2.0.1
- CRITICAL bugfix to allow the same minigame to be played in multiple channels simultaneously without breaking things.
- All previous multi-channel releases can be considered broken if the multi-channel functionality is used.
- Added mod-use !reconnect command as a workaround for "This is not a game channel" until that can be fixed
- Also nerfed Double Zero.
2.0.0
- First release of Season 2! As such this will be the largest changelog yet...
- Streak Bonus rebalanced so you can't get more than 6.0 gain from even the largest of games
- Streak Bonus is now decimal too (it works in a 1.0 + 0.9 + 0.8 + etc format, down to 0.1 for the 10th and additional opponents)
- Excess Boost past the cap (in either direction) now (silently) converts into cash
- Life System now takes an entry fee ($100k or 1% of your score, whichever is greater) rather than crushing all your gains by 80%
- The turn marker now always starts from the top of the list
- Board distribution adjusted - more minigames, fewer events, and no jokers in small games, while more cash and fewer minigames in large games
- Super Bot Challenge created - now the bots can TRULY have their 80p elimination deathmatch (and we can bet on them)
- Heaps of backend refactoring to support the SBC
- !next command added to ping you after the game
- !bet, !balance, and !richlist added to support betting system
- Bomb Penalty decreases by 10% for each player out in a round, down to a minimum of 10% (so only the first one out pays full penalty)
- New Specialty Bombs added: Reverse, Detonation, Minigame Lock
- Bombs now detonate automatically at the end of the game (both showing you where they were, and adding them to the win bonus)
- Event Weights adjusted (unsurprisingly)
- Grab Bag added, awarding you with a minigame, a booster, cash, and an event (in that order)
- Blammos can potentially be upgraded to Mega Blammos in certain circumstances (don't spoil yourself on this one)
- New Events: Double Deal, Boost Charger, Boost Magnet Midas Touch, Ejector Seat, Skip Turn, Reverse, Draw Two, Draw Four
- Removed Events: Scramble, Repeat, Minigame Lock
- +Streak events adjusted for the decimal system (instead of +1/+2/+3, is now anywhere from +0.5 to +3.0)
- Lockdown now acts as Triple Deal as well
- Split & Share now hands out 2% per living player at the time you explode, rather than a flat 10% shared between everyone
- Mystery Money is rarer, has a 10% chance to give you negative cash, and shows up in Lockdown now
- Jackpot scales to the playercount, awarding $1m for each space originally on the board
- End Round renamed to Final Countdown and put on a delay
- New Minigames: Deal or No Deal, Bumper Grab
- Strike it Rich lets you DOUBLE YOUR MILLION (or any other prize won) if you achieve a full count
- Deuces Wild buffed slightly (payout for one pair doubled)
- The Offer completely reworked (now it has a cool display!)
- Removed
HerobrineTest Game.
1.3.2
- Season 1 codebase at end of season, after bugfixes + QoLs
- Bot announces self-bombs
- Demo mode feat. four bots playing if no humans play for an hour
- Blammo's "eliminate opponent" actually picks a random opponent
- Bot automatically updates score-based roles for the "main" game channel
- !viewbombs command for mods
- !top command can be used with page numbers (and bots get a * before their name to distinguish them)
- !lives command now lets you look up other players
- !stats command to give an idea of the cash distribution
- !luckynumber command for when you can't decide what space to pick
- Double Trouble gives a little more info
- Deuces automatically hold in Deuces Wild
1.3.1
- Final update for Season 1
- Bugfixes, obv
- Math Time buffed, Double Trouble nerfed, Event weights rejiggled
- Non-stacking events (Minigame Lock, Split & Share, Jackpot) now recognise if they've already been picked
- Double Trouble can now be quit immediately
- Players over $900m get a warning displayed when they join
1.3.0
- Set up the bot to run games in multiple channels at once, with each channel having separate leaderboards
- Also created the possibility for "result channels", where the results of each game get crossposted to
- Deuces Wild rebalanced
- Mystery Money added to the board
- Bugfixes (looks like it might actually be stable enough to not have to constantly keep an eye on now)
1.2.0
- Nerfed Double Trouble
- Bugfixes (notably, fixed choosing a space too close to the deadline opening a second thread that corrupts the game)
- New events: "Scramble" randomises the player order, while "End Round" immediately declares everyone alive a winner.
- Also a $50 cash space for people who don't have enough memes in their life
1.1.0
- Board now gets wider instead of taller once it gets larger than 25 spaces.
- New minigame, Double Trouble!
- Added !start as an alias for !join so newbies don't get confused thinking "when does the next game start?"
- New event, Bowser Revolution!
- Added demo mode (currently only happens manually)
- Do I even need to mention the bugfixes at this point? Heaps of them.
1.0.0
- Added bots! Bots will play the game if no one else joins within 2 minutes.
- Changes made to accommodate bots mean that picks can no longer be queued up across turns.
- First public release, heralding the start of Season 1.
0.9.4
- Reworked life system so it just cuts down on the money you win instead of outright barring you
- Duds no longer appear in 2p games
- New minigame, Deuces Wild!
0.9.3
- Bugfixes
- New minigame, The Offer!
0.9.2
- Usual bugfixes etc :P
- Increased to 5 lives a day, and they aren't used up while on newbie protection
- Expanded help documents
0.9.1
- More bugfixes on life counting, and allowing for the potential of more than the max.
0.9.0
- Set up timeouts on player action (first offence - waste random space, second offence - autobomb)
- Set up join cooldowns (three bombs and you're out for a day)
- Set up the game actually ending at $1,000,000,000
- Added the BLAMMO, to threaten the safety of any round!
- New event: Blammo Frenzy, changing a third of the cash spaces into blammos
- Switched over to showing round scores by default, and minigames are shown too
- Game now starts after two minutes, rather than waiting for a !start
- Also displays who it's waiting on at bomb placement
- HEAPS of formatting improvements
- Improved minigame API for better readability and less confusing code
0.8.3
- New events: Bonus Multiplier +1/+2/+3
- Bonus bugfixes
0.8.2
- Bugfixes to previous bugfixes.
0.8.1
- Bugfixes.
0.8.0
- Events! Chaos for players, and chaos to code in!
- Joker - Survive one bomb
- Boost Drain - Cut boost in half
- Minefield - Randomly add extra bombs for the number of players alive
- Split & Share - If you lose, cut off 10% of your score and share it between the other players
- Minigame Lock - You will still get to play any minigames found during the round, even if you lose.
- Jackpot - Win the round to get +$25mil, no boosters allowed
- Lockdown - All non-bomb spaces on the board become cash
- Starman - Remove all bombs from the board
- Repeat - Immediately pick two more spaces
- Simplified board generation code, moving weights to the enums themselves
0.7.2
- Added bonus games, earned by increasing your bonus multiplier to multiples of 5.
- Extra commands and aliases (!board to display the board status)
- Usual mountain of bugfixes
0.7.1
- Bugfixes up the wazoo
0.7.0
- Minigames! Pick one up during the game and survive the round to play it.
- Strike it Rich - Make three of a kind to win that amount.
- Math Game - Make an equation out of randomly-selected cash and operations.
- The Gamble - Pick a value, then take it or try to find a larger one.
- Improved !rank command, adjusted formatting, !join command now responds with your name
- Added !players command, to tell you who is in the game
- Heaps more code cleanup, bugfixes, and formatting improvements.
- Bankrupt bombs are no longer visible to the player if there's no money to actually lose to it.
0.6.4
- Bugfixes with !join/!quit/!start not caring about the playercount where they should
0.6.3
- Suspense chance now based on number of players, since larger boards get scarier sooner
- Specialty bomb text formatting improved
0.6.2
- Doubled the suspense chance (making them guaranteed for bombs and the final two spaces)
- Specialty bombs!
- Bankrupt bombs cost you everything you earned during the round
- Boost Hold bombs let you keep your booster
- Chain bombs have up to eight times the bomb penalty
- Dud bombs don't blow up at all!
0.6.1
- Better error handling
- Add more variation to booster text based on context (no ! on a negative booster, "drained" if booster < 100%, etc)
0.6.0
- Created more enums (game status, player alive/dead)
- Cleaned up join/quit code
- Made the player list into a list, because seriously that's just so much more convenient.
- Added multiple-player games! The board size is 5 plus another five for each player in the game, and the winstreak and win bonuses are multiplied based on how many players lose.
0.5.1
- Money messages now mention the final amount earned, not just the pre-booster amount.
- Reworked cash chances, and booster values and chances. Booster caps changed to 10% and 999%.
0.5.0
- Added boosters, capped at 20% and 500%, which multiply all cash earned.
- Added a winstreak counter to the savefile format to serve as a bonus multiplier.
- Win bonus added - $20k for each space picked during the game, doubled if the board was wiped clean.
- Fixed the player objects to be in an array like they should have been the whole time, making everything much easier.
- Cleaned up ugly code in board generation and saving scores to make use of players being kept in an array.
- No seriously, why didn't I do it this way from the beginning?
0.4.0
- Cash amounts now vary from -$25,000 to $1,000,000.
- Score file is now sorted, and !rank and !top have been created to take advantage of this.
0.3.0
- Bot now refers to players by their nicknames rather than their usernames, and uses mentions to alert players during the game.
- Improved suspense mode to not trigger all the time
- Improved player tracking, and added persistence! Money now carries over from game to game.
0.2.0
- Added money tracking in a basic form: No persistence yet, just +100k for a safe space and -250k for a bomb
- Board display improved, adding a status line to display current turn and money as well
- Minor optimisations to methods
0.1.0
- First functional version
- Runs basic 2p 15-space game, where all spaces are either "SAFE" or a bomb