en:authors_main:task_editor:task_settings

Task Settings

Each task (level) in the game has a set of parameters that define the logic of its passage, auto-transitions, hints release, and bonus calculation.

To pass a level, players must submit one or more correct codes.

  • Case Sensitivity: By default, code comparison is case-insensitive.
  • Synonyms: You can specify multiple correct variations (synonyms) for a single code, separating them by commas or writing them on separate lines.
  • Code Types: Codes can be main (required to pass the level) or bonus (rewarding the team with bonus seconds or points).

You can set up any number of hints for each level.

  • Timer: Hints are released automatically after a specified time (in seconds or minutes) after the team enters the level.
  • Penalty Hints: Hints can be set as penalty-based — in this case, players can open them prematurely but will receive a time or point penalty.
  • Regular Bonuses: Linked to a specific level.
  • Global (Spanning) Bonuses: Available across multiple levels (e.g. from level 5 to 10). If a team enters the correct answer on level 5, they cannot submit it again on level 6. Spanning bonuses for the entire game can be set from levels 1 to 999.

To protect against brute-force (guessing) answers, you can set attempt limits.

  • Limits can be set globally for the level (e.g., maximum 50 attempts per minute for the whole team) or individually per player.
  • If the limit is exceeded, the input field is blocked for the team for a configured cooldown period.

When playing in zones with poor mobile internet, enabling offline checking allows players to see the status of their submissions without waiting for a server response.

  1. Upon entering the level, hash codes of the answers are downloaded to the player's browser.
  2. If there is no internet, submitted answers are placed in a local queue.
  3. Pending answers are instantly color-coded: green (correct), red (incorrect), and white (unknown/sending).
  4. As soon as the connection is restored, the queue is automatically sent to the server.

<note warning> Warning (Security): Because offline hashes are stored on the client side, technically advanced players could run local brute-force scripts to guess the code, especially if it is short or follows a known pattern (e.g. word + digits). </note>

To protect against code guessing, add a penalty bonus with decoy codes (trap codes).

  • For example, if the correct code is: baguette432.
  • Add a hidden bonus with the code: baguette178 (and a penalty for solving it).
  • To hide the bonus, write the special marker %hide% in its description. Teams won't know the trap exists, but automated brute-force scripts will hit it and receive a penalty.

Offline checking is disabled by default. It is recommended to enable it only on levels where poor network coverage is expected.

  • en/authors_main/task_editor/task_settings.txt
  • Last modified: 2026/06/15 21:40
  • (external edit)