Season X

Congratulations to brisk for winning Season IX! It was a hard fought season that came right down to the wire, but brisk pulled out a victory with an impressive 17-3 record.

Season X will be a departure from the 1v1 seasons we’ve had up until this point. This marks very first time that WarLight has ever had an FFA (free-for-all) ladder!

Season X will be a four-player FFA on the Four Castles map:

Settings

TAKE NOTE: The boot time is lower in this season than normal. This season will use a 2-day auto boot instead of the usual 3-day auto boot. This helps ensure the games progress at a decent rate. If you’re going to be gone for more than two days, make sure to activate a vacation. Also, please don’t intentionally drag out games. We need everyone’s cooperation to ensure we get through most of these games before the end of the season. If you see someone intentionally playing slow in this season please report them to me.

Each player will start in their own castle for fairness. Surrenders must be accepted, so any player can veto someone trying to leave early. Army cap is enabled at 15x, which prevents players from stockpiling armies forever which could cause the games to drag out too long. (Essentially this means if you stockpile armies for more than 15 turns you’ll be forced to attack someone)

Everyone starts with a blockade card and can earn more rarely. Recon, priority, delay, and reinforcement cards are awarded regularly. Diplomacy card is also present, but rare. There will also be one random card piece per turn, so you won’t be able to predict exactly what cards your opponents have.

Check out the settings with this template: multi-player, single-player.

The season will start on Tuesday at midnight GMT (which is really Monday night for those in negative timezones). If you participated in Season IX, but don’t want to participate in Season X, be sure to leave the ladder before it starts.

Mechanics

Since this is the first FFA season, there are a few adjustments. First, there will only be 12 games in the season, not 20, since the games take a bit longer to play. However, the rate at which games are given out won’t be adjusted, so most games will be created early in the season so that they have time to finish.

The ratings are still calculated with a Bayesian ELO like they are now. Each 4-player FFA game gets fed to the ratings algorithm as three 1v1s, where the winner defeated each one of the three losers. Therefore, there is no second place, and all players should be trying to win at all times.

Also, there’s a chance that this season could finish after WarLight 2.0 is live (I’ll try for it but I can’t promise). If that happens, the people who do well in this season will be very pleased. Good luck!

WarLight 2.0 is coming!

There’s a major update to WarLight coming! And it’s going to be awesome!

WarLight will soon be upgraded to 2.0, which will be the biggest update to the game since 1.0 released over two years ago.

A big part of 2.0 will be the official release of the mobile client, which will allow playing from iOS and Android devices. However, the mobile client is not the only thing coming in 2.0 — there will also be changes and improvements to the website.

One of these changes is that the site will start showing advertisements to non-members. I’ve never been a huge fan of advertisements, but this change is unfortunately necessary. WarLight has, so far, never been able to be profitable under the membership revenue model, and at some point that needs to change. The site costs over $1,000 every month just to keep the servers running, and less than 5% of players purchase a membership.

By showing ads to non-members it provides two paths that players can take: You can either purchase the game (i.e. a membership), or play for free and see ads. I intend for the ads to be as unobtrusive as possible.

Along with this change, there will be ways for non-paying players to gain access to many of the features that are restricted to members today. More details on this will be announced later.

In the end, I believe that most non-members will be happy with the new WarLight, as they’re going to be getting a lot more from the game than they are now.

Stay tuned to the blog for more information about what else is coming in 2.0!

Mobile update 1.16.3.1

WarLight’s mobile client has just been issued an update to version 1.16.3.1. This is mostly a bugfix update. If you’re beta-testing the Android or iOS version of WarLight, you should update to this version.

Here’s a list of what’s changed:

– When starting a single-player level you previously abandoned, the game now prompts you if you want to resume your previous game.
– Added a “Previous Page” link to the My Games screen.
– Fixed the tutorial map, which was using an old version that had a missing connection.
– Fixed a bug that caused an error on maps that had broken bonus links such as the Europe Big map. (This fix may not appear immediately after the update since all maps need to be re-processed which will take several hours.)
– Android: Fixed a bug that caused an error when loading games on some devices.
– IOS: Fixed a bug on retina devices that caused the orders list to render incorrectly.
– IOS: Fixed a bug that could cause the bottom half the screen to be black after closing the software keyboard.
– IOS: Fixed a bug that sometimes caused the Common Games page to give an error.
– IOS: Fixed a bug that was slowing down the Settings page.

Site and mobile update 1.16.3

WarLight has just been updated to version 1.16.3! This is primarily an update to the mobile client, however a few changes snuck into the website too.

This update also marks the point where the mobile client graduates from alpha to beta! This simply means that the features in the app now are mostly the same features that it will be officially released with. I may have been inconsistent in using the word “beta” prior to this, but officially it was alpha before and beta now.

If you’re a member with an Android device and have been holding back on trying the Android app, now is the time to give it a whirl! Let me know what you think at fizzer@warlight.net.

Website Changes

  • The “Do you want to attack your teammate?” dialog no longer comes up when issuing repeat attack orders. For example, if you order armies to transfer to your teammate from A to B, then click A to B again, the game will assume your teammate answer is the same as when you first entered that order. You can still change it by altering the “treat teammates as enemies” checkbox.
  • The server now allows games to be created on versions of maps that have been superseded by newer versions (retired). You still can’t create a new template with a retired map, but if you already have one, you can now use it. In other words, you aren’t forced to use the newest version of a map if you don’t want to and happen to have a template already using the older version.
    This also helps to ensure that CLOTs aren’t broken just because somebody updated a map. The CLOT creator can choose to update his template to the new version, but they don’t have to.
  • Fixed a bug when watching the AI play itself in single-player that caused it to just skip to the last turn.
  • Fixed a bug that gave a misleading message if you tried to play a diplomacy card on someone who just got booted.
  • Fixed a bug that caused the letter “T” to appear in the chat box when using the “T” hotkey.
  • Fixed a bug that caused the invite list and black list buttons to appear on your own profile.
  • Added code to prepare for Season X.

Mobile Client Changes

  • Added players summary, below the orders list on the expandable right-column. This is similar to the Players section in the lower-right hand corner of the website; it shows the list of players in the game, accept surrender buttons, etc.

    This only appears when viewed on a device with enough vertical space. Depending on how big your device is, it may or may not appear, or it may appear in one orientation and not another. It will most likely never appear on phones, unless it’s an extremely large phone. On medium-sized tablets, like the Nexus 7 or iPad mini, it may appear in portrait orientation but not landscape. On a normal iPad or large Android tablet, it will appear in both orientations. When it’s not present, a “View Players” button appears in its place, so that you can still get used to going to that area to see the players.

  • Added advertisements for testing, just to ensure they work. They’ll appear at the top of every page. If they don’t show up on your device, or cause other problems, please let me know.
    Once you get tired of them, you can turn them off under Settings, and they’ll stay off once you turn them off. It was necessary to default them on, otherwise nobody would turn them on and I need to make sure they work on a wide range of devices.
  • Overhauled the look of the main menu.
  • Added the introduction balloons to the single-player levels.
  • Added the tutorial.
  • Added question-mark links next to the phases (deploy, attack, confirm) to help new players.
  • Added help menu.
  • The text at the top of the nudge/boot screen now scrolls.
  • Fixed a bug that caused the map to move erratically when zooming in.
  • Fixed a bug that caused errors on maps with bonuses that used non-ascii characters, such as the Concrete Complex map.
  • Fixed a bug that caused AIs to not play themselves in single-player games.
  • Fixed a bug that caused errors when using single-player’s Custom Game in rare cases.
  • Fixed a memory leak.
  • Android: Fixed a bug that, on some devices, caused text boxes to lose focus after the software keyboard came up.

Members: Sign up to beta test WarLight on iPhone, iPad, or iPod Touch

EDIT: We have all the testers we need for now. Thanks for everyone who applied!

If you’re a WarLight member and would like to be a beta tester of WarLight’s mobile client, now is your chance!

However, due to Apple’s restrictions, space is very limited. Not everyone will get in. So please only apply if you want to help improve the app, and are willing to share your experiences of using the app with me. Sharing your experience helps me improve the app, which is the primary goal of having beta testers.

If you’re not interested in providing feedback and just want to play the game on your device, you will need to wait until the app is officially released or switch to Android, where all members are allowed in since it’s not bound by Apple’s restrictions.

All iOS devices that are running iOS 5.0 or higher are supported. The first invitations will be sent out as soon as the upcoming 1.16.3 release is ready (hopefully in about a week).

If you applied before…

If you’ve applied to be a beta tester before and did not get in, feel free to try again. More space has recently opened up, so the bar is slightly lower. Please be sure to read the application page carefully, as the most common reason that players didn’t get in was not following the instructions precisely.

If you were an alpha tester…

If you’ve tested WarLight on iOS before, and are no longer a tester due to switching devices, feel free to apply again now. I will review the feedback you sent the first time, so you don’t need to submit as detailed of an application as the link above requests.

Season IX

Congratulations to Heyheuhei for winning Season VIII!

Last season was unique since the winner only completed 17 games (20 is the norm). Players who complete fewer than 20 games get a penalty of 40 rating points per game. This penalty isn’t too visible in the ratings since it’s not assessed at the end of the season (otherwise there would be a big jump at the end.) Instead, it’s implemented by simply giving 40 points to each player every time they receive a game, up to a max of 20 games. This is also why ratings tend to always go up as the season goes on.**

The purpose of this penalty is to prevent abuse. For example, if someone started off a season 15-0, they might get the bright idea of leaving the season to avoid having to face any more tough opponents. This shouldn’t be advantageous, since it prevents other players from getting their chance at taking on the champion.

For future seasons, this penalty is being increased from 40 to 65. However, I want to be clear that I don’t think Heyheuhei did this on purpose (since when has HHH ever refused a game?) This change is just being made in case someone else saw what happened and thought they might use it to their advantage.

Season IX

Season IX will use an elevated defensive kill rate – 85% instead of the normal 70%. This means when attacking, attackers suffer worse losses than normal. This marks the first time that a ladder has used alternate kill rates. It’s up to each player to figure out how to adjust their strategy.

Season IX will also continue to use the randomized bonus values that Season VIII did, with one exception: The zero-bonuses in Korea, Hawaii, Alaska and Japan are no longer randomized and will always be 0. All other bonuses, just like before, will have a 1/3rd chance of being increased by one, a 1/3rd chance of being decreased by one, and a 1/3rd chance of remaining unchanged.

Also changed from last season are the luck values. The luck percentage is now 0% instead of 16%, but rounding mode is still weighted random. Move order has also been changed to cyclic.

You can check out the settings with this template, however the randomized bonuses will not be present: multi-player / single-player.

The season begins on Tuesday at midnight GMT. (Which is really Monday night for those in negative timezones.) Good luck!

Have an idea for a future season? Let me know!

** It’s worth noting that this extra rating bonus does not impact matchmaking. Determining who you get matched against gets done before this rating bonus gets applied, so this mechanism does not penalize players who join late, as long as you get 20 games before the season ends.

Site and mobile update 1.16.2

WarLight has just been updated to version 1.16.2! This blog post describes what’s changed.

Updated UI

The first thing everyone will notice is that the UI of the left and right columns of the main game screen received some improvements. This is just one small part of a larger UI overhaul that was done to the mobile client, which itself received lots of updates throughout the app.

The new website UI provides a fresh look and also fixes a few minor visual issues. The game name now fits within the left column and won’t overlap the map anymore. The turn number is now easier to spot. The gradients that used to exist in the lower corners are gone, as they always looked strange when overlapping the map (this was most noticeable when the right column was unpinned.)

Surrender Prompt

When surrenders are available to be accepted, the game now pops-up a message asking if you want to accept them, instead of requiring your to click the Accept Surrender button in the lower-right. This prompt is simply a convenience, it does not change the surrender mechanics at all.

This helps for cases where there are a lot of players and you may not have seen the accept surrender button due to the players section scrolling. It also helps when multiple players surrender at once, as it can automatically accept all surrenders instead of requiring you to click Accept Surrender for each player. Additionally, it’s big help for players who play with the right column unpinned, as they wouldn’t notice the surrender button appearing.

The primary motivation for adding this feature is for the mobile client, where there isn’t room for an Accept Surrender button on the main screen like there is on desktop computers.

Improved Common Games

When viewing another player’s profile, there’s a link that allows you to see games that you played in common with them. This page received some improvements in this update. In addition to showing the game name, it now also shows the team makeup (1v1, 2v2, FFA, etc.) and the game’s date.

Misc Improvements

– If you don’t get your normal color in a game, but on the first turn of the game repeatedly try to deploy to territories that are your normal color, the game now kindly reminds you that those aren’t your territories. This fixes the “I can’t deploy” bug.
– Fixed a bug when creating games that sometimes caused the map thumbnail to not appear.
– Fixed a bug that prevented the escape key from being able to close the Analyze window.

Mobile Client Improvements

– Added a chat button alongside the game’s menu button. This allows you to see it when it flashes, and also brings the UI closer to parity with the Flash version.
– Added a “Skip” button while watching turns play out.
– When in landscape mode, the menu button is now in the bottom-left corner instead of the top-left. This maintains parity with the Flash version and portrait mode.
– Re-designed the button style slightly.
– Added a cards button for tablets, as well as labels on the three phase buttons.
– Added the ability to view other player’s profiles, which includes the ability to add or remove them from your invite list and see games that you shared in common. The only things missing are the ability to see favorite maps and ranked games stats.
– Added support for the blacklist. Players who are on your blacklist now get their chat hidden and little “B”s over their names on the My Games page.
– When viewing history on a manual distribution game, your picks are now shown by default.
– Nudge/boot is no longer shown on the menu for single-player games.
– Fixed a bug when creating games that prevented map changes from taking effect.
– Android: Fixed a bug that caused the app to consume more CPU and memory than it should have, sometimes even when the app was closed.
– Android: Fixed a bug that sometimes caused the screen to re-size itself incorrectly when rotating your device.
– Android: Fixed a bug that caused moving the attack/transfer dialog around on tablets inconsistent.
– IOS: Fixed a bug that caused some big maps to render incorrectly.
– IOS: Fixed a bug that caused things to layout incorrectly if you started the app while your device was in landscape orientation.

CLOT Improvements

CLOT is a way for players to make their own Custom Ladders Or Tournaments. The CLOT system has received a couple of improvements in this update.

First, it’s now possible for CLOTs to create games that use open seats. However, when doing so, a member-only prerequisite must be used on the open seats. See the Create Game API for details.

Second, CLOT now has an authentication system. Up until now, CLOT creators had to choose between allowing any player to add any player to their ladders (as unknownsolider did), or only allowing themselves to add or remove players from the ladder (as ps did). The problem with the former is abuse, and the problem with the latter is that it creates extra work for the CLOT creator.

CLOT’s new authentication system gives a third option where players can securely add or remove themselves from the ladder, as well as do anything else a CLOT creator can dream up. See CLOT Authentication for details.

Mobile update 1.16.1

WarLight’s mobile client for iOS and Android has just been upgraded to version 1.16.1! This is a major update with lots of improvements, and brings it closer to parity with the browser-based version of the game.

If you’re a member using the mobile client, please upgrade your device to this version, and let me know how well it works at fizzer@warlight.net! Android users can update by the usual method. This blog post describes what’s changed.

Single-Player

This update adds the ability to play single-player games! The app is no longer limited to just multi-player.

The six main levels from the website can be played, as well as custom settings just like the web-based game. All of your scores are shared amongst all platforms, so it doesn’t matter if you record a win in the browser, on an iPhone, or an Android device — they’re all recorded to your profile and will be reflected across all platforms. However, saved games can only be loaded on the same device they were created on.

A lot of changes had to be made to allow offline play. WarLight was originally written as a browser game, so much of the code assumed that an internet connection was always available. For example, maps have historically always been downloaded from the server on demand and were not included in the initial download. Now, when playing single-player on a mobile device, the app will try to connect to the internet to download maps, but if a connection is not available, there are a handful of maps built into the app that can be used.

Quality Setting

The settings menu now has a “Quality” setting that can be changed, from 0.5x to 4x. If your device sometimes complains about running out of memory, or if you have performance problems, try lowering your quality from 1x to 0.5x. This will cause the app to use less memory and render faster, especially on large maps.

This setting replaces the anti-aliasing setting that existed before. Setting the quality to 2x or 4x does the same thing that anti-aliasing did in the previous version.

Other Changes

– Added menu link to take control back from AI just like the Flash version received recently.
– Added “fling” to the map panning system (it now drifts after releasing your finger).
– Added “Analyze Attacks” link to the menu just like the Flash version received in the previous update.
– Under Analyze, added the Army Losses Graph alongside the Probability Graph. Also re-arranged the defenders slider and graph/data toggle a bit so it’s more intuitive.
– When rotating your device to landscape, some items were re-arranged for consistency. The orders list is now always on the right side to be consistent with the Flash game and with portrait orientation. The main menu bar then had to be moved from the right side to the left, which also allows it to be consistent with the Flash game. The real-time clock and loading spinner could then be moved to the top left to be consistent with portrait.
– On a phone in landscape orientation, the attack/transfer screen now separates its buttons into two columns so they can be seen without scrolling.
– “Inspect Map” now gives some instruction so it’s more intuitive to use.
– Updated the app icon to show a world map.
– The “Could not connect” popup no longer comes up on automatic refreshes.
– Improved the experience for when your internet connection is slow or intermittent. If a response is not reached from the server within 7 seconds, the game now offers you a cancel button that allows you to cancel the current operation.
– The app now tells you when it’s out of date so players who don’t read the blog know to go update. When the app is released, this check will be removed since the app will be updated via Apple’s App Store or Google Play.
– The instructions in the select assistant now scroll with the rest of the content.
– The little right arrow that appears in list items now sizes itself properly on high-resolution devices.
– Fixed a bug when in landscape mode with the orders list collapsed that made the order text appear in a thin vertical column that was unreadable.
– Fixed a bug that prevented you from adding Open Seats or AIs to a game when it already had some.
– Fixed a bug that caused the clock to do a single tick sound when opening a game that was past the boot time.
– Fixed a bug that made the invite-players screen show you the old player’s invite list if you switched accounts.
– Android: The app now targets Android 4.2. This means that when run on newer Android devices, it looks and feels more like a native app. It still works on older devices.
– Android: List items that do nothing when tapped no longer flash yellow when tapping them.
– Android: Fixed a bug on newer versions of Android that caused text to not center horizontally when it should have.
– Android: If you minimize the app and the OS decides to restart it, WarLight will now save the orders you were working on and restore them so you don’t have to start the current turn from scratch.

Site update 1.16.1: Small update

WarLight has just been updated to version 1.16.1! This is a small update just to fix a few bugs.

This was supposed to have a mobile update along with it, however the mobile part wasn’t quite ready yet, and I didn’t want to delay these bug fixes. The mobile half of 1.16.1 should be coming soon.

Changes

– Renamed the Gray color to Dark Gray.
– Saved single-player games now show the date they were saved.
– When a game is closed, the chat windows now automatically close. This fixes the issue where the My Games page shows a game as having unread chat even after you read it.
– The GameFeed API now returns which team each player was on.
– Fixed a bug when creating custom single-player games that could cause it to remove yourself from the game when clicking “Change Players”
– Fixed a bug that allowed hotkeys to activate while typing into the bug-report popup.
– Fixed a bug that caused the clock to do a single tick sound when opening a game that was past the boot time.
– Fixed a bug after deleting a reinforcement card that caused the deployment slider to do weird things.
– Fixed a bug that involved open seats and the “Start Game” button. If a game creator clicked “start game” while open seats were unfilled, the open seats were not removed as they should have been (you would have seen them as little “O”s on the My Games page.) This made the system incorrectly believe the game was still being advertised on the Open Games tab. Unfortunately, this means that the game would be deleted after 10 days, since it thought it was an open game that didn’t start and was abandoned by its creator.

Site update 1.16

WarLight has just been upgraded to version 1.16.0! This blog post describes what’s changed.

Take back control from AI

In games where you can get turned into an AI by being booted or surrendering, it’s now possible to take back control from the AI for later turns. This effectively allows for a soft-boot, where the AI can control a player while they’re away and then the player can take back control when they come back.

Also, when browsing history, WarLight now shows player’s AI status correctly. Prior to this update, it would show them as an AI even on turns before they turned into an AI. Now, it will only show AI in front of their name when the AI actually played those orders. The only exception is when a player submits orders and then becomes an AI through surrendering before the turn advances. The AI won’t replace their existing orders with new ones for that turn, but the game reports that an AI was controlling the player.

It’s worth noting that this change also means it’s possible for a player to be booted multiple times in a single game. Each one of these boots increments the boot number shown on that player’s profile.

Game creators can control how many times a player can take back control in a game. The default is two. It’s recommended to keep this at a relatively low value so that trolls can’t keep coming back after being booted over and over to slow your game down.

New Tutorial

WarLight now has a completely new tutorial on the single-player tab which helps new players learn how to play. To check it out, click Single Player and then the Tutorial button.

This tutorial is more refined than the old one. For one thing, it has its own level with no opponent so new players can focus on their own movements without being distracted. Whereas the old tutorial only walked you through playing one turn, this one walks you through two in order to present concepts in more detail, such as taking bonuses and splitting stacks.

Obviously, most of you reading this blog already know how to play and won’t need this. However, if you try it out anyway, feel free to post your thoughts. Also, if you can find a way to break the tutorial by getting off-script (getting in a situation where it’s telling you to do something that it prevents you from doing), let me know!

Open Games tab now shows Random Teams

The open games tab now differentiates between FFA games and random-team games. In random-team games, right next to the boot time, it will say how many players each team will receive.

Additionally, game’s settings panels now make the team mode more clear. Now it has a “Teams” line on all games that tell you if the game is an FFA, random teams, or manual teams. This replaces the old “at start divide into teams of” line.

Expiring Card Turn Numbers

Cards that expire, such as the diplomacy card, now show the correct turn they expire. Previously, they showed one turn number too low, which created confusion around knowing when cards would expire.

Left Column UI Changes

The left column of the main game screen received some UI updates. First off, I want to apologize for changing the UI. I do realize that any time you change UI it causes a great deal of pain. Humans are very habitual creatures, and re-learning how to do something that you used to know how to do is never fun. I didn’t make the decision to make these changes lightly; these are things that are a long-time coming and address deep-rooted problems that players have reported many times over the years.

Let’s go over each change and explain the rationale.

  • Cards Button: The Cards link that existed at the top when you have cards received a face lift and also gained the ability to close the cards panel by clicking on it. This is now the preffered way of accessing cards, and if you were used to using the cards button in the lower left, I recommend switching to using this new button (or the hot-key B)
  • Surrender and Vote-To-End buttons: The Surrender and Vote-To-End buttons were moved up to the main game screen. Previously, they were hidden under the Players panel. Admittedly, they never made much sense on the Players panel, and they were only placed there since they had nowhere better to go. This led to new players not being able to find the surrender button as easily and receiving some boots that could have been avoided.
  • Analyze Button: The main game screen now has an Analyze Attack button that brings up the same graphs that the attack dialog’s Analyze button does. This allows players to access the attack graphs even when not in attack mode.
  • Menu button: All of the lower-left buttons except Chat are now located in a collapsible menu. This was done for a couple reasons.

    With the addition of the Surrender, Vote to End, and Analyze buttons, this makes the menu much larger than it was before. The biggest problem with the column of buttons in the bottom left is the amount of screen space they take up, which is very limited for players playing on low-resolution screens such as netbooks and laptops. It’s very common for netbooks to have a low vertical resolution (often 720). In these cases, having too many buttons down here ends up making the page too tall, which pushes the entire Flash object below the bottom of the screen. This results in players not being able to the bottom of the map (I often get emails saying “I can’t deploy to Antartica!”).

    By having the buttons be collapsed when not needed, this allows more buttons to fit in the area and also allows them to be spaced out better (previously they were all squished together for low-resolution screens.)

  • Phase Name Changes: The three phases now have a 1/2/3 in front of them again like they used to. This was added back after feedback from new players indicated that it was more clear this way. Also, “Deploy new armies” is now just “Deploy” since there wasn’t enough room to fit it all (this was the reason the numbers were originally removed in the first place.) “Confirmation” also became “Confirm” just to keep the tenses the same.

Misc Changes

– Getting booted now correctly increments the boot stat on your profile when booted players are turned into AI.
– The deployment slider setting defaults to 15 instead of 10 for new players.
– The deployment slider now has a title of “Deploy”
– When issuing attacks, the text in the orders list was altered slightly. “X armies from Y will attack/transfer Z” instead of “X armies will attack/transfer Y from Z”
– In the ladder statistics section of profiles, the Best Rank and Best Ranking are no longer shown for seasonal ladders. What’s most important in Seasonal ladders are the final rank. The best ever achieved is often highly skewed since at the beginning of the season, #1 is awarded just to the first person to get a rank no matter how good they are. You can still see this information by clicking on the link, it just isn’t shown on profiles.
– Some cards received new graphics due to potential licensing issues.
– Adjusted the nudge/boot icon to try and make it look more like a boot.
– Fixed a bug that occurred if you invited the same player to a game twice, once by e-mail and again directly.