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Thu, Nov 19th 2009, 20:16
Old is the New New  

A brand new build has been released. In it you get:

* Old, outdated engine version. (Wait, is that good?)
* Approximately +30% performance gain. (Yes, it is.)
* Intermittent crashes resolved. (Quite good, in fact.)

So, it's the exact same, but better. The only thing that isn't 100% internal (read: you could notice, but won't so I'm drawing attention to it here) is that the random emblem generation is a fair bit better about picking colors. Retroactively adding new improvements to an old engine proved to be pretty mind-numbing, so I wanted something trivial and visual to offset the pain.

Head on over to the Oxidus website to upgrade if you haven't already.


Tue, Nov 10th 2009, 20:33
Oxidus Open Beta  

Oxidus has arrived. Head on over to the Oxidus website to download the client and sign up for an account. It is believed to be stable, but please notify me of any problems you're having. Any and all feedback is welcomed and encouraged.

Existing beta accounts have not been purged. So, if you've already been playing, you won't need to sign up again; just grab the latest version of the client and you'll be on your way.

Good luck and have fun. I'll see you on the battlefield.


Wed, Oct 28th 2009, 18:38

Although I poked a few things with Oxidus this week, most of my effort was put into the Gruedorf page. Those of you who visited late last week will notice that it has changed yet again. It's mostly superficial changes; I like nothing more than tirelessly adjusting layouts and tweaking colors. Honest. The end result is a much more elegant thing, which is what I wanted all along.

It's not all just fluff, though. Each user profile now has a handy timeline too! Using bright, cheerful colors, it illustrates just how well a participant has (not) performed over the course of Gruedorf. There are some more features I'd like add, but for the immediate future I'd like to get back to Oxidus. Happy 'dorfing to you all!


Wed, Oct 21st 2009, 13:45
I Don't Give A Dorf  

I don't know why I waited until mid-week to push this out, but here's the fruit of my weekend:

Gruedorf 2.0

While it looks somewhat different, functionally it's very close to how was before. The bulk of actual improvement was done on the backend, so future improvements and features should be significantly easier to implement. I can't express how bad it used to be; there just are no words.

Feedback is, of course, welcomed and encouraged.


Wed, Oct 7th 2009, 22:18
Failure Abounds  

The cause of the combat anomalies continues to elude me. I am fast approaching the point where I just rewrite huge blocks of the combat engine until it goes away. This makes me die a little inside.

In other news: as I'm writing this, every participant in Gruedorf is failing.

Every. Single. One.

This makes me die a little more inside.