Archive for April, 2010
Thursday, April 22nd, 2010

Hey guys, here are our plans for the next two weeks:
1. Some server fixes today which will hopefully improve speed a little bit and remove any downtime.
2. Server upgrade for Monday Morning (fingers crossed on this one – our server company are having trouble getting new computers because of Iceland).
3. Client patch on Monday May 3rd solving as many bugs as I can by then.
Apologies for the server downtime between about 12am and 1.20am last night – I hope to have removed that problem now.
It’s been exactly 72 hours since we released the beta, and so far 4400 matches have been played. Nice work everyone!
Posted in News | 2 Comments »
Thursday, April 22nd, 2010

We’re sorry – nothing can be done at the moment. It will be up again tomorrow morning UK time. Many, many apologies.
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Wednesday, April 21st, 2010

Apologies for the down-time guys. You should see a reduction in the “challenge” notifications, but the proper fix will not be in until next week.
Please let me know of any weird behavour.
Posted in News | 1 Comment »
Wednesday, April 21st, 2010
Fyi.
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Tuesday, April 20th, 2010

Our Mac build is not supported yet, but this is to let you know that if you do pre-order and would like to play Synapse on the Mac, we have a build in testing which has worked on all the Macs I’ve tried so far. Again, this is not currently a guarantee that the Mac build will run – I will announce it when the Mac build is “supported”. If you buy the PC version at any time you will own both the PC and the Mac version.
If you have pre-ordered the game and would like to try the Mac version, please email me your cd key to ian mode7games com.
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Tuesday, April 20th, 2010

As I said earlier, by far the biggest actual mechanic critiscm I’ve seen so far is that the Random Match Generator can produce unfair situations.
First off, I’ve just put in an update to the RMG effective immediately which should solve a lot of these problems. It is now impossible for two opposing units to start with line of sight to each other. Previously, they could be spawned with a box or a window between them, and I believe a lot of the problems were coming from that situation. I’d like as many people as possible to give me feedback on the changes to the RMG.
Part of the allure of random Extermination maps is the thrill of seeing a new map and suddenly being presented with the situation, and I believe an important part of that is sometimes being in a fairly dire situation, and sometimes having a big advantage. The RMS prior to this update was clearly creating situations which were too one-sided, and hopefully I’ve fixed that. I want to ensure that there are still some situations being generated where there is only one “clear” escape route for a unit, with all of the inferences you can then make about what your opponent is going to do. I’m looking forward to everyone’s feedback.
Posted in News | 1 Comment »
Tuesday, April 20th, 2010

By far the biggest mechanical complaint I’ve had is over unfair spawn positions. I’m going to work on this today and hope to have a fix in by this evening – it’s a server-side fix so I won’t need to push an update.
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Tuesday, April 20th, 2010

First, a huge thank-you to everyone who has bought and played Frozen Synapse. The first 24 hours have been a big success, with:
1500 matches played
More than 80 people playing online at once for about 8 hours straight, with a max of 95
A lot of nice comments
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Monday, April 19th, 2010

Hey guys.
If you have bought Frozen Synapse and have not received the license email, please please check your spam folder (especially if you are on gmail) – it is most likely in there.
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Monday, April 19th, 2010

Over 400 games have been played by new players! Fantastic!
Posted in News | 5 Comments »