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2025.11.3 - Release

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The MapEvent Probability Matrix explains how likely it is that a player finish will trigger a Custom Random Map Event. Every finish counts as a roll, the probability is calculated based on the level of the map and the difficulty of the event. The probability is calculated by the following formula:

max_levels=16max_length=9level_weight=0.6(60%)length_weight=0.4(40%)matrix[length][level]retrieved from the table\text{max\_levels} = 16 \\ \text{max\_length} = 9 \\ \text{level\_weight} = 0.6 \, (60\%) \\ \text{length\_weight} = 0.4 \, (40\%) \\ \text{matrix}[\text{length}][\text{level}] \, \text{retrieved from the table}

Probability Formula:

probability=(levelmax_levelslevel_weight)+(lengthmax_lengthlength_weight)matrix[length][level]\text{probability} = \left( \frac{\text{level}}{\text{max\_levels}} \cdot \text{level\_weight} \right) + \left( \frac{\text{length}}{\text{max\_length}} \cdot \text{length\_weight} \right) \cdot \text{matrix}[\text{length}][\text{level}]

Example Calculations:

  1. Extreme 3+ on a WTF map:
level=16,length=9,matrix[9][16]=0.0914probability=(16160.6)+(990.4)0.0914=10.6+10.40.0914=0.6+0.03656=0.63656100=63.66%\text{level} = 16, \, \text{length} = 9, \, \text{matrix}[9][16] = 0.0914 \\ \text{probability} = \left( \frac{\text{16}}{\text{16}} \cdot \text{0.6} \right) + \left( \frac{\text{9}}{\text{9}} \cdot \text{0.4} \right) \cdot 0.0914 \\ = 1 \cdot 0.6 + 1 \cdot 0.4 \cdot 0.0914 \\ = 0.6 + 0.03656 = 0.63656 \cdot 100 = 63.66\%
  1. Easy 1 on a XXS map:
level=1,length=1,matrix[1][1]=0.0198probability=(1160.6)+(190.4)0.0198=0.06250.6+0.11110.40.0198=0.0375+0.00087912=0.03838100=3.84%\text{level} = 1, \, \text{length} = 1, \, \text{matrix}[1][1] = 0.0198 \\ \text{probability} = \left( \frac{\text{1}}{\text{16}} \cdot \text{0.6} \right) + \left( \frac{\text{1}}{\text{9}} \cdot \text{0.4} \right) \cdot 0.0198 \\ = 0.0625 \cdot 0.6 + 0.1111 \cdot 0.4 \cdot 0.0198 \\ = 0.0375 + 0.00087912 = 0.03838 \cdot 100 = 3.84\%
Show Formula

ATTENTION: The matrix levels have been reversed to make it easier to read.

LevelEASY 1EASY 2EASY 3MAIN 1MAIN 2MAIN 3HARD 1HARD 2HARD 3INSANE 1INSANE 2INSANE 3EXTREME 1EXTREME 2EXTREME 3EXTREME 3+
WTF0.01260.01940.02630.03310.04000.04690.05370.06060.06740.07430.08110.08800.09130.09130.09130.0914
XXXL0.01270.01950.02640.03320.04010.04690.05370.06060.06740.07430.08110.08800.09110.09110.09110.0912
XXL0.01280.01970.02650.03330.04010.04700.05380.06060.06740.07420.08110.08790.09090.09090.09090.0910
XL0.01300.01980.02660.03340.04020.04700.05380.06060.06740.07420.08100.08780.09050.09050.09050.0906
L0.01330.02010.02680.03360.04040.04710.05390.06070.06740.07420.08090.08770.09010.09010.09010.0902
M0.01370.02040.02720.03390.04060.04730.05400.06070.06740.07410.08080.08750.08940.08940.08940.0895
S0.01440.02110.02770.03430.04090.04750.05420.06080.06740.07400.08060.08730.08820.08820.08820.0883
XS0.01580.02230.02870.03510.04160.04800.05450.06090.06740.07380.08030.08590.08590.08590.08590.0860
XXS0.01980.02570.03170.03760.04360.04950.05540.06140.06730.07330.07920.07910.07910.07910.07910.0792
  • /power now shows the remaining time until it can be used again. KoG-teeworlds/community#25
  • Skipping non important events in the backend if older than 20 minutes (faster processing after servers reconnect again)
  • Merge upstream DDNet 18.9.1. DDNet-Release 18.9.1
  • Refactoring network-wide protocol
    • PlayerFinishEvent and TeamFinishEvent now unified into a FinishEvent, to check if its a solo run you can rely on the length of the player list and the team attribute (Team 0 is special and can be considered a solo finish).
    • Minor renamings
    • Removed unused fields
    • Removed unused events
    • Removed unused commands
  • Renamed [ACC] to [Accounts] for consistency.
  • Prepared some services for the upcoming backstage.io integration.
  • Using /roll after being muted is now fixed. KoG-teeworlds/community#24
  • Fixing a possible crash. (KoG internal report)
  • Fixed a cache invalidation bug.