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volcane
14 Aug 2009, 14:21
I'm afraid theres not much news on the update yet, the Worms 2 Armageddon Update still under development Ill try to keep you posted here.

Spaceboy
14 Aug 2009, 17:47
I'm afraid theres not much news on the update yet, the Worms 2 Armageddon Update still under development Ill try to keep you posted here.

It's only been, what, six weeks? Seven? Of course we wouldn't expect news on the update yet.

thomasp
14 Aug 2009, 17:52
It's only been, what, six weeks? Seven? Of course we wouldn't expect news on the update yet.
There's no need for attitude like that.

Since there have been "complaints" that the forum is getting neglected with regards to news updates on the various games, compared to Team17's facebook page the mods and admins decided to rectify that. Volcadmin kindly offered to post relevant news stories from the Facebook and Twitter feeds here on the forum (something that cannot be done automatically due to how Facebook works), for the benefit of the users. Since he posted in the iPhone forum on the update, it seemed fair to create this thread.

Of course, if you'd rather we didn't keep the community updated, I'll gladly delete this thread.

Spaceboy
14 Aug 2009, 18:25
There's no need for attitude like that.

Since there have been "complaints" that the forum is getting neglected with regards to news updates on the various games, compared to Team17's facebook page the mods and admins decided to rectify that. Volcadmin kindly offered to post relevant news stories from the Facebook and Twitter feeds here on the forum (something that cannot be done automatically due to how Facebook works), for the benefit of the users. Since he posted in the iPhone forum on the update, it seemed fair to create this thread.

Of course, if you'd rather we didn't keep the community updated, I'll gladly delete this thread.

It was just some sarcasm, relax. Of course we all want news. We all just also probably would like there to be news.

A1337Haxor
14 Aug 2009, 19:59
Subscribed to this thread.

I really need this update since I can't get my single player progress to save no matter what I do.

matthunt
15 Aug 2009, 09:46
I was unaware there was a facebook and a twitter feed. I found this forum trying to find the 'official' messaging board.

Ideally if you want to broaden the audience that way, as you've said above it would be good if they were all used, preferably in sync so the hardcore people don't have to few all 3! ;)

If they do have different content it might be worth putting a read-only sticky on the forum so people know about them (or did I miss a big sign saying facebook and twitter feeds this way--->>)

Also wondering what this update will fix? Is there a list?

For what its worth my main annoyances are: No ranked rope race, whatever it is that means I always play second in ranked games, magnets not being displayed where they really are on battle start, and avatar glitch where they stay stuck on the screen.

Also thanks for the really fun game! (but somewhat buggy its sad to say)

thomasp
15 Aug 2009, 10:18
Ideally if you want to broaden the audience that way, as you've said above it would be good if they were all used, preferably in sync so the hardcore people don't have to few all 3! ;)

With a bit of luck that's hopefully what's going to happen with this thread :) Although because of how Facebook work, it has to be done manually.

If they do have different content it might be worth putting a read-only sticky on the forum so people know about them (or did I miss a big sign saying facebook and twitter feeds this way--->>)

This thread will be updated with all the news stories that are relevant. Depending how many other posts are made in this thread, I'll either leave it as it is or close this one so as only updates are posted here and move all the other posts to an "Updates discussion" thread. There's a link to T17's facebook page in the "News" forum on the homepage and their twitter feed is @Team17

Also wondering what this update will fix? Is there a list?

Not yet. Keep your eye on this thread ;)

volcane
4 Sep 2009, 23:24
Either launch the game signed out, or sign out at the title screen and sign back in. This suppresses the new recruit message from being displayed (it was the save which occurs during the intro wizard which caused the data to be overwritten). So, if a player ever sees the new recruit message, they should sign out and sign back in to make sure it doesn’t save.

Hopefully this workaround will help those with this problem while people wait for the patch which coincidentally is being tested here at Team17, there is light at the end of the tunnel people.

Again, big thanks to Flavius for coming up with this workaround.

Eddy_
9 Sep 2009, 21:21
Please please give us some features of the upcoming update :)

Also, the most massive PLEASE there is, PLEASE tell me you are working on the quitting-issue.
Not any penalty system, something that ensures us legit players to our Achievement.
When wins don't count towards the Achievement, it's virtually unobtainable. :(

To a large group of gamers, that is a big deal.

bonz
11 Sep 2009, 14:38
Although because of how Facebook work, it has to be done manually.
Would it work automatically the other way around?
I.e. automatically importing threads and messages from this forum in Facebook?

volcane
15 Sep 2009, 14:13
Ok, here is a list of Bug Fixes that will be in the upcoming patch for Worms 2: Armageddon. The patch is currently in the testing phase, so we will let you know when we have more information regarding when this will be available.

• Fixed issue whereby user would lose all save data if the hard drive was moved to another console
• Fixed hard locking issues when generating landscapes bought in the shop
• Fixed issue where you could get a regular soft lock if a mine attracted to a magnet didn't come to rest
• Back flip input slowed down to stop incorrect jumps harming the player
• Air Strike was incorrectly hitting for 65 this has now been capped to 50 and damage spread has been correctly fixed
• Fixed a Leader board exploit awarding "billion" scores after disconnect exploit stopped
• Strict NAT users were unable to ready up in a lobby, now fixed
• Exploit fixed - Player can no longer use the ninja rope after deploying a weapon
• Fixed bug where first player was not selected randomly in online matches
• Fixed host migration issues in 3/4 player matches
• Forts and Rope Race matches can now be played as Private games
• Fixed an issue whereby fire punching the ceiling would result in the worm falling through the landscape
• Fixed bug which made crates in Forts matches only land on the right hand side
• Fire will now only burn the landscape between turns - this stops players losing their turn due to fire damage beyond their control
• Bunker Buster was hitting slightly to the right of the aiming reticule - this is now fixed
• Super weapon probability in crates reduced - Chance of Donkey removed from forts games
• Fixed an issue where you couldn't move the camera while your opponent had their weapon panel open
• Fixed an issue where sometimes worms were spawned in onto a mine at the start of a match
• Fixed an issue where sometimes the placing of Magnets would be out of sync between client and host
• Fixed occasional non functional magnet and magnets likelihood of flying around the screen erratically after being hit
• Fixed ability to place a girder anywhere on the landscape - the useable distance for the girder has now been reduced
• Dragon ball collision increased to stop it missing enemy worms at close range
• Fixed an issue where bringing up the Guide during online games caused slowdown
• Fixed an issue where strike weapons would appear in cavern landscape crates
• Landscape choice forced on host incorrectly after 10 seconds this now correctly waits for 30 seconds before forcing the decision
• Probability of vertical landscapes in Ranked matches was too high - this has been greatly reduced
• Fixed an issue where some players Avatars remained on screen obstructing play during online games
• Fixed an issue where some weapons/utilities SFX would loop at the start of every turn if the game was restarted during them being played. Most obvious example was the HHG.
• "Likes the Drink" achievement could be gained incorrectly by killing 8 worms in a single blast in the firing range
• Pressing jump while fire punching resulted in a "super" fire punch - this is now fixed
• Sheep now correctly travels down tunnels instead of bouncing on the entrances
• Fixed an issue where team names were not displaying on "Your turn" screen
• Missing particles added to Holy Hand Grenade
• Damage display font will no longer incorrectly scale larger on certain shots
• Tidied up the start of Online matches where Worms would be placed twice at the start of the game
• References to WOW 2 Leader boards (Maggie's Drawers & Valiant Failures) Removed
• AI teams are now using the correct speech banks in the campaign
• Spelling mistake - Incorrect weapon names in collected crates

Iggyhopper
15 Sep 2009, 17:16
• Fixed an issue whereby fire punching the ceiling would result in the worm falling through the landscape
That was a bug? Did you fix the other side of it too, I mean you can press X and A, when you hit the ceiling, you would go up and up until you "hard lock" the game.

• Air Strike was incorrectly hitting for 65 this has now been capped to 50 and damage spread has been correctly fixed

Oh, I thought it was meant to be like that, but now it got lowered? Wow! Cool.

• Exploit fixed - Player can no longer use the ninja rope after deploying a weapon

That was for sheep and buffalo right?

• Super weapon probability in crates reduced - Chance of Donkey removed from forts games

Cool.

• Forts and Rope Race matches can now be played as Private games

Hope that was just an error, but Crazy Crates too, right?

• Pressing jump while fire punching resulted in a "super" fire punch - this is now fixed

So ignore my last inquiry up there. Good.

• Dragon ball collision increased to stop it missing enemy worms at close range

Nice.

• Fixed an issue where sometimes worms were spawned in onto a mine at the start of a match

Yay!

• Fixed an issue where sometimes the placing of Magnets would be out of sync between client and host

Great! I hated seeing good people get bad syncing and then totally mess up their turn because of a "hidden" magnet.

• Fixed ability to place a girder anywhere on the landscape - the useable distance for the girder has now been reduced

I was wondering why you could place it anywhere. You're last games had a limit, but then Worms HD had no limit, so I didn't care.

• Probability of vertical landscapes in Ranked matches was too high - this has been greatly reduced

Yes!!!

• Fixed an issue where you couldn't move the camera while your opponent had their weapon panel open

Awesome.

Shadowmoon
15 Sep 2009, 21:34
Holy crap I can't wait for this update to come.

MtlAngelus
15 Sep 2009, 23:25
• Fixed ability to place a girder anywhere on the landscape - the useable distance for the girder has now been reduced

You're nuts. Been playing a lot of ranked matches and it seems like girder blocking is the order of the day, particularly on crazy crates. (any chance of lowering the chance of getting a girder pack, T17? :p). Limiting the usable distance of the girder is probably my favorite update. :P

Eddy_
16 Sep 2009, 21:22
C'mon guys..
Is it impossible to disable the "Exit Game" option from Ranked Games?

Even that simple toggle would probably drastically decrease the amount of quitting.
Quitters don't probably want to exit to the Dashboard everytime when they don't actually lose anything with losing.

Please T17, I represent the good guys getting screwed over, but I feel like a whiner here.

deanparkr
21 Sep 2009, 23:08
C'mon guys..
Is it impossible to disable the "Exit Game" option from Ranked Games?

Even that simple toggle would probably drastically decrease the amount of quitting.
Quitters don't probably want to exit to the Dashboard everytime when they don't actually lose anything with losing.

Please T17, I represent the good guys getting screwed over, but I feel like a whiner here.

I think that is ESSENTIAL. Its impossible to get the ranked master achievement because everybody always quits the game if they appear to be losing

xe-cute
22 Sep 2009, 08:25
Seeing as Team17 are ignoring the forums again in favour of Facebook, I may aswell post the new design changes on there behalf (almost 24hrs later).


• Fuse settings are now 3 seconds default for all relevant weapons & Toggling fuse increase by one rather than changing to 1 second before increasing by 1 sec per press
• Analogue aiming is now possible in game
• Girder "aiming" movement speed increased to allow for quicker placement
• Jetpack weapon cycling implemented on left stick click
• Online game search now defaults to ranked instead of player
• Ninja ropes now have a limit to the repeat number of swings - this is set to 5 by default in Ranked games and can be toggled in the customisation menu for player matches
• Allied options can now be applied to player matches to allow for 2V2 and 3V1 matches
• Kick player option added to Player match lobbies after reports of much grieving
• Shotgun laser sight turned off by default in all styles except beginner - this is also now a toggle able option for user created styles
• New style option requested - number of oil drums (many, few, none)
• New style option requested - number of mines (many, few, none)
• Added menu functionality to allow a switch between Party and Game chat during online matches

Oh and they have also changed the forts timer from 60secs to 45secs (just to annoy us old strategy peeps who don't like fast based action twitch games). So that's forts nerfed IMHO.

Many don't like the change to the Rope too.

volcane
22 Sep 2009, 14:30
My bad on not getting that info to you quicker, I had a fairly busy afternoon yesterdy and I've only just checked the fb page myself. I try to check the page twice a day, but sometime I just can't fit it in.

volcane
24 Sep 2009, 10:31
Ok, an update for you.

In Forts you only have 1 parachute now.

We tried sentry guns, seemed like a god idea but was easily broken by parachuting over and setting the gun up in the other players fort. Indestructible sentrys make the game too difficult, their range is actually quite big and with only 1 parachute, well hopefully people won't risk moving 1 worm only. (we will see)

With roping the commentary text tells you how many repeat swings you have, so hopefully we won't see people mess up too often. I do like the added pressure it adds though. :)

We are looking at DLC for after the patch, we want to make sure the game is stable before adding anything else, but be assured we are planning some great stuff for DLC.

Plasma
24 Sep 2009, 11:58
We are looking at DLC for after the patch, we want to make sure the game is stable before adding anything else, but be assured we are planning some great stuff for DLC.
Aaand what about the PC version? Is that planned to come before or after the DLC?

Shadowmoon
24 Sep 2009, 15:20
DLC coming soon? great. New forts maps, Landscape maps and more advanced scheme creating would be great to see.

Iggyhopper
24 Sep 2009, 17:53
I'm interested in more landscapes.

i<3worms:)
24 Sep 2009, 22:11
Aaand what about the PC version? Is that planned to come before or after the DLC?

Seriously, what about the PC :(

volcane
25 Sep 2009, 10:58
I'm afraid theres no new news on the PC version, I will certainly post in here as soon as there I have any though!

MtlAngelus
26 Sep 2009, 04:43
Say, is there anything being done about fixing incredibly unfortunate placing of worms? I just had a ranked forts match against this poor sap who had all four worms placed right to each other next to the water. For clarity, his fort was Haunted House, it was on the right side of the screen, and the four worms were placed on the leftmost lower part of the fort, right next to the water, and at a clear shot from my fort.

I've also had cases where three of my worms are placed on that part, with the added insult of having a barrel in between/close to them...

Iggyhopper
27 Sep 2009, 05:41
I think forts needs to have zero barrel placement. Mines are fine, but barrels must not spawn. I think this might make it not so one-sided sometimes (as seeing barrels placed in weird spots or all four on one side).

xe-cute
28 Sep 2009, 12:34
I think forts needs to have zero barrel placement. Mines are fine, but barrels must not spawn. I think this might make it not so one-sided sometimes (as seeing barrels placed in weird spots or all four on one side).

I agree to an extent, I'd say 1 barrel and 1 mine per side. Even Stevens & not too much.


I'd also say:
No parachutes
No health packs
No crate drops


Call it "Fort Pro" mode.


WITH A 60SEC TIMER TOO - SEEING AS THEY ARE GOING TO RUIN NORMAL FORTS!!!!! DA BSTRDS... grrrr


I'd also go as far as to have games over two rounds and to mirror the landscape/forts (one theres and one yours) along with mine, barrel and worm placements - so luck has no part at all (You also go 1st one round on your fort choice, and them the next on there fort choice).

Plasma
28 Sep 2009, 13:59
I'd also go as far as to have games over two rounds and to mirror the landscape/forts
Now you're sorta missing the point on Forts matches. Besides, you can't have just two round, it needs to be an odd number of rounds, remember?

KRD
29 Sep 2009, 07:12
Interesting idea, though, being able to force your opponent to use another fort half the time. Shame we make a point of using symmetrical Fort maps to begin with on WA, otherwise that'd be worth trying out. :p

MtlAngelus
29 Sep 2009, 19:25
Something that has been bugging me for the longest time but I keep forgetting to mention is the Uzi. It's overpowered. Not in the sense of total damage done(50 points), but in sense that it's practically impossible not to do 50 points of damage with it. IIRC, in W:A you had to land all shots on a worm to do full damage, so you had to be relatively close to your target, which no longer seems to be the case. Even someone shooting from his fort over to my fort was able to do full damage to me. Someone shot two worms at the same time and both received 50 points of damage... it makes it way too easy to use.

Another thing is how so many weapons sometimes fail to respond properly. It was funny in W:A with the Homing Pigeon and the Sheep being a bit unreliable, but here every freaking weapon seems to fail often. I've had instances of:


Landing both shotgun shots directly on a worm, from short range, and both doing 5 points of damage...
Had one worm placed slightly to the right of another worm, a few pixels of separation but still clearly visible that they weren't overlapping, having the worm on the right fire a shotgun, to the right, and it somehow hits the worm on the left, damaging both worms and ending my turn.
Sheep gets stuck EVERYWHERE. I was on the edge of a crease(not sure that's the appropriate term?), a few enemy worms on the terrain below, tried to throw a sheep at them but it bounced back, even tho there was nothing there that could reasonably make it bounce...
Bazooka blowing out on me despite having a clear shot.(I checked for pixels)
Blowtorch ceasing to function despite there not being any interruption in the terrain.
Buffalo of Lies walking right over an enemy worm...


I'm sure there's more I probably can't recall right now...

volcane
9 Oct 2009, 09:35
The update is still being tested ready for Microsoft to give the all clear. Obviously everyone involved wants to make sure on this one, given what happened when the game itself was let out. Due process takes a long time these days.

We are committed to this game and this update when it comes out will not be the last from us.

Eddy_
9 Oct 2009, 18:07
For Heavens sake fix the quitting issue.
This game is feeling a massive failiure when I everything I achieve is for nill.

The difference really is that significant and I can't believe no of you have even adressed this issue on the boards here.

deanparkr
15 Oct 2009, 14:20
For Heavens sake fix the quitting issue.
This game is feeling a massive failiure when I everything I achieve is for nill.

The difference really is that significant and I can't believe no of you have even adressed this issue on the boards here.

I have to agree, as much as I love Team17 games the fact that I can never win a game because the other player just disconnects right before is really annoying :(

Plasma
16 Oct 2009, 10:55
and I can't believe no of you have even adressed this issue on the boards here.
What, did you only look though five threads or something? There's a constant stream of "Fix quitters" ever since WormsXBLA! And every time we have to say "They can't"!



Oh, and on the matter of your issue: they can't.

franpa
16 Oct 2009, 11:10
He's talking about Team17 not saying anything about the issue, not general forum members.

Wriggles
16 Oct 2009, 13:06
I have to agree, as much as I love Team17 games the fact that I can never win a game because the other player just disconnects right before is really annoying :(

Although, I completely understand the frustration of people quitting when they begin losing or a win seems impossible, it isn't a problem that just occurs in this game. There are people in all games online that will quit the second something goes wrong. The best thing to do is review them as avoided. But, sometimes people may lose their internet connection and this appears as if they may be quitting so, while I'd quite happily accept a penalty for times that this has happened to me, it does mean penalties could be applied unfairly.

franpa
16 Oct 2009, 13:56
just remove the in-game quit options, forcing them to restart there console and make it take a mandatory period of time to re/connect to the online service, would make it less enjoyable tactic to getting a good score on your profile.

neep8
16 Oct 2009, 15:16
why not just place an immovable(floating) indestructible turret on the insides of the bottom of the forts no user placement necessary. with range limited so not to hit the other island. That would stop a lot maby not the higher stuff, so float another one higher up that weapons can pass through.

xe-cute
18 Oct 2009, 01:03
1st I'd like to say that people keep over complicating the forts problem.

The easiest way in my view to fix it, is that if a worm lands on an enemy fort than it instantly dies touching the land.

I'm sure it is not hard to implement some code that once crossing an invisible line/barrier between the forts and landing on other side of the map for the worm to die in the code (cross this invisible line and die when touching land - surely that is easy?).



Also for you lot posting on these forums, Honestly, no one is listening here! You will get no reply from Team17. They abondoned these forums ages ago.

If you want to talk to them about your problems, than go to there facebook forums located here:

http://www.facebook.com/board.php?uid=64566768063

You will get a reply perhaps once per week by someone on the staff who doesn't seem to communicate that much, so don't expect any in-depth answers (it's more "this problem does not exist" or simply no response to 'certain' serious questions).

They still do not acknowledge that they need to do anything in the patch to combat the quitter problem, even though we have all already suggested very simple solutions.

Also the Team17 representative there is a little arrogant at times, he seems to ignores some very basic questions and cherry picks ones he can answer.

So have fun trying to convey your messages along with the rest there. But atleast you know they are reading your questions (unlike on these forums), even if they do not answer them all.



Fingers crossed they see sense at some point with the problems we all face.
As I say, ignore these forums and use there facebook (http://www.facebook.com/board.php?uid=64566768063) forums for better understanding & interaction:

MtlAngelus
18 Oct 2009, 04:29
I don't think there's any problem with crossing over to another fort. It's a perfectly valid strategy. :p

All I really want is: No Concrete Donkey, limit placing distance for girder, fix crates landing on a single fort too often, and for sudden death to not drop your health to 1 point. Out of these, three are already getting fixed so I'm happy enough. Except for the reducing of the turn time... that's not kosher. :mad:

xe-cute
19 Oct 2009, 00:43
Yeah, the reduction on the forts timer is going to suck major.

One of the reasons I like forts is because I like a more relaxed paced strategy game. Can't believe they are going to screw it up for no logical reason what so ever.

They don't seem to listen though to the protests :(

volcane
4 Nov 2009, 09:02
It's been with Microsofts multiplayer labs for the last couple of weeks, we are expecting their feedback today or tomorrow and if they found no problems it will be going in for a full cert pass, which as you know takes another 2 weeks and if that goes well, we can release it, so fingers crossed we are getting to the end of this now.

volcane
4 Nov 2009, 09:06
That's right! Team17 are offering you the chance to design a Fort to be added into Worms2: Armageddon on the XBox360!

The 'Fort' game mode sees players doing battle upon a landscape made up of two Forts located opposite one another. Players Worms are positioned on their chosen Fort and the last team standing will be declared victorious.

So now is the chance for you to show us what you think would make the ideal fort and of course if you are the successful winner, be rewarded via digital acclaim of getting your fort added to the game Worms2: Armageddon. How cool is that?

The competition is open to anyone and we will be posting more details on how to enter later this week, so get those ideas going now.

Plasma
4 Nov 2009, 16:04
COUCH FORT!!

Pity I have no artstic talent whatsoever

Vader
4 Nov 2009, 16:40
Roquefort.

MtlAngelus
4 Nov 2009, 22:31
I'm guessing you'll ignore overpowered forts as suggestions? :p

I just hope this comes as free dlc. :p

Wormetti
5 Nov 2009, 05:48
.png forts :P

volcane
18 Nov 2009, 11:50
This is very difficult for me to write, but read all my post before commenting.

When we 1st announced this title, it was just going to be a port of the 360 version for PC and we got quite a way down the conversion path, but we encountered major problems with the 360 version so work was halted on the PC version.

Since then we have come to the conclusion that just doing a port is not going to be good enough and the comments in this thread and others back that up, so work has not recommenced on the project as yet, so bad news is it's not coming out this year.

At it's heart the new PC title will be the 360 version and then some and work is scheduled to start up again soon.

I know lots will be dissapointed, but we want to do this right.

I also want to say sorry for keeping you in the dark this long, but the truth of the matter is that my hands have been tied whilst decisions were made. I can't come on here and discuss internal politics and every decision that is made, but it was also unfair to keep this thread going on like this.

Plasma
18 Nov 2009, 13:24
so bad news is it's not coming out this year.
i called it!

bonz
18 Nov 2009, 14:05
Oh, sad to hear. :(

So, next year, will it come out for PC? ;)

Wormageddn
19 Nov 2009, 22:18
From Team17's Facebook page: "Worms 2 Armageddon Update for XBLA has passed certification with Microsoft and should be ready to download Friday morning."

Extremist2
20 Nov 2009, 22:35
From Team17's Facebook page: "Worms 2 Armageddon Update for XBLA has passed certification with Microsoft and should be ready to download Friday morning."

And it was. :D

Cursor speeds are faster, the backflip problem's been fixed, and the overall presentation seems smoother now.

The reduced time on Forts seems ok, but I feel that the more time you have to think, the better the game becomes. ;)

I did notice one odd bug, though. During a game of ranked Crazy Crates (open vertical map), a cluster of three crates dropped then stopped in midair. They eventually fell after one of them was collected.

Extremist2
21 Nov 2009, 05:15
It happened again! This time in a Local Match of Crazy crates against the CPU.

Two crates spawned right on top of one another, and they froze in midair. Still could be collected, though.

franpa
21 Nov 2009, 08:11
So when crates collide mid-air they act as if on ground?

Shadowmoon
21 Nov 2009, 08:18
Haven't tried it yet, probably gonna try it later.

However, my friend has sent me a message on XBL, stating that worms 2 armageddon is ruined and that its the worst patch ever, and that worms will rest in peace.

Wormageddn
21 Nov 2009, 09:49
my friend has sent me a message on XBL, stating that worms 2 armageddon is ruined and that its the worst patch ever, and that worms will rest in peace.

Amen.

We'll miss you, classic franchise, and gosh bless. T_T

Riviner
21 Nov 2009, 18:29
So what all changed yesterday? Does anybody have a full list? I put down my own impressions of the ones i've noticed so far:

I like:
- Girder can now only be placed within a certain range. I find this to be an excellent change. Should benefit in Crates and Fort the most.
- Airstrike, Uzi & Armageddon (although Armageddon might've been as devastating as the title suggest, just the availability could've been much more scarce) turned from overpowerful to more decent. Well adressed.
- Fort: Cluster grenaders limited to 5 (from the previous unlimited) and bunker buster got removed. Nothing but right calls. I used to always save my bb for the sudden death, but now it's more about the actual skills (and a little bit of luck, as always) for kills.
- Seems a little faster at times. Just good.

Don't like so much:
- Fort: "reaction time" after performing an action reduced from 5 to 3 seconds. This is the one thing i really just can't get used to. Fort is about being hidden, stationed and staying alive for as long as you can. 5 seconds is mostly quite enough to find a shelter, but now with 2 secs less i'm seeing people (myself too) left on open / edge way too often.
- Continuous roping changed from unlimited to 5. It's not too unbearable, but i can't see WHY was that done. Some sort of balancing i suppose, but it's a little bit ass. Also while roping, wormie seems to be more "bounchy" (from the surfaces) then before. I find it troublesome sometimes.
- In some mode(s) one's turn time got less. I thought they were well balanced already. Fast and hectic: Pro and especially Crates. Slow and "thoughtful": Normal and Fort.

That's all i can think of right now. Of course there's been alot of inventory changed in all modes, but aside from what i mention before, there has not been anything going too much wrong. All neutral i suppose, which is good.

Shadowmoon
21 Nov 2009, 18:56
Amen.

We'll miss you, classic franchise, and gosh bless. T_T

So you don't like it?

Anyway, had a match of forts after downloading the update. Annoyingly, the distance you can place girders at has being decreased.

Bunker Buster has being removed too, which I don't like.


Mod Edit:

I've added a quote in since a moderated post appeared in between this post and the last one and it otherwise screws the thread continuity up. Feel free to remove if I'm quoting the wrong post!

MtlAngelus
21 Nov 2009, 20:01
So you don't like it?

Anyway, had a match of forts after downloading the update. Annoyingly, the distance you can place girders at has being decreased.

Bunker Buster has being removed too, which I don't like.


Mod Edit:

I've added a quote in since a moderated post appeared in between this post and the last one and it otherwise screws the thread continuity up. Feel free to remove if I'm quoting the wrong post!

You nuts? Those are the two best changes in Forts!
Girder blocking the other fort is lame and hiding and waiting for sudden death to use the bunker buster is even lamer. Not that I never used it during sd, I'm a brightsider, I make use of anything available, but at least I had the decency to continue trying to kill my opponent instead of just waiting for my whole turn time to pass so that sd would come faster like most people do.

I agree that reducing turn time and retreat time was a bad call tho. Those 2 seconds they shaved off retreat time have always been vital to me. :-/

Shadowmoon
21 Nov 2009, 20:22
I wasn't even planning on girder blocking the other fort.... I was planning on putting girders round my fort to protect it from grenades and bazookas.... thanks Team 17.

waiting for sudden death to use the bunker buster is even lamer.


Now fort games are a lot longer though thanks to that removal. Also, i'll only really wait for SD if I predict the other person is doing it.

In loads of games, people just waited for SD and camped in their hidey hole, and I could use Bunker Busters to take them out.

Now however, I have to use loads and loads of grenades.

They could have removed those damn parachutes.

Xen
21 Nov 2009, 21:03
I know lots will be dissapointed, but we want to do this right.

And I'm really glad that's how it's gonna be. I'd very much rather have a fantastic game on the PC than a direct port that probably a lot of people would portray as lackluster. I'll take the extra delay. :)

MtlAngelus
21 Nov 2009, 21:44
I wasn't even planning on girder blocking the other fort.... I was planning on putting girders round my fort to protect it from grenades and bazookas.... thanks Team 17.




Now fort games are a lot longer though thanks to that removal. Also, i'll only really wait for SD if I predict the other person is doing it.

In loads of games, people just waited for SD and camped in their hidey hole, and I could use Bunker Busters to take them out.

Now however, I have to use loads and loads of grenades.

They could have removed those damn parachutes.
I don't mind long games, what I think is lame is for a person to defeat you with bb as soon as sd arrives after you had the upper hand on them. Another way of fixing it would have been for T17 to remove health dropping to 1hp in SD, but I don't see that happening anytime soon.

And what's wrong with parachutes?

Extremist2
22 Nov 2009, 00:03
So when crates collide mid-air they act as if on ground?

Seems like it. :confused:

MtlAngelus
22 Nov 2009, 00:56
Seems like it. :confused:
That actually already happened before the patch. A crate could get stuck in mid-air and any other crate that appeared on top of it would also get stuck above it.

Extremist2
22 Nov 2009, 01:53
That actually already happened before the patch. A crate could get stuck in mid-air and any other crate that appeared on top of it would also get stuck above it.

I hope this doesn't turn into WA's once-a-year patching situation... :confused:

franpa
22 Nov 2009, 13:50
Well, it's been over a year since W:A's last beta update...

Iggyhopper
27 Nov 2009, 19:27
That actually already happened before the patch. A crate could get stuck in mid-air and any other crate that appeared on top of it would also get stuck above it.Yes, it happened a lot in crazy crate matches on closed maps.

gaphex
5 Dec 2009, 16:29
Hey everybody. :cool: I'm new on the forum.
I played all the worms games on PS1 and put hundreds of hours into it. Lately I have had lots of fun with worms armageddon on xboxlive.

Now I understand that many people love the fact that u can no longer place girders anywhere. I can understand this in ranked matches, but why not keep it as an option in player matches?

One of the things I love about worms is that u can customise your own game styles, and me and my friends have had great fun using girders as a strategy.

Please include the option to place girders anywhere in gamestyle customisation in player matches. More options = more possbilties to make weird and funny gamestyles. ;)

Wormetti
20 Dec 2009, 17:00
I noticed the 360 version is half price at the moment (400 MS points) (http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d80258410912/). It's part of a temporary holiday deal. Oddly, no mention of this on team17 twitter or facebook.

DrGFunk
2 Jan 2010, 04:20
Any word on new DLC yet? Maps? Hats? Maybe an extra ol' skool weapon or two, that sorta thing.

ricparr
6 Jan 2010, 12:35
Hi,

New on the forums, but wanted to see if I could get a change in for the next update.

Me and my flatmates love a bit of worms 2 - it really brings back some fond Uni memories.

However, since buying it we have found that although we can play together locally, we aren’t able to go online together and play with our friends around the country.

This applies even if we sign in with multiple Xbox Live accounts. Would it be possible to adapt the title so multiple players can go online on one console? For example in titles like left Left for Dead, Gears of War 2, Halo 3 or Age of Booty? Either through a ‘guest mode’ or with Live accounts would be fine, and just with Custom matches.

This would be an awesome fix for me and it wouldn’t be surprising if its an issue felt the widespread amongst more casual players. I know it’s definitely preventing a number of buddies in similar situations from buying the game.

Cheers.

Fellsil3nt
3 Apr 2011, 14:38
Until the current connection issues are fixed you would be lucky to play with anyone other than just one of your friends anyway. All lobbies are currently not allowing more than 2 players :mad:

Mark-O
25 Jul 2011, 13:17
Multiplayer works! cross regions doesn't but people in the same country is joinable :) Tell them if they cannot join re-download WA:2 + Battlepack + Clearing cache in memory. You'll finally will see 4 player matches are working.

CakeDoer
25 Jul 2011, 23:09
Get this through your thick skull:

fully working multiplayer =/= multiplayer working in only the same region

If I had to play WA with just bulgarians, I'd be lucky to find one other person in the lobby!

Do you now get how it is broken?

Mark-O
1 Aug 2011, 11:57
@Cake, only broken for cross regions like I said again and again before.

Fellsil3nt
1 Aug 2011, 13:09
its still broken lol

If a multiplayer based game, doesnt work as a multiplayer game ( unless your in the same region) then its broken in my opinion.

the whole point in online multiplayer games is that they matchmake the whole planet. not just the country you live in.

CakeDoer
1 Aug 2011, 18:14
@Cake, only broken for cross regions like I said again and again before.

Did you even bother reading any of our posts? You're saying the same thing over and over again.

Mark-O
2 Aug 2011, 06:04
@Cakedoer, so are you.

A1BASE
2 Aug 2011, 07:35
Edited for unneccesary vitriol.

Bobo
2 Aug 2011, 14:25
i hate how one idiot can so quickly bring otherwise mild-mannered, intelligent people down to their level by being so stupid that you have no other option than to communicate in their own language... especially if that language is Retardanese...

this is including myself here

Thurbo
2 Aug 2011, 14:51
i hate how one idiot can so quickly bring otherwise mild-mannered, intelligent people down to their level by being so stupid that you have no other option than to communicate in their own language... especially if that language is Retardanese...

this is including myself here

Actually, I only wonder why you are even repeating.

I've been silently enjoying these threads for what they are:

"Shut up already!"

hope you don't so I can mock you some more, proving my intelligence and how absolutely stupid you are

Mark-O
2 Aug 2011, 15:30
Haha Thurbo!

Fellsil3nt
2 Aug 2011, 16:40
lol oblivious

Bobo
2 Aug 2011, 22:59
mark-o and thurbo are both running to dictionary.com to look up "oblivious"... it's not the Elder Scrolls IV, gentlemen...

i wonder how surprised they were to see their own little team pic next to the definition

Fellsil3nt
3 Aug 2011, 08:29
mark-o and thurbo are both running to dictionary.com to look up "oblivious"... it's not the Elder Scrolls IV, gentlemen...

i wonder how surprised they were to see their own little team pic next to the definition



LOL yeah maybe I should use smaller words.

Thurbo
3 Aug 2011, 12:37
mark-o and thurbo are both running to dictionary.com to look up "oblivious"... it's not the Elder Scrolls IV, gentlemen...

Nope, it's an English word, meaning the same as forgetful.

Good morrow*, by the way.

*not concerning The Elder Scrolls III. Hah, this is SO much fun.

Fellsil3nt
3 Aug 2011, 12:41
I guess it could mean forgetful.

I use it more as a word for someone being completly unaware of the situation and what the hell is going on.

im pretty sure thats what it means. i havent heard it used for forgetful lol

Thurbo
3 Aug 2011, 13:08
I use it more as a word for someone being completly unaware of the situation and what the hell is going on.

That's right, and I know what's going on since all this has started. I just notice that you seem to enjoy telling Mark-O he was stupid over and over, with you saying you were done, then returning, then again saying you were over it and then getting back once more. Make up your mind. ;)

Fellsil3nt
3 Aug 2011, 13:26
I dont know why your getting involved Thurbo.
I wasnt talking to you before.
I was calling mark-o oblivious because he seemed to agree with you even though you called him Absolutley Stupid.

anyway. lets not turn this into another bickering. Ive already had 2 infractions on my account LOL

Fellsil3nt
3 Aug 2011, 14:58
Yeah my bad. I was talking to Thurbo.


Edited previous post.