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Fixed amount of tokens on the map - amount of tokens to be digged during the game is no longer random, each game has this value specified upfront
Other beavers panel sorted based on the gained amount of tokens - in the left panel showing other players, players are now sorted based on the amount of tokens gained in the game, so the ones which are shown at the top are the ones which are most viable to defeat
Current player's position - current player's position is now shown next to the playable character (ranking is based on tokens gained in the game)
Medals - one of three types of medals (gold, silver, brown) is now shown next to the three best players in the game (based on amount of tokens gained in the game)
Tokens are being sent at the end of the game - messages with tokens transfer are now sent when the game finishes, during the game amount of tokens gained is calculated and stored in the process state
Death animations and sounds - new death animations and sounds have been added, each beaver can be killed in three different ways (by tank beaver, hacker beaver or speedy beaver), each death can generate one of three types of sounds (chosen randomly for each death)
Player movement locked for the time of death animation - when player gets killed, its movement is locked until the death animation is fully played
Game hub introduction - a game hub has been introduced, it is a separate process which manages all the games during testing session, from now on it is possible to see all the games that will be played during specific session with start and end dates indicated, active game is always marked and displayed at the top of the list.
(perf) Reduce message assignment time in Scheduler Unit - time required to assign a nonce to a message has been reduced by an order of magnitue (~50ms -> ~2ms)
(perf) Do not recalculate state with lower nonce in Compute Unit - if a state with a higher nonce is already being evaluated, drop requests with lower nonce
(fix) Fix issues with messages registration after process deployment in Messanger Unit - it could happen that right after game process was deployed, it was not possible to register any message for some - because the MU could not load Scheduler info via arweave.net GQL (as it was not yet indexed). Fixed by adding a dedicated cache for storing scheduler location in MU.
(fix) Display 'lag' data only for players' own messages