Saturday
May262012

ARMED! On Sale For $1.99

 

The hit Windows Phone strategy game ARMED! is on sale for $1.99 for a limited time!

Buy today and get all future updates including the upcoming new maps Fortress and Waterhazard...

 



 

This is your chance to get into the ARMED! action and play the game that has been nominated "Best Indie Game" of 2012!

 

ARMED! is a sci-fi turn-based multiplayer strategy game created by indie studio, Sickhead Games. Part RTS, part tabletop strategy, ARMED! puts you in command of a fleet of futuristic tanks, turrets, and robots with one goal: infiltrate enemy territory, crush their forces, and destroy their headquarters. Play ranked head-to-head games against online opponents, challenge your friends to a correspondence game, or battle the AI in single player mode.


Friday
May252012

Vote ARMED!

We're very happy that ARMED! was nominated as a finalist in several categories for the 2012 Community App Awards.

Tell a friend and go vote!

Tuesday
May152012

Signup for Online Tournaments

There has been some interest in organizing ARMED! tournaments, so I am kick-starting this effort by leveraging l33k website. This site is really very well made for managing online, community-run tournaments.

If you are interested in participating, you should join the ARMED! group on l33k. The group page will show all future tournaments and also allows for a point of communication between players involved in either a specific tournament or the organization of future tournaments.

Also, I have already scheduled the first-ever ARMED! tournament and signups are open now!

To make this available to people of all time-zones, matches do not need to be played "live" and tournament rounds do not have any official time limit. However, signups to participate will end in approximately 56hrs, at which point round one brackets will be assigned.

If you are interested in becoming an administrater for the ARMED! group on l33k, let me know and I can make it happen!

 

Friday
May042012

1.4 Release Notes

ARMED! 1.4 is has passed certification and will be available in the marketplace within the next 24 hours. While 1.3 did actually fix one cause of "stuck" games, it turns out there was a much bigger issue with games going out of synch if the two players had phones with different cpu architectures. With 1.4 this should settle down and allow more people to enjoy playing!


Balance Changes:

  • Removed concept of damage falloff (previously applied only to Cluster and Lasers with upgraded range).
  • Line-of-sight and Line-of-fire between tiles is now calculated with a more symmetrical result.
  • Rules for when LowCover applies a change to dodge have changed slightly.

Bug Fixes:

  • Fixed a bug/exploit when starting a Local Match after playing multiplayer in the same session.
  • Fixed several issues causing multiplayer games to sometimes desynch and become unplayable between players with different phone-cpu architectures.
Monday
Apr162012

1.3 Release Notes

ARMED! 1.3 is has pasted certification and will be available in the marketplace within the next 24 hours.  This release includes a few small improvements, but focused mainly on bug fixes including a fix for the "stuck game" issue.

Balance Changes

  • Reduced Striker FireRange from 3 back to 2.

Improvements

  • General improvements to BugSense exception reporting.
  • Casual matches will now forfeit after 72 hours of inactivity.
  • Better information is sent to support when the game hits an error.
  • Optimized board pathfinding algorithms.
  • Increased time before a matchmaking timeout
  • Couple of translation improvements for German and Italian.
  • Showing a messagebox again when a match is stuck due to a network desync.
  • Corrupted save games are ignored or deleted to prevent duplicate error reports.
  • Improved handling when the system's sound count limit is hit.
  • Phones with slower wifi connections should have an easier time connecting to the network now.
  • Improved bug reporting for network desyncs.

Bug Fixes

  • Fixed various exceptions related to networking threads updating the UI.
  • Prevented network desync when replay is hit after a deployment action
  • Fixed Exception thrown during Game Over sequence when local multiplayer games couldn't find a nextPlayer.
  • Protected against crash in Scoreloop screen when a bad DOB is passed in.
  • Tile Notifications should no longer mismatch names or statuses.
  • Fixed a couple of file I/O exceptions.