#v3.17 discussion/feedback thread

1 messages · Page 1 of 1 (latest)

magic swift
#

Hey!
Just wanted to put up a space for sharing;

  • feedback on new update
  • any new bugs you've encountered since updating

If you see someone else has already encountered an issue you were going to post here, just add a 👍 reaction emoji to their post 🙏

If you don't see the update yet, check if it's available on the play / apple / steam store page - if it's not there yet it'll be there soon 👍

rugged ridge
#
  1. not able to replay a game
  2. avatar does not move in that screen
  3. the gamemode goes back to WD when you create a new game instead of staying on SM
#

as for feedback
fix all the bugs and all the other bugs in the game for once and I'll be happy with the update and the game in general 😅

#

imo this update should've came after the update we all want
but thats me

i do like the SM gamemode though, definitely will make for some fun PWF games on a VC

new map organization..love it, awesome, beautiful. Definitely was needed.

magic swift
#

Thank you 🙏

calm heart
#

I was playing a scenario game with 5 bots, I was using the fast forward button for the bot turns and it crashed around the 5th round and just closed the app, are there any local logs i can forward?

eternal lodge
#

I didn't know this thread was a thing
But here's my idea about the mission game mode : #risk_ideas message

ruby grotto
unborn nymph
#

Add options in map settings for Secret missions that let you choose specific mission types to play and not only restricted to all mission types. it can be 3 of them: kill target missions, conquer specific continents and conquer x amount of territories as 3 separate modifiers to play the map in. Choosing one of those will give everyone those mission types only and not others. Obviously 4th option is all mission types, for those who still want to play all mission types. If this gets added in the game, it would be VERY useful in general and even in competitive scene, since special Tourney modifiers will be used with Secret missions, kill target missions like Assassins, conquer specific continents like a Conquest playmode and conquer x amount of territories (which is always 70% essentially) as a 70% modifier. This has so much potential, so I would appreciate if you at least consider it!

Reference from #risk_ideas message

magic swift
#

@calm heart @ruby grotto can you confirm if;

  • it happens only on specific modes or maps?
  • if you're using android, iOS or steam
  • if it happens every time you try those settings
  • if there's anything else notable that happens during it?
unborn nymph
#

I'm pretty sure it's all related to specific maps not working

#

Example Orbital objectives we tried playing yesterday, it basically kicked us out with an error and didn't want to start

rough notch
#

Bug or intended?
New Zealand and Australia Advanced Map
Me and 5 expert ai bot
Secret Mission: Conquer 3 spesific continents .
I killed the orange bot and the game ends . it says pink bot's secret mission is done (orange bot dead)
So if someone else kills the other one's secret mission is still done or bug ?

unborn nymph
#

First this with collab pop up, then blank blue screen and finally this when trying to quit and start the game up

unborn nymph
#

Now you understand why conquer x amount of territories and continents are so incredibly hard missions to do lmao

eternal lodge
unborn nymph
#

Thanks

calm heart
karmic gulch
magic swift
unborn nymph
#

Ah ok

ruby grotto
magic swift
magic swift
silent kestrel
#

tbh in a 6 way game its impossible to keep all 5 enemies on the map till the end, it should not be a negative on you if you manage to kill someone

#

you want a game where people take risks, killing someone and you get an instant loss for it sounds wrong on many levels

sage ingot
#

My secret mission game just abruptly ended in round 3 because a player decided to quit and that completed the mission of another player. Seems like a broken condition.

silent kestrel
#

it seems also someothing that can be abused very easily

unborn nymph
#

lol yea that's pretty bad

#

Well they didn't put it beta for no reason I guess

#

It's still very far from ideal

magic swift
sage ingot
# magic swift Yeah this will need to be fixed, thx for flagging 🙏

Hopefully sooner than later. Just played it again and the same thing happened. Based on the way Blue was attacking his mission involved taking over Asia. He took a swing at Black who had a stack on Siam and the dice did not go his way. He left and instant game over... 'Black wins by "defeating" the Blue player'. This game at least got to round 5. I think I will hold off trying out this game mode any more.

eternal lodge
sage ingot
#

no it* was with real players. (4 person game no bots) I took a screenshot of the battle log at the end but it appears I can not share a picture in this channel

sage ingot
eternal lodge
#

yea
that's what made the game mode experience broken for you

#

despite bots are genuinely dumb
active ones are better than neutral for this game mode

magic swift
#

Good that we didn't have it open for ranked huh 😄

sage ingot
#

I wonder is "neutral" broken with the latest update? I just launched a ranked game and after the game started a player disconnected and they instantly went to flagged mode. Could be a coincidence though

magic swift
#

It shouldn't be instant if disconnected, but if they hit surrender button it would be immediately - gameID would help for if you encounter it again (or of you are still in the game)

sage ingot
magic swift
#

As a quick summary;

  1. 3 bugs reported by Taco, 3 isn't a bug (intended behaviour to prevent secret missions playable in ranked due to it being defaulted to from another mode) #1315455896058466406 message
  2. Orbital objectives bug reported in #risk_chat by Xerokee #1315455896058466406 message
  3. Crashing in fast forward SP reported by TwistedPlanet & Carter #1315455896058466406 message
  4. Missions completed by opponents reported by Ananias (intended behaviour but noted) #1315455896058466406 message
  5. Game ending due to surrender / flagging, reported by JohnG #1315455896058466406 message
  6. Instant flagging due to disconnect, reported by JohnG #1315455896058466406 message

(I've excluded ideas as just focusing on reported bugs for now) - that should be all reported so far?

eternal lodge
#

the last bug is not for the new game mode

sage ingot
eternal lodge
#

i think it still counts as a 'bug after the update'

silent kestrel
#

🐛

inner valve
#

Map UI Suggestion:

  • A sort by map pack option would be great. I know the date sort kind of does this but there's several maps that are listed as "2014" release date that are not ordered by their map pack like the more recent maps are.

Secret Missions Suggestion:

  • As others have mentioned, the "eliminate all troops" objective is inherently broken in its current implementation. If player B eliminates player C's troops, that shouldn't trigger player A's "eliminate all of player C's" troops objective. Instead the player should inherit player C's objective, and if that objective is to eliminate player A, then reassign the player a new objective. With how prevalent bot-outs have been lately, that alone is going to drive me away from the SM game mode unless changed, since someone is likely to be at an extreme advantage if their target is a bot, automated or not.
magic swift
neon briar
#

not really I just realized my issue with it is a lack of "sort by" options

#

needs at least a I already own this map option though

rugged ridge
#

the 'copy to clipboard' for the game ID is also a great feature
now people dont have to type out the whole darn thing every time they need to share the ID 😂 general_dab

magic swift
#

I'm wondering how many lifetime minutes we've collectively spent manually typing those, followed by me searching them (only to find a typo - and having to reverse lookup the game instead by searching partial strings of it in a player's game histories after finally tracking down their account? 😂

amber cape
# inner valve Map UI Suggestion: - A sort by map pack option would be great. I know the date s...

With your comment to the Secret mission issue. The 1993 Secret mission rules in the tabletop edition also had this flaw. The rules were revised for the RiskII computer game published by Hasbro Interactive in 2000. In that edition a secret mission could only be completed by the player who was dealt that mission and then only at the end of the turn. So if Player A has the mission to eliminate Player C, but Player B is able to eliminate plaer C first, then Player A is unable to complete the mission and then must win by World Domination.

#

I think the Risk II adjustment to secret mission rules is a vast improvement to the backsliding ruleset recently implemented.

shy crescent
# karmic gulch Don’t know if it’s intended, but I prefer it to be like Assassin tournaments, wh...

I think I agree. But have found at least in my tests vs. bots the having to be extremely careful to keep each and every other player alive and loosely kill guarded in case anyone of them is a target of some other player challenging and interesting at least in games where my task was two continents or a large territory number. So I can see arguments for both versions.

Have not yet run enough tests to get reliable results about the double task completion phenomenon. I have killed players on the final move of completing my task. But, since I can’t know if that kill was someone else’s task or not, I haven’t yet been able to tell if there is a bug there or not.

I think there is some promise in a version where the task completion of other peoples tasks if that remains a thing is only tested for at turn end while the active player’s task takes precedence. I have mixed feelings about this since the problem of trying to take two continents while not killing any player is an interesting puzzle that often takes multiple turns of manipulation to get all the bots out of the way.

At a minimum the game end screen should be slowed down and the tasks of all players should be revealed at games end. I’m sure better versions of my suggestions are probably already here… I’ll read all this soon.

shy crescent
#

🥱Right now I’m tired. Can someone please finish my secret mission for me?

calm heart
#

There are some odd bugs in normal ranked games when killing an opponent after the update, not giving you extra time and just lays down the troops randomly as if you have timed out, happened twice today

magic swift
shy crescent
#

The color player icon displayed with mission completed message doesn’t seem to correspond to anything. Maybe this is by design.

turbid finch
#

BUG: The 'feature' that a noob wins when another player (or bot) makes the kill he is supposed to make

magic swift
eternal lodge
#

i woke up today, looked at the mirror, but i had no face

maiden sedge
#

Not from me

turbid finch
shy crescent
#

If we keep discussing these new missions on discord, how will we keep them secret?

magic swift
#

Has anyone actually named one of the secret missions? Or just "anonymised categorisation" of them? rooThink

eternal lodge
#

Are they really secret if we know what they are?

magic swift
#

Well do you know what my mission is?

eternal lodge
#

To keep the community safe and ban the bad doers?

magic swift
#

You don't know my mission in-game until I've won it I mean 😄

shy crescent
#

New Among us themed tie in… Your secret mission is to figure out what everyone else’s secret mission is and match their icon with the appropriate mission. You can only push the guess button once, so you better get it right.

magic swift
eternal lodge
#

Sorry for not updating*

rugged ridge
#

among us avatars, frames, and troops don't fit into Risk

#

its not Risk

magic swift
rugged ridge
# rugged ridge its not Risk

the Dune collab was fine
But the Among Us collab is taking Risk in a whole other direction and I really don't like it imo

magic swift
#

Not a fan of space? Very dark, empty, vast, endless? 😄

shy crescent
#

Some of these players are sus. I think they are trying to kill me.

maiden sedge
#

Have a screen when the game is over showing who had what mission for secret missions

shy crescent
#

Professor plum in the billiard room with the toilet plunger

shy crescent
#

Processing results screen locks up for the rest of the winners turn timer and part of the next turn before win screen pops up. The processing results screen dims everything behind it and you can’t click to surrender or anything. The map behind never showed the result of the final attack. The win condition from victory screen (when that finally came up) was Europe and Australia but that final attack in Australia while successful never showed onscreen. I guess that makes sense if the game instant ends, but weird when the results “process” for almost a full minute.

rigid briar
#

I appears Ibailand disappeared with the update. It is no longer available when creating a game

#

Should be between Hemeji Caste and Iceland but it’s nowhere to be found na_this_is_fine

magic swift
#

Known issue 👍

rigid briar
#

Thanks, didn’t see it scrolling

tidal skiff
rigid briar
#

(Either way I agree, this should not be what happens)

unborn nymph
#

Yea I don't like it either

#

It's extremely broken lol

#

I lost my mind over some games with randoms

sinful quartz
#

I will not scroll through everything, but whenever you create a new game the gamemode gets set to world dom. It used to safe your settings for gamemode.

magic swift
#

It's based on the original secret missions from 1900s 😄

The ending due to surrender is by design because the player is "eliminated"

Big difference between player-expected behaviour and developer-expected behaviour there

5 is specific to neutral I believe (because they're updated to eliminated) whereas in automated there just "not able to join but not marked MIA")

tidal skiff
#

The reason it’s fundamentally broken is how many people will want to navigate the complexity of keeping everyone else alive until a task is completed. It may be tried for novelty but that will quickly wear off and these missions will be abandoned I think.

sinful quartz
#

Also the map selection screen goes to categories even if you used "all maps" last, and it keeps the filter options for all maps, so it's kinda wonky in that regard

rigid briar
magic swift
#

And yeah, it's in casual public, casual private & solo (& pass & play) for open testing of the mode, for this feedback - so aside from a game result maybe being a loss, which is a risk with testing anything that's new and at your own risk anyway - it doesn't impact your rank at all anyway

rigid briar
#

Yeah bugs are too be expected, easier to let the players mass test something general_dab

magic swift
#

The filters not saving is also an annoyance

unborn nymph
#

There's also an issue when one of the opponents wins, the game just can't end and it instead gets you stuck in the processing screen in infinite loop, I had to manually quit from the game because I couldn't do anything else

magic swift
#

Did you see anything specific for it (specific mode/setting/map/mission) that triggered it? QA team might encounter it themselves in testing but if not, it may not be found for next fix

unborn nymph
#

There's also a MIA icon on all of us except the winning player when that happens

unborn nymph
#

or 120s with alliances

#

4 - 6 players

sinful quartz
#

wd or missions?

unborn nymph
#

Missions

#

I mean I can play another game soon and screenshot the battle log with the game screen

magic swift
#

Classic will have been most tested on overall - it'll likely come down to the settings stuff somewhere in the background

unborn nymph
#

Yea I think specific settings have issues

shy crescent
unborn nymph
shy crescent
# unborn nymph Ah so you were that patient? Fair enough

The game seems to end instantly with the final attack without even finishing the graphic for the completed attack, but then the processing results screen gets locked. Haven’t seen that yet for a simple player kill mission but a multi continent grab triggered it at least once.

shy crescent
#

From watching vampire chickens video. It seems that if you play secret missions with fog on and get killed (by a player whose mission is not to kill you) you get a view of the victory screen for the player who killed you. but the game is still going and the victory condition described hasn’t happened yet. Hilariously weird

rugged ridge
#

secret missions are bugged af rn

#

not as bad as the Among Us collab tho

#

at least SM is fixable

#

only good thing so far about 3.17 is the new map organization

#

but mark my words
one more collab like the Among+Risk and I'm quitting risk

#

if it was just the maps
I'd be cool with it

#

I might be fine with the dice and frames

#

troops as well

#

but the avatars and the dumbass emotes just take Risk to a whole other level that is not Risk

#

complete bullshit
Wish it never happened

shy crescent
#

Another Secret mission fail. I know I lost and that killing me was someone’s mission because the game ended but no idea if the person who killed me had that as their mission or they just completed someone else’s. As said before this mode desperately needs a screen at end showing the winner and the players missions (just like every other game of risk should show the placement of all the players at the end).

amber cape
shy crescent
# amber cape If the rule was changed so that only the current players SM can be completed, th...

I’m not sure I agree. This entire mode of play may be a failure or a success but at least the devs tried to be consistent with the concept of secret missions from previous versions of the game. That’s a start.

The fact that you have to navigate the map while carefully avoiding kills and kill guarding everyone as much as possible while trying to complete your own mission is all dictated by the fact that kill missions can accidentally be completed. If you take that mechanic out I don’t know what you have left but it isn’t much.

Sure an assassins mode where you inherit the target of a player you kill and only the current players actions count towards results is a valid game mode, and I’d love to see it, but trying to force secret missions to be that and only that kills secret missions to get assassins mode.

I’d like to see the ability to toggle the eliminate all of a color type missions on or off as a group and the continent or territory number missions on or off as a group that way we could, experiment and find what was possible. Maybe SMG can give us secret missions and assassins both out of this new mode with careful design of setting controls. It will take some time.

amber cape
# shy crescent I’m not sure I agree. This entire mode of play may be a failure or a success but...

But the other secret missions are not held to the same standard. Consider the SM "Capture continents X, Y, and Z". If Player A has that mission and Player Bcaptures all three continents, neither Player A nor Player B wins the game -- Only Player A can complete the mission with thier own troops. The text of the SM is "Eliminate player A" not "Get player A eliminated" or "Force player A to have 0 territories".

#

I think the latter 2 are interesting SM's but there are no cards for those (yet).

shy crescent
# amber cape But the other secret missions are not held to the same standard. Consider the S...

Eliminating player A can be achieved by any means including manipulating the board into killing them, manipulating bots into killing them, feeding them, or targeting them yourself.

I understand that the current mode of player B kills player A, player C (who died three turns ago) wins because player A was their mission seems ridiculous but it is a valid game mode, it is what we have now and exploring the implications of that rather than immediately demanding that it be changed can yield some interesting results.

For example I had never kill guarded by sacrificing troops as cannon fodder in the forms of swaths of my 1s carefully left as I sweep around the board creating separation between all the players I don’t want near each other, but over the last two days I have used that tactic several times testing against bots when I had a large number of territories mission or multi continent mission that I could not complete immediately but the death of multiple players was imminent.

Also the hilarious routing of trying to take two continents on the classic map or 28 territories while not killing anyone often having to manipulate the bot to take some additional territory out of the bonus so you could take it on a later turn without killing them are all new experiences on the risk board for me.

holding SA… Routing a take on the continent of Asia so as to only kill a player on the last territory take so I won before the kill triggered someone else’s win all the while not knowing what would happen since the mode is in beta and who knows maybe the kill would register first. 😂

amber cape
#

Puppy guarding the weak is n interesting game feature, but it should be able to be selected/deselected by a modifier.

#

As I see it, the Devs can live up to the promise inherent is a feedback thread, or they can take the "my way or the highway" approach. Personally it shouldn't be hard to let people play the way they want to play, especially in singleplayer vs bots.

shy crescent
shy crescent
#

When you play secret missions in a 6 player casual game is it six times as complicated? Is that why the processing results screen takes most of a minute?

Jokes aside is that what everyone is seeing in all their casual SM games? [Processing results screen locks up for at least 30 seconds before victory screen.] or is it just some games?

magic swift
#

It didn't happen in my SM casual games (I only played 2 though, others have been ranked or play friends)

shy crescent
#

Okay maybe it’s only when you lose or when someone else completes your mission for you.

magic swift
magic swift
shy crescent
shy crescent
eternal lodge
#

I just checked the connections (of vents) in the map 'Skeld'
The vent connections that are lacking : admin -> cafeteria, and admin -> hallway

empty portal
#

In Solo game mode, while it is nice to add sorting by categories and All Maps sortable by various methods, there is the old method that has been annoyingly removed. Simply having a static list of maps which stays in place showing the map you last played and letting you select the next (or any) map on the list. All of the new types of sorting start at the very beginning of the list… every single day… repeatedly. While it keeps track of you during the day, when it asks if you want to continue the last battle and you select no, that is apparently what causes the map list reset.

eternal lodge
#

game not ending after this 'processing result' screen

#

Update, the bots are currently playing

pseudo estuary
rugged ridge
eternal lodge
zealous ermine
amber cape
#

Just tried SM again and another failure because a bot killed another bot on the other end of the map in the third round and caused a third bot to win. #frustrating

#

I'm going back to Capital Risk...

shy crescent
# amber cape I'm going back to Capital Risk...

Sounds like you are describing Secret Missions working the way they are set up to work. Maybe try it without bots.

I have found the best mission is the 21 territories (classic) with 2 or more troops on each. Trying to keep all the other players from killing each other or claiming two continents while also setting up to be able to run for the 21 is even more enjoyable than a well timed 70% run.

Much better if you can find human players who actually want to stay with the game for more than a turn or two.

amber cape
# shy crescent Sounds like you are describing Secret Missions working the way they are set up t...

We've had this discussion before.. and recently. While I'm "overjoyed" that SM plays the way that you like to play, IMHO based on the other feedback in this very thread, Several people DO NOT AGREE WITH YOU, and believe this feature is BROKEN. Frankly, I believe it sucks. PLEASE realize that not everyone likes to play the game like you do. New features should draw more people in to play the game not push them away. I was excited for SM risk, but Until it's "fixed" I have ZERO intrest in that game mode. THIS IS MY FEEDBACK. Vacantly cheerleading a counter position means you are not listening to any feedback that runs counter to your tunnel vision, ok? Please, for the love of pete, stop trying to invalidate other peoples feedback.

shy crescent
magic swift
#

It's in open beta for feedback - that said it's all unranked games anyway so at most +1 games played & +1 loss

shy crescent
amber cape
#

Thanks Luci. FYI, I don't choose to play ranked games anyway because I'm often playing in areas with intermittant internet access or i'm playing when I need to be able to pick up and pause the game frequently. It'd not be fair if I was playing like that with non-bot players.

amber cape
shy crescent
#

More options to control what kind of secret missions the player and their opponents will receive and the win conditions for the game may make the mode more appealing to a wider group including those who want to play solo mode or against as many humans as they can get. (I tried a bunch of those solo games when the mode first came out, but do not normally play solo mode).

amber cape
#

Once that's done, then I'd even like to see a way to combine game modes. SM with Capitals, 70% scenarios...

shy crescent
#

For players trying to play SM against as few bots as possible early bot outs continue to be a problem (at least in my experience), but I think that is a symptom of Casual Mode rather than of Secret Missions (I sometimes see a lot of early bot outs in other casual games). Also a new mode might tend to attract very new players who are more apt to quit quickly.

shy crescent
#

Finally got a five human player SM game where everyone stayed till the end. Of course they were noobs and fed the game in the end but at least it went a long time before that and in the end a player actually completed the kill that was their mission (even if that kill was made stupidly easy by others questionable plays).

I had the SA + Asia mission with no position in SA so had only a few moments when I could generate any lines on that and was never able to develop enough strength to make those lines viable, especially with an Australia player getting established early with a 30+ stack in Siam.

Positioned my stack to prevent Australia+Europe Combo and made hits to prevent Africa+Asia… turned out that Australia player was just aiming for a kill in NA and neither of the two Australia combos.

A fight over SA or some other line of play I didn’t understand fed that kill.

I don’t think any of the other players recognized that the game was over (other than the Australia player attacking into NA with their Kamchatka stack).

#

🤔

Most criticism I have of the mode is of the secret missions format itself and not SMG’s execution of it, I think. But I stand by what I said about having control toggles to choose which missions are part of the game and if the win condition is kill completed any way including quit or if missions can only be completed on active players turn would be a great addition.

#

na_generalthumbsup

Recognizing that a player is trying for a kill and stealing that kill before they can get it (as well as using kill guard strategies) would certainly make for another version that would appeal to a lot of players.

#

SadKitty Players whose mission was made unreachable but were still alive would have to have an alternate win condition maybe world domination or perhaps one of the two territory claim missions could be everyone’s fall back.

shy crescent
#

I wasn’t fast enough to grab a screen shot 😢

But I lost a secret mission game against human players (I must have been the winners target)… they killed another player before me recklessly since there was no way they could know that that players wasn’t someone else’s target. But they used the cards that gained them to trade and kill me. As soon I was killed the game instan-ended (and it was not fog).

Anyway win / defeat screen showed message “win message goes here” at the bottom of the screen where normally it would list the winner’s mission as completed. 🤣🤣🤣

SMG is so right that IS where the win message should go… (better still would be to list all the missions of all the players with the winner highlighted and it should stay on screen for at least 15 seconds as has been mentioned here before).

Anyway funny glitch and I will forever be sad that I didn’t get that screen shot for the memes

rugged ridge
#

no option to see the battle log on this screen in Secret Missions

toxic hemlock
#

Dino Canyon map secret mission ends but games doesn't go past processing results requires game to be restarted

shy crescent
toxic hemlock
shy crescent
#

🤔

toxic hemlock
#

I'll play it again at some point and just let it go for a while

rugged ridge
#

I really think it's a bogus feature

shy crescent
#

New thought on possible control options to add to secret missions.

If there was a secret missions style where the mission was to kill a specific player BUT the kill was only successful for the win if you complete it and before anyone else is killed… it might capture the positive game experience of hunting a mission while carefully avoiding kills that I was finding in the mode while also removing the widely mentioned problem of a person just randomly wins when a bot kills a bot or with neutral bots when someone flags or times out.

Again, a back up win condition would be necessary. World domination or territory count (21 on classic) with 2 or more troops on each would be good fall back missions for all players.

shy crescent
rugged ridge
#

That's interesting

shy crescent
#

Here is “evidence” of me stalling my turn timer… until victory finally is mine

#

Actually it was SMG stalling my turn timer*, but I couldn’t figure out how to report myself in-game anyway so I probably won’t get a ban.

*Did not actually have any click control other than the green check mark on the inactive for 50 seconds screen (that worked) and I got that screen twice.

As I had an ally that inexplicably took a kill (wasn’t the win) and was asking me to hit red who happened to be my target I hit all of red I could get to… taking the chance that my “Ally” was tricking me into weakening myself (if I was their target). And the orange player finished the last 1 of red and I had just enough time as they executed their attack to get off a na_generallaugh before the kill was complete and the processing results screen tied me up for a couple minutes.

Seems to end up in this loop of everyone is dead but a turn timer is running if you don’t complete the mission on your turn. The game is obviously resisting the results instantly since it made all the losers MIA immediately and left me the winner alive, but somehow the next triggering event doesn’t occur until after turn timers run.