sobota, 28 grudnia 2013

Call to Arms for Modders

MM is going to be focussing on modding related issues for the next while to help foster community development. For those who’ve been working within the limitations, this is hopefully exciting news.


Please respond with any issues with the system you’ve had here.


Thanks,
Max/Geti

piątek, 27 grudnia 2013

Build 984 - Fixed Disconnects, Old Ban Persistence + doc.kag2d.com is up

This is a fairly minor build, but fixes one major issue - the constant disconnects everyone has been experiencing on servers under load.


There’s also a change allowing guards to see your seclevs with a default setup (no seclevs or example seclevs) so they can tell who the admins are if there are any to get in contact about patterns of abuse. You are of course free to remove this on your server if you so choose.


There’s also a fix for people using the non-steam client getting a “you are banned” message rather than letting them play on servers that allow their specific ban - a symptom from the old ban system that should be fixed now.


doc.kag2d.com - Formal Script Documentation


This is where the documentation for the angelscript bindings will be available via the internet - we decided it’d be always nice to have access to it without a KAG install. Feedback on weather you’d like to see it in your kag folder as well is welcome, we opted for less update and versioning overhead in the meantime.


We’ll be updating the documentation when and where possible, but we’d appreciate feedback on what’s there already - what do you like about them, and what don’t you like. Is there anything about it that specifically bothers you? This is mostly for the modders out there of course, but anyone interested in modding finding them helpful or encouraging is a bonus.


The link, for those too lazy to type or copy-paste.


Have fun,


Max/Geti

poniedziałek, 23 grudnia 2013

Build 980 Hotfix

Hey guys


There was a small mixup with the ban flags (people with any history of griefing found themselves permanently banned, a few users found themselves unbanned and promptly continued attacking the game) so that’s been sorted out.


Sorry for the hassle to people who’s expired bans were causing them grief. I guess it’s potentially penance for griefing others :^)


There’s still an issue with people getting disconnected “randomly” and with some servers crashing, we’ll be looking into this tonight, and if it’s not fixed tonight then resuming after christmas.


If you want to help out with the crashes, please run your server through gdb like so:


$ gdb ./KAGdedi
run
(server runs)
(server crashes)
bt full
(post log of the backtrace to us)

That would be a big help, thanks.


Have Fun,


Max/Geti

Build 980 - Admin Functionality and Christmas Hats

Happy Holidays everyone!


While you’re feasting, giving presents to everything with a heartbeat, spending loving time with your family and drinking yourselves into a stupor, be sure to drop into KAG for the usual dosage of carnage, now with one extra festive hat :^)


New build should be out over the next hour, the servers are under a fair bit of load at the moment so deployment is being sluggish. I’ll be watching to make sure it all makes it out before getting to bed.


Guards should have their seclevs back, not 100% sure what was causing the issue but it should be fixed now, so you can get back to slapping mischief makers on the wrists. Sorry about the hassle.


For more permanent offenders, there are now handy “user flags” that you can filter on. So far these include griefer, hacker, abuser and impersonation, and default to filtering recent griefers, abusers and impersonators, and anyone with a history of hacking. Be sure not to get onto these lists - play nice. You’ll find yourself unable to play on many servers if you get flagged, similar to a global ban, but now it’s up to server owners who they want to let in and out.


The relevant config file settings for server owners:


security_banflags [flags] Ex. security_banflags griefer abuser
Ban flags to observe but be lenient about - once expired these users will be allowed back in.
security_strictflags [flags] Ex. security_strictflags hacker
Ban flags to observe absolutely, anyone with a history of these will be banned permanently.

Normal rules will apply for reporting griefers/hackers, we require a video of someone clearly voiding the rules to put anything on their record.


We’re sure the absence of a few unfriendly faces on major servers will be a welcome christmas present for many, as depressing as that sounds.


On a more cheery note, there are also a few extra settings in the miscellaneous section of settings, for showing all team names and toggling the minimap on and off. There may be a few bugs with these (mostly with names, we’ll be looking into it again tomorrow) but always good to note it specifically so you can test them out and report bugs in the thread!


There have also been minor changes to builder (no longer “slowed” by nearby enemies) and votekicking (40% rather than 50% to get a conclusive vote, should mean less 7 out of 8 required moments). The gargoyle image file has also been cleaned of scribbles which should help make modded zombie servers more immersive :^)


Have fun!


Geti/Max


Full Changelog


[added] lavalordtdm2 map
[added] security_banflags and security_strictflags to autoconfig, determines what global user flags to ban per server.
defaults to griefing, abuse and impersonation for banflags (ie flags that expire) and hacking for strictflags (zero tolerance)
[script][added] void CNet::checkPlayerBanflags( const string &in username, const string &in banflags, const string &in strictflags ) for checking ban flags from the API
[added] Christmas Hats
[added] u_shownames is default now (show all team names without needing hover)
[fixed] hover names relying on ismod rather than seclevs
[added] name_mouseover_spectator seclev (on for all default seclevs by default)
[fixed] spawning on team change (thanks Norill)
[modified] 40% votes required for a conclusive votekick
[removed] builder "stunlock" when building with enemies nearby
[fixed] unfortunate greg scribble
[added] show team names option to GUI
[added] show minimap button to settings

piątek, 20 grudnia 2013

Build 977 - Admin Aid, Scoreboard Improvements, Script Docs and More

This patch brings a few nice admin tools, the rough start of a HTML modding documentation and some minor fixes and gameplay tweaks.


  • Quick-Banning
    Sick of fishing through menus for that greifer with the name just like one of your friends? For a one-day ban that you can extend later manually, press f3 while hovering your mouse over the greifer, and then hold B and press f3 again to ban them for a day. That’s F3 to freeze players, B-F3 to ban frozen players.

  • Seclevs available from scripts
    This is largely a bonus for modders who can now check the specifics of a players security clearance, but also means makes things like votekicking admins no longer possible.

  • Seclev related bugs fixed
    A few missing convenience features should be available to anyone with a red name on the server.

  • Class Icons in TAB Menu
    A long-missed classic feature, you can now see the class of a player and the class make-up of a team from the TAB/Score menu. Especially useful for complaining about the exact number of useless builders you have on your team.

  • Fixed “black hole” keys
    All keys should now be able to be successfully rebound, no longer blocked by unused keys. The unused keys are now visible because they are available for modders to use.

  • Doors don’t collapse after they have become stable
    Should help you keep out pesky knights and help in building more “creative” structures. This applies to both doors.

  • New Spectator Camera
    Coded by community member Verrazano, the new spectator camera can follow units by clicking on them, scrolls with the keys and does little else, should be a little less confusing to use. Also has help text for those still playing with help popups.

  • HTML Documentation
    Available from the Docs folder in your KAG install, the documentation effort is underway, with a large portion of CBlob, some of CMap and a lot of global functionality exposed. We’ll be addressing issues with these soon, adding more documentation and fleshing it out, but we’re keen to have feedback on what’s there already - what you guys would like to see more of, any issues you have with what’s going on, and so on.

  • Misc Fixes
    Check the full changelog if you’re curious

There should be another update by Christmas to get some more API functionality in, and perhaps deliver a little bit of holiday cheer to the game :^)


Have fun,


Max/Geti


Full Changelog


[fixed] can't rebind some keys ("black hole" keys on keyboard,
particularly R, sorry Ej)
[added] clear which keys aren't used any more
[added] class icons to scoreboard
[script][added] CBlob::SetScoreboardVars(texture, frame, framesize)
and CBlob::UnsetScoreboardVars()
[added] scripts documentation start (see KAG/Docs/index.html)
[modified] doors won't collapse after becoming "stable"
[added] added name/username sections to scoreboard
[fixed] some console messages with () when same username as character name
[script][fixed] CPlayer::isMod() not taking into account red rcon admins
[script][added] seclev functions (check Manual/interface/Objects.txt for list)
[fixed] server browser game mode list having unaccesible items
[fixed] server browser game modes list having empty items
[added] seclev aware votekick
[added] Quick-Ban feature - hold B and tap F3 over a frozen player to
quickly ban them for 24 hours. This is most useful in combination
with quick-freeze (f3).
[added] new spectator camera (thanks Verra!)
[fixed] guard head not showing

środa, 18 grudnia 2013

Plans for this week

Long time no update!


Plan for this week is to fix a few “annoying” bugs (things like not being able to rebind certain keys, missing class icons on the scoreboard, and maybe a few admin niggles), and to make a start on modding documentation.


Modding documentation will cover the exact layout of all the functionality that’s exposed by the scripting interface - we’ll start with the most important classes and get that documentation released asap so that we can have feedback on what works and what doesn’t about the format we’ve chosen, and the level of detail each function is covered in. This should really help modders avoid getting discouraged when they can’t figure out how to do something - having a searchable repository of everything the engine can do will be an important fallback for novice modders and should help improve the overall quality of mods.


Aim is to have those annoying bugs, ban flags, and the first stage of documentation done by Christmas. MM and I should be able to tick at least two of those three, one of them is something we don’t have direct control over, but have been told will be addressed asap.


Have fun,


Max/Geti

wtorek, 10 grudnia 2013

Key generation issues got fixed (finally)

Hello,


First of all I’m terribly sorry for any inconvenience. After last update about the Steam keys everything should have been working without problems…unfortunately one small bug passed unnoticed during our testing phase. Not to go into details but it was really nasty bug (infinite Steam keys…) - because of that I had to take the key generation down temporarily. 


It got fixed a day ago but now I had time to create a devlog about it. Everything should be working. If you’re still experiencing any difficulties please contact me via our contact form at our main website. 


I hope that from now on it will be only smooth sailing. 


Once again sorry,


Regards,
Furai/Lucas

piątek, 6 grudnia 2013

Build 963 - Crash fix, Anti-Doorspam, Helpful Tips

A few quick changes, a crash hotfix and a bit of under-the-hood work in preparation for some admin changes next week.


  • Doors require at least one adjacent solid tile
    This means that doors have to be constructed “sensibly”, potentially marking the end of the era of “door fort best fort”. RIP.
    Here’s how the densest possible 4-direction-passable door fort looks now - significantly less nice to maneuver in, more annoying to construct, and consumes more material per block between the enemy and your flag. We’ve made a point of being careful of getting in the way of sensible building - the doors will take 10 seconds of wobbling before collapsing so you can still put down both doors before the wall above if you’re a fan of doing so.
    image

  • Builder menus have context sensitive help info in them
    Perhaps a bit late, but with another wave of steam users from KAG being the daily deal this should help new players get up to speed quickly with what does what. It’s not particularly pretty but that’s life. Hopefully this means less “what does X block do?” and “How to build workshops?!”
    image


  • Crash fixWhen exiting to the menu, occasionally (often?) the lighting algorithm would try to access the objects that had just been removed. Hopefully this helps with crashing in general as it may have happened in a few other circumstances as well.

Full Changelog:


[fixed] saw button not always popping up
[modified] potential fix for bug #1213 Lines or "Strokes" in the
water - vertex coordinates are offset a little to compensate
for ugly scaling/rounding on some graphics cards
[fixed] 1303: +1 username bug removing "s" on names
[added] Ej "Rasmus" head, congrats
[fixed] mook heads are wrong
[modified] doors require adjacent solid tile or they collapse in 10 seconds (anti door spam)
[added] per-tile description of tiles in builder inventory
[modified] saw costs 100 stone as well as the wood cost
[added] keys cannot be overlapped and cannot use system keys (tab,chat,function,home)
[fixed] debug video recording not saving report after exitting game
[fixed] crash in map lighting
[fixed] cc_key being overwritten on game start

Have fun!


Max/Geti

Desura -> Steam Key Conversion Update

Old Desura users should now be able to claim a key for a steam copy of the game. New Desura users will no longer be able to claim a steam key.


Jrgp apologises profusely for this taking so long and assures us it’s working properly now, be sure to get in contact with support if you have any further issues with it though so they can be sorted out ASAP.


To summarise the way things should work from now on:


  • Old Desura users can claim a single steam key from the kag2d.com panel.

  • New Steam and Desura users will not be able to claim any extra keys.

  • New Direct kag2d.com customers will be able to claim both.

Glad to have this hopefully behind us.


Have fun,


Max/Geti

czwartek, 28 listopada 2013

Build 954 - New TDM Maps, Waterfalls, And More!

Lots of things this time around, a few big, a few small, all good!


Popping the wheels of siege engines:


We’ve all had someone drive our siege engine when they shouldn’t have. You can now completely and permanently immobilise siege using the new immobilise button, netting you some stylish chocks and a much more stable engine that is less prone to “that guy” ruining your siege.


image


Packing catapults up has been removed to make way for this feature, which conveniently fixes all of the bugs around packing catapults, most notably the infinite ammo and repair :^)


Waterfalls now look quite a bit nicer


Simple change, but exposed edges of water now have some nice animations instead of being blocky blue nothingness. This makes floods look that much more impressive, and makes a few maps with endless waterfalls even cooler.




Mods less “Hidden”:


It’s long been an issue that modded servers have been hidden from the public eye at large - the modded server button has been changed to “Non-Vanilla”, and a pop-up about what modded servers are has been added. This is a temporary measure until we have access in-game to how long a player’s account has existed (requires some changes to how things are stored) - once we have that, we’ll make the vanilla only button turn itself off after a few days, but this should help with visibility.


New Crash Reporter:


Crashes should be caught by the crash reporter again (on windows), which should help with fixing any crashes people are experiencing. Unfortunately, the crash reporter is not available on linux and OSX, but over 80% of the playerbase uses windows, so a lot of crashes will be contributed.


Much-needed new TDM maps:


image


The Cauldron by Geti



Cramped Castle by Geti


image


Bleak Arena by Geti


image


MonsteriTDM1 by Monsteri


image


MonsteriTDM2 by Monsteri


image


LavalordTDM1 by Lavalord


A lot of the older maps have also been retouched, all in all they should be significantly more conducive to some longer play, so be sure to give your nearest TDM server some love!


Full changelog:


[fixed] held non-constructed blocks protecting builder
[modified] ignore damage actually ignores all damage now
[removed] all old generator files to avoid confusion (+ they dont work)
[modified] updated existing tdm maps
[added] tdm map from extra/ , The Couldron
[added] Bleak Arena map
[added] Cramped Castle map
[added] MonsteriTDM1 and 2 maps (gratz)
[added] upgrade to CrashRpt 1402
[added] 30 sec video recording of crashes (run debug.bat on Windows)
[added] jackitch and contrary heads, congrats!
[modified] renamed 'modded' button to Non-Vanilla
[added] popup informing about non-vanilla disabled
[modified] Monsteri boat balance changes - longboat costs less for early rushing, warboat only costs (lots of) coin
[added] LavalordTDM1 map
[fixed] sounds still being calculated and played when volume is set to zero
[fixed] loadmap looking for strange files (should work more or less as expected now)
[modified] made it clear that loadbitmap shouldn't be used any more
[modified] water has nicer edge appearance now, imroves flooding and "waterfalls"
[added] pop wheels off catapult or ballista once it's in place
[removed] packing catapult into crate
[fixed] joining with scripts from previous server

Have fun!


Max/Geti & MM

wtorek, 26 listopada 2013

Desura Key -> Steam Key Update

Hey guys, news on the desura keys to steam keys conversion situation.


The planned system is not in place yet, as jrgp hasn’t been able to finish the site side of things yet. We’re currently nagging him to get it done asap, and it should be done “soon”.


A refresher on how it’ll work:


  • Old Desura owners will be able to redeem a steam key.

  • New Desura owners will NOT be able to redeem a steam key.

  • Anyone who bought or buys the game directly from us will be able to (and is currently able to) redeem a steam key.

The cut-off date defining “new” and “old” desura owners will be around the date the system gets implemented. If you want to guarantee access to a steam key, buy it from us, (or at least from steam).


Cheers,


Max/Geti

czwartek, 21 listopada 2013

Build 947 - Fixes and Improvements

First stage of that “cleaning up” bullet point.


Update on the crashing situation: We’re reverting the changes to the server browser, we’ll be debugging them more next week but we want to avoid having people crash and complain. As such, server browser pings will still likely be inaccurate, just a heads up.


Mostly fixes, but a few changes as well, most notably:


  • No RNG when firing “normal” shots as archer, only legolas
    This means that legolas spamming isn’t as accurate at long range and pinpoint sniping is feasible, raising the skill ceiling a little.

  • All classes can arrow climb
    This increases the utility of the archer as it can now be used to help allies over walls - arrow climbing has been revamped to kill the arrow quite quickly, and allow you to “jump” off of the arrow instead of climbing it like a ladder (no movement penalty). We’ll be paying close attention to how this affects balance, but I think it’ll allow archers to feel more useful during a push.

  • Vote kick tweaks
    Most notably, if someone leaves while being vote-kicked, the system presumes they were guilty. The ban time has been increased to 30 minutes to help deter persistent griefers.

  • (the changes to server browser have been left out of this build to prevent crashes)

  • Spawn immunity doesn’t restart when changing class
    Preventing the (minimal) abuse that had been going on with that.

  • Visible boards over a tunnel that you can’t travel through
    No more tapping E to “check”

Full Changelog:


[modified] votekicking kicks for 30 minutes
[fixed] extra spawn immunity when changing class (now it's static spawn immune time, no extension)
[modified] RNG only on legolas shot for archers, do normal shots for accuracy.
[fixed] freeze continuously gibbing stuff
[script][added] void RemoveSectorsAtPosition( Vec2f position, const string& name, const u16 id ) for removing sectors only with specific id
[fixed] tree removes flag base no build zone
[fixed] too much coins on client (server_DropCoins could be run by client)
[dev] removed drop peer dbg msgs
[dev] additional move files works on steam only now
[modified] potential fix for "ghost" colliding arrows
[fixed] under raid war boats and ballistae included in spawn list
[dev] more fixes for arrows
[modified] flag base puts down bedrock underneath itself
[modified] all classes can arrow climb
[modified] arrow climb only when holding up, destroys arrows, gives extra jump
[modified] very slightly increased archer stun arrow range
[fixed] fire arrow not put out by water bomb/arrow
[fixed] Space flags (hopefully)
[modified] stomp doesn't stun or hurt the stomper
[added] boards layer to tunnel
[fixed] archer grapple staying attached through tunnel when attached to doors
[modified] if someone leaves while getting vote-kicked, they're banned for 30 minutes (as if they were successfully booted)

Max/Geti

wtorek, 19 listopada 2013

What's coming next?

Now that we have done the world-wide Steam release and our playerbase has grown substantially we are heading towards new objectives. These are the main ones:


  1. Cleanup
    There are some bugs (you’ve seen them) and some things need polishing and explaining (you know what I mean). This is first priority and me and Max will be spending this week and the next on this probably.

  2. People want a simple in-game map editor. We will give it to them.

  3. Steam Achievements
    Whether you like them or not you’ll like our idea for achievements. We have a really cool concept that’ll be fun instead of stupid or ridiculously competitive and will add to the game.

  4. Fix modding. Attempt to document scripting. Attempt to refactor scripting.
    I’m writing ‘attempt’ because I’m not sure it can be done. We don’t want to break existing scripts but at the same time I feel the engine needs some sorting and cleaning.

  5. More TDM maps
    More maps are always welcome in other game modes but we desperately want new deathmatch maps!

  6. Get community content
    We want stuff from you in the game! We’ll write a bigger post about this later, but for now just know we are looking for new maps (TDM/Challenges), tutorials (in-game and video) and simply usable hacks and fixes.

  7. We are gonna be introduced into other stores, some of them somewhat “modest”.

This stuff is short-term, which is by our measures a matter of weeks.


Long-term we have plans too, I won’t say what it will be, but if you followed KAG’s development you might suspect what we want to do or what is still left to be done. This might involve a new gamemode and/or new vehicles.


Stay tuned and have fun!
MM

piątek, 15 listopada 2013

Fixed tutorial signs & singleplayer

Singleplayer has bad luck since Steam release. Fixed it once again because there were no signs or directions in the tutorials. Please play tutorials and Save the Princess again if you missed it.


If you get kicked from server during map change, don’t worry,  it’s the server auto-restarting to patch after a hotfix has been released. Just restart the game yourself and a server again.


Players also report that a lot of crashes have been fixed. We’re happy about that. 


Hotfix changes:


[reverted] the last uncapped framerate change

[fixed] singleplayer scripts being cleared and not running

[modified] vote kick/nextmap has rudimentary anti-spam built in.

[removed] redundant sound effect on some sounds

[fixed] OSX/Linux crash on some sounds 

środa, 13 listopada 2013

Read if you have lag in a game

If you’re playing on a server and bombs are twitching and collapses look funny and laggy then most likely the server can’t handle the action and the player count.


Please read this note in order to have an optimal and fun experience in KAG:


NETWORK LAG


- first of all we don’t support more than 32 players, the server owner can set the player limit to whatever he wants to but we know the game won’t perform fully


- check if it’s not your internet connection that is the problem (is it fast in other games? check it with www.pingtest.net/)


- you should have low ping times in games, under 100ms


- turn off all external programs (especially file downloads and Steam patching)


- use the Quick Join buttons or sort servers by ping in the browser (http://prntscr.com/23tuh2 - join green and yellow)


- there are a lot of 30 player servers out there that simply cannot take the load and are lagging, we kindly ask to not play on these servers. Our official servers have 20 players and the we find that with this setting the game is most fun and optimal performance-wise


- just join servers with up to 24 players, try a different one if it’s lagging


FPS LAG


Some things that might help run the game smoother:


- turn off help texts by pressing F1


- update your video drivers


- switch off “uncapped framerate” in Settings


- switch off “smooth shader” in Settings


- switch ON “faster graphics” in Settings


- turn off all music in Settings


- lower the resolution


- try fullscreen versus windowed


- turn off minimap (press [M] until it’s gone)


- avoid TTH with over 20 players

wtorek, 12 listopada 2013

Build 939 - Partial unicode support, Water and Saw Tweaks + Many Fixes

This is mostly a fix build, but has a few nice additions too.


There has been partial unicode support added. We’re looking into the areas where support is not so good (anything that doesn’t get entered or shows up as ???). Either way it wont mess up the console output any more, and you can now say the other team got rekd™.


Votekick now has a confirm dialogue to prevent a mis-click from making you boot someone you didn’t want to.


Saws teamkill again (no more seas of saws, thank god) but turn themselves off after they saw a teamie. This should help curb griefing and accidental loss of life and limb.


Lots of crashes have been fixed, obviously not all of them but a fair number of independent ones.


Buckets also no longer stun anything. Thank god for that. You may optionally thank me for that too ;^)


Full changelog:


[modified] FPS will be higher without uncapped framerate setting
[added] rcon admins have red name in players list
[fixed] LAN client not authed as admins on join
[fixed] kick not banning for 5 mins
[added] if you rejoin within 2 mins on a server your stats
will be preserved
[added] username and character name to votekick menu
[fixed] crash when trying to launch solo mode with dedi server
running in back
[modified] lifted default ping kick threshold
[fixed] saw graphical bugs
[modified] saw turns off after killing teammate
[removed] saw from world.png to prevent confusion
[modified] removed a bunch of enet debugging prints that were
confusing people (like enet_blah_blah: 15195)
[modified] fixed a small leak and a big crash in the servers
browser + that annoying deprecated image complaint
on opening it
[modified] buckets don't stun (about time)
[modified] water bombs don't collide with team-mates
[script][added] water_stun hitter, use water if you want to put
out fire but not stun
[added] removing redundant game files when launched from Steam
[fixed] being able to join server with client modified scripts
[modified] changed words in new Steam player window
[fixed] buzzing sounds on Mac/Linux
[fixed] saw not showing gib effect on client when teammate sawed
[added] confirmation dialogue to votekick
[fixed] script kicks not banning

Max/Geti

poniedziałek, 11 listopada 2013

News on Steam keys for Desura players

If you’ve bought the game from Desura and are trying to get a Steam key you’ve probably encountered that right now you can’t do it. Unfortunately we have a serious defect in our key generation system that doesn’t allow to do this safely for Desura. 


You will get your Steam key when we write the system to distribute the keys, we will have this working this week.


After we do this, purchases from Desura most likely won’t grant you a Steam key. Only the ones from before.


So if you’ve purchased already on Desura, don’t worry, you’ll get your Steam key this week.


MM


EDIT by Furai:


Please redeem your gold codes on your accounts. There is no other way for us to verify that you come from Desura and are eligible to get KAG key.


Here are the instructions.

piątek, 8 listopada 2013

B935 - CTF & TTH tutorials added

I added the much needed game mode tutorials for Capture the Flag and Take the Halls. They are a bit text heavy but I’m quite in a hurry and couldn’t do something more fun in a day. The important thing is you will learn all the necessary things about the game modes from playing these tutorials.


Some things were cleaned out. Like saw killing team mates (too griefer friendly and annoying). Item arrows and far item destruction in TTH workshops. I find those things useless and confusing so I removed them.


Also, fixed Necromancer not appearing at final map in “Save the Princess”. This must have sucked, but you can play it again now if you missed him.


Have fun!
MM


Other changes in build 935:


[modified] saw doesn't kill team mates (too annoying!)

[fixed] can't hit constructed rooms in CTF as builder.

[script][added] convenient builder_alwayshit_fragment array for partial name matches (eg "shop" for all shops)

[remove] far item destroy button

[removed] item arrows in workshops

[fixed] texts appearing in front of research menu

[modified] renamed peasant/migrant to worker wherever necessary

[fixed] crash in minimap on next map

czwartek, 7 listopada 2013

Update - servers auto-restarter

To smoothly transition into new builds I made a server auto-restarter which checks if there are any updates available (happens on map change) and then restarts the dedicated server to update into new version. Awesome right? No more manual restarting and empty server browser on new patch.


If you do not want your server to auto-restart just set this config:


sv_restart_on_update = 0


MM



środa, 6 listopada 2013

Buy 3 Copies Get One Free

image


We just added a 4-Pack to the Steam store page so you can buy 4 copies and get one free! Ideal to play the game coop with your 3 friends.


+++ Because of the release there’s still more discounts!


-10% until November 12. So when you buy the 4-Pack it’s total -35%
Only on Steam!


Enjoy the game. We are having a busy time but exciting with all the new players coming :).


Have fun!
MM

New Quick Join Buttons

image



After you update your game to the latest version you’ll see some new things in the Multiplayer tab. I added 4 Quick Join buttons, one for every official multiplayer game mode. This is intended mostly for people that don’t wanna use the server browser or don’t know how.


The quick join prefers low ping, non-empty but less than 12 people, building time servers.


More patches and customizable quick join is coming, have fun!
MM


Other changes in this hotfix:


[added] materials decay much faster on crowded servers

[modified] closing servers browser brings you back to multiplayer tab

[fixed] custom heads in singleplayer 

[added] spawn mats in sandbox

[modified] chat and scoreboard colors to less eye bleeding

[fixed] kill feed being very long (sometimes)


wtorek, 5 listopada 2013

King Arthur's Gold has hit Steam

It’s been a long journey but we are there. A lot more people can now enjoy our beloved game.






FAQ


For people that have purchased before Steam:


How do I get a Steam Key?


1. I bought the game on your website/gamesrage/IGS/somewhere else


2. I bought the game on Desura



We are having difficulties setting up redeeming a Steam code for Desura purchases. Please forgive us and be patient until we solve this issue. Hopefully within a day or two.


How do I redeem the Steam Key?


Follow these instructions to get KAG on Steam



Final note:


After you get your key and install KAG on Steam. Launch KAG and LINK your existing account (you might need to provide your credentials this one time).


That’s it and have fun. Enjoy the crowded servers!


MM

B932 - hotfixes for Steam

The changes in this patch were already live but we need to change the version number and make sure everyone is up to date. The game will be on Steam TODAY.


Stuff that was changed during the last 4 days:


[removed] old manual link from launcher
[removed] this is beta red text

[removed] console when launching with noconsole command (win32)

[added] afk kick reason

[modified] votes have possible inconclusive outcome 

(did not pass, did not fail, no action taken)

[fixed] can't click on last row of heads

[fixed] player name under hearts on HUD

[modified] login/passwords aligned to left in edit boxes

[removed] box2d limiter spam

[fixed] being able to imposter devs

[fixed] old files moved to Base/old

[added] message when not logged on Steam

[added] console logs for Steam errors

poniedziałek, 4 listopada 2013

[youtube http://www.youtube.com/watch?v=zYorl5nCZMk?feature=oembed&w=500&h=281]

Funny beginners guide, check it out, especially if you just started and wanna learn.

[youtube http://www.youtube.com/watch?v=d6Eom7IGLRw?feature=oembed&w=500&h=281]

The official King Arthur’s Gold trailer is here. Enjoy.


Give a hand to Kyle Carter (TheDr) for the voiceover and Sebastian Krośkiewicz for the music. Montage by MM.

piątek, 1 listopada 2013

Build 928 - Pre-steam cleanup stuff + Heads

This build mostly has inaccessible steam-related fixes - HOWEVER


  • CTF Shops now keep their menu open - this is for quick buying, its a bit buggy in how it renders, but you can click multiple times to get multiple bombs now, enjoy!

  • Void Flag Fixed - no more void captures, naughty abusers.

  • Bashing Doors etc Fixed - No more bouncing off structures when shieldbashing.

  • Added Dwarf and Pirate heads - so you can be both kinds of gruff, hairy man, or strong independent woman ;^)

  • Fixed the HUD bug with the screen “freezing” on some computers - if you were plagued by that, enjoy!

We’ve got a bunch of steam things done too, and by all accounts it “should be out Monday”, so that’s great! It’s getting vetted by valve for release as we speak :^)


Of course, knowing our track record, MM will probably be frantically posting here on Monday, but fingers crossed things actually just go ahead as planned. In the meantime, enjoy the build! Servers should be up asap (sorry for the delay!)


Max/Geti

czwartek, 31 października 2013

On Name Changes and Impersonation

We appreciate that this new name change facility is magnificent fun and it’s awesome to be able to call yourself cupcake mcdickinson, or to have a server full of peasants…


That said, anyone found impersonating developers or using the functionality abusively may receive a one-day ban while we figure out what needs doing in the long term.


We will probably not police this particularly fervently as it’s very, very subjective, but if you do something as blatant as jump on a server as “Geti” or “MM” and start trying to trick people into thinking you’re us, extorting money or similar, you can expect a short ban to think about your actions :^)


Max/Geti

Build 926 - Story behind the Build

It seems every game of KAG I play recently I have the same 3 nags :^)


  • "pls geti add mor heads 4 me and i luv u <3333"

  • "OMG I FELL THROUGH FLOOR!!! GETI FIX"

  • "geti pls fix votekick its still broken plsssss"

Here’s the meaning behind these, and how I’ve addressed them this build:


  • Even though each head is just 16x16 pixels with no gameplay benefit, apparently that means 16x16 pixels of joy to a lot of people. There are 6 new heads and the heads list has been rearranged to group them a little more sensibly. The new heads are Bomberman, a new “cut up” zombie head, a wounded knight from a distant land, a dubstep music man, as well as two new male hairs, female versions of the bandana and headband heads. A lot of heads have also been updated (check out the samurai head).
    Also: there’s a free slot in the menu just waiting for one last head before the steam release to be slotted in, if you see me ingame feel free to suggest something cool, as long as you get back to the game immediately afterwards ;^)

  • We’ve had a look at two things that might be causing the physics bugs - if it’s one of them, there’ll be spam in the console about a limit being exceeded every time it happens, please pass that on to us if that is the case. If it’s the other, it should be fixed or happen much less frequently. Either way, one step closer to less weirdness and more focusing on the game - report back in the thread with any changes noted. The fix that has been performed is likely to slightly degrade performance, but we can’t have such strange bugs just in the name of the game running quickly.

  • Votekick has been recoded entirely in scripts, check out the scripts for information on how to bind new buttons into the main menu (!!!) and how to kick players from inside a script (it’s as easy as a single function call!). You can now vote with just a quick click, and it should be a little more risky to abuse since if your vote fails you will be kicked out of the game. Vote next map has also moved to this new system as a simple example of fairly modular code - this means modded servers can use this system to make votes for anything they please - you could have a vote everyone turns into chickens if you really wanted! None of the legacy code should have any affect any more, if it does, please report it as a bug.

Hopefully this addresses those three main concerns directly and sufficiently; we’ll be looking into the next emerging concerns soon of course! (I expect performance to be the major one, sadly)


Other notable changes this build:


  • Chicken colour in map changed to hex 8d2614 - if you have custom maps with chickens, please double check you update them correctly or there’ll be some red doors there :^)

  • Can change your name - currently, only with /cl_name in the console. This is to facilitate the name changing feature in steam, we’ll have to figure out rules for abuse.

  • Platforms and doors have rotated versions available in png loaders now, for those intricately complex maps you’ve always dreamed of.

  • Script exceptions will not crash the game any more - they will show up in the console for debugging, but the script will be disabled and the engine will keep on trucking, resulting in “something weird” in game if something bad happens instead of KAG locking up.

  • Steam integration starting to be visible/causing issues, haha. The steam API stuff should be off unless you run the game with “steam” command line parameter (including overlay, etc) but some of it may not be checked properly, be sure to report any issues with this!

  • Lots of fixes, as always!

MM and Shadlington and FliesLikeABrick have all been working through the weekend and all this week on the steam stuff, it’s looking very close to ready, so that’s exciting. I’ll get MM to post more news as he has it since he’ll be better informed on exactly what’s going on than me.


Full Changelog in the previous post.


Max/Geti

Build 926 - New Voting, Steam news & Heads!

I’m sure Geti will add more info concerning this build when he’s online. Right now I’m in a hurry so excuse my brevity. Come back later for more news on this build :).


The way voting works now is “lazy kicking”. This might change cause it’s an experiment, post your comments. Voting is now in scripts so you can modify it as you wish and add main menu items (cool!).


Your character name can be changed with the /cl_name command in console. This is part of preparing for the Steam release where players from Steam will use their Steam persona names in KAG. Your username will be visible in paranthesis in the scoreboard


The known issues about mod downloads have been fixed. If not let me know!


if KAG is taking extremely long to startup goto /KAG/Base and delete the /old folder.


I scheduled Steam release for Monday November 4th. This might still change because we need to finish the trailer and make sure everything is working, first with testers and then with public.


That’s right - if you bought KAG you will get pre-release access to a Steam code and will be able to play KAG from Steam before the official release. This should ease things up for everybody and deadline slips won’t be so bad :). Stay tuned for when this will happen (hoepfully this weekend).


Have fun!
MM



Changes 921-926:
[added] 6 new heads + updated some past heads

[modified] rearranged heads

[added] debug message "box2d limiter breach" to check if this is the source of warping through things

[modified] box2d iteration count increased (may have been source of warping through things

[modified] kick delay is lower

[script][added] binds for void KickPlayer(CPlayer@ player) and void BanPlayer(CPlayer@ player, int time_seconds) with obvious effects (automatically takes seclevs into account)

[modified] map files updated by jackitch

[added] script exceptions don't halt the engine (debugger removed in release/test)

[script][removed] unsafe function config.saveFile(); - use config.saveFile(filename) instead (only saves to KAG/Cache)

[modified] clearer mod downloading messages and colors in console

[fixed] modded include file scripts not loading properly after download

[fixed] /Mods scripts not updating ever again (there's still an issue because they will only update in memory not in the files)

[script][added] scripted main menu items

[removed] hardcoded vote kick + next map stuff

[added] lots of features to the vote nextmap stuff

[fixed] builder can build on himself (thanks Verra)

[modified] builder must be inside building frame to build new shop

[added] some flags to shop for banning building any more things - wip for fixing double-shops

[modified] buildings destroy if they are overlapping each other too much

[added] can't double build from the same building frame

[modified] spawn shield protects from knockback and lasts a little longer (not instantly cancelled)

[modified] progress bar is hard-capped to at least one percent to help prevent rendering bugs

[added] JTG and Monsteri Sol Badguy twins unique, congrats

[added] allowed to change character name with /cl_name in console

[modified] more space for player names in scoreboard

[fixed] not spawning when username empty and clicked offline

[fixed] challenges not progressing on time end

środa, 30 października 2013

There was meant to be Build 926 Today...

Instead, steam integration bugs that were merged into mainline have prevented release - while it isn’t essential to run KAG through steam, there have been a few integration points that have required changes to the “normal” behind the scenes stuff.



The funniest/most annoying of these currently is everyone’s name getting a 2 applied to it (locally and on net) as if they are the second to join. We had a good testing session with JTG2, sinnertie2, Monsteri2, Lieber2, Geti2, Mazey2 and bst Kouji (because clantags seemed to avoid the bug).



In a way it’s a good thing, because it means all the steam integration bugs are exposed to testers and can be fixed asap, but it’s bad because its another day without votekick, without modding fixes, without extra heads, and means that steam deadlines are again, quite dicey.


However, we’ve found that we’re able to give more or less whoever we want access to the game via steam, so we will probably do that this week for players who have already bought the game, to properly test the steam integration stuff before we launch it. We’ll tell you when and how you should request a key.


MM has set a tentative steam deadline for Monday, and these bugs shouldn’t prevent us from reaching that, though they sure to mean it’ll probably be a close shave.


Next build will have fixes or partial fixes for the 3 major repeated concerns I’ve been hearing from everyone:


  • Not enough heads

  • Falling through terrain

  • Missing votekick

As such, I’m as anxious for a patch as the next guy, very disappointed we couldn’t get it out tonight.


More as it comes; figured we should keep you updated while we try to get this thing out; bear with us.


Max/Geti

piątek, 25 października 2013

Build 921 - Heads, Fixes, Maps

Of course, the most important news first ;^) 2 new heads have been added, templar heads that (while knight focussed) look cool on any class! Now you can enjoy your own crusade - minimising religious persecution, of course.


image


There have also been a nice plethora of misc fixes and tweaks:


  • Crates change team when you grab them.

  • Catapults don’t “steal” kills when you get fired out of them.

  • Wrong menu sound being played (cut out early)

  • Music slider bugs - not adjusting the music in real time (still a few potential bugs there), as well as a very big memory leak with music volume set to zero.

  • Egg and other food making eating noises at inappropriate times

  • Saw has on-off button to help prevent “oops”

  • Pickup priorities rebalanced to avoid those “why am i holding this corpse instead of those bombs” moments.

  • Warboat costs 130 coins, not 150.

  • A few new maps for the cycle, retired a few older ones.

  • Catapult and Ballista convert instantly when sat into.

  • Catapult and Ballista don’t collide unless moving.

Steam update: MM tells me that we’re waiting on valve for the release, there are a few minor things to complete but the integration is “mostly done” and the store page is more than functional, with flashy promo images like the following:


image


We’re working as hard as possible on getting the game released there; the waits from valve are a setback but nothing we’re unable to overcome. The game will be released ASAP - when exactly that falls is anyone’s guess, but for all intents and purposes we’re “ready” and just waiting for the checklist to be looked over and the big red button to be pushed.


We’re not 100% on the date because as mentioned above, we’re waiting on valve for this, so it’ll be done when they’re ready. ASAP is as honest an answer as we can give - that said, hopeful estimates are early next week if they get their act together.


Full changelog for 921


[added] turning saws on and off
[modified] pickup priotities have a few per-class modifiers and de-prioritise corpses a lot
[modified] boulders are 35 stone
[modified] warboat costs 130 coins, not 150
[removed] rayne_liquidate and rayne_flarellbridge1 from default ctf cycle
[modified] removed koujimap from default map cycle
[added] 2 "templar" heads, one bucket, one egghead, both definitely badass.
[added] MonsteriCTF3 map
[added] NewTortuga map
[added] catapult and ballista convert instantly when sat into
[modified] idle/still siege engines don't collide with you
[modified] siege engines need a bit more speed before they hurt you
[modified] updated felleres map
- named Fellere_FourRivers.png
- hopefully less stalemate
[fixed] catapult "steals" kills of people shot out of it
[fixed] map key binding not visible
[fixed] music volume slider not adjusting in real time
[fixed] some sound functions still doing processing with zero volume
[fixed] wrong menu song used (cut out too early)
[script][added] hasTileSolidBlobsNoPlatforms function to omit platforms
[fixed] can't build backwall over platforms
- note, this works like building stone "over" wood,
the platforms still prevent building "through" them
[added] crate changes team when picked up
[fixed] egg makes chomp chomp noise when not eaten
[updated] kag icons on windows
[fixed] big leak when music slider set to zero, and awful sound when turned up again

Max/Geti

środa, 23 października 2013

Build 919 - Fixes, Heads, Balance, Maps

Quite a few things, all of them somewhat minor but definitely worth mentioning:


  • Added 3 new heads
    Diving helmet, Horse head, Alchemist head

  • KAGGen generator functionality has been expanded with configurable caves and (simple) ruins.

  • Sandbox mode has been re-added due to popular demand.

  • (hopefully) Fixed the annoying buzzing sound on Mac and Linux

  • Fixed WASD equivalents not working on AZERTY etc keyboards (should now listen for keybinds not the actual key)

  • Fixed the flagbase not being tagged invincible - may have been causing it to die.

  • (Re)Added the player light radius and config vars for it.

  • Rebalanced coin costs.

  • Made the warboat lightly more resilient

  • Kegs are no longer able to be killed by teammates - no more accidental detonation by a teammate trying to slash the guys ahead of you! The explosion is still indiscriminate though.

  • Improved chicken farming - can buy eggs from quarters/inn and can farm them in a smaller radius than before

  • A few crash bugs fixed

Full changelog:


[modified] JTG Map changes:
- boulder lake map has fewer boulders
- removed bison from newgetisburgmines map
[modified] rearranged ctf mapcycle a little
[fixed] crash on null pointer in blobplacement script
[modified] kaggen has caves and ruins
[fixed] flagbase is not tagged invincible (may be causing it to die by other means)
[fixed] kaggen generates trees overlapping ruins
[modified] updated fellere valley map
[fixed] a few missing default variables in gamemode.cfg - caused crash on omission
[modified] sandbox map is kaggen
[added] player light radius (set in gamemode.cfg as player_light_radius) returned - default 32, limit 255
[fixed] sound glitch on OSX when jumping
[added] fire extinguish sound
[added] player_light_intensity to gamemode.cfg - range 0 to 255 , default 128
[added] kaggen ruins can have wood in them
[added] sandbox again
[fixed] wierd line through the sky in fast graphics mode
[modified] keg gets a team when picked up -> no more keg slashed off your back by friendly knights
[modified] coins for building wood blocks decreased to 1
[modified] coins for building stone blocks and structures increased to 4
[fixed] moving spectator camera uses keybinds for move left right up down instead of hardcoded WASD
[modified] floating islands now "allowed" at map design time
[added] sandbox uses default png loader
[modified] warboat has +50% hp
[added] 3 new heads - horse head, diving helmet, alchemist head
[added] JTF_FirstBadlands map
[added] undercooked egg to quarters for 30c
[modified] chicken breeding parameters a little

News on the steam release - as valve don’t work over the weekend, MM is currently slating the steam release for “Approximately Monday”. This is still subject to change, but we’re as anxious to get it on there as you are - trust me :^) We’ll keep you posted as things solidify, there have been some more frustrating issues on non-windows platforms. As usual, everything is just that little bit different.


Enjoy the build!


Max/Geti

poniedziałek, 21 października 2013

Unused KAG gifs!

I heard two inspirational stories about gifs and indie games yesterday and decided to dig out some old unused gifs that were meant on our website. These aren’t as good as the ones on the web page but still cool I think.


enjoy
MM



image


image



image



image



image




The rest is on http://kag2d.com/


Oh and we’re coming to Steam some time after the weekend. If you buy now you’ll get a Steam code once it’s out! (and we get the entire cut instead of % for Valve:p)


Edit: Considering that buying direct from us gives you a steam key, if its possible for you to buy direct then we’d appreciate it - if it’s not then don’t fret too much about it and just enjoy the game.

piątek, 18 października 2013

Build 915 - More optimisations, CTF Balance Tweaks, More Maps

This build is another minor one as we’re mostly working on steam related stuff at the moment. That said, it’s always good to get a balance/tweak patch out before the weekend. Failing that, it’s good to do it at 2am on Saturday ;^)


Most importantly:


  • Catas are a little more resilient
    Bomb arrows don’t quite 1 hit them any more and they’ll be a little less slash prone - we’re still figuring out the ideal parameters here.

  • Coins for more things in CTF
    particularly building workshops and killing siege/boats will net you coins to buy goodies with.

  • Optimisations
    Even more has been done to keep cata rock lag down, and particles in general should be even faster. Hopefully this will help deal with some of the “KAG Hates my computer” lag, but it’s not certain, of course.

Changelog:


[fixed] excessive particle spam from catapult rock
[add] coin from killing/hurting siege and vehicles
[modified] builder gets coin from building almost everything
(ladders and backwall left out)
[modified] extra coin for building workshops
[modified] standard coin decrease during warmup (/3, rounded down)
[added] 2 more JTG maps
[modified] catapult can resist 1 bomb arrow (just)
[fixed] crash in server
[fixed] minimap crash
[fixed] nasty loadmap minimap bug
[modified] water doesn't treat the bottom of the map as solid
- allows waterfalls if you're into that
[fixed] dirt backwall going missing sometimes (particularly bad on client!)
[added] chat console keeps last channel when you press enter
- means you can hit Y once, and then use enter to team chat in the thick of battle
[modified] door sprite shows orientation a little better
[modified] more cata rock optimisations ... this shouldn't be so hard
[added] even fewer particle iterations and better cache performance
[modified] rock is even more optimised, avoids a lot of logic on client

Max/Geti

czwartek, 17 października 2013

Last Day for Hat Voting

Realised a lot of these haven’t made it to the blog/news and that the last one would be good to go out with a bang :^)


Vote in the thread, basically 2 votes for the heads you want, and the ones that get voted in will get added to the game.


This is the last one for now and there’s only a few days left so get voting for your favourite head!


Also: new build will be out tomorrow, the build server is a bit sick at the moment but should be fixed by then. Changes include bug fixes, two new maps, and more coin where coin is due - from damaging enemy vehicles and from building things like workshops and doors.


Max/Geti

wtorek, 15 października 2013

Build 912 - Catapult Optimisations and Changes

So, you know that slideshow thing that happens when the catapult fires sometimes? Hopefully that’s fixed. If it’s not, let us know in the thread and tell us if the parameters have changed at all (used to lag as the rocks hit the ground in busy games).


As well, cata damage versus tiles has changed a little, and the vehicles code has been completely reworked by MM today to require many fewer hash table/properties lookups. This basically means it runs faster, as confirmed by profiling - we’ll see how much of a difference it makes in public games though.


Particles have been optimised a little more - there’s still one possible optimisation there that will be turned to if they still pose a problem, but the focus at the moment is problem scripts :^)


Very glad to be done with B911 and its map problems.


Server owners, for the third time in 24 hours, get your patching hats on!


Full changelog:


[removed] hurt on collide etc from catapult rock
[modified] rock doesn't use collisions (wip)
[script][added] bind for Random::getSeed()
[script] major change to Vehicle scripts
[script] optimized vehicle script to use a structure isntead of properties
[fixed] fixed camera on gunner position
[modified] config files missing are warnings instead of errors
[fixed] chicken == flag mistake on JTG map
[modified] cata more effective on roof than wall, but doesn't "pierce" with normal rocks so much

Max/Geti

Hotfix for B911 - Server owners please patch

There was a bug in the map cycle pushed, this has been fixed but needs server owners to patch their servers! Build should be out in 30 minutes or so - thanks to JTG and the players of Donk CTF for “identifying” the issue :^)


Big apologies for any inconvenience caused, in particular any inconvenience related to falling to your death forever.


Max/Geti

poniedziałek, 14 października 2013

Build 911 - Fixes, Optimisations, and Heads

This build is another quick one with a lot of incremental improvements - nothing groundbreaking but some more smoothness.


I should note that the owl head was super difficult to transfer faithfully to pixels - while I’m not quite happy with it yet I figured I shouldn’t spend too much time on it when there are other, more pressing things. A roundup of the new heads available:


  • Dovahkiin Helmet - tribute to Bethesda’s great game Skyrim, unleash your inner Nord, or whatever :^)

  • Owl head - If you really like being an uppity bird that eats rodents, this is for you!

  • Ninja Headwraps - partly via JTG, these two heads (male and female) are for those interested in poisons, murdering, and saturday morning cartoons.

  • Ushanka - Pay homage to russian heritage, or just keep your ears warm.

  • Dragon Skull Helm - left over from the old whiter bear helm, this gives the player a fearsome look, with team colour trim!

Game modifications:


  • Doors fixes
    Hitting the tiles behind doors shouldn’t happen any more.
    Doors also show persistent damage after being opened and closed (note that this had no affect on their actual health!)

  • Fake techs in CTF cleared properly
    No more bomb bolts for free on nextmap!

  • No coins on restart
    Should help the game “scale up” a little better - as it was it’s a little spammy, right out the gate.

  • Anti-Siege and Sapping Bomb arrows
    Bomb arrows will now 1 hit kill a catapult, and take large chunks out of walls, allowing archers to carve pathways for their team and defend effectively against siege engines if they have the coin.

  • Particle optimisations
    More on their way, as well as the much needed optimisations to catapult rocks!

Full changelog:


[modified] snatchmark map
[fixed] JTG_NewGetisburgMines map not loading properly
[fixed] fake techs in CTF not cleared on next map (note: requires adding UseFakeTechs.as to gamemodes where fake techs are used)
[added] updated monsteri ctf 2 map
[fixed] opening and closing door visually hiding the damage
[added] builder cant break door backwall before breaking the door
[added] Verrazano unique head (congrats)
[added] owl head, dovahkiin helmet, animu ninja head, ushanka, and dragon skull helmet
[modified] heads settings box has 6 heads per row instead of 5
[modified] catapult cost increased to 80c
[modified] bomb arrow one hit kills catapult
[modified] no coins on map restart/join game of CTF
[modified] particle iterations drastically reduced
[modified] maximum particle count reduced
[modified] tweak in tutorial
[modified] performance optimizations to lighting
[modified] some optimizations in scripts

Have fun!


Max/Geti

Steam Delay - Don't Despair!

Hey, big apologies to all the people who were hanging on the edge of their seats all weekend and have been let down by no steam release yet!


Reality of the matter is that steam integration isn’t done yet, the trailer isn’t quite finished, and there are a few big optimisations that need to be made before we can comfortably pull the game out of beta.


As hopefully some consolation, here’s the video MM uploaded today about CTF and Challenges, so you have something to show your friends. We’re still here and working tirelessly on the game! It’s just taking a little longer than we anticipated.


[youtube http://www.youtube.com/watch?v=6D_0ab58GbY?feature=player_detailpage]


Current ‘realistic’ timeline is slated for next week - if it’s shorter then we’ll go ahead, but we don’t want to give false expectations (we never do! promise!).


On the game: a new build will be out tomorrow fixing the tech bug in CTF, bringing some map balance to CTF (still not perfect though) and giving a little more omph to bomb arrows. It’ll also contain more optimisations and some tutorial tweaks. Most importantly, it’ll have 5 new hats!


Max/Geti

sobota, 12 października 2013

B909 - Balancing, Fixes, Upgrades, Optimisation

This build is mostly small things, but some of them will make a difference for modders, and most of them will make a difference for players. Small bits of polish go a long way, and all that :^)


  • Chickens don’t breed infinitely
    They’re limited to 4 chickens at most in one area (and 2 eggs at most in one area) - this means you’ll have to spread your chicken coops out to breed a larger number of them. We’re going to add some way to buy new eggs to start flocks of them, but that’ll come later

  • Fake Rolling Optimised
    This is particularly important for the rocks flung from the catapult, but will also make a little bit of a difference with bombs, mines, and boulders - modders that have applicable objects can use CheapFakeRolling.as instead of FakeRolling.as.

  • Less Particle Spam from Catapult Rocks
    This should help a little with the lag from them as well

  • Upgrade Ballista to Bomb Bolts at siege shop
    This is built on top of a way to add “fake techs” to a team.
    There might be some bugs with this, particularly with techs “persisting” between rounds, keep a look out for anything skew so it can be fixed asap. EDIT: confirmed - the tech hangs over between rounds. This will be fixed as soon as we can, probably tomorrow.
    The terrain erosion caused by Ballistae will be looked into soon too, but wasn’t able to be worked into this release.

  • Can purchase bolts for Ballista at siege shop
    which is pretty important for ensuring it remains useful.

  • Chat colours come from the team config files
    This is very important for modders making >2 team games - the chat colours are no longer hard coded.

  • Price changes
    Particularly with arrows, some of the prices have shifted a little. Kegs are also a bit cheaper, and tunnels no longer cost gold (pending that this doesn’t lead to them being spammed mindlessly).

  • Anti-Siege and Anti-Structure bomb arrows
    Bomb arrows now simply detonate on impact, with a weak explosion. However, the explosion does extra damage to structures and vehicles, so it can be used for quickly disabling catapults and blowing holes in walls or breaching doors - as well as for sapping workshops quickly. This should give archers slightly more to do after they get into the enemy base.

  • Some changes to building
    Building should be more tolerant, and breaking blocks requires less exact aiming.
    Ladders are team only and have a sprite that shows it - no more breaking your own ladders by accident as knight!
    Spikes have team colour layer so they’re easier to spot and you know the team in advance.

I think that’s about it for now, though there are some other miscellaneous changes and fixes. Here’s the full changelog:


[added] bomb arrow is rocket launcher - low damage vs actor (2.5 hearts on direct hit),
high damage on buildings and vehicles, and explodes on impact - can be used to bomb jump!
[fixed] double hitting from bomb arrow explosion
[added] drill is much more effective against constructed blocks (heats much slower for castle and wood)
[added] ladder has team (and sprite that shows it)
[fixed] runner can jump higher off ladders than ground
[fixed] scroll of midas (thanks norill)
[modified] scroll of midas affects thick stone too
[modified] tunnel costs 100 stone 50 wood (no gold)
[modified] 3 builder hits to break ladder
[modified] block placement is more tolerant
[modified] builder aim hitting tiles is "no bullshit" - will be ported to block placement soon
[fixed] chickens breeding infinitely in one space
[added] spikes have team coloured layer so now you can tell what team they are on
[fixed] first sign in the tutorial not below the player
[added] water arrows are 20 coins, fire arrows are 30
[modified] water arrows come in stack of 2
[added] wip "fake tech" system - allows techs in rules without any research system in place
[modified] pickup radius is a bit smaller
[removed] restartmap_onlastplayer_disconnect cause it causes crashed (will return once issue is resolved)
[added] requirements support "not tech" so that you can prevent double-buying upgrades at different shops
[modified] rock spams fewer particles
[added] JTG_NewGetisburgMines map
[removed] monsteri map 2 from the cycle til it's fixed
[added] 3 new maps from community - Fellere_newValleyMap, Skinney_Crypt, Skinney_Typhoon
[added] cheaper fake rolling script for applicable objects (only rotates one sprite, does no matrix multiplication)
[added] cheaper fake rolling to boulder
[added] more expensive fake rolling script only runs on server (rotation deltas are synced anyway)
[added] chat colour is from team .cfg file
[added] team chat gets asterixes around it * team chat *
[modified] keg is 120 coins

Max/Geti

piątek, 11 października 2013

A Few Notes on B907

The chickens breeding exponentially is an issue - we’ll be releasing a patch over the weekend to address this asap; please farm chickens responsibly in the meantime (cull as needed, ideally flying birds contributing to overpopulation towards the enemy) :^)


The patch over the weekend will also include some balance changes to builder and archer - archer’s bomb arrow getting an overhaul, and builder block placement and destruction being more tolerant.


A summary of inbound changes:


  • Fixed chicken breeding (accounting for overcrowding)

  • Bomb arrow explodes on impact.

  • Bomb arrow does 1.5 health explosion, 1 health arrow impact

  • Bomb arrow explosion does very large damage to structures and vehicles.

  • Bomb arrow only breaks 1 tile “radius” like bombs.

  • Bomb arrow explosion hurts user.

  • Builder aiming of placement and destruction is more lenient

  • Ladder has team (and team colour) - no more cutting them accidentally as knight.

  • Ladder easier to smash for builder (3 hits).

  • Tunnel costs 100 stone, 50 wood

  • Scroll of Midas fixed

  • Drill much more effective against constructed tiles (heats at 1/3 speed)

Note that this should allow archers with bomb arrows to take on a sapper role - sinking boats, killing catapults and sapping workshops. It should also help “battle builders” a little - they’ll spend less time aiming exactly at the tile they want to break and more time breaking it - and their ladders won’t be smashed by team-mates every single time they put one down :^)


Should be out tomorrow, sorry for the delay on it.


Max/Geti

B907 - Chicken update!

First of all we gathered feedback after the last update about tutorials and improved them a lot. So this update is mainly about better tutorials. If you have a friend that just couldn’t get into KAG have him play the new tutorials, we can see if we can get him on to the KAG side now :).


Second, we added these lovely creatures into the tutorials as target practice (I think it’s cruel and I regret doing it). 



You can also find them on regular maps. Chicken can be farmed because they lay eggs. You can eat eggs for health. Also you can use chicken to create your own chickenwaffe or luftchickens or in other words your very own:


FLYING CHICKEN DEATH SQUADRON


Because by holding a chicken you can float and jump much farther especially combined with shield gliding. Imagine a team of knights floating knights attacking from air!




Third, some very useful changes and tweaks, please read the changelog.


Have fun,
MM


Changes b904-b907:


[added] zoom to cheat sheet

[removed] motion in fixed camera

[modified] keg doesn't take action 2 any more - allows shielding when holding keg.


[modified] only 50 coins and no carry over (by default) in CTF - see CTF_Trading.as for config options (should be moved to .cfg file tbh)

[added] both "rock" and "stone" are the same predefined gib

[added] warning for unknown "predefined" gibs
[added] dummy target practice to tutorials
[added] added chicken

[modified] tweaked parallax backgrounds

[modified] double slash is a bit easier to execute

[fixed] sign and fireplace in front of player

[added] mapcycle can use just directory instead of .cfg (sv_mapcycle = Maps/Challenge/Tutorials)

[added] new princess

[modified] archer cursor has one more frame (smoother animation) and a better indication of legolas shot ready

[modified] esc key icon is more legible (no overlapping glyphs)

[fixed] archer aiming cursor-arrow discrepancies

[modified] arrow launches slightly higher allowing to shoot easily over 1 block when standing next to it

[fixed] various fixes and improvements to tutorials

[fixed] typo in turtorials


wtorek, 8 października 2013

B904 - Basics tutorial added

I’m generally not a fan of tutorials but since we’re pressed on time and we don’t have better options I decided to add a very simple, no bs. tutorial where you can learn the very basics of KAG. I hope this will make new players have a smoother experience from the start.


Be sure to help new players online! Let them see we have an awesome community :).


Also, the charge cursor for archer is back! I felt we really need it, especially since I can’t fix the charging sound bug yet.


Tutorials are available in the Solo menu.


MM


Changes 899-904:


[fixed] not loading mod downloaded scripts (still some issues)

[modified] tweaks to princess mode

[modified] improved bot difficulty

[added] shinier title

[added] 3 level basics tutorial

[fixed] research being in hall in Challenges

[added] archer charge cursor

Last day of Not On Steam sale

It’s the last chance to buy indie games with big discounts. Including 25% off for King Arthur’s Gold. So if you want it, get it for $7.49. Just follow one of these links!


Not On Steam Sale -> http://notonsteam.com/


KAG -> http://kag2d.com/en/buy


(if you buy KAG now you will get a Steam key once it’s released there)

środa, 2 października 2013

B899 - Fixes and Eased Frustrations

(As a quick side note - Remember that KAG is on sale for $7.49 at the moment before Steam launch!)


This is obviously a fairly minor build, but it eases a few major frustrations people have had, mostly with building and digging.


  • Builder can build on top of arrows, corpses and materials
    There may be unexpected side effects to this, but it should be nothing major in normal building, and removes some of the pressure when frontline building - no more clearing arrows or materials out of the way.

  • Knights can dig through gold nuggets
    Like all materials though, they mats will be lost for good if dug by a knight - it just means they aren’t stuck if theres some nuggets in the way under a frontline wall.

  • Sky less glaring, night less dark
    This is a somewhat minor one, but the sky is a little less glaring white, and night time isn’t completely pitch black. In light of this, a 15 minute day/night cycle has been re-added to vanilla Take the Halls mode. Note that you can change this per-server and per-gamemode in the standard gamemode.cfg, server hosts.

Full changelog:


[fixed] can build on open doors
[fixed] cant build on materials
[fixed] cant build on fired arrows
[modified] knight can dig gold
[modified] knight digging dirt stone takes same hits as digging constructed wood
[added] 6 stone from digging thick stone
[script][added] bind for CMap::isTileThickStone
[added] new sky gradient code - along with darker skyline overall for a little less "neon" and eye strain, and lighter night
[added] 15 minute day night cycle to default tth again
[fixed] archer rope sometimes renders off "to infinity"

Have Fun


Max/Geti

Not (yet) on Steam Sale!

To celebrate the time before we hit the Steam store we are making a 25% off sale for King Arthur’s Gold. This means you can play the new beta version for only 7.49$.



We are also part of a larger sale called Not On Steam Sale.
This is only until next Wednesday so hurry!


This is done by the guys that made recently the excellent racer Race to the Sun.


You can buy a variety of other indie games on that site that aren’t on Steam (yet) which you might not have heard of. So if it’s KAG or some other game spend a few bucks today to support indie devs :).


MM

wtorek, 1 października 2013

Build 898 - Fixes, Changes, Balance

This is partly a “hotfix” type build, but also adds a few changes and balance tweaks. There are a few things that probably still need better testing, if there’s anything awry it’ll be patched again tomorrow.


The main changes are


  • Kegs are more expensive in CTF but tear through structures doors, blocks, etc very effectively due to a few bugfixes there.

  • Fire spreads from doors and platform tiles. This means door cases around the flag are quite a bit less effective, at least with normal wood doors. Kegs are still the ultimate breaching solution though.

  • Knights take 3 hits to break wood tiles instead of 2.
    We’ll probably allow breaking other “natural” tiles as well, like gold and maybe thick stone, but with more hits and more feedback for each.

  • Archer bow rotates visually to give better indication of charge state. This should help with some of the difficulties people were/are having with the archer.

  • Fixed some camera bugs. There are still a few in, they’ll be fixed as soon as we can manage.

  • Added a ding when hitting something that cant be damaged. This still needs some more filtering added, there are a couple of outliers like seeds and hearts which still ding cheerfully with every hit. This will of course be patched soon.

Understand that this build is a bit of a work in progress, but we figured that the gains of the fixes and balance tweaks outweighed the rough edges around a few of the changes. That said, there’ll likely be a build 899 tomorrow smoothing the majority of those rough edges.


Max/Geti

poniedziałek, 30 września 2013

A Few Snags with the Patcher, Good Progress Otherwise

Over the weekend, Friday and today we’ve had a sort of a mixed bag of development.


The threaded patcher development has hit some snags - it works fine on my machine but not on MM’s, works fine on windows but not linux dedicated, etc. Because of the “one chance” nature of an autoupdate update, we’re going to hold onto the changes, potentially for another week, to make sure that there’s no-one stuck on an old build or with a buggy patcher. Lucky for you guys, it’s in its own dedicated branch for this exact reason, so it shouldn’t impede any other changes making it out.


In good development news, so far this week:


  • MM and Shadlington are working on Steam integration
    Apparently this is going along fairly well, but valve’s API is “quite bad”, especially with regards to documentation. Does this give us an excuse to leave things undocumented? Only time will tell ;^)

  • I’m working on balance issues and bugs
    I should be done with a lot of these by tomorrow for a quick, mid week patch. A lot of them have been usability concerns, but some are also straight number tweaks (demolition items more expensive in CTF being the major one there) and routine bugfixes.

  • There have been a few “High Level” Map Changes
    Somewhat behind the scenes, but this change to the engine-side pathfinding engine opens up a lot of nice options for us - we’d like to expose the pathfinder more directly to scripts some time soon, probably accessible as a contained object inside each CBrain, potentially as a mod-managed self contained object (like the Noise and Random objects are). This should help with both vanilla and third party AI development.

  • The onHitBlob callback was changed/fixed - attn modders
    due to an oversight many months ago, and vanilla code not relying on the “damage” value being correct inside this callback, the damage value inside this callback was the original damage sent by the hitter. It is now the final damage after all modifications have been applied. Something to be wary of, modders.

That’s more or less it since last patch, figured keeping you guys in the loop especially re: the API change was a good idea. More when we have more to tell you.


Max/Geti

piątek, 27 września 2013

B893 - Automatic Mod Downloading

This update introduces automatic mod file downloading from the server you join.


I hope this will show how easy KAG + modding is. Making a mod on your server is really as simple now as:


  1. Say you want to add bunnies on your server.

  2. Go to this thread and download this bunny rabbit mod by Skinnet from the modding forums.

  3. Unpack the bunny into {KAG}/Mods/Bunny

  4. Open {KAG}/mods.cfg and add the line Bunny at the bottom of the file

  5. Start your dedicated server

  6. Wait for people to join (it will autodownload the bunny for them)

  7. Spawn bunnies for them with the chat command !bunny

That’s all, I really hope we see some awesome modded servers in a while. 
Be sure to check “Modded” button in the server browser because by default it filters them out (so the game is noob friendly).


 


Changes 890-893:


[added] automatic mod downloading on join server

[fixed] coin drop sounds

[script][added] MapFlags.as for convenient setting of tilemap flags from script

[fixed] wall run on doors and trap blocks

[fixed] archer continues to grapple after going through tunnel

[modified] smoothened the fixed camera very much

[fixed] bugs with flag base sector not being in the right place 

(doesn't vanish completely any more, but gets much smaller to prevent "flag cases" from being really hard to break)

[fixed] doors and trap doors wall running

[fixed] idle server pausing broken

 

środa, 25 września 2013

What's next?

Challenges? check


CTF? check


What are we working on next?


Of course:


  • tweaking gameplay

  • fixing bugs

  • making the game run faster

  • adding new maps

But you know us? We have fire in our bellies and can’t just stop. The major things you should expect this week are:


  • Mod downloading
    This means any mod used by the server in the Mods folder and specified in mods.cfg will be automatically downloaded for everyone on joining the server. Awesome! We are doing this in a no bullshit manner. I’m just providing file download functionality and the rest is handled by you, humble server owners, mod makers and players.

  • Faster patcher
    We all know autoupdating is too god damn slooow. Geti fixed this by making the patcher threaded. There’s still a bug that needs fixing but should be ready along with mod downloading (which is nearly done, just needs testing)

  • Steam integration
    We are heading full force towards the biggest milestone - launching KAG on Steam. Existing players will be able to launch KAG from Steam and automatically login and bind their existing accounts. New Steam customers will be able to join the game in the same manner from Steam without the need of creating an account on kag2d.com

  • Steam launch
    This will happen next month.

  • Zombies?
    We (main devs) aren’t directly creating this. I can say they are coming along. The sprites are already done by Geti and they look sweet. Zombies should come in some way or the other after the Steam launch.

Have fun!


MM

Hotfix for B890

Just quick fixes without changing the build number. Update your servers please.



[fixed] can select invisible heads

[fixed] princess03 map having wrongly placed end

[fixed] possibly the osx collapse crash

[modified] reduced fall damage by half

[modified] lowered wave respawn in TTH to 8

[added][server] sv_gamemode = TTH switches to WAR automatically

[added] specific crate unpack help
[added] help message for help messages :p

[removed] competetitive/cooperative buttons from servers browser
[added] sorting by player count as default in servers browser



wtorek, 24 września 2013

B890 - Tweak-a-doodle-doo!

(I’m not sure what the chicken joke is about)


New build! tl;dr is it fixes a bunch of stuff, runs faster, new heads, should be a bit easier for newbies.


Knights can destroy all solid wood blocks.


Just jab or slash at the blocks. We removed the requirement that the blocks were “cracked” because it seemed to confuse a lot of players. Wood is now quite the liability, get stone structures up where possible.


Potential optimisations to Config File operations, and to the Help Text.


These aren’t 100% complete yet - you if you used to get a lot of lag in the beta, that will hopefully be fixed or decreased with this change - if it still lags for you, we’d appreciate it if you could press F1 to disable help and report to the forums if this does or does not make your game run faster. If it does help, then we’ll put more work into optimising the help interface.


New player experience improvements (thanks Contrary).


These are mainly fixes and tweaks to Princess mode. If you encountered the bug where you couldn’t play the last level it is time to play it again!


Particle optimizations


The particle collisions (mainly used for picking up coins at the moment, may be properly exposed later) are now much, much faster, and completely ignore any non-pickable particles. This means that picking up coins is much faster on both client and server. A bug was identified in the server particle update code as well, and the coin drops are now partly synced (not 100% for bandwidth reasons), so picking up coins from the ground should work, at least most of the time


CTF fixes and improvements


Some of the funnier bugs with CTF are now fixed, like “capturing” the flag with a circular saw. Other issues are on their way to being fixed - wood doors and structures are now more vulnerable, catapult rocks now do some serious damage to stone doors, fire arrows will burn things down with much less of a delay, the flag returns faster when it’s near team-mates, and the messages in the chat console have your name attached to them if you picked up or captured the flag.


New Heads!


7 new heads (more if you count per-gender) have been added to the game. This includes the 2 community choice heads chosen by the community, as well as some miscellaneous heads and the migrant heads.



All in all it’s a bunch of changes that make the game run faster, play better, and hopefully reduce the overall number of bugs. Be sure to report any new bugs on the forums


Changes 886-890:


[modified] more cache friendly particle update
[added] blob gibs have random timeout - means they vanish in sequence rather than all at once.
[added] new base png loader from jackitch
[added] some sync to coins drop
[fixed] minimap outlines
[modified] minimap uses 100% same code for creation and per tile update - fixes consistency issues
[modified] water and fire are overlayed on map, not 100% alpha
[fixed] water and fire minimap sync on net
[fixed] terms of use being tricky
[fixed] config files not saving properly (helps reduction broken)
[added] further optimizations for helps
[added] blinks for helps when they happen
[modified] knights can destroy all wood blocks
[modified] knight can chop through wood door faster
[modified] spikes are destructible by knight
[modified] a bit more aggressive beginner mooks
[added] reintroduced grain from grain plant as edible food
[modified] more respawn time in Princess mode
[added] princess mode: on next map you start as previous class
[modified] archer AI sometimes stops when retreating
[modified] polished the trap level in princess more
[fixed] last level of princess mode not appearing
[fixed] chat text on hover being unreadable
[added] more damage from catapult to stone doors
[fixed] fire arrows not showing in air
[fixed] camera scrolling when mouse of window
[added] kills and scores to challenge
[fixed] time highscores formatting in challenges
[fixed] slam dunk to saw captures (lol)
[added] archer grapple help icon
[fixed] fire arrow teleporting to 0,0 on client when hit door
[modified] tweaks to improve netcode
[fixed] competetive button not pressed from start
[added] chomp sound to shark
[fixed] password appearing way below browser
[added] fire arrow burn time is 5 secs
[added] ctf flag returns faster near teamies
[added] catapult rocks die from too much smashing
[fixed] archer can always get arrows from tent, even if he dies during resupply time
[fixed] archer "drops" an arrow at end of legolas
[fixed] wierd flag doesn't capture bug
[modified] new community maps
[added] 7 new heads