What changed
1 fix0 additions0 changes0 removals
fixedHi guys I thought I would post another update as to what we have done lately. Firstly let me apologies for the lateness of the release. Having corporate issues never helped. We have secured a new level designer that has been helping me with a few things. We had a bottleneck on the gpu when testing the last update that had to be resolved. When have been working on a server side database for all game stats and inventories, hopefully this will stop hacking and exploiting playerprefs. As most unity based games use playerprefs its easy to change the details and boost your character. So coupling sql database with runtime binary serialization will hopefully stop this. We have implented a anti cheat system to that not only banns steam accounts, it also bans the cheaters ip address. Looking at other popular games on the marker and seeing the ban rate for these games. I believe I owe it to the players to ensure that we dont ever see these high numbers for bans. Because the higher the ban number the more legit players are interacting with cheats and wrecking the legit players experience. We have worked on finalising the skill system including new ui and functionality. We have random room function that joins a random server. We have finished the persistant player function- What this means: We have planned to realese other maps in the future around the same 100 x 100 km size. These maps will run on different servers but players can go to those servers and explore to find items not found in the main map. This will help with the econemy and server load balancing. I have a vision of raiding parties from server A attacking a village from server F, server B then attacks them back. There will still be fights between villages on the one server but this adds some more danger to the mix. In the not to distant future we will be releasing the server build, so if anyone has a server and wants to host their own world feel free to contact me. best wishes guys and see you on the battlefield
Viking Age: Odin's Warrior changes
fixedHi guys I thought I would post another update as to what we have done lately. Firstly let me apologies for the lateness of the release. Having corporate issues never helped. We have secured a new level designer that has been helping me with a few things. We had a bottleneck on the gpu when testing the last update that had to be resolved. When have been working on a server side database for all game stats and inventories, hopefully this will stop hacking and exploiting playerprefs. As most unity based games use playerprefs its easy to change the details and boost your character. So coupling sql database with runtime binary serialization will hopefully stop this. We have implented a anti cheat system to that not only banns steam accounts, it also bans the cheaters ip address. Looking at other popular games on the marker and seeing the ban rate for these games. I believe I owe it to the players to ensure that we dont ever see these high numbers for bans. Because the higher the ban number the more legit players are interacting with cheats and wrecking the legit players experience. We have worked on finalising the skill system including new ui and functionality. We have random room function that joins a random server. We have finished the persistant player function- What this means: We have planned to realese other maps in the future around the same 100 x 100 km size. These maps will run on different servers but players can go to those servers and explore to find items not found in the main map. This will help with the econemy and server load balancing. I have a vision of raiding parties from server A attacking a village from server F, server B then attacks them back. There will still be fights between villages on the one server but this adds some more danger to the mix. In the not to distant future we will be releasing the server build, so if anyone has a server and wants to host their own world feel free to contact me. best wishes guys and see you on the battlefield
Hi guys I thought I would post another update as to what we have done lately. Firstly let me apologies for the lateness of the release. Having corporate issues never helped. We have secured a new level designer that has been helping me with a few things. We had a bottleneck on the gpu when testing the last update that had to be resolved. When have been working on a server side database for all game stats and inventories, hopefully this will stop hacking and exploiting playerprefs. As most unity based games use playerprefs its easy to change the details and boost your character. So coupling sql database with runtime binary serialization will hopefully stop this. We have implented a anti cheat system to that not only banns steam accounts, it also bans the cheaters ip address. Looking at other popular games on the marker and seeing the ban rate for these games. I believe I owe it to the players to ensure that we dont ever see these high numbers for bans. Because the higher the ban number the more legit players are interacting with cheats and wrecking the legit players experience. We have worked on finalising the skill system including new ui and functionality. We have random room function that joins a random server. We have finished the persistant player function- What this means: We have planned to realese other maps in the future around the same 100 x 100 km size. These maps will run on different servers but players can go to those servers and explore to find items not found in the main map. This will help with the econemy and server load balancing. I have a vision of raiding parties from server A attacking a village from server F, server B then attacks them back. There will still be fights between villages on the one server but this adds some more danger to the mix. In the not to distant future we will be releasing the server build, so if anyone has a server and wants to host their own world feel free to contact me. best wishes guys and see you on the battlefield