0.9.16 Tips and Tricks

With the addition of any new feature comes the challenge of learning to use it effectively. And so, I thought I'd write a post detailing some nifty tips and tricks you may or may not know about our recent release's new features.

HATS

Oh no! You went into the game and half of your team was missing their awesome hats. But don't worry, we didn't delete them. The hats have just been reorganized so that they show up better in groups during team creation. To fix this problem, simply edit your existing team and re-assign their hats. Be sure to check out some of the new 0.9.16 hats, too!

HORRIBLE KEYS ON SOME MODES

Most of you have already figured this out, but those are just the default key-bindings. Space Invasion and Tumbler utilize the existing key hooks in Hedgewars (i.e Precise Aim, Long Jump and High Jump). Thus, to play these these two modes effectively I would recommend creating a new team changing the bindings so your keys are closer to one another. You can do this by clicking the "Advanced" tab in the team creation screen.

SPACE INVASION

The object of this mode is to win the game by accumulating as many points as you can by destroying space invaders. While you may think this is as simple as just trying to destroy as many invaders as you can in the time limit, you'd be wrong! In fact, most points come from achievements. You can read more about the achievement system and how to earn them on our (relatively accurate) wiki article, Space Invasion.

Tip: Change the Mine Timer in your scheme settings to alter how many rounds the game lasts. You don't need to play a 3-round game, this is just the default value. A game can actually last anywhere between 1-5 rounds.

TUMBLER

In this mode you play a very powerful flying hedgehog. If you are playing on the default settings, you may find yourself capable of destroying an entire team at once, and thus, sometimes games seem a bit unfair / imbalanced. However, you can actually change a large variety of factors to balance gameplay.

By editing the game scheme you can do the following:

- Reduce TurnTime so that hogs will have less time to Tumble.
- Reduce the amount of "Health" you get from health crates. This is the number used to "extend your time".
- Reduce the amount of crates that drop to limit time extensions and getting more "flamethrower" ammunition.
- Reduce the amount of barrels / mines that spawn on the map. By default, every turn new barrels and mines spawn on the map, but if you set mines and barrels to 0 in the scheme, none will spawn.

WEAPON & UTILITY CHANGES

Mudball - no longer ends turn! This recent change turns this humble ball of dirt into one of the most deadly tools on the battlefield. Knock hogs off cliffs, closer together, next to barrels (etc.) and continue your attack.

Seduction - is now daaaangerous in the right hands. Send multiple hogs flying into water from a sheltered spot.

Time-Box - Logistically speaking, the less hogs you have on the battlefield, the less hogs you have to get hurt. Is one of your hogs trapped down a dark hole with no way to get out? Send him speeding through time with this utility.

Landgun - Don't hurt the environment by needlessly using up all our iron and building too many girders, use the power of the earth. Works well for getting where you need to go, or trapping your enemies under a mound of dirt.

This is really only the tip of the iceberg, so to speak, but enough from me, I'm tired of writing >_<

Do you have any new strategies for 0.9.16? Found out a nifty way to win at The Specialists? Let us know! Smile

You can actually do quite a lot on a turn where you use the Time Box. Let's say you've been beaten up rather badly in multiplayer, and are pretty weak. Maybe just 2 hogs left.

1) put a girder barrier to slow down further attacks on hog A
2) switch to hog B
3) mudball an enemy with hog B into the water
4) lock another enemy in with land gun, or even just strengthen that barrier on hog A
5) rope over to health crate or ammo crate
aaand
6) Activate Time Box.

Kinda going darkside with insurance. Particularly good if you are out of switches, since having 2 hogs in tunnels just allows people to exploit the turn sequence. Then hog A can go about making trouble from his hideout. Airstrikes, seduction, drill rocket, deagle shots, maybe going out w/ a portal gun to explore...

"Found out a nifty way to win at The Specialists?"

The main thing that makes or breaks a game of The Specialists is your initial hog placements. They're really something to think about. That's all I'm going to say on that. Wink Smiley

Each specialist has their worth in different situations. For the less thought about specialists, here's some tips. Engineers can trap enemy hogs and be a general pain, but can be defeated with one turn of a Soldier or Demo. Pyro hogs can really devastate sudden death later in the game if you keep them around to use their napalm to corrupt enemy landscape. Snipers can round up hogs with portals, which shouldn't be taken lightly. Saints shouldn't be a high priority target, as they are mostly harmless. Placing your saint in a hole at the start of a game is a great way to make them useless.

Also, always watch out for the ninjas. Their evil ability to manipulate the game with shoryuken roping and hiding away from others should not be taken lightly. If a player has placed their ninja in a silly fruitcake spot, that's when you should take advantage of their lack of ninja training.
Ninja Full!

Don't forget the Loon. That baseball bat can be eeevil.
And since he is placed last, can do a lot of damage. Esp if the turn order allows him to be active before you.
Luckily unlike the Ninja his damage is more localised. Except for long-range poisoning ofc.

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