Sunday, September 30, 2012

FMH : Great Success

Huzzah! On Friday the 28th I hit the 1000 active user mark.

That was a long, tiring trip, and a lot of work. More than I would have expected, and there's still tonnes of stuff to do with the app before I'd even consider it finished.

Thanks for all the kind words / twitter RT's / recommendations on twitter, and the really great reviews on Google Play.
1005 on 30th Sept.

Tuesday, September 18, 2012

More Android Market Stats for FMH

As of 16th Sept 2012
939! So close to my one thousand mark.

It's weird, it's been 5 days since I released 0.68 and I haven't had any time to write any code for FMH. It's not so bad, it's only been five days right? I've been working on the guts of it for so long, that it feels like I'm taking a 5 day holiday - even though I'm working full time.

I do have a 'to do' list though.

Next up are some bugfixes for Ogres which Mr.Vaughan sent in, and also I'm going to look at including a settings page which the user can choose 'stuff' - like text sizes on all the screens, perhaps a default popped open armies from the unit picker, and some default unit choice(s) from the unit picker.

Other suggestions are welcome! @FantasyMathHamr or email to clockworkcraig [at]

Friday, September 14, 2012

Android Market Stats for FMH

For the record, here's where FMH is at:
The total installs to date, since April 22nd or so.
Total Active installs

Active installs by country

Thursday, September 13, 2012

FMH 0.68

"We az got da powah now."

Just released to market, it'll be up there soon.
Get V0.68 here.

Thanks to Aussie Gamer Vaughan Keyburn for all his notes on O&G bugs.

O&G bug fixes listed here.

  • Demigryphs armour was  heavy armour, fixed to be full plate armour (and extra point of armour save).
  • Derpy Mounts: I implemented mount attacks in combat in v0.50. Unittests showed that they were totally broken, the mounts would act as their parent unit and just use their stat line when attacking i.e. Demigryph knight mounts would use their knights statline when attacking. Fixed.
    Demigryph's (and other mounts) are a lot better now. Sorry about that.
  • Cavalry Mounts were receiving supporting attacks. Mounts should not get supporting attacks. Fixed.

Tuesday, September 11, 2012

Ohiohammer app mention

I was interviewed by the awesome Andrew Sherman, of the Ohiohammer podcast, about Fantasy MathHammer! \o/
It starts about 34 mins in. It's a ten minute segment, in which I almost succeed at not sounding like an idiot.
Get it here: Episode 29.

My thanks to Ohiohammer for having me on the show.

If you're not familiar with Ohiohammer, it's a staple of my Warhammer Fantasy podcast regular listening, I thoroughly recommend it. I was hooked from the hilarious "let's roll" intro sound-byte.

Thursday, September 06, 2012

FMH - nights of bugfixing

I've been busy.
A rather decent chap in Australia (how cool is that, someone literally around the world is using my app!) sent me a lengthy email detailing a tonne of bugs with O&G.
I fixed the vast majority of them tonight.
A bunch of facepalm type ones, for some reason I had all cavalry as down as 20mm wide. Seems like they're all 25mm wide, there's no such thing as 20mm cav!

There was an almighty bug in the code which determined how many models could attack units of smaller base sizes, with fewer models. This is now fixed, it took a good 5 hours of work to fix this bloody thing. When I fixed trolls attack count, it broke cavalry attack counts. When I fixed those, it broke larger monster attack counts. Thank fark I started implementing unit tests, else I wouldn't have known I'd broken the attack calculator for other units.

That's me, and the demon is the bugs. RAWR.
New special rules handled:
- Regeneration
- Thick Skinned
- War Paint
- Swarm
- Unit special rules printed in debug logs at start of each combat log


  • Mournfang were classed as monstrous cav and on 40mm bases, should have been on 50mm basses. Fixed.
  • Default cavalry base size was 20mm, DERP. Fixed to 25mm.
  • Terradon's were on cav bases, should have been monstrous cav 40mm. Fixed.
  • Demigryphs were on 40mm bases, should have been 50mm (I'm not an Empireplayer!). Fixed.
  • Fixed Pegasus knights, they were on 40mm bases and should have been on 50mm. Mounted Yeomen were classifed as infantry, not cavalry. Fixed.
  • Added more unit tests for monstrous inf vs inf, caught another bug in mathhammer._how_many_can_hit(attacker, defender). Fixed.
  • VC BlackKnights were wrong base size of 20mm, fixed to 25mm.
  • Empire units: Knightly orders, Inner circle knights and Reiksguard Knightswere all using a basesize of 20mm, fixed to 25mm.
  • Fixed issue with monstrous inf getting too few attacks against inf block frontage.

  Orc Boyz, Orc Boyz big uns, Orc arrer Boyz, Savage orcs,
  Goblin wolf riders: fixed to have 25mm base size
  Savage orc big uns + Orc Boyz big un fixed to have WS 4.

  Savage orcs & Savage orc big uns now get their WAR PAINT
  bonus of 6+ ward save

  Night goblins armour fixed, they were getting light
  armour bonus.

  Forrest Goblin spider riders:
  - 20mm base size, fixed to 25mm
  - Armour was 4+, fixed to 5+ armour and 6+ward (parry)

  Black Orcs
  - 20mm base size, fixed to 25mm
  - note: armed to da teef is not yet implemented.

  Orc Boar boys:
  - 20mm base size, fixed to 25mm
  - had 5+ armour, fixed to 4+ armour
    - light plus 2 for boars THICK SKINNED

  Orc Boar boys big uns
  - 20mm base size, fixed to 25mm
  - WS3 fixed to WS 4
  - had 5+ armour, fixed to 4+ armour
    - light plus 2 for boars THICK SKINNED

  Savage Orc Boar boys
  - 20mm base size, fixed to 25mm
  - Armour fixed from +98! to 5+ armour
    - 2 for boars THICK SKINNED
  - They now have their 6+ ward save

  Savage Orc Boar boys big uns:
  - 20mm base size, fixed to 25mm
  - Armour fixed from +98! to 5+ armour
     - 2 for boars THICK SKINNED
  - They now have their 6+ ward save
  - had WS 3 fixed to WS 4

  Night goblin Squig Hoppers (also check hatred vs dwarfs not yet programmed)
  - armour fixed to 6+
  - added squig attacks, NOTE: these are currently treated as rider + mount, app doesn't yet handle concept of handlers + multiple models/herd

  - now crumble like a SWARM should

  - fixed from 40mm wide to 100mm
  - number of attacks fixed. Note: poisened attacks and multiple wound attacks not yet handled.
  - Crew now get their 8 attacks s3
  - Fixed armour save from 3+ to 4+
  - NOTE: Thunderstomp not yet implemented.

  River/Stone troll
  - stone troll now gets it's 5+ armour save
  - 4 plus regen is now implemented
  - bug in frontage where only 2 trolls could attack
  - NOTE: river troll doesn't yet have it's -1 to hit bonus