Archive

Author Archive

First leaked picture from 1.23

October 8th, 2009 anthraxx 11 comments

Hey ho :D

I currently don’t wanna talk too much about the 1.23 update so i currently just release some pictures showing some new interface designs (nope no new feature previews leaked yet)

new town profile with additional data

new town profile with additional data (click to raise)

new ranking interface (click to raise)

new ranking interface (click to raise)

Categories: Uncategorized Tags:

Premium for everyone

October 6th, 2009 anthraxx 4 comments

paI’ve take care of that the beta server has a fairer premium model that fits a beta testing server. it was admittedly too expensive for a pure testing and beta world. So I’ve now raised the gained nuggets by three, of course only for the public beta world, so please don’t cry :D

Really sorry all other :)

Categories: Uncategorized Tags:

1.22 coming to you

September 30th, 2009 anthraxx 12 comments

w’re just in the pre-release phase of the 1.22 update cycle. We’ll going to roll it out in the next days.

I just added a nice addition to the signatures. You can now look up the finished quests and got rewards.

1
2

We have some new improvements and changed like the sleeper set, that has bonus on sleeping in hotels. Additionally i will now release the public changelog:

features
awards
. players can earn awards
. the requirements are not public
. awards are only for the player profile and doesn’t get any bonuses
new duel changes (toughness and reflex influence the damage by 75% instead of 100%)
integrated holiday mode
. players won’t be deleted
. players can’t be attacked after 24 hours
. after 2 month the player will get an email and the holiday mode will be deactivated automatically
new interface (it’s necessary for the chat in 1.23)
forts
. raised bonuses on wall by 100%
. show bonuses
You can reopen a town profile with a little link
Skills have mouse popups
new set “sleepyhead” (not available in shops).
if a player reached level 99, he can earn duel experience and raise his duel level.

features

  • awards
  1. players can earn awards
  2. the requirements are not public
  3. awards are only for the player profile and doesn’t get any bonuses
  • new duel changes (toughness and reflex influence the damage by 75% instead of 100%)
  • integrated holiday mode
  1. - players won’t be deleted
  2. - players can’t be attacked after 24 hours
  3. - after 2 month the player will get an email and the holiday mode will be deactivated automatically
  • new interface (it’s necessary for the chat in 1.23)
  • You can reopen a town profile with a little link
  • Skills have mouse popups
  • new set “sleepyhead” (not available in shops).
  • if a player reached level 99, he can earn duel experience and raise his duel level.
  • new signatures with additional data

forts

  • raised bonuses on wall by 100%
  • show bonuses
Categories: Uncategorized Tags:

PHP 5.3 on the beta

September 14th, 2009 anthraxx 1 comment

Hey guys,

We are now testing a new build of PHP 5.3. Please revisit all kind of game features and test+report all kind of problems in the forum (yep, not here please). This helps a lot reducing problems when deploying the new version on the production machines.

Categories: Uncategorized Tags:

steps toward 1.22, lets spread some rewards

September 9th, 2009 anthraxx 22 comments

I can proudly present you some new series of pictures from the 1.22 release :) We will add some new game features like the chat (already pre-announced in the last post). Here is a new picture of the current UI. There are different channels where you can talk to. And the best: we will have some emotions and maybe smiles too (of course deactivateble).

Chat UI (click to enlarge)

Chat UI (click to enlarge)

And now, behold, the holy reward box is coming to YOUR profile :D We will have rewards in the future that will be spread when you reach some predefined (of course secret and hidden) statistic properties. Each player has a reward box integrated into the character screen where you can select max four rewards that will be exposed in the player profile. But it is possible to look into the reward box of a player, so its only some kind of pre-selection ;)

Will be very funny when you start to think about some foreign reward how cool they are and favorable how the hell to get that :D

char (click to enlarge)

char (click to enlarge)

profile (click to enlarge)

profile (click to enlarge)

Categories: Uncategorized Tags:

Public beta opens his doors

August 5th, 2009 anthraxx 8 comments

automatic_doorsToday we decided to open the gates again and let some of you join the public beta to experience new releases and help making the game better. Moreover i wanted to remind everybody that the public beta is a sandbox where we want players to test and try stuff out and report us the bugs and ideas.

Ah, almost i forgot to tell you about when we will open the doors :D

Proposed date: Fr, 07. Aug 2009 around 13:37

New limit: ~ 2500 (raised by 500)

divider

I wish you all good luck

Categories: Uncategorized Tags:

Patchday @ public.beta (1.21)

July 30th, 2009 anthraxx 14 comments

The gravestone overview

The gravestone overview

We are updating the beta world to 1.21

Changes are:

  • fixed the ranking table for L99 sorting
  • fort battles distribute XP and items
  • reports for fortbattles don’t show the stats, instead this is shown in the fort (crosslinks available)
  • items are distributed equally to the money brought in the battle (i.e if 10000$ are in the battle, you might get an item of that value divided by the number of survivers)
  • log failed logins (currently not displayed in the settings screen)
  • duelable again after dying in the fort (no more 48h protection)
  • Telegrams to player names containing special characters (f.e. Hungarian á)
  • using email addresses with ccTLD (com.uk) is now allowed
A nice strategical video about a fort battle where a lot of players are on-line and interacting, really awesome: strategical fort battle on YouTube

ccTLD

Categories: Uncategorized Tags:

Houston, we fixed the glitch!

July 28th, 2009 anthraxx No comments

Maybe some of you already know this bug, but it has not occurred too often so i will first tell you the beginning of the story. After rolling out the fort battles globally and some times has gone, we got some reports about hanging fort battles. The times goes down to 0 seconds and then the game just hangs. The next round will never be toggled and because of this nobody could move anywhere not only inside the battles but also outside the battles. So this was of course a serious problem. Indeed we had already set up some nagios monitoring scripts that told us just in time when a battle began to hang but we were forced to restart the java server (that seemed to work so it was something non-deterministic). And as we already blogged, there is currently no journaling implemented so a restart of the server equals a complete battle reset. Don’t worry: I’m currently working on the journaling :P

divider

RL deadlock
RL deadlock

We can proudly announce that the bug with hanging fort battles should be fixed now. Because of the fact that it was a non-deterministic problem, it was really pain in the ass to find it, but that was more because it was some kind of “nested problem”. First at all we looked the logs up, we searched for any kind of suspicious entries but we don’t found anything suspicious and that surprised us a bit. First at all we guessed its a deadlock, so we watched out for blocked threads. For all those who don’t know what a “deadlock” is, just take a look at the picture on the right and then it should be bloody clear :D

We invested some time on trying to reproduce this bug, but without any success. So we had to wait until the symptoms reappear on one of the running daemons to perform some checks and trace analysis on the running application. We thought with our monitoring tools this should be no problem, but it was the opposite. Every time the monitoring notified about a occurrence a sys-admin was faster and restarted the server so it was already running when we logged in :D After notifying those to not do anything so we can perform our analysis then problem don’t wanted to reappear for quite a time.

divider

diagram
The visual explanation of our problem.

During this time we have already implemented a Watchdog that checks for deadlocks or deadlocked monitor periodically in the running application. And then the long awaited moment came, just after we restarted some of the java servers because we made a  quickfix update, we got two crashes at the same time. First thing we did was calling the sys-admin staff and remind them to not do anything, guess a not too exhausting wish :D We were pretty sure to grep some messages in the logs about deadlocks, but what do we see? Yes, nothing! :) This was in fact strange, so I used jstack to get some information about the current threads, states and whose stack traces but the output affirmed that no thread was deadlocked, so: WTF! So by painfully going manually through the code, tracing what the issue could be, we got the right suspicion about the problem, which was then confirmed by staring at the server screen: the master thread was not there, not running, nothing, so it died. But WTF: This should be logged so something is really messed up. But sometimes the easiest solution for this behavior is the right one: This was never written to the log file and indeed, after checking I found out that the stderr pipe was not logged so i fixed the init script (with some kind of sub-shell piping) and we ended up with some ConcurrentModificationException. This was exactly the opposite of what we guessed at the first point, we had no deadlocks, we just didn’t synchronized enough :D

Shortly we tracked down the problem (thanks to the now existing log entries) to just one small block of code that we now synchronize and the queasy adventure ended abrupt. But hey, just look at the good part:

  1. our logging is now working just fine
  2. we are prepared for deadlocks
Categories: Uncategorized Tags:

Global rollout: 1.20 + hotfixes

July 24th, 2009 anthraxx 3 comments

The global rollout was done without major or even minor problems during the update phase. This pleased us a bit, after the final rushing and some problems we reported about, it was not easy to make a statement. It just can’t be as worse as the 1.18 rollout, but after such experience you never know :D

After we spent some time to harden the 1.20 release and crush the most casual bugs we now rolled out a hotfixed version. We fixed some user reported bugs as well as those we caught up on our central syslog monitoring tool where every unexpectedly raised exception and error will be logged. Using this technique and fighting against every entry improved the code quality a lot and helps us to get a global overview about whats going on. But now i want to tell you about what we fixed exactly:

  1. fixed a bug in the town name validation method that allowed to build two towns with the same name under special conditions.
  2. fixed a bug that could leave open connections to the memcached back and maybe reach the max-connections limit. we now call the connection close in the destructor of our memcached backend to hopefully fix this glitch. I will do some testing about polled and persistent memcahed connections in the future and maybe improve the implementation and technical deployment in one of the following releases.
  3. added a fort monitoring script to report invalid states just in time so we can react very fast and try to track down the problem.
  4. added a notification in the GUI if the players email is not valid or confirmed yet. We have to make the sad news that we limited in the same breath the game interaction and functionality for accounts without confirmed emails. Sorry guys we really have to :(
  5. fixed some wrongly named images that was noticeable in the fort overview as missing building images.
  6. fixed problem with terminating the called php process from java. Hopefully. This could be the fix for the not ending fort battle glitch where players get stuck.
  7. last but not least i improved our deployment scripts with some nice and really useful colored output. Its much easier to determine whats going on during a global update if somebody only in the first place has to take care about the colors in the prompt. It was really confusing before, just seeing a huge couple of white text lines.I had to perform some manual eye-powered RegEx matching to catch probable update and deployment error messages. Now its quite more relaxed to just hit enter and look and the nice colors. awesome.just some small pleasures of life :) But sorry guys, too poor that i guess none of you would ever see this, so here it is:

west update screenshot

Categories: Uncategorized Tags: