News Updates

News
Patch #12 Arrives Today!

Patch #12 Arrives Today!

August 11 2020 in

Greetings Commanders! Today we release Patch #12 for Axis & Allies 1942 Online!

This patch focuses primarily on bug fixes and online stabilization, plus a minor rework of the new Destination Markers introduced last patch. As always, a huge thanks goes out to the community for your continued support and engagement!

Please expect a 30 minute outage at 10 am PT.

Patch Highlights:

  • UI Improvements to Destination Markers
  • Performance Improvements to Online Co-op with AI
  • Big focus on bug fixes, including squashing the bug that occasionally caused phase skips

Read on for full details!

Patch Notes

Major Items

  • Improvements to the Destination Markers
    • We’ve heard your feedback, and have re-introduced the total count of units moving into a region within the Destination Markers
    • We’ve also reintroduced the colour coding on the outside of the Marker to indicate the type of units moving into a region
    • More changes are still to come with our UI rework, so stay tuned!

new marker.png
  • Online Cooperative Play vs. the AI
    • Since the start of the COVID-19 global pandemic, we’ve noticed a number of concerning issues with how our Online AI was structured when players were playing in an online co-op game with or against the AI
    • Last patch we significantly upgraded our server infrastructure, which has allowed us to develop more permanent fixes to the Online Co-op AI issues
    • We have introduced the following changes and fixes for our Online AI system:
      • Multiple AI instances running concurrently
        • Players should now experience a much more robust and smoother gameplay while playing with online AI— involving a much faster AI
        • If the AI instance you are running on encounters an error, a new instance will immediately be started to pick up where the previous left off
        • Online queues for the AI should be processed much faster, resulting in little to no wait time for the AI to take its turn
        • The Online AI will now be able to dynamically scale up/down as demand for it changes.
      • Changes to how the Online AI handles errors
        • If the Online AI does encounter an error, like one brought about by a sudden disconnect from the server, the AI will no longer put the game at the back of the queue to try again; instead it will revert back to its last server-verified action and resume play immediately
      • Stability enhancements to the Online AI
        • We’ve made numerous stability enhancements to the Online AI, meaning that players will see significantly fewer server desync issues and an overall more stable and fun experience when playing with the Online AI.

Bug Fixes

  • [Notifications] - Reimplement notifications for pending invites sent to players
  • Movement arrow didn't get cleaned up after Combat
  • [AI] - Error in GameController.moveUnit: Unit is not alive or does not exist (land aircraft)
  • [AI] - AI no longer travels back in time when processing errored games
  • Text on Invitation screen disappears when a user is selected
  • Name Identifier Not Being Updated When User Logs In
  • [AI] - AI will not die if hames do not have a state
  • [Autolander] - Numerous Autolander fixes when players or the AI are attempting to use it.
  • [Main Menu] - Game Lists Not Being Displayed For Some Users
  • [Map Notes] - Fix desync when acknowledging map notes
  • [AI] - Make every possible action the AI can take time out after 10 seconds
  • [Online Status] - Online Status is inconsistent for each person
  • [Error Handling ] - Player’s will no longer experience skipped phases after reloading the game due to an error
  • [Ranked Games] - Fix some expired ranked games are not ended when a forfeiter is added.
  • [AI] - Make the AI capable of surviving server errors
  • [AI] - Fix for the AI Throwing CRASHING_AIRCRAFT_CAN_BE_SAVED On US Final Round
  • [Game Lobby] - Fix for error: TypeError fires when public games are started manually
  • [Game Lobby] - Player is unable to manually start online games
  • [AI] - Ensure the AI will not retake it's own turn if the server takes a while to process commands
  • [Stability] - Fixes for the many “BUCKET || Error: Uncaught TypeError: Cannot read property 'moves' of undefined.” errors players were encountering
  • [Stability] - Fixes for the many BUCKET || Unhandled Rejection Error applying remote action for doCombatRoll to the client” errors players were encountering
  • [Map Notes] - Map notes are being sent into the arctic and are never seen again
  • [Stability] - Fixes for the many “Bucket || Error: powers that don't own their capital can't purchase units.” errors players were encountering
  • [Stability] - Fixes for the many “Bucket || Unhandled Rejection Error sending assignHitsOnAttacker with args” errors players were encountering
  • [Stability] - Fixes for the many “Bucket || Unhandled Rejection Cannot read property 'rollDice' of null.” errors players were encountering
  • [Stability] - Fixes for the many “Bucket || Unhandled Rejection Error sending phaseCommit with args to the server” errors players were encountering
  • [Stability] - Fixes for the many “Bucket || Unhandled Rejection Cannot read property 'flyDice' of null” errors players were encountering
  • [Stability] - Fixes for the many “Bucket || Unhandled Rejection Error committing phase: PHASE_COMMIT_ERROR_CRASHING_AIRCRAFT_COULD_BE_SAVED.” errors players were encountering
  • [Stability] - Fixes for the many “Bucket || Unhandled Rejection Cannot read property 'userUUID' of undefined.” errors players were encountering
  • [Stability] - Fixes for the many “Bucket || Unhandled Rejection Cannot read property 'position' of null.” errors players were encountering
  • [Stability] - Fixes for the many “Bucket || Error in GameControllerAdapter.moveUnit” errors players were encountering
  • [Stability] - Fixes for the many “Bucket || Error sending placePurchasedUnit with args” errors players were encountering
  • [Online Games] - kick action not working
  • [UI] - Attempting to move more units than are available to a territory causes a URE to fire
  • [Map Notes] [AI] - The AI isn't actually removing its mapnotes
  • [AI] - Resolved issue where AI saw game start but didn't put it into the processing list, leaving the player waiting indefinitely
  • [AI] - Server seems to stop emitting events after ai started as soviets
  • [Create Game] - Cannot invite other players to Private Online games on Staging
  • [AI] - Online AI regularly causes Desync reloads for human players
  • [Stability] - Fix missing import in SystemSettingsModel
  • [AI] - AI doesn’t transition a game from the “In Progress” list.
  • [AI] - AI fails noncombat moves and errors out in online game
  • [AI] - AI sometimes doesn't put purchased unit into purchasedUnits list causing orphaned units, and an erroring deploy
  • [Stability] - URE fires for Cannot read property 'game' of null
  • [Stability] - Fixes for the many “Bucket || Error: compressedImageParser middleware for PixiJS v5 must be specified in loader.use() and must have resource.data when completed.
  • [Stability] - Fixes for the many “URE fires for Error: Uncaught TypeError: Cannot read property 'current' of null.
  • [Steam Client] hotseat/singleplayer change the way the gamestate is being saved to accommodate for slower hard disk drives or other potential hardware issues
    • NOTE: Single Player/Hot Seat games are now saved on a 1-minute timer OR when a player manually exits the game or returns to the main menu.
  • [Server] - Find a way to prevent race conditions caused by forfeits.
  • [AI] - Update how the AI handles games that get an error
  • [Stability] - URE on Phase Commit when it times out due to bad connection