already at one).
- Fancier Victory and Defeat screens.
- "Lantern Generator" upgrade is now called "Lamp Lighter".
- Lots of little UI improvements.
We're a month away from our 1.0 launch, which will include a story-driven singleplayer campaign!
As always, we appreciate your feedback!
Hey Luke - sorry about this! What a pain.
- Are you on Mac or Windows? Which version of the OS?
- Does restarting fix the problem?
- Is this your first time playing Antihero, or did you have an earlier version that worked?
Yup, that's the intended behavior. Saboteur has been nerfed a few times, and _may_ get nerfed again in this particular respect - the jury's still out! But unless/until that happens: enjoy your additional burglary! (With the right upgrades, this means that a Saboteur can pay for himself...)
Thanks, Eagleheart! This is certainly something on our radar. The game won't get support for > 2 players before its (imminent!) launch, but it's something I'll be experimenting with after version 1.0 is out!
Hey vfabien, thanks for posting!
Yeah - a lot of the game's strategy is about properly reacting to what your opponent just did (and about predicting how they'll be able to react to what you're about to do). Double-turns is an interesting idea, but what Kenbutsu says is true - it's just not really compatible with the Antihero ruleset.
The "Live Games" feature is Antihero's answer to "let's make this move along faster!" ideas. Currently, because we have a small player base, Live Games are lobby-based. But when the game hits 1.0 and every man, woman, child, dog, and parakeet on earth buys a copy, we'll turn automatching on for Live Games as well. (Even if there are some parakeets that don't end up getting the game.)
Antihero Build 11 -- January 28, 2017
This patch contains a handful of minor but important balance changes, which necessitates wiping in-progress games. This will likely happen a few more times before launch. As always, we really appreciate your patience and feedback!
- Balance changes:
- Masquerade mask burglaries give an additional gold
- Wharf: Ships do not have a guard, and have a large burglary sack
- Guarded buildings can be trapped by the Saboteur
- Strangefellows Level 2 now properly gives newly-spawned Gangs an extra health
- AI is now better at the wharf level
- Several other improvements to AI cleverness
- Reduced difficulty of level 2
- Assassin is no longer available in level 2
- Fix: Server now sends email when your opponent resigns a match
- Polish-y bits:
- Added some animation to the lantern in the HUD
- Added a custom cursor
It's persistent - though there's a bug in the current build where subsequent gangs won't get the health bonus when recruited. That is, when you get Strangefellows 2, all existing Thugs and Gangs get +1 health (and +1 to their max health as well), newly-recruited Thugs start with 2 health rather than 1, but newly-recruited Gangs do _not_ get the additional health that they should be. This will be fixed in the next build, which will come out later this week, once it's gone through QA!
I agree, and we'll be making changes to nerf this strategy soon. The suggestion about a skill that allows the master thief to bypass enemy obstacles is interesting. I think what we'll likely do - to start, at least - is just designate a set of protected tiles around each guild. Enemies will be able to pass through those tiles, but not stop on them.
Man, I'm stumped! I've recreated basically this exact map layout and situation, and I'm able to get my urchin in the church past my gang. I'll keep an eye on it. If you're able to reliably reproduce it please let me know!
Yep, this is on the list of things to fix. The (minor) trickiness is that, since you don't have a persistent connection to the server (that is, the game reconnects to the server each time you load a game or send a turn or fetch new games or whatever), the server doesn't "know" when you're actually in-game. But I think we can work around this by simply putting off sending "your turn!" emails until your account hasn't made a server request for X minutes or whatever.
Hey @bremg - sorry! What a pain.
The game automatically logs errors and sends them to the server - but a hard crash is an Adobe AIR bug, not a game bug, which means that the logic for capturing the error log isn't even getting a chance to fire, so these crashes are being lost to the ether. Which is frustrating!
I do wonder if that high resolution has something to do with the issue. If you run it in windowed mode (I understand that may make it unreasonably small for you...) does it help? (Currently windowed mode is locked to a 1024x768 window, but an upcoming patch will add adjustable window sizes.)
Hey kcovey - yeah, I hear you! We actually do have a "Synchronous mode" that we've played with internally. It changes the mechanics a bit: you see your opponent's moves play out in realtime, of course; but more interestingly, there's a turn timer (similar to Hearthstone), which puts a new twist on the core gameplay, as you really have to think on your feet.
From a business perspective, there are a couple things that give me pause about shipping with this mode. First, the game needs a much larger pool of active players in order to have automatching work well. If you hit the "Quick Match" button and you don't get an async game immediately, that's no big deal -- that suits the pacing of async games. But if you're trying to play a realtime match and it takes several minutes to find an opponent, you -- the proverbial you, i.e. most players -- are likely to just bail.
The second concern is a bit smaller, and has to do with mobile devices. Antihero will ship on tablets on phones several months after the PC version is complete, and async just makes so much sense on those devices. That said, Hearthstone has definitely demonstrated that large numbers of players are willing to do synchronous play from their iPhones and iPads... but Hearthstone has Blizzard behind it :).
Anyway, it's not an either-or thing. The game will definitely ship with the existing async mode, and it may _also_ ship with the synchronous mode; we just need to figure out what the best player experience will be.
ALL THAT SAID, the current plan is to release an update with Synchronous mode enabled - soon - and gather feedback from players! Hopefully this will happen in the next week or so.
The next update is basically ready to go, but we decided to hold off on pushing it over the holidays, as I have limited access to a computer till next week, so if anything had blown up I would be slow to respond this week. We'll push it out early next week!
The next update will contain important balance changes to Thugs, the Strangefellows Lodge, and Saboteurs, as well as some backend stuff that won't be terribly visible to players but will be laying the groundwork for important changes as we close in on launch. My major focus for a while will be the single player campaign and improved AI - our collective feeling is that a strong single player component is vital for getting more casual players into the multiplayer (and growing them into hardcore players!) which is necessary for the long-term viability of the game.
There's another multiplayer map in the works as well, though that's probably at least a couple updates down the line.
We've all been extremely gratified by the response to this first launch, and I'm really excited about growing this game into something big - thank you all for your feedback on this first update!
When a building is dark it just means that you haven't scouted it yet - which usually means there's still a burglary in it. (Unscouted/dark buildings also don't reveal whether they're guarded or have enemy urchins in them.)
If your opponent has gotten to the building first, you will get nothing (or 1 coin if they've only visited the building once). So, all dark buildings are guaranteed to have burglary rewards at the beginning of the game, but your opponents can change the playfield out from under you :)
(Also, it's possible that a dark building that doesn't have footprints next to it has still been burgled by an opponent saboteur.)
To your questions:
- The saboteur can scout buildings. More specifically, he can scout any unscouted district anywhere on the map, and in doing so he'll reveal the location of the primary building in that district. (He doesn't scout street tiles.)
- Re: gang health -- definitely not a newbie trap! :) -- I frequently boost my gang's health in order to prevent him from being one-shotted by an enemy gang or thief. That said, thugs are a bit overpowered right now. In an upcoming patch, their starting health will be reduced to 1.
- Totally agree that the Strangefellows Level 2 is a bit underpowered. In the forthcoming patch, it will be modified so that it gives all Gangs AND Thugs +1 health -- and this will apply to existing gangs and thugs as well as newly-spawned ones.
- Re: friends list - probably not at launch, as it's a fairly big undertaking and I'm hoping that e.g. the Steam Friends List can carry us some of the way there. That said, the longevity of the multiplayer component is hugely important to me -- it's why I created the game. We'll be adding leaderboards, stats, and whatnot for sure; and if there's lots of demand for a friends list, we will look into that as well!