12 julho 2014
Pretty big build - lots of small changes accumulating over time. We would have liked to have made this as several separate builds but each week the build server had something else wrong with it. However, the more troublesome nodes have been moved to more stable hardware and things have gone along smoothly this week.
- Shop Changes
Largely a community sourced change, shops now have a nicer button layout, show damage (using the frames that were previously unused), and are generally a little more polished. Notably, quarters now allows sleeping in a bed inside the structure for free, time based healing.
- Tunnel Changes
Tunnels are now able to be used by both teams - this means that you need to build a vault around any tunnels inside your base to prevent getting invaded through them. This change should make tunnels a more strategically important building for both teams, and help prevent cheesy flag rushes.
- Voting Changes
Players can now abstain from votes they don't want to have a say in (to get rid of the box), and admins can now cancel the vote if they have the right seclev set.
- Boat Changes
Boats have been reworked a little - dinghies and longboats are faster now, warboats do less ramming damage to blocks, and longboats do more (especially with multiple rowers). This should help with the boat's utility in game, we'll see if we need to take more measures in this direction after the build has been in circulation for a while.
- Map Changes
Many CTF maps should be less prone to stalemates or extreme early rushes, and a few maps have been retired completely.
- Coin Tweaks
There's fairly dramatically increased coin income from damaging siege weapons and enemy vehicles - this especially applies to archers as an alternative revenue stream from frontline support.
- New Example Mod - M16
A simple example mod by MM (sprites by me) adding an M16 to the archer in TDM.
- Fixes and Misc Changes
- No more getting into crates
As fun as it might be for you, we're quite tired of complaints about players effectively wasting a team slot by spending the entire game asking their team to carry them into battle. The code is still in there, just commented out for those who want this in modded servers.
- Fixed minimap sometimes getting "stuck" off.
- Fixed m_seed defaulting to wrong value - old servers will have to manually change this though (/rcon /m_seed 0, or set it in autoconfig)
- Static blobs with attachments falling.
You know how flags sometimes "weirdly" fall through the ground? This should fix that.
- "Quick Double Slashing" bug fixed.
If you've ever been surprised by a double slash that "probably shouldn't have happened" but not been quite sure what was causing it, this fix might help there.
- Spikes give kills
Builders can now see their kills (or lack thereof) from placed spike traps.
- See changelog for the rest!
[added] abstaining from votes
[fixed] wierd downward-floating desync for static blobs with attachments
[fixed] knight "quick-double-slash" bug
[added] rayne chicken head (fear the chicken)
[fixed] potential overflow issue with the minimap not showing
[fixed] issue with wood vehicle damages getting passed on for projectiles
[modified] coin income from building workshops (less) and hitting siege (more)
[removed] getting into crates
[fixed] using halls as tunnel as enemy
[modified] removed tunnel travel team limitation
[fixed] broken code in defaultbuilding relying on overlap functions that was breaking for quarters (now uses AABBs)
[added] dinghies cost 100w and 25c (spam mitigation)
[modified] mazey head (5th time now, hopefully last. looks less like a tumour)
[modified] new german official server IP
[fixed] sleeping head frames for people with unique heads
[modified] community fix: spikes give the builder kills (thanks Skinney)
[modified] community fix: ctf shop buttons are laid out horizontally (thanks Skinney)
[fixed] community fix: ctf shops use appropriate damage frames (thanks Skinney)
[modified] community fix: quarters allows free sleeping with a time-cost to heal (thanks Skinney)
[modified] community fix: ctf flags collide with blob blocks where appropriate (thanks Skinney)
[modified] builder cant put wood backwall on stone backwall
[modified] updates to newtortuga - mid more resilient, less redundant base stuff, more room for tunneling under mid
[modified] addressed a few concerns with EjMap (stalling, horizontal movement)
[modified] feedback on JTG Aqueduct and BoulderLake taken into account (less gimmicks, more terrain polish, etc)
[modified] moved flags out of terrain on fellere map
[modified] dinghy and longboat faster
[modified] can't get into carried dinghy
[modified] longboat better at ramming tiles
[modified] mine doesn't take fall dmg
[modified] mine has knockback on hit
[modified] mine has double hp for slightly longer "defuse"
[fixed] sound scrollbars up button not working
[added] new mod example M16 as extra class action for archer
[modified] steps on the sound sliders
[fixed] crash when trying to perform "reload" command on local server
[added] new seclev "vote_cancel"
12 maio 2014
Hey guys, kinda small build this time but there's some nice little changes in there that will help server owners tweak their play experience how they like, and hopefully see a rise in novel modes.
- Config Vars
TDM especially has benefited from the addition of more variables exposed through a config file - even the old RTDM mode is now possible through simple config file changes. CTF has also had most of its costs exposed through a config, though some of the more involved ones were left out. We'll see how much use they get before going the extra mile. Older players keen to play some RTDM again should be happy about this one anyway!
- TDM Tweaks
TDM economy has been tweaked a little bit (as part of getting the config working) - there is a minimum of coins each round, but you can also save up in between rounds to help reward good play and allow for maps without a trader on them. The round plays a little more like counter strike now, on maps with a trader at least. We're seeing more item use overall, but not too much spamming of any one item (except maybe bomb arrows ;)
Shops can be turned off completely from within the config file as well, and all costs can be adjusted.
Traders are also always neutral, so they don't protect one team and hinder another (though they can be used as makeshift cover).
- Swap Channels Option
Linux users rejoice! Lucas has added a swap channels option for those suffering the flipped audio bug.
- Spectator cam kicks in faster
Small tweak, but those sick of looking at their corpse for 5 seconds after dying are in for a treat :^)
- Fixed "Corner Hitting"
The longest standing bug still in KAG has been fixed! Hitting through corners is no longer a thing.
- Keg Tweaks
Bombjumping with kegs has been fixed, and the keg is lighter. The keg dropping on hit is still in, as we feel this provides a much more interesting mechanic. It's been moved a little backwards to help with it getting shot off your back by arrows. Keg explosions are now also symmetrical, the "down" line of the explosion isn't strangely weak any more.
- Knight Shield Direction Unlocked
The shield direction in air has been fully unlocked to allow shielding to the side while in the air more easily. The shield angle has also been subtly increased (not anything like what it was though)
- Longer CTF Build Time
By default, the CTF build time is now 180 seconds instead of 120, so the pre game castles should be a little better prepared. We'll be observing the issues this might introduce with rushing being non-viable, but it shouldn't make <span>too much</span> of a difference.
Build should be out across all platforms within the hour. Be sure to leave your comments in the build thread on the forums.
As always, have fun!