
The details for the upcoming Worms Update have finally been made public. We should be seeing this update sometime tomorrow or in the next few days…
General Fixes
• Jet Pack SFX will no longer loop when a worm dies by drowning.
• The Wind indicator is now visible whenever the weapon panel is opened regardless of the equipped weapon.
• Team health bars will now appear at the start of every turn and also when the weapon panel is open.
• Various code improvements added to handle downloadable landscapes.
• Fixed exploit allowing for deployment of 2 weapons in one turn while using the ninja rope.
• Challenge 13 – the last remaining enemy worm will no longer teleport out of the play area.
• Fall damage will no longer be taken by a worm that started a Jet Pack flight in mid air.
• AI/CPU worms will now make a decision and take action much quicker.
• AI/CPU worm’s grenade accuracy has been tweaked to reduce the number of “unfair” shots.
• SFX will now play to indicate a change in fuse time.
• Removed inactive indication of fuse time settings on user placed mines
• Various code tweaks to improve frontend stability.
Xbox Live
• Fixed 4 Player Crash in lobby relating to multiple users attempting to join a game simultaneously.
• Improvements made to the handling of users with strict NAT settings. Only one player with Strict NAT settings can be present in a game at a time – the game will now inform of this and stop any other players with this setting joining the game.
• The user will now select a Team before searching for a game. This speeds up the process of joining a game and reduces the amount of “Game is unavailable” messages.
• Code improvements made for displaying and refreshing list of available Player Matches.
• Added message and visual indication to notify Host that a downloaded landscape can not be used unless all current members of the game have also downloaded it.
• Team names and colours will no longer be mixed up if a player drops out of the game between rounds.
Ranked Games
• The Ranked Game scheme now contains random fuses for all mines placed on the landscape at the start of the game. Mines will now randomly detonate at any point between 0.01-3.00 seconds after activation. This is a balance improvement added to stop mine clearance at the start of each match. This setting can also be carried over into Local Play and Player Matches by using the “Ranked” scheme when setting up the match.
Leaderboards
• Friends list scores will no longer be corrupted or displayed incorrectly when a user has reached a limit of 100 friends.
• Challenge time Leaderboards will now display times in excess of 20:00 minutes for completion.
• Fixed exploit allowing for times of 0.00 to be reported when playing through the Single Player Challenges.
Leaderboard Resets
Unfortunately, after conversations with the server folks at Microsoft, we are having to reset the leaderboards due to exploitations. We understand that this is disappointing for many people and apologise for the need to do this. With the changes in the update, it should prove a much better field of play and look forward to the update going out and people getting hotly competitive again. No awards or gamerpoints will be lost.
However we will be displaying the current leaders of all boards on our site for historical purposes and are currently looking at doing something special for those that have led the boards (with an authentic score). A URL of these will be released in the meantime.
Source: http://forum.team17.com/showthread.php?t=32603
Technorati tags: Worms Update, Team 17, DLC, Leaderboard







