8.2 Update: 10th Anniversary!

The Ten of Wands troop is loaded into the game, though; can see it in Unowned. I guess actually awarding it to players is broken though…

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I have it.

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Thanks, what platform?

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Xbox Series

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Did you collect it? You need to click the Question Mark symbol

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We should have a proper bunch of dragon slayers, not MEH dragonlords!

I agree. This Update is right up, er, excuse me down there with 4.9, released early 2020, which only added new Shop Offers, new Daily Deals and the rewarded Ads (for those of us on portable devices), Offers, Deals and Ads, oh my!

Just a sidebar, though. I recently tried a couple “ad-free” games and they were anything but. The hook is that you need to watch ads to receive resources which are virtual must-needs for anything beyond very basic and brief playtime. I found myself watching the same excruciating ads, such as for a gambling app several times in a day. No thank you! GoW still offers a huge improvement over these games.

And let’s not get into P2W. GoW is still better than the significant majority of so-called free games on that front, as well.

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Hence why I am still completely addicted

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Thanks so much spaceoddity, that was it, i hadn’t collected them. I hadn’t even noticed the question mark :joy:

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Yup, I was seeing the same thing while playing a battle yesterday. Sigh…

Hi all,

For those who missed it but may have been asking about it:

Ala Al-Din and The Crag Maw are now available in the PvP Shop.


We apologise that the Pharoah Khafru game soft locking bug wasn’t fixed in 8.2. We actually haven’t been able to confirm the cause of the issue yet - which I mentioned in one of my earlier posts as well, so we had HOPED the change we made to how Khafru’s spell executes would fix the bug (which I believe wasn’t even a Khafru specific issue, it just happens more with Khafru due to the nature of his spell - I believe the change was to tweak the timing of how the puzzle board and spells are resolved - timing issues can be finnicky). But as you’ve reported this didn’t fix it so we’re back to the drawing board on working out what else could possibly be causing this :frowning:

There’s no further information I think anyone can give us here to help us investigate the issue as you’ve very helpfully provided videos and your invite codes as well, so we’ll have to keep digging.
Thanks for all that info you have provided us with!

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What about pvp teams getting wiped out when immortals are included that don’t obey the restrictions.

Leeway could be given with Kharfu bug, it’s rather understandable;
but what about enemies in blood frenzy gaining stats when they summon a troop? What is your excuse for announcing a fix that does not actually work?
What about teams with weekly-restriction-breaking-but-region-allowed immortals not being saved? Do you still claim you’re unable to reproduce the issue? What is your explanation on why you can’t reproduce the issue, but players can do it reliably every time?

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Re: blood frenzy buff bug, it was fixed, and verified as fixed prior to the release which is why it’s mentioned in the patch notes. I don’t know why the fix didn’t work when the update was pushed live but I know the team are discussing what happened so as to improve processes in future.

Re: PvP Teams resetting, it is in our top 5 to get fixed but obviously that didn’t happen for 8.2, not due to a lack of wanting to get it done though, it is a priority for everyone.

Insight into game dev process for anyone interested

Usually if a bug that is a priority to the community or is a critical game issue in general even before you factor in how the community are feeling about it, if those bugs are not fixed asap there are usually extenuating factors. It’s not a simple case of ignoring concerns, we share the same concern over the game as everyone.

Some of these include things like:

  • Client fix vs server fix: It is often (not always) quick and easy to fix something on the server as we manage the game servers. If it is a client fix, it involves a full dev cycle with testing not only done on our side but also by every store the game is available on, so it takes more time.

  • Time was spent investigating an issue but the cause wasn’t found - at this point either we run out of time for the current release or it is blocking other fixes from being done (ie. something can be no.1 priority but if it means items 2, 3 and 4 won’t be done if more time is spent on it you start having to weigh up pros vs cons of trying to fix the one thing vs fixing 3 others). Basically there are 24 hours in the day and we have a number of people working on something and so we have a capacity to the amount of things that can be achieved. Some things must take priority over others - especially if something has had time spent on it already and is making little to no progress and has started impacting other high priority items on the to do list.

  • Alternatively, we thought we found the cause of the issue and fixed it AND QA were unable to reproduce the issue when testing the fix so marked the issue as resolved (and reasonably so), but it’s not that the bug was fixed, it’s that actually when tens of thousands of players are doing a specific thing it’s going to pop up vs a few human QA people. This is why we also run as many automated tests as we reasonably can - as these tests can run hundreds of thousans - a million instances so you would expect the automated tests to pick this up - however, creating automated testing requires time - time not spent fixing bugs or working on updates - so this has to be balanced and done in a reasonable way - not everything can be tested 1 million times.

  • The issue is a lot more complicated than it first appears - maybe the bug requires a major tech update/overhaul to get this working the way we’d all like or as intended and this tech requirement has popped up after the fact.

We’re here to make games, we’re not out here trying to be … erm trolls. There’s usually a pretty logical reason something hasn’t been done yet that has nothing to do with how we feel personally about a thing or about the community. If we could do it simply and quickly, it would be done. It’s very easy for things to appear black and white when you’re focusing on one or 2 things and not the entire picture. I’m not asking you to give us the benefit of the doubt, or making excuses I’m just shedding light on game development things and you can do what you want with it :slight_smile:

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Hi @Kafka - is it possible for you to suggest to the development team that one update per year (or more) be focussed primarily on fixing bugs or quality of life issues?

It seems that too much of dev time is focussed on new troops, new offers or introducing new content, when the player base wants the team to fix the existing bugs (which are numerous).

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I’m celebrating my 10th anniversary since Monday with a permanent automatic blockade.
There’s nothing like waking up in the morning with coffee and after playing PVP for a while, seeing a ban for using hacks on the xbox console. Of course, in the meantime, the beloved offer with Amira crashed my game several times (cliffhangers).
Support is silent.

It is obvious that you are afraid to play because the game can impose blocks for unknown reasons.

Any error or failure after introducing patches or game offers may result in the blocking of your account.

Strangely enough, when cliff amiry appeared, I was sent on forced leave (lockdown).

@Kafka @Kafka @Kafka
Before you add updates or offers to the game, check the content several times so that players do not think about leaving the game forever.
Constant bans for no reason provide no motivation and turn even the most loyal veterans away from the game.

Let’s celebrate another 10 years

:fu:This 100 million percent.

We know that the game is complex. There are many game modes, effects, and other features that exist in the game now. And when the devs keep adding new content and features, those “old” features get left behind and something goes wrong.

Sometimes you have to take a couple of steps back so that you can go forward. Willy Wonka was a successful business man because he understood that.:rofl:

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Nice read, but for some reason you still left out the most interesting part - why your team can’t seem to reproduce clear-cut issues? I understand trouble replicating bugs with esoteric and inconsistent triggers, but why the same when triggers are well known and reliable?

Since we’re touching immortal teams not being saved - this is one of those clear-cut issues, let me entertain you with a little story.

Right when first bug reports regarding this thing appeared there were also screenshots with teams provided. I looked at those screenshots and one particular thing immediately felt off - immortal troop that’s allowed by home region clause but forbidden by weekly restriction clause. I promptly threw together a team with immortal in question and three random troops and instantly could replicate the problem. All in all it took, let’s say, two minutes.
To be more thorough let’s repeat it with different immortals in different regions for a total time of twenty minutes tops. It was perfectly clear what triggered the bug and it was flawlessly replicable.

And what was your response? Yep, we can’t reproduce the issue.
What does such response look like to large portion of players, how do you suppose? That you couldn’t be bothered with it and simply threw “can’t reproduce” out as a means to sweeping the issue under the carpet in hopes that players will give up and move along. In other words - it looks like you don’t care.
But players keep pestering you until one day miracle happens and your team can suddenly reproduce the issue…but, alas, it’s too late to do anything even though it’s presented as “priority”. Perhaps, there would’ve been enough time if you hadn’t wasted valuable days with “can’t reproduce” gimmick.

Of course, a different question is why was team disappearing bug allowed to happen in the first place?
Common sense suggests that testing what happens when you leave “forbidden” (not complying with region restrictions) immortal troop on your team should be one of the first, if not the very first, thing to check. In such case, the issue should’ve been easily detected and taken care of before the content went live.
But, from our side, it looks like it was never tested during the development phase and the rest is now history…

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