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Wargroove: Implement New Game #1401
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… the wrong variables. Added more comments in Regions.py
…nstead of numbers. WargrooveClient now sends seeds for each individual level
WG: Commander Choice options
…groove's appdata directory
…ista's Revenge. Fixed merfolk spawning in the lake in Corrupted Inlet.
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I only examined the two user-facing docs files (setup guide and info page). I think this setup guide needs a lot of work; specifically, there's a lot of redundancy, and the bugfix instructions don't satisfy me. Apart from my punctuation and grammar suggestions, I recommend trying to make the guide "flow" better for users; in particular, the guidance for what to do when Wargroove crashes is both confusing and is directly referenced by several seemingly-unrelated instructions.
`Steam->Right Click Wargroove->Properties->Local Files->Browse Local Files` and copying the path in the address bar. | ||
- Paste the path in between the quotes next to `root_directory:` in the `host.yaml` | ||
- You may have to replace all single \\ with \\\\ | ||
4. Start the Wargroove client. It should start with no errors, if it does go back to step 1. |
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Are you saying here that "if the client starts with no errors, go back to step 1"?
If you mean to say "if the client shows an error, go back to step 1", then I think you should think about ways these instructions could go wrong. After all, if there are errors, then clearly the instructions (as written) didn't work for the user the first time, and I see no reason why they'd work the second time. What are the points of failure for this installation process? Maybe pasting a badly-formatted root directory? Instead of saying "go back and do it again", maybe include sub-bullets here that instruct the user on what they should check out. Help them troubleshoot.
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I think the statement It should start with no errors, if it does go back to step 1.
can be removed here. There shouldn't be any surprises that the above steps cannot solve
### Wargroove crashes when trying to run the Archipelago campaign | ||
This is caused by not deleting campaign progress before updating the mod and campaign files. | ||
1. Go to `Custom Content->Create->Campaign->Archipelago->Edit` and attempt to update the mod. | ||
2. Wargroove will give an error message. | ||
3. Go back to `Custom Content->Create->Campaign->Archipelago->Edit` and attempt to update the mod again. | ||
4. Wargroove crashes. | ||
5. Go back to `Custom Content->Create->Campaign->Archipelago->Edit` and attempt to update the mod again. | ||
6. In the edit menu, hit `ESC` and click `Delete Progress`. | ||
7. If the above steps do not allow you to start the campaign from `Story->Campaign->Custom->Archipelago` replace | ||
`playerProgress` and `playerProgress.bak` with your previously backed up files. |
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What is going on here? This whole thing seems like something that ought to be fixed. Why is the user instructed to crash their game by trying to do the same thing three times in a row? Why does attempting to update the mod not 1) instruct the user to delete their campaign, or 2) delete the campaign as part of the update? I understand if there are technical limitations, but this definitely needs to be smoothed out for the user experience.
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Also, these "backed up files" aren't referenced anywhere else, as far as I can see.
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This is because the campaign save data exists in a playerProgress file which contains the save data for all of the user's campaigns. This includes the vanilla and double trouble campaigns. The Archipelago campaign won't start if the mod has been updated and there is save data in the playerProgress file for the campaign. The steps above allow the user to utilize an updated campaign or mod without receiving an error when trying to start the campaign again. Unfortunately, I haven't found any other way to fix the error when updating the mod.
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Okay, fair. I suggest adding instructions earlier in the guide about backing up save files, since you seem to expect that the player has such backups.
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Ah I must've had those instructions in there earlier, but removed them at one point. I added a new section called Backup playerProgress files
Wargroove is finicky, but there could be several causes for this. If it happens often or can be reproduced, | ||
please submit a bug report. |
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I believe the convention is to refer users to our Discord server for bug reports; I recommend adding a link to that here.
Co-authored-by: SoldierofOrder <[email protected]>
…k to step 1. statement from docs
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Found a couple more things. Once these suggestions are addressed, I approve these docs. :)
### Wargroove crashes when trying to run the Archipelago campaign | ||
This is caused by not deleting campaign progress before updating the mod and campaign files. | ||
1. Go to `Custom Content->Create->Campaign->Archipelago->Edit` and attempt to update the mod. | ||
2. Wargroove will give an error message. | ||
3. Go back to `Custom Content->Create->Campaign->Archipelago->Edit` and attempt to update the mod again. | ||
4. Wargroove crashes. | ||
5. Go back to `Custom Content->Create->Campaign->Archipelago->Edit` and attempt to update the mod again. | ||
6. In the edit menu, hit `ESC` and click `Delete Progress`. | ||
7. If the above steps do not allow you to start the campaign from `Story->Campaign->Custom->Archipelago` replace | ||
`playerProgress` and `playerProgress.bak` with your previously backed up files. |
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Okay, fair. I suggest adding instructions earlier in the guide about backing up save files, since you seem to expect that the player has such backups.
Fixes missing punctuation. Co-authored-by: SoldierofOrder <[email protected]>
WargrooveClient.py
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Utils.init_logging("WargrooveClient", exception_logger="Client") | ||
Utils.init_logging("WG", exception_logger="Client") |
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only one of these two lines should be needed
worlds/wargroove/__init__.py
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item_name_to_id = {name: data.code for name, data in item_table.items()} | ||
location_name_to_id = location_table | ||
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forced_auto_forfeit = True |
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this no longer exists
…tement in the Wargroove client. Changed the logic of Endless Knight to include harpies or dragons as viable units for completing the map.
…tement in the Wargroove client. Changed the logic of Endless Knight to include harpies or dragons as viable units for
set_rule(world.get_location('Endless Knight: Victory', player), | ||
lambda state: state._wargroove_has_item(player, 'Eastern Bridges') and ( | ||
state._wargroove_has_item(player, 'Spearman') or | ||
state._wargroove_has_item(player, 'Harpy') or |
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I added a logic change here based on feedback. Spearmen, harpies or dragons can beat this level so long as the player has the Eastern Bridges. Previously, it was just spearmen.
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I apparently can't comment on binary files; so question here:
What are the files in /worlds/wargroove/data/save and are they needed?
These are the custom campaign files. They are automatically installed to the Wargroove appdata directory when the client is started along with the mod. This makes installation easier for the end user. |
This adds Wargroove to the list of supported games. Wargroove uses a custom non-linear campaign over the vanilla and double trouble campaigns. A Wargroove client has been added which does a lot of heavy lifting for the Wargroove implementation and must be always on during gameplay. The mod source files can be found here: https://github.com/FlySniper/WargrooveArchipelagoMod
What is this fixing or adding?
This adds Wargroove to the list of supported games. Wargroove uses a custom non-linear campaign over the vanilla and double trouble campaigns. A Wargroove client has been added which does a lot of heavy lifting for the Wargroove implementation and must be always on during gameplay. The mod source files can be found here: https://github.com/FlySniper/WargrooveArchipelagoMod
How was this tested?
Across 3 beta tests:
Results from beta 1:
Results from beta 2:
Results from beta 3:
If this makes graphical changes, please attach screenshots.
Sample custom campaign layout: