piątek, 2 sierpnia 2013

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.

środa, 31 lipca 2013

B834 - Spikes, Better Necromancer and Lots of Fixes

New update - Work in progress and more to come, but should address a few of the concerns people have been having. Important changes in bold as usual. Check the new spikes - they let your run past but also restab. They do less damage as requested to prevent paving the world in hurtiness and cost the same.


Sprite operations have been sped up a fair bit as well - if factories were lagging for you when onscreen please post here if that is fixed - if not we may need to take more drastic measures.


Enjoy!


[fixed] twitter feed messages ignoring escapes like '
[fixed] spikes stacking
[fixed] saw animation
[fixed] mounted bow cant shoot backwards on vehicle
[modified] arrows smash into smaller gibs rather than big wood ones
[fixed] gib randomisation sucks
[fixed] mounted bow jitter in 2 high spaces
[fixed] saw rotation inconsistencies
[added] way funnier princess name >:^)
[modified] warboat hp buffed +50%
[modified] bombs can go through 1x1 holes again
[fixed] water bombs collide with people again
[fixed] bombs dont go through shielded enemies now (makes it easier to bombjump enemy bombs reactively)
[modified] single player section quite a bit, necromancer section is a little harder but more straightforward
[fixed] support issues when building on doors
[fixed] trap blocks not destructing when fallen on trap blocks
[added] trap block gibs
[fixed] flying when suicide
[removed] put in backpack help text
[fixed] help texts wrapping counter and showing again after some time
[fixed] can’t destroy blocks where ladder is
[fixed] ladder water leak
[fixed] not being able to destroy block under ladder
[modified] hall class change and factory buttons are unavaiable unless you are inside the room
[fixed] can access hall inventory as other team
[modified] hall buttons except research dont work from outside (so you can still vote when far away)
[modified] stronger longboat
[added] saw scroll to trader
[fixed] door collapses sometimes not happening
[fixed] spikes invisible bug
[modified] spikes more visible when retracted
[modified] spikes do 0.5 damage
[modified] spikes auto-restab (dont get trapped in spike pit)
[modified] spikes have delay on their stab
[modified] challenge map some more


More updates will be out probably by the end of the week, but this should help tide you over until then!


Max/Geti

sobota, 27 lipca 2013

BETA IS OUT !!!

image





image


A couple words from MM, watch it:




[youtube http://www.youtube.com/watch?v=bvHeXQuGgVE?rel=0]




To be more specific :)


this is what you’ll find in the NEW King Arthur’s Gold beta:



image




  • Short story-mode called “Save the princess” (to be fleshed out later)




  • Naval Warfare




  • Drivable Siege Engines - with gunners and drivers




  • Factories and infrastructure building




  • Two playable multiplayer game modes, more coming!




  • Take the Halls




  • Team Deathmatch




  • upcoming CTF and zombies



3 different types of Bombs


4 different types of Arrows


Mines and Kegs


Completely new graphics


Riding and taming animals


Flowing Water (as in Minecraft classic:)


Fire (yes by Fire Arrows!)


Technology Research Tree (with democratic voting for picking team strategy)


Full Access to game’s logic with scripting



  • Entire game logic source available




  • Possible in the future to make full Mods (NOTE: not fully there yet and we need to finish the documentation :)



Works on Windows, Linux and OSX


Still more to come! We’re not done yet!



image


This game will get you hooked.


It’s hundreds of hours of fun for the price of lunch!


You’ll experience a never before seen blend of real-time medieval building and combat in a fully destructible multiplayer environment.


No other game comes even close to this.


This game will give you the most intense action & fighting moments you’ve ever experienced. It beats the best scripted sequences in other games, simply because it’s all real people just like you: playing, having fun and being creative.



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It’s still not finished yet, so we will be pumping updates.




After you buy the game we will publish the game mode known from classic - Capture the Flag and later on Zombies (you can still try Zombie Fortress in classic and play on gold servers after purchase, we’re not ceasing classic). We appreciate that a lot of classic players are finding the transition too jarring so we’re hoping we can help you migrate comfortably. We’ll go into this in more detail as soon as possible explaining what’s planned, what isn’t and why.




You buy this game once. It’s not subscription. You pay 9.99$ and have it for life, and have it on Steam or Desura when it’s there. We ask for nothing more beyond common courtesy. In fact we will give YOU something more just because we want this release to be a blast. That’s why for the next 2 weeks the price is still the low “pre-order” price + you get a BONUS.




The Art & Design booklet


a chronicle of KAG’s developmentimage




189 pages full of MM’s scribbles and Geti’s hand-drawn sketches.


You’ll see which ideas made it into the game and which ones didn’t make it. Putting this together was a huge walk down memory lane for us :)




How To Buy


Because buy stuff on the internet is tricky sometimes


Go the KAG website to BUY NOW.


Just select your preferred method of payment: PayPal, Amazon or Google - you can also simply pay with your phone (Mobile SMS payment via PayPal) if you don’t have a credit card or e-money.




Next you will get an e-mail with a code in it, which looks something like:


972abf94fb7efac73dcada382bffe4d9 (this one won’t actually work :p)




Simply redeem this code once in your account panel on kag2d.com,


download the beta installer, run it and you are ready to rock.


(you can buy gifts too, because you can give the code to somebody! hooray!)




Final words


This has been more than 14 months in the making now, and is only just becoming ready to let you all in. Thanks to the community at large for all your support so far, and to the active testers especially, for bearing with daily bugs, server hassles, late nights and arguments. It’s been a wild ride so far, but it’s not over yet! Join us in the final stages of this game’s birth as the greatest medieval multiplayer experience in the world!




MM & Geti

piątek, 26 lipca 2013

Last 12 hours of Indie Game Stand Sale, and some teasing

If you’re holding on for the last minute - that’s getting pretty close :)


This sale has been quite exciting for us, a large number of new prospective players, a good amount of money to help fund development (funds have been getting quite low recently) and a chance to reflect on the past with the 189 page art and ideas book collation.


We’ve been working on a major overhaul of the site as well as many a bug fix. As always we’re a little behind time but with so much going on and only 2 of us really around, it’s been a wild week :)


Stay tuned for some pretty big news coming either this weekend or as early as physically possible next week!


Max/Geti