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	<title>The West Dev-Blog</title>
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			<item>
		<title>Upcoming feature: Custom Fortmaps</title>
		<link>http://devblog.the-west.net/?p=255&amp;lang=en</link>
		<comments>http://devblog.the-west.net/?p=255&amp;lang=en#comments</comments>
		<pubDate>Tue, 03 Nov 2009 22:32:29 +0000</pubDate>
		<dc:creator>zet</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://devblog.the-west.net/?p=255</guid>
		<description><![CDATA[1.23 is going to introduce custom fort battle maps &#8211; as stated earlier. This post is going to explain this a bit more detailed what is going to be changed about the fortbattle maps.



Every fort is pretty individual because of its size and building levels. Well, of course unless the levels are maxed out, but [...]]]></description>
			<content:encoded><![CDATA[<p><span lang="en">1.23 is going to introduce custom fort battle maps &#8211; as stated earlier. This post is going to explain this a bit more detailed what is going to be changed about the fortbattle maps.</span></p>



<p><span lang="en">Every fort is pretty individual because of its size and building levels. Well, of course unless the levels are maxed out, but that goes without saying. But the building levels are also not fixed for the forts &#8211; once we have custom maps, we&#8217;ll introduce destructable building structures in a following release, but that is not the topic for now. What matters is, that we have all these forts with different building levels and the battle map should reflect this fact. </span></p>
<p><span lang="en">So what&#8217;s going to be changed to make this happen?</span></p>
<ul>
<li><span lang="en">Every building is present on the map, and the better the level is, the more advantages will be given to the sectors that belong to the building.</span></li>
<li><span lang="en">Character class sector bonus: Every tower will belong to a certain character class. Characters with the right character class that are located at such a building are going to have an additional bonus next to the sector bonus that the building structure is already providing.<br />
</span></li>
<li><span lang="en">The player limits are going to be lowered for the small and medium sized forts. There&#8217;s still a discussion going on about what the right values should be, but the initial version is most likely to set the limit to 30 players per side for the small and 60 players per side for the medium sized forts. Please note that there are unavoidable technical limitations that are limiting the number of players above the limit of 128 players, so please don&#8217;t even try to suggest to raise the limits instead of lowering them. Also, statistics of the battles show that most battles are played with about 60-70 players in average. So the limitation is mostly only hitting the small forts. The intention is to strengthen smaller alliances in the game, as the maximum limit does not involve so many players any more. Large battles can of course still happen at large forts, so the impact should be acceptable for the game.<br />
</span></li>
</ul>

<p><span lang="en">And this is how it could look like (the map is done by me for testing purpose, please don&#8217;t start arguing about the bad sector layout):</span></p>

<p style="text-align: center;"><a href="http://devblog.the-west.net/wp-content/uploads/2009/11/devshot-48-map-2.png"><img class="aligncenter size-full wp-image-256" title="devshot-48-map-2" src="http://devblog.the-west.net/wp-content/uploads/2009/11/devshot-48-map-2.png" alt="devshot-48-map-2" width="509" height="359" /></a><span lang="en"><em>This is the map in a basic configuration</em></span></p>

<p style="text-align: center;"><a href="http://devblog.the-west.net/wp-content/uploads/2009/11/devshot-48-map-1.png"><img class="aligncenter size-full wp-image-257" title="devshot-48-map-1" src="http://devblog.the-west.net/wp-content/uploads/2009/11/devshot-48-map-1.png" alt="devshot-48-map-1" width="509" height="359" /></a><span lang="en"><em>This map is the same as before, except that three towers are now enlarged.</em></span></p>


<p style="text-align: left;"><span lang="en">This introduces of course quite lot&#8217;s of changes to the tactics of the game play: The forts are most likely going to be not completely symmetric, then the topology might give an advantage to certain movements on the map. The smaller fort battles are going to be more tactical because of the lower player limits. All in all, battles are going to be, like the forts themselves, more individual and more unique. The motivation is, that we hope to see more battles in effect of these changes.<br />
</span></p>
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		<slash:comments>19</slash:comments>
		</item>
		<item>
		<title>The battle logs</title>
		<link>http://devblog.the-west.net/?p=225&amp;lang=en</link>
		<comments>http://devblog.the-west.net/?p=225&amp;lang=en#comments</comments>
		<pubDate>Wed, 28 Oct 2009 13:53:44 +0000</pubDate>
		<dc:creator>zet</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://devblog.the-west.net/?p=225</guid>
		<description><![CDATA[I stated sometimes that the there are logs of all battles that have been fought and that the players could analyse them themselves if they know how to use javascript.
So what this blogpost is about is: Explaining the battle logs so that you can (maybe) build your own statistics tool. If you are not a [...]]]></description>
			<content:encoded><![CDATA[<p><span lang="en">I stated sometimes that the there are logs of all battles that have been fought and that the players could analyse them themselves if they know how to use javascript.</span></p>
<p><span lang="en">So what this blogpost is about is: Explaining the battle logs so that you can (maybe) build your own statistics tool. If you are not a programming nerd, you probably can skip this post as boring and useless for your gameplay, but if you are one, you&#8217;ll most likely find this interesting unless you haven&#8217;t figured this stuff already out yourself. So here we go.</span></p>



<h2><span lang="en">The data format</span></h2>
<p><span lang="en">If a battle is opened on the cemetary (you know, on the forts), all the required data is transferred. It contains really everything. For example, this is a battle of only 2 players being involved:</span></p>
<pre style="overflow:scroll;background-image:none;padding:2px"><span lang="en">{
	"attackerlist":[
		{"westid":60,"name":"foo124663470921","flagholdcount":1,"hitcount":2,
		"totalcauseddamage":131,"takendamage":260,"takenhits":4,"killedby":1,
		"finishedhp":0,"starthp":260,"maxhp":260,"townid":3,"townname":"cccc",
		"weaponid":100,"weaponname":"Stein","weaponmindmg":50,"weaponmaxdmg":110,
		"posidx":356,"diedwhen":0,"targetidx":356}
		],
	"defenderlist":[
		{"westid":1,"name":"testxx","flagholdcount":0,"hitcount":4,
		"totalcauseddamage":260,"takendamage":131,"takenhits":2,"killedby":-1,
		"finishedhp":1389,"starthp":1520,"maxhp":1520,"townid":5,
		"townname":"attackers of doommmm","weaponid":100,"weaponname":"Stein",
		"weaponmindmg":50,"weaponmaxdmg":110,"posidx":396,"diedwhen":8,"targetidx":396}
	],
	"log":[0,2, 1,1, 2,396, 3,1520, 4,1, 1,60, 2,356, 3,260, 4,0, 8,594, 0,3, 1,1, 2,396, 3,1520,
		4,1, 5,60, 7,62, 1,60, 2,356, 3,198, 4,0, 5,1, 7,67, 8,560, 0,4, 1,1, 2,396, 3,1453, 4,1,
		5,60, 7,62, 1,60, 2,356, 3,136, 4,0, 5,1, 8,492, 0,5, 1,1, 2,396, 3,1453, 4,1, 5,60, 1,60,
		2,356, 3,136, 4,0, 5,1, 8,424, 0,6, 1,1, 2,396, 3,1453, 4,1, 5,60, 1,60, 2,356, 3,136, 4,0,
		5,1, 7,64, 8,390, 0,7, 1,1, 2,396, 3,1389, 4,1, 5,60, 7,85, 1,60, 2,356, 3,51, 4,0, 5,1,
		8,356, 0,8, 1,1, 2,396, 3,1389, 4,1, 5,60, 6,51],
	"map":{
		"tiles":[[3,5,2,1,11,9],[8,4,1,2,18,7],[6,6,3,1,11,15],[0,11,3,4,11,11],[3,11,3,4,21,6],
			[6,11,3,4,21,11],[20,0,4,3,10,6],[128,0,2,2,16,9],[0,0,4,4,6,2],[8,0,5,4,24,2],[8,6,5,5,24,14],
			[0,6,4,5,6,14],[1,4,2,2,7,6],[1,4,2,2,7,8],[1,4,2,2,7,10],[1,4,2,2,7,12],[1,4,2,2,26,6],
			[1,4,2,2,26,8],[1,4,2,2,26,10],[1,4,2,2,26,12],[4,1,4,2,10,3],[4,1,4,2,14,3],[4,1,4,2,18,3],
			[4,1,2,2,22,3],[4,1,4,2,10,16],[4,1,2,2,14,16],[4,1,2,2,18,16],[4,1,4,2,20,16],[5,8,2,2,16,16]],
		"cells":[0,0,0,0,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,4,4,4,4,0,0,0,0,1,1,1,1,1,1,1,
			1,1,2,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,4,4,4,4,0,0,0,0,1,1,5,5,5,1,1,1,1,2,2,2,2,2,2,2,2,3,3,3,3,
			6,6,6,3,3,4,4,4,4,0,0,0,0,1,1,5,5,5,7,7,7,7,7,8,8,8,8,8,8,9,9,9,9,9,6,6,6,3,3,4,4,4,4,0,0,0,0,1,
			1,5,5,5,10,10,11,11,11,11,12,12,12,12,13,13,13,13,14,14,6,6,6,3,3,4,4,4,4,0,0,0,0,15,15,15,16,10,
			10,10,11,11,11,11,12,12,12,12,13,13,13,13,14,14,14,17,18,18,18,4,4,4,4,0,0,0,0,15,15,15,16,10,10,
			19,19,19,11,11,20,20,20,20,13,13,21,21,14,14,14,17,18,18,18,4,4,4,4,0,0,0,0,15,15,15,16,22,22,19,
			19,19,23,23,20,20,20,20,24,24,21,21,25,25,25,17,18,18,18,4,4,4,4,26,26,26,26,15,15,15,16,22,22,22,
			27,27,23,23,28,28,29,29,24,24,21,21,25,25,25,17,18,18,18,30,30,30,30,26,26,26,26,15,15,15,16,22,
			22,22,27,27,23,23,28,31,31,29,24,24,32,32,25,25,25,17,18,18,18,30,30,30,30,26,26,26,26,33,33,33,
			34,35,35,35,27,27,36,36,37,31,31,38,39,39,32,32,40,40,40,41,42,42,42,30,30,30,30,26,26,26,26,33,
			33,33,34,35,35,35,43,43,36,36,37,37,38,38,39,39,44,44,40,40,40,41,42,42,42,30,30,30,30,26,26,26,
			26,33,33,33,34,35,35,35,43,43,36,36,45,45,45,45,39,39,44,44,40,40,40,41,42,42,42,30,30,30,30,26,
			26,26,26,33,33,33,34,46,46,46,43,43,47,47,45,45,45,45,48,48,44,44,49,49,49,41,42,42,42,30,30,30,
			30,26,26,26,26,33,33,33,34,46,46,46,47,47,47,47,50,50,50,50,48,48,48,48,49,49,49,41,42,42,42,30,
			30,30,30,26,26,26,26,51,51,52,52,52,46,46,47,47,47,47,50,50,50,50,48,48,48,48,49,49,53,53,53,54,
			54,30,30,30,30,26,26,26,26,51,51,52,52,52,55,55,55,55,55,55,55,56,56,57,57,57,57,57,57,57,53,53,
			53,54,54,30,30,30,30,58,58,58,58,51,51,52,52,52,51,51,59,59,59,59,59,59,60,60,60,60,60,60,54,54,
			53,53,53,54,54,61,61,61,61,58,58,58,58,51,51,51,51,51,51,51,59,59,59,59,59,59,60,60,60,60,60,60,
			54,54,54,54,54,54,54,61,61,61,61,58,58,58,58,51,51,51,51,51,51,51,59,59,59,59,59,59,60,60,60,60,
			60,60,54,54,54,54,54,54,54,61,61,61,61,58,58,58,58,62,62,62,62,62,62,62,62,62,63,63,63,63,63,63,
			63,63,64,64,64,64,64,64,64,64,64,61,61,61,61,58,58,58,58,62,62,62,62,62,62,62,62,62,63,63,63,63,
			63,63,63,63,64,64,64,64,64,64,64,64,64,61,61,61,61,58,58,58,58,62,62,62,62,62,62,62,62,62,63,63,
			63,63,63,63,63,63,64,64,64,64,64,64,64,64,64,61,61,61,61,58,58,58,58,62,62,62,62,62,62,62,62,62,
			63,63,63,63,63,63,63,63,64,64,64,64,64,64,64,64,64,61,61,61,61],
		"height":24,
		"sectors":[{"height":0,"attackerSpawn":true},
			{"height":0},{"height":0},{"height":0},{"height":0,"attackerSpawn":true},
			{"height":6,"attackerBonus":6,"defenderSpawn":true,"defenderBonus":7},
			{"height":6,"attackerBonus":6,"defenderSpawn":true,"defenderBonus":7},
			{"height":4,"attackerBonus":3,"defenderSpawn":true,"defenderBonus":4},
			{"height":4,"defenderSpawn":true},{"height":4,"attackerBonus":3,"defenderSpawn":true,"defenderBonus":4},
			{"height":0,"defenderSpawn":true},{"height":0,"defenderSpawn":true},{"height":0,"defenderSpawn":true},
			{"height":0,"defenderSpawn":true},{"height":0,"defenderSpawn":true},{"height":0},
			{"height":4,"attackerBonus":3,"defenderSpawn":true,"defenderBonus":4},
			{"height":4,"attackerBonus":3,"defenderSpawn":true,"defenderBonus":4},
			{"height":0},{"height":3,"attackerBonus":1.25,"defenderSpawn":true,"defenderBonus":1.25},
			{"height":0,"defenderSpawn":true},{"height":3,"attackerBonus":1.25,"defenderSpawn":true,"defenderBonus":1.25},
			{"height":0,"defenderSpawn":true},{"height":0,"defenderSpawn":true},{"height":0,"defenderSpawn":true},
			{"height":0,"defenderSpawn":true},{"height":0,"attackerSpawn":true},{"height":0,"defenderSpawn":true},
			{"height":0,"attackerBonus":-5,"defenderSpawn":true,"defenderBonus":-5},
			{"height":0,"attackerBonus":-5,"defenderSpawn":true,"defenderBonus":-5},
			{"height":0,"attackerSpawn":true},{"flag":true,"height":0,"attackerBonus":-10,"defenderSpawn":true,"defenderBonus":-10},
			{"height":0,"defenderSpawn":true},{"height":0},{"height":4,"defenderSpawn":true},{"height":0,"defenderSpawn":true},
			{"height":0,"defenderSpawn":true},{"height":0,"attackerBonus":-5,"defenderSpawn":true,"defenderBonus":-5},
			{"height":0,"attackerBonus":-5,"defenderSpawn":true,"defenderBonus":-5},{"height":0,"defenderSpawn":true},
			{"height":0,"defenderSpawn":true},{"height":4,"defenderSpawn":true},{"height":0},
			{"height":3,"attackerBonus":1.25,"defenderSpawn":true,"defenderBonus":1.25},
			{"height":3,"attackerBonus":1.25,"defenderSpawn":true,"defenderBonus":1.25},
			{"height":0,"defenderSpawn":true},{"height":0,"defenderSpawn":true},
			{"height":0,"defenderSpawn":true},{"height":0,"defenderSpawn":true},
			{"height":0,"defenderSpawn":true},{"height":0,"defenderSpawn":true},
			{"height":0},{"height":6,"attackerBonus":6,"defenderSpawn":true,"defenderBonus":7},
			{"height":6,"attackerBonus":6,"defenderSpawn":true,"defenderBonus":7},{"height":0},
			{"height":4,"attackerBonus":3,"defenderSpawn":true,"defenderBonus":4},
			{"height":0,"attackerBonus":3,"defenderSpawn":true,"defenderBonus":4},
			{"height":4,"attackerBonus":3,"defenderSpawn":true,"defenderBonus":4},
			{"height":0,"attackerSpawn":true},{"height":0},{"height":0},{"height":0,"attackerSpawn":true},
			{"height":0,"attackerSpawn":true},{"height":0,"attackerSpawn":true},{"height":0,"attackerSpawn":true}],
		"mapname":"Test",
		"width":34},
	"logtypes":["ROUNDSTART","CHARTURN","CHARTARGET","CHARHEALTH","CHARONLINE","SHOOTAT","KILLED","HIT","MOVED"],
	"roundsplayed":8,"maxrounds":50,"battleid":81,"outcome":"ATTACKER_WIPED","fortname":"abcfort",
	"declarerid":6,"declarername":"foo12464580102","attackertownid":3,"defendertownid":5,"defendertownname":"attackers of doommmm",
	"attackertownname":"cccc"}</span></pre>
<p><span lang="en">That&#8217;s quite a chunk, so let&#8217;s rip it apart and look at it one by one.</span></p>
<h3><span lang="en">Attacker- and Defenderlist</span></h3>
<p><span lang="en">Both arrays contain identical descriptions of all the involved players. Each player has following descriptions:</span></p>
<ul>
<li><span lang="en">westid: the id of the player in this world. Identical to the id used in ranking etc.</span></li>
<li><span lang="en">name: the name of the player</span></li>
<li><span lang="en">flagholdcount: number of rounds that the player was holding the flag</span></li>
<li><span lang="en">hitcount: number of hits the player made</span></li>
<li><span lang="en">totalcauseddamage: the total amount of damage caused by this player</span></li>
<li><span lang="en">takendamage: how much damage the player got</span></li>
<li><span lang="en">takenhits: how often the player was hit</span></li>
<li><span lang="en">killedby: a player id (westid) of the player who knocked the player out</span></li>
<li><span lang="en">finishedhp: how much hitpoints that have been left at the end of the battle</span></li>
<li><span lang="en">starthp: hitpoints on start of the battle</span></li>
<li><span lang="en">maxhp: the maximum amount of hitpoints the player may have</span></li>
<li><span lang="en">townid: the id of the town the player belonged to</span></li>
<li><span lang="en">townname: the name of that town at the moment when the battle started</span></li>
<li><span lang="en">weaponid: the id of the used weapon</span></li>
<li><span lang="en">weaponmaxdmg: the maximum damage the weapon can cause</span></li>
<li><span lang="en">weaponmindmg: the minimum damage that the weapon is causing</span></li>
<li><span lang="en">posidx: The starting position of the player</span></li>
<li><span lang="en">diedwhen: The round the player was knocked out (bugged, fixed with 1.23)</span></li>
<li><span lang="en">targetidx: The target of the player when the game started</span></li>
</ul>
<p><span lang="en">A lot of data is already supplied in these arrays, but there&#8217;s far more.</span></p>
<h3><span lang="en">The log</span></h3>
<p><span lang="en">Each battleresult contains a complete log of the whole battle. This is most likely the most interesting thing for you, as this contains a lot of data (as a side note, this data might be bugged as it has never been used yet anywhere). A part of the log looks like this:</span></p>
<pre style="overflow:scroll;background-image:none;padding:2px"><span lang="en">"log":[0,2, 1,1, 2,396,(...)</span></pre>
<p><span lang="en">I inserted whitespaces at each second comma, because each pair of numbers describes what happened. The first number tells us what operation this was, the second number describes the operation. The mere numbers are useless unless we know the codes for the numbers. The codes are supplied with the log. The values are represented in an array called "logtypes":</span></p>
<pre style="overflow:scroll;background-image:none;padding:2px"><span lang="en">"logtypes":["ROUNDSTART","CHARTURN","CHARTARGET","CHARHEALTH","CHARONLINE","SHOOTAT","KILLED","HIT","MOVED"]</span></pre>
<p><span lang="en">The array tells us that 0 means &#8220;ROUNDSTART&#8221;, 1 means &#8220;CHARTURN&#8221; and so on. The order can change anytime when we change some implementations on our sides, so in case of developing a tool in javascript, I would suggest to figure out the right numbers before analyzing the log.<br />
This codebook tells us now following information:<br />
&#8220;logtypes&#8221;:</span></p>
<pre style="overflow:scroll;background-image:none;padding:2px"><span lang="en">"log":[ROUNDSTART,2, CHARTURN,1, CHARTARGET,396, CHARHEALTH,1520, CHARONLINE,1,
CHARTURN,60, CHARTARGET,356, CHARHEALTH,260, CHARONLINE,0, MOVED,594,
ROUNDSTART,3, ...</span></pre>
<p><span lang="en">So this is more meaningful now and with a bit of description, this is the log, encoded in these number pairs:</span></p>
<ol>
<li><span lang="en">ROUNDSTART,2: The game begins with round 2 (1 is the first round where everyone is choosing their starting position and target position.</span></li>
<li><span lang="en">CHARTURN,1: The character with west id 1 is now active</span></li>
<li><span lang="en">CHARTARGET,396: The character 1 is trying to go to the cell 396 (which is his starting position, so we&#8217;re there already)</span></li>
<li><span lang="en">CHARHEALTH,1520: The character 1 has a health of 1520 hitpoints</span></li>
<li><span lang="en">CHARONLINE,1: The player for character 1 was online during this round</span></li>
<li><span lang="en">CHARTURN,60: It is now the turn of player with id 60</span></li>
<li><span lang="en">CHARTARGET,356: The character 60 wants to go to cell 356</span></li>
<li><span lang="en">CHARHEALTH,260: The character 60 has 260 hitpoints</span></li>
<li><span lang="en">CHARONLINE,0: The player of character 60 was not online</span></li>
<li><span lang="en">MOVED,594: Character 60 moves to cell 594</span></li>
<li><span lang="en">ROUNDSTART,3: Round 2 has ended, round 3 begins</span></li>
</ol>
<p><span lang="en">This pattern repeats all over the place and we can reconstruct the whole battle for each player. We do even know who was online and who was not online! The keys &#8220;SHOOTAT&#8221;,&#8221;KILLED&#8221; and &#8220;HIT&#8221; describe further actions:</span></p>
<ul>
<li><span lang="en">SHOOTAT: the id of the player that this character is shooting at</span></li>
<li><span lang="en">KILLED: if the shot was knocking the player out, this key is used. The value represents the damage that was caused the player to be knocked out. Can be larger than the player&#8217;s hitpoints</span></li>
<li><span lang="en">HIT: if the shot was a hit, the damage is described with the value</span></li>
</ul>
<p><span lang="en">If no hit was made, the SHOOTAT value exists but without a following HIT / KILLED actions.</span></p>
<h3><span lang="en">The map description</span></h3>
<p><span lang="en">The map description is also supplied here. It could be used for replaying the whole map visually. The first thing to know is how a x,y coordinate is represented in the map &#8211; since we know the width and height of the map, we can recalculate a pair of numbers to a single number and back with this small function:</span></p>
<pre style="overflow:scroll;background-image:none;padding:2px"><span lang="en">// javascript code
function toxy(idx,mapwidth) {
	return {x:idx%mapwidth,y:Math.floor(idx/mapwidth)};
}
function toidx(x,y,mapwidth) {
	return x+y*mapwidth;
}</span></pre>
<p><span lang="en">Both functions can be used to do the required calculations. The width and height of the map is supplied by the map description as well with the keys &#8220;width&#8221; and &#8220;height&#8221;.<br />
Furthermore, we have various arrays now: &#8220;tiles&#8221;, &#8220;cells&#8221; and &#8220;sectors&#8221;. The &#8220;mapname&#8221; parameter is currently not really used, it still has the name &#8220;test&#8221; on the productive worlds, something that I didn&#8217;t know about yet &#8211; as it&#8217;s nowhere used right now.</span></p>
<h4><span lang="en">The tiles</span></h4>
<p><span lang="en">The tiles are simple arrays of arrays containing each 6 numbers, describing the visual layout with out tileobject:</span></p>
<ol>
<li><span lang="en">The x coordinate on the tile texture</span></li>
<li><span lang="en">The y coordinate on the tile texture</span></li>
<li><span lang="en">The x size of the tile</span></li>
<li><span lang="en">The y size of the tile</span></li>
<li><span lang="en">The x coordinate on the map where the tile is being drawn (left side of the tile)</span></li>
<li><span lang="en">The y coordinate on the map where the tile is being drawn (top side of the tile) </span>
<ul>
<li><span lang="en">height: The height of this sector</span></li>
<li><span lang="en">attackerbonus / defenderbonus: What bonus the sector provides</span></li>
<li><span lang="en">defenderspawn / attackerspawn: A boolean value that tells us if players can spawn here</span></li>
<li><span lang="en">flag: True if this is a flag sector</span></li>
</ul>
</li>
</ol>
<p><span lang="en">This information allows us to draw the hole map using the tile texture. It contains only eyecandy information &#8211; nothing else.</span></p>
<h4><span lang="en">The sectors</span></h4>
<p><span lang="en">That array describes the attributes of each sector that is present on the map. Following attributes are available:</span></p>
<p><span lang="en">There will be further values if there&#8217;s a bonus for a certain playerclass, but I think that the whole sector description is pretty self explanatory.</span></p>
<h4><span lang="en">The cells</span></h4>
<p><span lang="en">The most important description for the game is the layout of the sectors. The sectors can have any kind of form, so what we do is, we define for each cell on the map what sector it belongs &#8211; it refers here to an index in the sector array. The array called &#8220;cells&#8221; describes now for each cell, starting from top left the sector for each cell, left to right, top to bottom (just like reading letters in a book). For example:</span></p>
<pre style="overflow:scroll;background-image:none;padding:2px"><span lang="en">"cells":[0,0,0,0,1,1,1,1,1,1,1,1,1,2 ...</span></pre>
<p><span lang="en">What we see here is, that the cell located at x=0 and y=0 is described with the attributes given by the sector description at index 0 of the sector array. The same attributes are used for x=1,y=0 and x=2,y=0 and x=3,y=0. The next sector starts at x=4,y=0. Every cell that refers to the same sector id belongs to the same sector (of course&#8230;). From the game logic we know that if a sector is taken by a team, the other team can&#8217;t enter that sector. So in theory, there could be sectors that are disjunct &#8211; which means that a sector could be split. However, this should not be the case.</span></p>
<h3><span lang="en">That&#8217;s it!</span></h3>
<p><span lang="en">So that&#8217;s everything that is needed to know if you really want to analyze the logs of a battle yourself. How can you get now the data? Well, there are several ways &#8211; for example taking the text from the ajax call using firebug. Or by overwriting the FortBattle.makeStats function:</span></p>
<pre style="overflow:scroll;background-image:none;padding:2px"><span lang="en">javascript:(function() {
  var orig = FortBattle.makeStats;
  FortBattle.makeStats = function (data,element,fortx,forty,bool) {
    alert(Json.toString(data));
    return orig(data,element,fortx,forty,bool);
  }
})(); void(0);</span></pre>
<p><span lang="en">If you execute this code in your browser&#8217;s address bar, you&#8217;ll get an alert message the next time when you look at a fort battle result. Copy &#38; paste the result and you&#8217;ll have the data anywhere you want it to have.</span></p>
]]></content:encoded>
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		<slash:comments>10</slash:comments>
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		<title>Back from Japan!</title>
		<link>http://devblog.the-west.net/?p=219&amp;lang=en</link>
		<comments>http://devblog.the-west.net/?p=219&amp;lang=en#comments</comments>
		<pubDate>Fri, 16 Oct 2009 14:33:05 +0000</pubDate>
		<dc:creator>zet</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://devblog.the-west.net/?p=219</guid>
		<description><![CDATA[So, I am back from Vacation &#8211; I&#8217;ve been to Japan and enjoyed it very much over there. Anyway, now I am back and getting into work again.
First: The chat is being delayed. The reason for this are technical reasons on the serverside. It&#8217;s unlikely that it becomes a feature of 1.23.

So what&#8217;s on the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://devblog.the-west.net/wp-content/uploads/2009/10/japan.jpg"><img class="alignright size-full wp-image-220" title="japan" src="http://devblog.the-west.net/wp-content/uploads/2009/10/japan.jpg" alt="japan" width="220" height="334" /></a><span lang="en">So, I am back from Vacation &#8211; I&#8217;ve been to Japan and enjoyed it very much over there. Anyway, now I am back and getting into work again.</span></p>
<p><span lang="en">First: The chat is being delayed. The reason for this are technical reasons on the serverside. It&#8217;s unlikely that it becomes a feature of 1.23.</span></p>

<p><span lang="en">So what&#8217;s on the agenda for 1.23 then?</span></p>
<ul>
<li><span lang="en">Stabilization: Certain features need smaller or larger improvements that are going to be done in 1.23.</span></li>
<li><span lang="en">Small user interface &#38; graphical improvements: A larger map, a bit more comfort in the game internal forums a new ranking</span></li>
<li><span lang="en">Custom fort battle maps</span></li>
<li><span lang="en">New rewards</span></li>
</ul>

<p><span lang="en">The custom fort battle maps are the most complex feature here. For the resizable map, it&#8217;s a bit easier but should help players to get a more comfortable overview on the game map, as it can be seen in this screenshot:</span></p>

<p style="text-align: center;"><a href="http://devblog.the-west.net/wp-content/uploads/2009/10/devshot-44-windowresize.png"><img class="size-medium wp-image-218" title="devshot-44-windowresize" src="http://devblog.the-west.net/wp-content/uploads/2009/10/devshot-44-windowresize-300x183.png" alt="A map that fits into the browser's screen" width="300" height="183" /></a></p>
<p style="text-align: center;"><span lang="en">A map that fits into the browser&#8217;s screen</span></p>

<p><span lang="en">For the custom battle maps, it&#8217;s far more complex. First we have 3 different fort sizes, then we have a vast amount of different building level configurations. In order to provide as much diversity as possible, each building will be represented in the battle map dependent on its level when the battle starts (don&#8217;t ask me what happens if to positioned players in case of a tower level up &#8211; I don&#8217;t know yet). But in order to achieve this, we must create a description of all this somehow and this can not be done using a mere text editor &#8211; we need a tool for this. And I have started working on just that. In theory, once we have the tool ready and created all the data that is required for creating custom battle maps for each fight, the deployment is of important question &#8211; how will it be deployed to players and representation. Of course, most of this has already been foreseen and most stuff should work right away from the start, but of course, all that and the testing will require quite some time. But we&#8217;ll see how it goes on and how long it&#8217;ll take.</span></p>


]]></content:encoded>
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		<slash:comments>10</slash:comments>
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		<title>First leaked picture from 1.23</title>
		<link>http://devblog.the-west.net/?p=213&amp;lang=en</link>
		<comments>http://devblog.the-west.net/?p=213&amp;lang=en#comments</comments>
		<pubDate>Thu, 08 Oct 2009 12:29:00 +0000</pubDate>
		<dc:creator>anthraxx</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://devblog.the-west.net/?p=213</guid>
		<description><![CDATA[Hey ho  
I currently don&#8217;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)
]]></description>
			<content:encoded><![CDATA[<p>Hey ho <img src='http://devblog.the-west.net/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>I currently don&#8217;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)</p>
<div id="attachment_214" class="wp-caption aligncenter" style="width: 447px"><a href="http://devblog.the-west.net/wp-content/uploads/2009/10/town.png"><img class="size-full wp-image-214  " title="town" src="http://devblog.the-west.net/wp-content/uploads/2009/10/town.png" alt="new town profile with additional data" width="437" height="276" /></a><p class="wp-caption-text">new town profile with additional data (click to raise)</p></div>
<div id="attachment_215" class="wp-caption aligncenter" style="width: 449px"><a href="http://devblog.the-west.net/wp-content/uploads/2009/10/new_ranking.png"><img class="size-full wp-image-215 " title="new_ranking" src="http://devblog.the-west.net/wp-content/uploads/2009/10/new_ranking.png" alt="new ranking interface (click to raise)" width="439" height="274" /></a><p class="wp-caption-text">new ranking interface (click to raise)</p></div>
]]></content:encoded>
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		<slash:comments>11</slash:comments>
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		<title>Premium for everyone</title>
		<link>http://devblog.the-west.net/?p=209&amp;lang=en</link>
		<comments>http://devblog.the-west.net/?p=209&amp;lang=en#comments</comments>
		<pubDate>Tue, 06 Oct 2009 12:39:26 +0000</pubDate>
		<dc:creator>anthraxx</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://devblog.the-west.net/?p=209</guid>
		<description><![CDATA[I&#8217;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&#8217;ve now raised the gained nuggets by three, of course only for the public beta world, so please don&#8217;t cry  
Really sorry [...]]]></description>
			<content:encoded><![CDATA[<p><img class="size-full wp-image-211 alignleft" style="border: 2px solid black; margin:4px" title="pa" src="http://devblog.the-west.net/wp-content/uploads/2009/10/pa1.png" alt="pa" width="286" height="296" />I&#8217;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&#8217;ve now raised the gained nuggets by three, of course only for the public beta world, so please don&#8217;t cry <img src='http://devblog.the-west.net/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>Really sorry all other <img src='http://devblog.the-west.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
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		<title>1.22 coming to you</title>
		<link>http://devblog.the-west.net/?p=204&amp;lang=en</link>
		<comments>http://devblog.the-west.net/?p=204&amp;lang=en#comments</comments>
		<pubDate>Wed, 30 Sep 2009 09:38:15 +0000</pubDate>
		<dc:creator>anthraxx</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://devblog.the-west.net/?p=204</guid>
		<description><![CDATA[w&#8217;re just in the pre-release phase of the 1.22 update cycle. We&#8217;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.


We have some new improvements and changed like the sleeper set, that has bonus on sleeping [...]]]></description>
			<content:encoded><![CDATA[<p>w&#8217;re just in the pre-release phase of the 1.22 update cycle. We&#8217;ll going to roll it out in the next days.</p>
<p>I just added a nice addition to the signatures. You can now look up the finished quests and got rewards.</p>
<p><img class="aligncenter size-full wp-image-207" title="1" src="http://devblog.the-west.net/wp-content/uploads/2009/09/11.png" alt="1" width="468" height="60" /><br />
<img class="aligncenter size-full wp-image-206" title="2" src="http://devblog.the-west.net/wp-content/uploads/2009/09/2.png" alt="2" width="468" height="60" /></p>
<p>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:</p>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 220px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">features</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 220px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">awards</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 220px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">. players can earn awards</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 220px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">. the requirements are not public</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 220px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">. awards are only for the player profile and doesn&#8217;t get any bonuses</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 220px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">new duel changes (toughness and reflex influence the damage by 75% instead of 100%)</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 220px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">integrated holiday mode</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 220px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">. players won&#8217;t be deleted</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 220px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">. players can&#8217;t be attacked after 24 hours</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 220px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">. after 2 month the player will get an email and the holiday mode will be deactivated automatically</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 220px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">new interface (it&#8217;s necessary for the chat in 1.23)</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 220px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">forts</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 220px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">. raised bonuses on wall by 100%</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 220px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">. show bonuses</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 220px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">You can reopen a town profile with a little link</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 220px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Skills have mouse popups</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 220px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">new set &#8220;sleepyhead&#8221; (not available in shops).</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 220px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">if a player reached level 99, he can earn duel experience and raise his duel level.</div>
<p><strong>features</strong></p>
<ul>
<li><span style="background-color: #ffffff;">awards</span></li>
</ul>
<ol>
<li><span style="background-color: #ffffff;">players can earn awards</span></li>
<li><span style="background-color: #ffffff;">the requirements are not public</span></li>
<li><span style="background-color: #ffffff;">awards are only for the player profile and doesn&#8217;t get any bonuses</span></li>
</ol>
<ul>
<li><span style="background-color: #ffffff;">new duel changes (toughness and reflex influence the damage by 75% instead of 100%)</span></li>
<li><span style="background-color: #ffffff;">integrated holiday mode</span></li>
</ul>
<ol>
<li><span style="background-color: #ffffff;">- players won&#8217;t be deleted</span></li>
<li><span style="background-color: #ffffff;">- players can&#8217;t be attacked after 24 hours</span></li>
<li><span style="background-color: #ffffff;">- after 2 month the player will get an email and the holiday mode will be deactivated automatically</span></li>
</ol>
<ul>
<li><span style="background-color: #ffffff;">new interface (it&#8217;s necessary for the chat in 1.23)</span></li>
<li><span style="background-color: #ffffff;">You can reopen a town profile with a little link</span></li>
<li><span style="background-color: #ffffff;">Skills have mouse popups</span></li>
<li><span style="background-color: #ffffff;">new set &#8220;sleepyhead&#8221; (not available in shops).</span></li>
<li><span style="background-color: #ffffff;">if a player reached level 99, he can earn duel experience and raise his duel level.</span></li>
<li><span style="background-color: #ffffff;">new signatures with additional data</span></li>
</ul>
<p><strong>forts</strong></p>
<ul>
<li><span style="background-color: #ffffff;">raised bonuses on wall by 100%</span></li>
<li><span style="background-color: #ffffff;">show bonuses</span></li>
</ul>
]]></content:encoded>
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		<slash:comments>12</slash:comments>
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		<item>
		<title>PHP 5.3 on the beta</title>
		<link>http://devblog.the-west.net/?p=200&amp;lang=en</link>
		<comments>http://devblog.the-west.net/?p=200&amp;lang=en#comments</comments>
		<pubDate>Mon, 14 Sep 2009 14:25:17 +0000</pubDate>
		<dc:creator>anthraxx</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://devblog.the-west.net/?p=200</guid>
		<description><![CDATA[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.
]]></description>
			<content:encoded><![CDATA[<p>Hey guys,</p>
<p>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.</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Bonus preview</title>
		<link>http://devblog.the-west.net/?p=197&amp;lang=en</link>
		<comments>http://devblog.the-west.net/?p=197&amp;lang=en#comments</comments>
		<pubDate>Mon, 14 Sep 2009 14:19:40 +0000</pubDate>
		<dc:creator>zet</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://devblog.the-west.net/?p=197</guid>
		<description><![CDATA[1.22 is also getting a new minor feature in the battle preview (but alas not to the flashclient): it will show the actual bonus of a sector. It will show the attack, defense and height of a sector. And before someone starts screaming &#8220;These values are different from the help manual !!!1111&#8243;. Yes. They are [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://devblog.the-west.net/wp-content/uploads/2009/09/devshot-42-defensepreview.png"><img class="aligncenter size-full wp-image-199" title="devshot-42-defensepreview" src="http://devblog.the-west.net/wp-content/uploads/2009/09/devshot-42-defensepreview.png" alt="devshot-42-defensepreview" width="179" height="124" /></a>1.22 is also getting a new minor feature in the battle preview (but alas not to the flashclient): it will show the actual bonus of a sector. It will show the attack, defense and height of a sector. And before someone starts screaming &#8220;These values are different from the help manual !!!1111&#8243;. Yes. They are &#8211; because we are changing them. The walls and towers will get a boost, so the influence to the battle should be more significant.</p>
<p>And by the way: from Thursday on I am going to be on Vacation for three weeks. As you might know, I am currently working on the chat feature for the west &#8211; or more precisely, I am working much more on the userinterface for it than on the technical details that is running serverwise (so this time I am less likely to be blamed for technical problems that might arise during the introduction phase of the chat).<br />
Anyway: I am soon on vacation and I won&#8217;t be able to be present when the chat is being introduced. Unless it gets delayed because of technical problems of course. I already wrote the deactivation code so that the game can be released without the chat in case of troubling server software &#8211; don&#8217;t be disappointed if 1.22 is released with deactivated chat, I still regard the awards as the more important feature. Also a lot of features are still missing in the chat that you are certainly going to complain about&#8230; but the most important things are working by now: Townchat and fortbattle chat (for defenders / attackers).<br />
Some people have asked why we did the chat now &#8211; the answer is a bit difficult. More or less, it&#8217;s because of the fort battles. Communication is an important factor in battles and so, the chat is an important strategical component, even if it does not affect the battle mechanics themselves directly at all. We were uncertain about the order of implementation &#8211; should we do the custom battle maps first, the fort shop, character bonus depending on the class of the character and so on. There are still a lot of features missing and we intend to integrate them one by one. So more or less, the battlegrounds are still being actively developed and thus changed. There are so many countless ideas around of what we can do with the battle system&#8230; but there&#8217;s simply a limit of how much we can do at a time.</p>
<p>So keep playing, I&#8217;ll look foraward to integrate the rest of all the still missing features after my vacation!</p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
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		<title>steps toward 1.22, lets spread some rewards</title>
		<link>http://devblog.the-west.net/?p=181&amp;lang=en</link>
		<comments>http://devblog.the-west.net/?p=181&amp;lang=en#comments</comments>
		<pubDate>Wed, 09 Sep 2009 15:50:51 +0000</pubDate>
		<dc:creator>anthraxx</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://devblog.the-west.net/?p=181</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>I can proudly present you some new series of pictures from the 1.22 release <img src='http://devblog.the-west.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  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).</p>
<div id="attachment_182" class="wp-caption aligncenter" style="width: 310px"><a href="http://devblog.the-west.net/wp-content/uploads/2009/09/chat.png"><img class="size-medium wp-image-182" title="Chat UI (click to enlarge)" src="http://devblog.the-west.net/wp-content/uploads/2009/09/chat-300x111.png" alt="Chat UI (click to enlarge)" width="300" height="111" /></a><p class="wp-caption-text">Chat UI (click to enlarge)</p></div>
<p style="text-align: center;">
<p>And now, behold, the holy reward box is coming to YOUR profile <img src='http://devblog.the-west.net/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />  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 <img src='http://devblog.the-west.net/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>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 <img src='http://devblog.the-west.net/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<div id="attachment_183" class="wp-caption aligncenter" style="width: 310px"><a href="http://devblog.the-west.net/wp-content/uploads/2009/09/char.png"><img class="autocenter size-medium wp-image-183 " title="char (click to enlarge)" src="http://devblog.the-west.net/wp-content/uploads/2009/09/char-300x187.png" alt="char (click to enlarge)" width="300" height="187" /></a><p class="wp-caption-text">char (click to enlarge)</p></div>
<div id="attachment_184" class="wp-caption aligncenter" style="width: 310px"><a href="http://devblog.the-west.net/wp-content/uploads/2009/09/profile.png"><img class="size-medium wp-image-184 " title="profile (click to enlarge)" src="http://devblog.the-west.net/wp-content/uploads/2009/09/profile-300x251.png" alt="profile (click to enlarge)" width="300" height="251" /></a><p class="wp-caption-text">profile (click to enlarge)</p></div>
]]></content:encoded>
			<wfw:commentRss>http://devblog.the-west.net/?feed=rss2&amp;p=181&amp;lang=en</wfw:commentRss>
		<slash:comments>22</slash:comments>
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		<item>
		<title>1.22 screenshot, not even available on beta yet!</title>
		<link>http://devblog.the-west.net/?p=177&amp;lang=en</link>
		<comments>http://devblog.the-west.net/?p=177&amp;lang=en#comments</comments>
		<pubDate>Thu, 27 Aug 2009 21:27:17 +0000</pubDate>
		<dc:creator>zet</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://devblog.the-west.net/?p=177</guid>
		<description><![CDATA[Long time no blog
Still not much to tell
I have an idea:
I leak a screenshot!

Do I have to mention that I am still working on that?

]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><em>Long time no blog<br />
Still not much to tell<br />
I have an idea:<br />
I leak a screenshot!</em></p>
<p style="text-align: center;"><em><a href="http://devblog.the-west.net/wp-content/uploads/2009/08/devshot40-chatview.png"><img class="aligncenter size-medium wp-image-176" title="devshot40-chatview" src="http://devblog.the-west.net/wp-content/uploads/2009/08/devshot40-chatview-300x230.png" alt="devshot40-chatview" width="300" height="230" /></a></em></p>
<p style="text-align: center;"><em>Do I have to mention that I am still working on that?<br />
</em></p>
]]></content:encoded>
			<wfw:commentRss>http://devblog.the-west.net/?feed=rss2&amp;p=177&amp;lang=en</wfw:commentRss>
		<slash:comments>18</slash:comments>
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