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In reply to Grando
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#558
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Al Feyn
A very nasty exploit has been discovered.

The host accidentally clicks the "Restart" button. They have no restarts left, and the opponent didn't request a restart. The opponent can't do anything about it. There's no save. It's impossible to prevent.

In tournaments, this is critically important and can sometimes add a significant percentage to the chances of winning. For example, if the host sees that they are already noticeably behind on the first day.

The solution seems to be to add a restart confirmation and require it from the other player as well.

P.S. "accidentally" - as an explanation, it's something like "sorry, I looked in the wrong place."
This can be fixed with a preventative tech fix.
#560
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Al Feyn
The host accidentally presses the "Restart" button. He has no restarts left, and the opponent didn't request a restart. The opponent can't do anything about it. There's no save. It's impossible to prevent.
When "Start over" is pressed, the game asks, "Are you sure you want to...?" Therefore, after that, you still have to accidentally press "yes." Similarly, you can accidentally exit to the main menu (and if Red does this during Overlord's Hour, there will be no saves either; and, as far as I remember, when a player exits on the first day, the game doesn't offer to save).

Therefore, in my opinion, an incorrect press of "start over" should be equated to an incorrect exit from the game. That is, it should be treated as conceding defeat.

If a confirmation is added on the client-side, it will slightly slow down the restart process (both players will have to click somewhere during the restart). At the same time, the possibility of accidentally exiting the game will still remain, and confirming that would be ridiculous. Therefore, I'm not sure if it's worth doing.
In reply to Sav
#561
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Sav
Therefore, in my opinion, incorrectly clicking "start over" should be treated the same as incorrectly exiting the game. That is, it should be considered an admission of defeat.

I agree. But I repeat – it all sounds good on paper. In reality, it's like the final season of Game of Thrones, and I can't imagine anyone having the courage to repeatedly pressure their opponent into restarting the game.

The fact that there is a need for additional confirmation on the host's side is completely irrelevant to the situation. If it really happens by mistake, he has already made a mistake and is sure that he needs to restart and will confirm it. And in the case of abuse, he will not hesitate and will confirm it.
So, only confirmation from the second side can improve the situation.
https://www.twitch.tv/grando__
In reply to Grando
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#562
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Al Feyn
I can't imagine anyone having the courage to harass a tech support person in such a situation.
You need to overcome your fear.

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#564
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It would be great if the game automatically created an autosave at the beginning of turn 111. That would solve the problem.
http://ru.twitch.tv/lizard_wt
#565
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Yes, that seems reasonable. Moreover, the initial save can be used in other situations as well (for example, in case of crashes).
In reply to Sav
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#567
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Sav

If you implement a confirmation step for the client, it will slightly slow down the restart process (both players will have to click somewhere during the restart)...

Actually, it would be quite useful to implement this.
Because, after finishing a turn and waiting for the opponent to finish their turn, there is a need to step away for a moment or minimize the game. And if the host restarts the game and regenerates it at that moment, the timer immediately starts ticking.
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In reply to Sav
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#568
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Sav
Yes, that seems reasonable. Moreover, the initial save can be used in other situations as well (for example, in case of crashes).

Could you implement an autosave at the beginning and at the end of each turn?


#569
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In general, save-related issues are better addressed to baratorch, as autosaves, separate folders, and saving before battles are implemented in HD. I did inform him about the idea regarding the initial save, but overall, I think it's better to contact him directly rather than through me. I can also implement additional saves within the HotA framework, but it seems less practical to me (especially since everything implemented will only be included in the next version, and when that will be released is still unknown). Added 5 minutes later
matador99
Actually, it would be quite useful to implement this.
Because, after finishing a turn and waiting for the opponent to finish their turn, there is a need to step away for a moment or minimize the game. And if, at that moment, the host takes a break and does a regeneration, the timer immediately starts ticking.
In my opinion, it would be better to have a turn acceptance window after the regeneration, as always, starting from the second day. Then, the opponent who stepped away won't slow down the one who is regenerating, and the latter can start their turn.
In reply to Sav
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#570
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Sav
...
In my opinion, it would be better to implement a turn acceptance window after regeneration, as always, starting from the second day...

And another turn acceptance (continuation) window would also be useful after the connection restoration window. Because in most situations, to check the connection, the player also needs to minimize the game.
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#571
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I think it would be helpful to end the game when a disconnection occurs (display a message indicating that the opponent has left and offer to save or return to the main menu) after the player has completed their turn in case of a disconnection or the opponent leaving the game. Since data is transferred from one player to another after the active player has completed their turn, in such a case, when attacking the opponent, it would be possible to implement an analogue of saving the battle.gm2 file and then disconnecting the game. This would save both players' time and reduce problems with restoring an interrupted turn. It's not critical, but it would be convenient.
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#572
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Please consider adding an option in future versions of the map editor to disable morale for neutral creatures on mirrored maps. Sometimes, the mirroring isn't very accurate. For example, one mirrored map might have a dragon with morale in a black tower, while the other doesn't. That's it, the game is ruined.
http://ru.twitch.tv/lizard_wt