piątek, 30 sierpnia 2013

Build 866 - Interim Patch, Lots of Changes!

This is quite a big one, a bit scary to get it out over the weekend but Tom and Ryan need it out to be able to do some API work, so here it is :) (As soon as the build server can bring it to you)


Summary of some major things that have changed, similar to last post:



Archer changes: Legolas shot, grapple hook, more fragile health among others! Pew pew, swing swing. It’s a whole new feel for the class, and it’s just getting started. We’ll continue tweaking and hopefully adding a bit of power after its had some more thorough public testing!


Boat changes: No more bashing team-mates with stolen boats before they convert! Dinghies don’t crush stuff! All sorts of good things.


Hall Changes: Halls can be flooded to turn them neutral again! We’re working on a way to work units into the mix, but it didn’t stand up to testing so at the moment it’s turned off.


Princess Mode: Currently in a half-finished port between the old huge huge map and the new level format there are some bugs (scores dont save or display properly properly) and some annoying map layout issues that will be fixed asap. Fortunately once the bugs there are ironed out the co-op challenge mode will be ready to rock in multiplayer!


Death camera: Also currently work in progress, MM didn’t quite complete it before he left :^( very sorry to those stuck looking at trees over the weekend! We’ll be evaluating weather to keep some form of this or not in the next few days, it will need a lot of changes if it’s to keep though.


Drill Changes: Doesn’t work particularly well under water, cools a bit slower, still doesn’t heat up when actually digging materials. This is to encourage using it for breaching and gathering instead of digging under the map for 20 hours in waist high water.


Walljump Changes: You can now wall run vertically for quite some distance, and only jump if you aren’t pressing towards the wall. This means overhangs are mandatory on any wall you dont want people getting over, and means getting out of pits and over ledges is much simpler. We’re considering making this a hold jump option (and will be toning down the height you can make with it).


Server Browser Changes: The server browser has been pre-emptively split into co-coperative and competitive tabs that sort on gamemode. This will be more relevant once the challenge multiplayer is released.


Starter changes: The starter now looks nicer and doesn’t have an inside-out twitter feed.



Please note: we’re fully aware there will be a few balance issues (likely in the favour of knights) this build! These will be addressed as soon as possible, likely with a patch Monday or Tuesday. Unfortunately we’ve got to push this one out either way so Tom and Ryan can get good API work done while they have some crossover time. Hopefully the added variety and fixes to known issues make up for the new issues that are sure to arise :^)


There have been a lot of changes and working this quickly it’s more or less inevitable that some bugs and other issues have snuck in without us noticing. Calmly report bugs and issues in the build thread or in the bug reports forum if you know how to use it.


Full changelog will be added either tomorrow night or on Sunday. I’ll keep my eye on the forums over the weekend but need some time to rest and recover, so don’t fret if I don’t get back to you right away.


Max/Geti

środa, 28 sierpnia 2013

Plan for the Rest of the Week

While MM is away I’ve been faced with a bit of a decision - do I work on CTF and delay the release of the current stuff further, or shelve it and try to get a patch out for TTH?


I’ve decided to go for the latter so that the archer changes can be trialled, the performance optimisations can be measured in practice and the larger map and angelscript issues (if there are any) can be identified.


To recap, the major changes that’ll be patched in are:


Archer changes:


  • Archer has no knife

  • Archer has grapple hook on right mouse button instead

  • Archer can overcharge his bow to shoot 3 arrows in quick succession. Holding the overcharge too long

  • Archer spawns with 30 arrows in almost all cases

  • Archer arrows have implicit knockback (eg even on boats, shielding knights, siege machines)

  • Archer arrows stun actors they hit if those actors are forced against a surface and the arrow is at full speed (allows combo shots if you manage to jump over a knight and full-speed shoot it downwards)

Large Engine Changes


  • Angelscript version increase to 2.27.1 - might make some old scripts not work as intended or break some mods, check the console for errors and the behaviour of anything, especially anything using angelscript classes. This was actually quite a pain to do, it broke the linux build for a while.

  • Tilemap underlying structure changed quite a lot - this one will only really matter to modders, it should be quite a bit faster CPU-wise though. Mods working with setting up tiles will need to pay attention to API changes.

General Changes


  • Halls have units in them - this hasn’t been properly tested yet and will need some work, but the basic idea is that a hall will become easier to take for a time if people are spawning out of it faster than tickets regen.

  • Halls drown when they have 2 or more layers of water in them - this state can be reversed with sponges. Drowned halls are for all intents and purposes the same as a neutral hall but you cant convert them until they are cleared.

  • You can buy an extra migrant at a hall for 100 gold! The migrant is bound to the hall, not the team, so you can still take the enemy stronghold with 10 military supplies factories :^)

  • Builders and archers start with the basics they need to survive and do good - 30 wood for ladders or blocking a door in the builder’s case, 30 arrows in the archer’s case.

  • The starter has been cleaned up a little, the layout improved, twitter feed fixed, and it has manual resolution entry for those with non-standard resolution screens like on netbooks.

  • Builders get materials when breaking solid constructed tiles. Short but sweet, makes forward building a little more feasible, and also less of a pain in the rear to “clean up” team constructions that honestly suck.

  • Dinghies do no damage. “Sorry” to those that have been abusing this. Much sorrier for not patching it sooner :^)

  • Servers are now split into competitive vs cooperative - we’ll make this a little more mod friendly asap but basically the modes are split based on how much fighting other people you’ll do.

  • Save the Princess mode is now several separate levels, using the new “Challenge” Framework, which will be finalised soon to allow for campaigns to be built for cooperative servers.

That’s it, off the top of my head. so, quite a lot of changes, which is why I want to get it out before they keep piling up and another week goes by with you guys stuck with old bugs.


Feel free to give your thoughts in the thread, some of these are somewhat debatable and most of the game flow related ones have easy to tweak variables in the scripts for those that want to revert them - the archer knife being a notable exception to that rule.


More info coming soon, it’ll mostly just be cleaning and testing until friday though!


Max/Geti

wtorek, 27 sierpnia 2013

"Challenges" days 2-4

MM:

We aimed to make a release Friday but unfortunately this is the nature of software development. I stumbled on some major road blocks, couldn’t release a test version until today. So only today did we have a chance to playtest a bit.


There are 4 types of Challenges working. They use a pretty convenient map + config file format. They can be sorted pretty easily in campaigns, just by dropping them into a folder. I still need to make a GUI in the main menu to select the campaigns or individual missions.


I split “Save the Princess” mode into 7 separate levels. Making it more fun and convenient to play in multiplayer. This should also make it easier for people with performance issues. I also made some significant lighting optimizations, so the next patch should be really good at addressing FPS issues.


Last but not least we played a bit of TDM today with the following changes:


  • new archer grappling hook

  • a new archer “charged shot” aka Legolas shot

  • knight shield slide knock/stun

  • improved wall climbing and running

We played for a couple minutes but I have to say I’m pretty stoked. The combat is MUCH more interesting for BOTH classes. I especially like the archer changes and the new trick movements you can do on walls and corners. These changes make KAG remind me more of Quake, which is pretty funny but cool.


This is the last bit of summer here in Poland and I decided to take a break for the rest of the week. Pretty unusual because I don’t like taking breaks from what is - a dream job. I’m sure this will help me rest a bit and kick more ass in the upcoming weeks before releasing the game on Steam.


See you next week. Geti should have CTF ready in the meantime. Have fun!


MM

piątek, 23 sierpnia 2013

CTF Day 3 - Nostalgic sounds and General Progess

I was sick yesterday, sorry for the delay. Counting it as a write off and calling today day 3. On with the show :^)


Today I added the old CTF sounds to the mode for things like getting the flag, capturing it, it returning to base and so on. I also had to add things like it returning to base to test these, so that’s done too. There’s also a nice blinking HUD nag for any flags trying to return to base:



(…yeah I might work on the blinking some more, haha)


Some fun bugs were fixed, like the flag base getting killed in a collapse and the flag trying to get trees to pick it up because they aren’t the same team as it. Fortunately the trees couldn’t actually pick the flag up, but it sure spammed the flag pickup sound.


I realised I hadn’t shown the tents yet, so here they are (significantly closer than they might be on a real map)



One of the testers remarked “Tents are now a palace” - palace or not I think they certainly look much swankier than the old ones. Your feedback will of course be appreciated though!


Max/Geti

New wall run + jump move.

czwartek, 22 sierpnia 2013

"Challenge" mode day 1

Today I introduced end game statistics for the Challenge mode on individual server maps. These include:


  • fastest time

  • fastest team time

  • individual times

  • most kills

  • and so on

This is all done in scripts so anyone interested in modding can see how to do their own stats system. These stats can of course be expanded later into other game modes.


I started making a small parkour map by copy pasting an old jump map by splittingred :). I’m still testing out ideas for this. The thing I know is that I want parkour maps to have a time limit of 1 minute not longer.


To make these climbing/running maps more fun I fixed a big issue with walljumping which is - too much pushing backwards when you don’t intend to (especially when jumping around corners). In place of that you can now essentially run a wall matrix style by pressing movement key in the direction of the wall and tapping jump.




I’m not sure this should stay so don’t be surprised if it’s not there on release :).


Max was strangely missing today, I hope wild dinghos didn’t kidnap him. He should post an update tomorrow.


MM

środa, 21 sierpnia 2013

New cooperative game mode "Challenge"

This is MM, as promised I’ll explain a bit what I’m working on this week.


We’re in a bit of a hurry (typical), so we decided to split work with Geti (not typical), so he makes CTF and I make a completely new cooperative game mode.


The "Save the Princess" mode was pretty well recieved and we decided to go along that line. This new mode is:


  1. cooperative multiplayer or singleplayer

  2. it’s called “Challenge”

  3. it’s like a condensed version of the Princess mode

  4. it’s meant for 4-8 players

  5. very small maps

  6. rounds will be fast - ranging from 30 secs to 2 mins maximum

  7. no spawning after death

  8. every map in the cycle should be a unique Challenge

  9. typically every Challenge trains a particular skill used in the game (but not necesarilly)

  10. not all Challenges are combat ones

Some types of “Challenges” that you will encounter are (not all will be available in first release of course):


  • Kill all Red

  • Save the Princess/Hostage

  • Escort the Migrant

  • Retrieve the flag

  • Capture the hall

  • Capture the boat

  • Cross canyon as fast as possible

  • Escape the flood!

  • Parkour and climbing…

Will keep you updated,


have fun!


MM

CTF Progress, Day 2 - Interruptions

There were some hiccups that swallowed a fair bit of today moving some fairly large tilemap changes into the main branch. They wont cause any outward change of appearance but performance and  Caused a few “hilarious” bugs, like being able to build tiles “into” dirt for digging.


We also updated the version of angelscript - leading to a lot of the more “fiddly” scripts having a few bugs and crashes. Hopefully the overall fixes and performance improvements help out in the long run though.


CTF so far has been mostly fixing bugs in the gamemode and adding intended functionality to the flags and their holders, which I won’t bore you with a gif of.


More progress to be made tomorrow with most of the interruptions dealt with tonight, sad to have a slow day but glad to have these two large elements off the TODO list as well.


Will keep you posted, MM should go into the details of what he’s been working on tonight as well - a cooperative slant on the game :^)


Max/Geti

wtorek, 20 sierpnia 2013

CTF Progress, Day 1 + Other news

So, this week we’re splitting the workload between MM and I - He gets the cooperative multiplayer side of things, I get to make Capture the Flag.


This isn’t a carbon copy of classic. I want to address the myriad issues that were present in classic’s CTF, the largest planned changes being


  • Spawn point and flags separate objects - eliminating stalemate at the tent.

  • Layout of number of flags, location of flags up to map maker

  • Saving the flag takes time (no more 1 frame flyby returns)

  • Compatibility with low and high player counts via clever map design.

Here’s an animation of how progress is going so far. It also shows one of the large things changed about archer - he now has a grappling hook for getting around the map.


image


Note that the work is very rough, but you can already take and capture flags (without interrupting your own flags). Turtling the flag points will likely be standard practice, but note that to cap and therefore win, you need to have a way in and out. This should prevent entombing without being to restrictive on fort design.


I’ll talk more about the archer changes as it’s nearer to release, we’re aiming for the end of the week for at least the archer changes (and the usual slew of fixes) if not a playable CTF + co-op as well.


Stay tuned, and tell your friends :^)


Max/Geti

niedziela, 18 sierpnia 2013

How & why to stay in touch

This week we have planned to add some amazing features. So let’s stay in touch. The best way to do it is to subscribe to this blog or just like our Facebook.


We’ll keep you informed about progress and patch releases.

wtorek, 13 sierpnia 2013

B847 - Shark noms, Balance Tweaks, Map Changes, Installers and More!

This build encompasses a few tweaks we’ve wanted to make for a while, as well as a few more experimental things which may be redacted quickly, haha.


Clearly most importantly, the shark now has a chomp animation. More work needs to be put into polishing it, but it helps make the shark feel at least a little less static.


We’ve dropped quite a lot of bedrock into the vanilla maps to help with the massive erosion we’ve been seeing, though other measures will obviously need to be taken.


Installers are now automatically generated every build, so there should be less/nothing to patch after installing the game for the first time!


There have been several balance related tweaks


  • Removed satchel from knight - we felt like the satchel was the “odd one out” and very unsatisfying to use of the knight weapons. Fire is now reserved for archer use only, with knight’s unique mode of destruction still being exploding things with extreme prejudice (kegs).

  • Slashing a shield now results in a slightly shorter stun - meaning you can double slash a shield to harm it, or slash and then jab to cause damage, but not chain slash after slash. This represents a move away from simply chaining slashes as long as possible to win, and hopefully improves the depth of the mind games knights play as they hack each other apart.

  • Builder now gets mats from breaking solid constructed blocks - this should help encourage battle builders to get out there and help get over or through enemy constructions.

  • Archer fletches 2 arrows from trees - pretty self explanatory.

  • Minimum 30 wood for builder and 5 arrows for archer on respawn. This should help with the wood drought just a little and prevents archers being helpless while a hall is getting taken..

  • Bombs change team when picked up - this lets you save team-mates and kill enemies with thrown-back bombs and means theres a little bit less “wtf” when an enemy throws a bomb at you for zero damage.

  • Fixed mines going through doors - as if there wasn’t enough silly stuff going on :^)

  • Boats do more damage on collision - experimental, makes it very very hard to board an enemy boat while it’s moving but feels kinda janky. Will need to be tweaked.

Many more changes in the log of course, see below and enjoy!


[fixed] vaulting is broken
[modified] archer fletches 2 arrows from trees etc
[modified] moved warboat to its own folder in boats
[removed] satchel
[fixed] knight can cut tiles he shouldn't be able to
[modified] background image for installer
[modified] kag.ico has updated knight in it
[modified] bombs and water bombs change team when picked up - so you can toss bo
mbs back and damage enemies
[fixed] getting out of water
[modified] changed jump anims a little
[modified] a bunch of war maps have more bedrock now as temp measure vs extreme
terrain erosion
[modified] updated PNG loader to include everything again (thanks jackitch)
[modified] boats make much more damage when hitting enemies from all angles
[added] attached vehicles convert too on capture
[fixed] archer climbing trees newly grown trees on network
[modified] easier to get out of water against wall
[added] shield sliding (point mouse down and use shield while dropping at high s
peed)
[added] visual indicator of vehicle capture
[added] logs can be used as catapult ammo against infantry
[removed] debug mode from regular players
[fixed] crates not unpacking in water and on boats
[fixed] autoupdate_ignore_custom.cfg (1231)
[fixed] able to log into someone elses account on a shared PC (1232)
[fixed] mine goes through doors
[added] shark chomp anim
[added] getDistanceTo(CBlob@ other) in CBlob

Max/Geti


EDIT: Forgot to say that shield sliding has started being implemented, knights can now slide around on their shields (aim at the floor with some speed). We’re looking at how to fit this into combat to ensure everything is balanced and most importantly FUN, stay tuned!

poniedziałek, 12 sierpnia 2013

Changes to User Panel at KAG2D.com, Desura keys!



As you can see there are few new options available in the panel.  I’ll describe them briefly (most of them are self-explanatory).


"Get your Steam Key!” * - mainly a placeholder for the future. When we’ll release KAG on steam this will be the place to get your Steam key from (if you have bought the game from our website and not Steam, that is).


"Get your Desura Key!” * - here you can get your Desura key.


"Download Art Booklet" * - it speaks for itself.


There are also old options which were available all the time. You are able to change your account credentials, e-mail and delete your account completely (be warned though, this action cannot be reverted). Additionally, we have set up in place way to tell us if you agree to receive e-mails from us. We don’t have any newsletter yet - but it will come in its time.


* - options available only to paid users.


Cheers,
Lucas/Furai

piątek, 9 sierpnia 2013

B844 - Cleaning up, Knight digging, Graphical tweaks

B844 is incoming, fixing everything introduced last build by untested changes and adding some much needed intuitiveness to knight digging among other things.


Knights can now dig in dirt and break damaged wood blocks by simply jabbing or slashing at them, no precise close aiming required.


Knight throwables are now shown behind their sprite rather than in front, which should make it easier to tell what they’re doing while throwing things. Small tweak, but it worked well in classic. Knight throwables also don’t swap selected type at the wrong time.


As a bonus, attacking inside ballistas, catapults etc should work fine now.


Trampolines are now very directional, which means there’s more engineering involved in making a knight-o-pult from one tower to the next. Should cut down on the number of 90 degree sideways trampolines being used to circumvent normal defences (at least somewhat). Balancing will be needed of course, but we’ll see how the public reacts first.


We’ve done some cleaning up of a few scripts and some engine code as well, nothing too drastic but should help reduce the number of bugs in the future.


Still outstanding is that bug with ladders through blocks and a lot of more miscellaneous stuff. We’ll see if we can make that before the weekend but it’s not super likely as its quite a complicated issue (tilemap containing actors overlapping other tiles).


As a small note, a few of the fixes made are not fully optimised, especially the one about hitinfos - these will be optimised more in coming days.


[fixed] trampoline not bouncing objects online
[fixed] server crash for real now
[fixed] possible to cross red barrier in vehicle
[fixed] chat colors in console
[fixed] hitinfos missing some times, need to optimise a lot though
[modified] trees no longer hurt players when they fall on them
[modified] trees hit ground earlier to prevent logs jammed in walls etc.
[added] tags for things that block knight attacks instead of some obscure check - fixed #1096
[modified] knights can break dirt without having cursor too close
[modified] back ladder zone on warboat is visible
[fixed] knight can attack through doors/traps
[modified] fixed water not going to the edge of the map
[modified] satchel sprite to be less like bread, needs complete overhaul
[added] behind when attached script for blobs to appear behind parent when attached
[modified] bomb, satchel, keg appear behind character at shoulder (like classic)
[modified] keg fuse is easier to see
[added] autoupdate_ignore_custom.cfg to default installation
[modified] water bomb behind when attached too
[added] more smoke effects when stone and wood destructed
[modified] pick spawn menu is in lower part of screen
[modified] pick spawn menu vanishes after clicking
[fixed] server LAG warnings not appearing in console
[modified] trampolines are much better for construction and still allow big jumps, might need TDM maps etc modified though.
[modified] trampolines have controlled height - press down for less bounce up for more.
[fixed] annoying knight bombs changing when you still have some of the currently selected one
[modified] chatcommon can summon scrolls with names that have spaces
[fixed] incorrectly handled non-truncated links from twitter - launcher bug

Have fun!


Max/Geti

czwartek, 8 sierpnia 2013

Make a KAG Beta Trailer and Win!

Click HERE for the forum thread!



General Point of This Contest: Make a Trailer/Video of KAG Beta Gameplay. The person who makes the best video will receive 5 codes to give out to whoever they want. Winner will also get a custom title if they so wish. Second Place will get 3 codes and third will get 1. One additional code will be given out to the best post in this thread.



That totals 8 codes to win and 8 happy friends or family around the world! I guess you could technically do it based on the DRM Free Singleplayer part of the game too to win yourself access to multiplayer!


Click HERE for countdown to the contest end.


Be sure to read the rules in full.


Have at it, video dudes!


Max/Geti

wtorek, 6 sierpnia 2013

B840 - New maps and Fixes

To start off the week we’ve shaken up the maps for Take The Halls - we’ll continue to modify them as the balance shifts around but they should help address things like constantly flooded halls, too much distance between halls and the like. Be sure to give feedback on the new maps and the changes to old one in the forum thread.


We’ve also fixed the majority of the movement issues, but there are still a few like getting out of water being a bummer and it still being possible to eek your way up walls by jumping. These will be dealt with as soon as we can, but we figured this build would help with the overall balance of the game enough to get it out.


Changelog as normal below


[fixed] trader material exchange
[modiifed] boats more reliably destruct doors
[fixed] spectator chat not being gray
[modified] blademire ridge has smaller distances between halls and is less jagged
[modified] more map tweaks and shortening
[modified] most maps have shorter water and distance to halls
[modified] shark and bison regens a bit longer
[added] EarthMoving WAR map
[modified] jungle map has lower halls, is smaller, has 2 underground halls (total 5)
[added] new map Voyager to WAR mapcycle
[added] first team hall added on WAR map has research
[fixed] reverted knight animation optimisation stuff, hopefully fixed "stuck" wallsliding anim
[fixed] infinite walljumping while shieldgliding
[modified] dinghy can be picked up when not on map if it's out of the water
[modified] cant pickup dinghy with someone in it
[modified] cant pickup dinghy unless its touching the map (ie at side of lake or on ground)
[modified] warboat ladder area now visible on sprite
[fixed] boulder breaking bedrock/other natural tiles
[modified] cant climb on held ladders (too many issues)

Max/Geti

piątek, 2 sierpnia 2013

B837 - Saturday Patch

Sorry for the issues from yesterday folks - fixed almost all of them below as you can see. Not too many changes because it’s the weekend, just spent 2 hours testing it and it seems much smoother than it was, with any big issues like infinite walljumping especially nipped in the bud.


The new knight doubleslash physics are pretty quick, so might take some adjusting to, but I think they’ll be a fun addition for parkour and stop double slash feeling “useless”.


We’ll work more on balance with slashes and archers over the next week, for now - Enjoy


[fixed] flooding in murkshire hills
[modified] autoupdate occurs before reading the news
[modified] knight super slash throws like regular slash
[modified] knight movement with sword is less slow (fixed old code)
[modified] double slash movement less restricted - allows lots of parkour
[modified] archers slightly faster while drawing arrow (0.7 slow instead of 0.6)
[removed] almost all slowness in air
[fixed] infinite walljumping

Max/Geti

Fixed Launcher bug and Flooding

The launcher freeze bug should be fixed in the next few minutes or so, whenever the patch is made ready by the build server.


Also fixed flooding on murkshire hills as players seem pretty determined to ruin that map, so now it’s at least harder.


We’ll be looking at the issues with knight combat soon, can’t give an exact time estimate though.

B836 - Performance improvements & Movement polish

Working hard on the beta yeah! (playing a bit too! :). We gotta take a break for the weekend though after this patch. After that we’re back to code more fixes and probably CTF.


We optimized the code a lot. 32 player servers should be smooth now, if not we’ll work on it more.


Movement is polished a bit: more drag, less sliding on edges, more like classic. Still not finished tweaking it though.



[modified] increase bomb tech time and decreased pyro tech time

[modified] boats now have specific icons in minimap

[fixed] boat sprite goes skew when turning around and probably more related bugs

[fixed] fall damage and sounds

[fixed] stomping

[fixed] other issues because of getVelocity() fix in scripts

[added] keg explodes on impact when lit and launched from cata

[modified] lowered warmup mats a bit

[fixed] other builders not auto-picking dropped builder mats

[removed] trading mats for gold in TTH

[modified] boats dont collide with mats

[modified] faster decaying

LOTS of optimizations in scripts, physics and network code performance. 


Official Servers

There are currently 4 official servers up, running 16 slots each, one Team Deathmatch and one Take The Halls in both EU and US. Furai is currently in charge of managing them. Eventually these servers may hopefully be properly integrated with the kag support systems allowing calling for a guard with chat commands and will be properly moderated like any good server.


We’ll be monitoring and improving the gameplay state of these servers as much as possible, looking to the community for comments with regards to settings and map cycles.


This should help bear a fair bit of beta traffic, but we’re missing Aus and Asia coverage, so the community will have to cover those regions.


For the moment, they’re just 100% vanilla TDM and TTH


As far as I know, the Aus server hosting should be mostly covered by the Server hosted by Kaizo and Lavalord, I’m not sure of demand in Asia for the time being, though I’ve seen Filipino players on Aus servers so I presume they’re undersupplied.


If anyone is wondering how to set up a server, we’ll be working on updating the documentation for this soon, but for now it does actually work more or less “out of the box”, hosting a TDM server on port 50301 by default.


Feel free to discuss the finer points of server hosting and coverage in the thread, some discussion on that now that the beta is public is probably overdue.


Max/Geti

czwartek, 1 sierpnia 2013

B835 - Fixes and Mapcycle Changes

Hey guys, another patch to deal with some of the strange things from last build and some annoyances people have been having :)


We’ve reshuffled the map cycle because we’re as sick of the maps as you. We’re going to work on some more maps taking into account the finer points of the gamemode fairly soon as well. Feel free to do your own experiments on your servers to figure out what works, would be nice to have a bit of variety. We’ll be incorporating anything excellent that we see into the vanilla maps as well.


Fixes include the workshops bug, placing spikes in hall, archer arrows damage and appearance bugs, and much more, full changelog below, big changes in bold as usual.


[modified] necromancer orbs more dangerous
[modified] challenge level bugs fixed
[fixed] arrow does only 0.5 damage or sometimes none, and sometimes misses shield
[added] special case ignore parent facing code for layers that shouldn’t turn when parent sprite turns
[fixed] arrow turns wrong way when shot blob turns around
[modified] stun from arrows only when they’re full charge (less flinch from weak arrows)
[fixed] cata rocks doing piss weak damage
[fixed] workbench expiring in 2 seconds
[modified] trees dont clip tilemap so much (or at least look nicer while doing it, and provide more places to hide)
[fixed] walljump fumbling
[fixed] building spikes in no build zone
[script] fixed crash in sprite onTick when blob had an error
[modified] faster hall capture in single
[modified] hopefully better boat collisions
[added] easier access to warboat rear
[fixed] bomb destroying bedrock
[added] camera centers to middle ofmap on map change
[modified] reshuffled default map cycle
[fixed] unable to pack catapult
[modified] can’t pack catapult with ppl inside of it
[fixed] drill sound in inventory



As you can see we’re working hard at the moment, we may have another patch before the weekend or may hold it for a bit longer if there’s no issues preventing play like the workbench and arrows.


See you ingame!


Edit: MM would like to add that if you could run the server though gdb and provide any backtraces from crashes to us that’d be very helpful. Server admins take note.


Edit Two: I just found and fixed an issue with TDM where it would constantly restart, it also fixes a lot of console spam in affected servers. The patch will be a short while after the release of B835 so be sure to repatch any TDM servers you have.