Guildheim v0.3.1
What's new
0.3.1 — fairer games, alt links for members, loot by boss, and fixes
Tested on retail (12.1.5) with two players: the games' fixes (a dealer's reload forfeiting the round, Hold'em's Close table waiting for the hand and a host's reload in a hand counting as a forfeit, a dice player dropped as a loss by a player who had rolled, the play gold wording); picking loot by boss, with a guild's recorded Ragefire Chasm; members knowing the alt links; and from the last round, Hold'em's one pot and Rebuy, a Blackjack player who leaves losing, a party of two breaking up and a newcomer to the group, Open the table saying why, the Games tab's line, the board's Chips column, Settled too, the Discord companion and Rally for those who may, the members' calendar hint and the demo raid. The rest of the last round is checked in our test harness, with up to three players at a table for the games.
- Games need 0.3.1 on both sides. Blackjack, Hold'em and dice now settle some rounds differently, so tables from 0.3.0 and 0.3.1 can't be joined across the two; your game tells you when someone with the other version opens one. Roulette, and marking debts paid, still work between them.
- Blackjack: a dealer who walks away forfeits the round. Once a card is out, a dealer who reloads, goes offline, leaves the group or takes no step for a minute forfeits the round: every hand that isn't bust is paid as a win (a blackjack 3 to 2), and bust hands lose. Before, the round was void, so a dealer who could see they were losing could cancel it. Before any card is out it is still void.
- Blackjack: the dealer's word is checked. Your game no longer seats a player the dealer's list names who never sat down, plays a bet outside the table's limits or other than the one you heard, times out anyone but the player in turn before their time is up, or takes the dealer's shoe when it saw every card itself. When your game loses track of a round, it takes the dealer's result only as far as the hands it saw allow.
- Blackjack: a reload in a round. Your round is kept: back from a /reload, your game asks the dealer's for the result and counts it; if no answer comes, nothing counts for it.
- Hold'em: stalling counts as a fold. A player whose game stops sending its part of the deal no longer cancels the hand. At a showdown they muck and lose; earlier, they lose what they put in, and everyone else gets theirs back with a share of it. Before anyone has seen a card, the hand is still void.
- Hold'em: the host can't cancel a hand. Close table during a hand closes the table once the hand ends. A host who reloads, goes offline or leaves the group mid-hand counts as stalling (a hand they weren't dealt into is void), and a hand already paid stands whatever ends the table. The host's timeout counts only once your own clock for the turn has run out.
- Hold'em: a wrong key names the cheat. A card that won't open no longer voids the hand naming nobody: every player's game shows its seed, the player who sent the wrong number is named and forfeits the hand, and the table stops.
- Hold'em: a gold tournament closed early is settled. Closed before its end, or ended by the host leaving, it now pays each player still in their fair share of the prize pool for their chips (ICM, the usual way a tournament cut short is settled), and places already won keep their payouts. Before, nobody owed anything, so a host who was losing could close it.
- Hold'em: smaller fixes. After a reload in a hand your game no longer sends the turn's and river's keys early. A tournament player who leaves and comes back is no longer folded every hand. The host going offline closes the table instead of freezing it.
- Dice: a player who doesn't roll loses. Once the wait is over, the host or anyone who has rolled can drop those who haven't, and each counts as losing: in high-low as a roll of 1, in a pot or a death roll owing the stake. Before, they were let off owing nothing. The host can no longer call a game off once a roll has counted, a host who leaves mid-game is dropped like anyone else while the game goes on, and More time now reaches every player.
- Dice: kept over a reload. A game in play survives a /reload, your game taking the host's result when it comes, within the game's limits. A game stuck on your screen no longer blocks the next one, and a roll before Roll now is shown as ignored.
- The board: only you write your row. Once your game has heard a member's own row, a row passed on by anyone else can't replace it.
- For fun says play gold. A table or game for fun now says its bets are play gold that nobody owes (it read as if real gold were at stake).
- Hold'em: one pot before the big blind is called. The pot reads "Pot 30" instead of "main 20, side 10": a bet nobody has called yet is no longer drawn as a side pot. Real side pots still show apart.
- Hold'em: Rebuy works with the box as it is. The chips box keeps the buy-in from when you sat down, and Rebuy now tops you up to the buy-in instead of refusing. With the buy-in already on the table, it says so.
- Blackjack: a player who leaves the group in a round loses it. Once a card is out, a player who leaves the group loses every bet in the round (a double at twice the bet), in every game alike, their own included: their own game had called the round void while the dealer's counted it. Leaving the table with Leave still plays your hands out as stands.
- Fixed: someone who joins your group after you open a table can sit down. A table opened before an invite was accepted, or before anyone else joined, was told only to those in the group then: Hold'em and dice said it once, Blackjack every 30 seconds between rounds, roulette at the next spin, so a newcomer had no way to sit down for a while, or at all. Now whenever someone joins the group, the host's game tells them about its table straight away.
- Fixed: a party of two breaking up mid-round. When one of two left, the party ended and both games found themselves out of a group, so each counted itself as the one who walked away: at Blackjack the player who left lost the round on their own screen while the dealer's game had the dealer forfeit it, and at a gold table each would have written a debt the other way (Hold'em likewise). Now only the game that left counts as leaving; the other counts the one who went, so both agree.
- Roulette: a bank back after more than ten minutes closes the table. The players' tables close and settle with it; they had stayed open, waiting for a spin that never came. A table waiting for bets stays saved, so a quick reload still carries on.
- Paying by trade when you each owe the other. The line under the trade window shows the difference, and paying it now settles both ways: the gold pays the giver's oldest debts, then what you still owe each other cancels out in both games, and chat says what was paid, what cancelled out and what is still owed.
- Settled too shows this character's debts. The Owed view's Settled too listed your other characters' debts as well, and showed one owed to another of your characters as "you owe".
- The board: a Chips column. Hold'em for chips now has a column of each member's chips won less lost; hover over a row for how many tables. The other columns are a little narrower to make room.
- The Games tab's top line shows every game in your group, a line each for dice, Hold'em, roulette and blackjack; it showed only dice and Hold'em.
- Hold'em and Blackjack say why you can't open a table. Outside a party or raid their Open the table button was greyed out with no word of why, where roulette and dice say so; it now says "Hold'em is played in a party or raid: join one first." (or Blackjack's), and any other reason a table won't open shows beside the button too.
- Below the games' rank, you're told so. A member below the rank the games are kept to is told "Your guild keeps the games to Officer and above, so your rank cannot use them yet", not that the guild leader switched them off.
- Raids: "10-player raid". The New event window's Template list says 10-player raid, like the 20 and 40-player ones (it said 10-player group).
- Raids: reserve by boss. A raid's Reserves view opens on what the raid is for (below), or the instance its name says (the dropdown at the top picks another), with its bosses down the left in the order your guild first killed them, then those only other raids have seen, then Trash and other. Click a boss for its items. Before, everything ever seen was one long list.
- Raids: your wishlist first. The items on your wishlist that drop in the raid's instance come first, a click to reserve.
- Raids: only what you can use. A switch under the list, on by default, leaves out armour your class can't wear, weapons it can never learn, shields, relics and set pieces for other classes. It reads an item's slot and type, which Forever gives even before an item is unlocked. Your own reserves and wishes always show.
- Raids: search every instance. Typing finds an item, a boss or an instance anywhere, greens too, with where each drops. Enter on a pasted link or number reserves it.
- Wishlists: made from the same browser. Pick a boss and click an item to add it, or press Enter on a link or number; the Add to my wishlist button is gone. Your list is in the middle, the guild's on the right.
- Raids: tick a raid's instances. The New event and Edit window has an Instances row: tick what the raid is for, one or several, and its Reserves shows those whatever the raid is called, several together under a heading each, its dropdown offering only those. The raid's page says "For Hyjal Summit and Barrow Deeps." With none ticked, the raid's name decides, as before.
- Raids: the launch raids are listed. Onyxia's Lair, Hyjal Summit and the Barrow Deeps are in the list with their bosses, nothing under them until their loot is first seen.
/rm demo bossesputs made-up items under them for a look, on your screen alone. - Raids: members know the officers' alt links. Every member's Guildheim now gets a copy of the guild's alt links from an officer when they are online together: which character is whose alt, and nothing more, not who linked them or why. Your raids use them: a new raid asks your main, a raid team counts your alts with you, and attendance counts a raid on an alt for you, as an officer's copy does. Nothing shows them on a member's screen.
/heim altssays what they say about you, and asks for them again. - Raids: the Discord companion is for raid makers. Only a rank that may make raid events can switch on posts for the Discord companion, by the button at the foot of the Loot view or
/heim companion on. Anyone can still switch it off. - Alliances: checked by who sent them. Your guild's alliance is taken only from an officer, as your roster shows them; a message naming an officer, sent by someone else, is refused.
- Raids:
/rm clearand/rm forgetsay what they do. Both empty only your own copy, and now say that your guild's copies send it back./rm clearpoints to Delete for removing a raid for everyone, and keeps raids already deleted from coming back. - Raids: the points commands follow the reports permission.
/rm points <name>and/rm points logare for the ranks that may see raid reports and loot. - Raids:
/rm newworks like the New event window. A raid team's leader can make their team's raids from chat, and with the calendar showing a team, the raid is that team's. - Raids: a role picked in Discord no longer sticks. It stays until you change spec in the game or withdraw, and everyone else's role follows their spec again on every copy.
- Notes: an edit reaches the other officers. A note edited or deleted within a second of its last change now reaches them.
- Loot: a closed roll is not lost. After a roll closes with answers and nobody has been given the item, another item is refused until you award it or click Cancel, and chat says so.
- Loot: an award made in a fight is said afterwards. Its group chat line goes with your next roll or award, or type
/rm roll say. - Loot: Escape closes the roll popup and the reserve question. Put the roll popup away by mistake?
/rm roll popupbrings it back while the roll is open. - Raids: a softres.it import after the start. Reserves imported once the raid has begun no longer read "(after the start)", and the raid's limit goes no higher than 4, the most the list offers.
- Raids: your demo raid is yours to delete. The raid
/rm demomakes can be deleted by whoever made it, whatever their rank, and its made-up roster no longer uses a real character's name. - Wishlists: ties by the whole name. A wishlist counts in a tie, and shows "(wishlisted)", only for that exact character, not anyone sharing a first name.
- Two right-clicks within five seconds. Deleting a to-do or taking down a bulletin post needs the second right-click within five seconds of the first.
- Permissions: Back to the defaults when only the last row is set. The guild leader gets the button, and the page says that only who may change the settings has been set.
- Welcomes and congratulations match whole names. "Welcome all" no longer counts as welcoming someone called Al.
- Recruit: an invite already waiting is not a guild. "Has already been invited into a guild" no longer marks a recruit as having a guild.
- Away counts agree.
/heim inactiveand What's new's count go by the player, as the Away button does: an alt is left out while another of that player's characters has been on. - Permissions: trials only for ranks with officer chat. Only those ranks can be given trials, since trials live on the officer pages.
- Rally the guild only for those who may. The button shows only for ranks that may rally.
- Clearer text. The empty calendar tells members who adds raids instead of pointing them at New event, and
/heim statusis up to date. - Corrections to 0.3.0's notes. A gold Hold'em table settles in a few payments, not always the fewest. "A player can only ever change their own row" was not so until this version's board fix, and holds once your game has heard that member's own row. A roll before the start was ignored without a word; it is said now.
Supported versions
Built for WoW: Forever.
BLib is required
This mod has no additional files

