--Enforcer Update—
Hi there. Sorry to everyone who has been experiencing issues with the /media command.
I am glad to say that it is fixed now and you can change your media settings again.
Hi there. Sorry to everyone who has been experiencing issues with the /media command.
I am glad to say that it is fixed now and you can change your media settings again.
Node Update:
Patched an issue where if a player hadn't PM'd the bot, the game could crash
Patched an issue where if a player hadn't PM'd the bot, the game could crash
Node Update:
Players list is now automatically sent at the end of each day / lynch / night cycle, IF a player has died / fled.
Running
If the game has not started yet, there is no latest list for the bot to reply to, and it will not send one.
Players list is now automatically sent at the end of each day / lynch / night cycle, IF a player has died / fled.
Running
/players will not send the whole list, but simply reply to the most recent list. Less spam in large groups!If the game has not started yet, there is no latest list for the bot to reply to, and it will not send one.
To further explain some of the updates recently made:
You'll notice in large groups that when a ton of people join at once, it takes time for all the messages to go through. With the exception of the players list, messages are now limited to 512 bytes to help avoid hitting rate limits, and are sent once every 4 seconds. So when 12 people join at once, it'll take about 8 seconds for all the join messages to be queued / sent.
Again. This is to help avoid hitting rate limits, which causes severe lag.
Same with players list- that list is way over 512 bytes in large groups, so it has been limited. This is also why you can't call player list while the game is joining.
You'll notice in large groups that when a ton of people join at once, it takes time for all the messages to go through. With the exception of the players list, messages are now limited to 512 bytes to help avoid hitting rate limits, and are sent once every 4 seconds. So when 12 people join at once, it'll take about 8 seconds for all the join messages to be queued / sent.
Again. This is to help avoid hitting rate limits, which causes severe lag.
Same with players list- that list is way over 512 bytes in large groups, so it has been limited. This is also why you can't call player list while the game is joining.
Remember, if you enjoy playing Werewolf, take a moment to rate us easily right here on Telegram!
telegram.me/storebot?start=werewolfbot
telegram.me/storebot?start=werewolfbot
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@Storebot helps you discover the best bots 👾 on Telegram. Explore charts, rate bots and enjoy updates! StoreBot.me
Update:
BUG: Players list not being shown first night / until someone died has been fixed. Apologies :)In the past couple days, we have made many more stability improvements. Also, player stats pages now load MUCH faster than ever before (nearly instant)
Currently we are beta testing
As for the website (player stats page), it is also under development. At the moment you can only see the Enum name of the achievements, and it's not formatted well. Once completed, it will have proper names, denoscriptions (how to get), icons, and a progress bar.
For those of you that have stuck with us through all of the stability issues, I thank you wholeheartedly - you are awesome. You are the reason I keep coding :) I hope the achievements is a worthy reward for staying around.
Currently we are beta testing
Achievements. We have 36 in place, with at least 15 more to add. They will be viewable on your player stats page. Some will be retroactive, some will not, depending on the nature of the achievement. We hope to release the code to start collecting your achievements within a few days.As for the website (player stats page), it is also under development. At the moment you can only see the Enum name of the achievements, and it's not formatted well. Once completed, it will have proper names, denoscriptions (how to get), icons, and a progress bar.
For those of you that have stuck with us through all of the stability issues, I thank you wholeheartedly - you are awesome. You are the reason I keep coding :) I hope the achievements is a worthy reward for staying around.
After checking the database, we are changing some of the numbers. First change is Here's Johnny, which will be increased to 50 kills [I mean really, 10 just doesn't cut it ;) ]
Some achievements have now been applied retroactively to all players who had already earned them. Check your stats to see :)
Once we go live with achievements, we will be applying them one more time, to catch any you might earn between now and that time.
Some achievements have now been applied retroactively to all players who had already earned them. Check your stats to see :)
Once we go live with achievements, we will be applying them one more time, to catch any you might earn between now and that time.
Update:
If the node you are on is running a version of 3.0.6074.17641 or higher, it is now collecting achievements. Again, we still have a few more achievements to add, but we are rolling them out in stages.
Again, use /stats to see your achievements
Here is a chart of the current active achievements, and whether or not they are being retroactively applied:
If the node you are on is running a version of 3.0.6074.17641 or higher, it is now collecting achievements. Again, we still have a few more achievements to add, but we are rolling them out in stages.
Again, use /stats to see your achievements
Here is a chart of the current active achievements, and whether or not they are being retroactively applied:
Due to a minor bug in
Clarification: You also have to survive the entire game... without getting a lynch vote. If you die first night (hence, no one can vote to lynch you), you should not earn it. That one is meant to be difficult to get. So far, 700 people have "earned" it.....
Inconspicuous, Node version 3.0.6074.19* has just been pushed out. All players that "earned" the achievement will have it removed.Clarification: You also have to survive the entire game... without getting a lynch vote. If you die first night (hence, no one can vote to lynch you), you should not earn it. That one is meant to be difficult to get. So far, 700 people have "earned" it.....
Update:
Joining a game
When you join, the bot will attempt to PM you and let you know that you've joined. If it fails, it will ask you to start it. This will also serve as your confirmation that you DID join the game, so you can stop spamming /join.
If you have already joined, there will be NO message. Again, this is to cut down on the spam from players that join 10 times in a row.... (it's annoying, it's stupid, just stop. Really.)
Joining a game
When you join, the bot will attempt to PM you and let you know that you've joined. If it fails, it will ask you to start it. This will also serve as your confirmation that you DID join the game, so you can stop spamming /join.
If you have already joined, there will be NO message. Again, this is to cut down on the spam from players that join 10 times in a row.... (it's annoying, it's stupid, just stop. Really.)
New Achievement:
Veteran - Play 500 Games
Unlocking this achievement also unlocks access to the Werewolf Veterans group - a group to play with only experienced Werewolf players. Check your stats page to see if you have it - there's a link in the Achievement denoscription for you ;)
Veteran - Play 500 Games
Unlocking this achievement also unlocks access to the Werewolf Veterans group - a group to play with only experienced Werewolf players. Check your stats page to see if you have it - there's a link in the Achievement denoscription for you ;)
We had a minor issue an hour ago which caused the bots message queues to fill up, and it took them awhile to catch back up. All bots are online and running normally now.
@werewolfIIbot is currently experiencing some bugs with the telegram bot API. We are working closely with Telegram on this (beta testing new API features - appears one has a bug :P )
For now, use @werewolfbot while we get this cleared up
For now, use @werewolfbot while we get this cleared up
I made a quick and simple page where you can check the status of the bots at any time:
http://www.tgwerewolf.com/Home/Status
http://www.tgwerewolf.com/Home/Status
All bots are back to normal. I just patched the code for both Control and Node, which dropped CPU usage massively, so we shouldn't have any more lag.
If you ping the bot, it will show CPU usage is 0% -
That's because I disabled CPU usage checking, as, ironically, checking the CPU was the part of the code using the MOST CPU......
"computers"
If you ping the bot, it will show CPU usage is 0% -
That's because I disabled CPU usage checking, as, ironically, checking the CPU was the part of the code using the MOST CPU......
"computers"
Ok, just did some more patches to lower the CPU usage even further. At this point we should be able to handle tomorrow's games without a problem