Community Announcements - trainchaser
Hey KAG Folk!

Just a small build today, fixing a few bugs and tweaking one map in particular. There’s also an experimental change in there for water-haters, so pay attention.


Clean yourself up quick-smart against water-spam tactics with sponges.​

Sponges now “absorb” most of a water-stun if they’re in your inventory. The sponge is destroyed, and the stun time is reduced to 0.5 seconds from 1.5 seconds. This allows you to counter particularly water-heavy players. If it becomes particularly important, we might need some sort of visual indicator that you’re carrying sponges, but as it stands we see it as a similar “ace in the hole” to whipping out a bomb mid-fight (or a water bomb).

Full changelog:
  • [modified] some changes to CerberosRift following community feedback
  • [fixed] shield-bashing multiple overlapped boulders sending you to space
  • [fixed] tunnel-grapple "archer fling"
  • [removed] a heap of unused maps
    (from maps/, that had been around since classic)
  • [fixed] bug in kickafk that _could_ (but generally wouldn't) crash the server, plus disabled kicking local player (no more disconnect when you leave sandbox to get a cup of tea)
  • [added] carrying a sponge partially protects you from water stuns (1 sponge per stun, sponge is destroyed, stun is reduced from 1.5s to 0.5s)
Have Fun!
Max
Community Announcements - Max
There was a serious bug that resurfaced today and was pulling down servers, the hotfix rolling out everywhere fixes that, as well as an infinite-fly exploit involving trampolines. Nothing else is in the patch.

Have fun, and thanks for bearing with us through the technical difficulties,
Max
Community Announcements - Max
Hey guys! With the Trench Run release out of the way, we've been able to spend a little bit of time rounding out a KAG release.

It should be out in the next hour or so on all platforms. This release features a round of bugfixes and "finally" some balance measures on the ballista!


Still deadly, but less spammable!

  • Ballista and bolts now cost quite a lot more. The upgrade is also more expensive.
    This is intended to allow them to keep their role of dominating the battlefield in short bursts, without being prone to bolt-spam and spawn spam.
  • Several bugs fixed with overlapping multiple Ballistae.
  • Chat "..." bubble is now back - except for team-chat, which can be used for stealth tunnel planning
  • BunnieTDM lighting has been modified by 8x after community complaints
  • The "Surrender" vote is no longer bugged - please check this is indeed fixed but all investigations we've done show it working as expected. It seemed to be relying on a bad seclev. Hopefully this means less end-of-game griefing and gives players a better "gg" out than nextmapping - a team can decide to throw it in together rather than relying on the enemy accepting.
  • TDM no longer "soft locks" when everybody dies at the same time
  • v_camera_ints setting saves now for those who prefer the camera working that way
 

Officially extending the hand to KAG players everywhere to try Trench Run!

There is also a one-time popup window which we will use for giving important information as required - we're currently using it to plug an offer extended to KAG players for 30% off Trench Run!
Use the code KAGLOVE30 when buying Trench Run here to claim your discount.
As always, you can retrieve a steam key from the panel should you prefer to play your games through steam.

Have Fun!
Max & Michal
Community Announcements - Max
Hey there, just rounding out a turbulent week of KAG with a final build before the weekend.

This build should curb some of the issues people have had with the graphics code, adds a few more achievement fixes, fixes a few menu issues, and makes localhost mods work again, which is important for testing them and for offline modded play.

Let us know here asap if you continue to have issues, please!

Here's the full changelog:
[fixed] save the princess fade out
[fixed] save the princess flashing screen
[removed] eternal love (princess kissing after death)
[added] achievement unlock sound
[fixed] servers browser and settings overlapping esc menu
[modified] servers browser and settings center on screen
[fixed] problems with CTF mapcycle
[fixed] crash on warboat unpack
[fixed] warboat unpack counting as cap
[added] achievement unlock sound
[fixed] localhost mods not working
[modified] no border forced on windowed mode (too many complaints)
[modified] screen forcibly resized is just a warning now, doesn't change any values

Have Fun!

Max
Community Announcements - Max
Hey everyone!

First up, the major change this time around is the addition of Steam Achievements! If after the build is out you have trouble seeing progress on the achievements, please get in touch with us on the forums! If not, for the completionists out there - get collecting! There are 64 achievements total including 4 super secret achievements. Huge props to Norill and Skinney, our two interns who have been behind this massive workload!


Some of the sweet achievement art! 64 of these bad boys to unlock!​

Secondly, the game has been changed from a 4:3 ratio by default to a more modern widescreen layout - the default resolution has changed from 1024x768 to 1280x720 (720p). This should increase the appearance of the game at most modern fullscreen resolutions, and allow the use of KAG on some laptop screens with a small vertical resolution. The game will also no longer allow the specification of a window size very close to the desktop resolution - the reason for this is that the OS will resize the window anyway in those cases and cause the game to render badly.

This change may cause some teething pains and graphical issues, please report them on the forums and we'll look into the ASAP. We're still working on some of the "black screen" issues introduced recently, but it seems that a lot of these issues are actually caused by out of date graphics drivers. Please update your drivers before reporting any graphical issues on any OS!

Game side, a few small things have been added and fixed:
[fixed] mines will reliably deploy in all settings as long as they are still
(note - this does mean that they wont deploy when on a moving boat, but they can be moved once deployed and wont retract)
[fixed] fire kills not credited correctly
[fixed] several crashes
[added] SURGE head - congratulations for winning MLK2!
[modified] flowers more colourful
[removed] Warboat decaying when left alone
[fixed] ramming kills not credited
[added] drill hitter type
[fixed] several tutorial placement/graphical bugs (thanks makmoud98)
[added] sync to faketech methods (may fix desync on ballista bomb bolt tech)

Have Fun!

Max, Michal and all the THD Team!
Community Announcements - Max
Hey Everyone!

Sorry about the server outages – turns out some of the holiday code was left in an unfinished state and as the day rolled around the servers started trying to load code that wasn’t there. This build fixes that issue as well as including all the accumulated changes since last build.

Overview of changes:

  • Ladders crashing/lagging server bug should be fixed, but needs proper testing.
  • Mines only ignore shields within the immediate area – so if you’re shielding and a team-mate steps on it, you can survive.
  • Trampolines spawned from map can no longer be picked up
  • Mine has slightly increased priming time
  • Many scripts standardised to use SetDamageToCarrier
  • Fixed “clbutt” issue with noswears
  • Coins from damage are capped at full health, so the overkill weapons dont give extra money.
  • Fixed Name Hover Offset in TDM

Sorry for the haphazard presentation of this build, we weren’t planning on making a release so soon but the crash issue has made it necessary. Thank you for bearing with us through this.

We’ll be checking the build’s stability as much as we can but most of THD is out of the office over the new year period.

Let us know on the official forums if you have any ongoing issues with the build!

Have Fun!
Max
Community Announcements - Max

Hey guys, trying to keep up the rhythm of the weekly updates! Let's get to it!

Trench Run News:

We've got some big news about the future of Trench Run, but we'll save it for next week. This week has been huge for KAG, so I won't steal their thunder!

King Arthur's Gold News:

This next patch coming is a double-whammy of requested features and fixes and halloween spookiness. This is probably the biggest release largely handled by the interns, so please, give them your support!


We had a lot of laughs testing out the spooky event features!

Verra has merged in a plethora of modding and server hosting enhancements.

  • Fixed the infamous "infinite mod redownloading" bug
  • Render account avatars in-game
  • Lots of AngelScript error improvements (errors in #includes output correctly, lines matched to errors correctly)
  • Memory leaks and file handle leaks investigated + fixed where possible.
  • Limited the size of the backlog kept in console (very important for stability of long-running servers)
  • Removed the printout of blob creation (-> drastically reduced log size)
 

Other miscellaneous fixes and extensions to the engine include:

  • Sound volume getting set 100% all the time
  • Music "bursting" at the start of each track
  • primitive character name tab-complete in the chat box
  • extended TCPR functionality
 

Skinney and Verra have worked together on several gameplay changes as well:

  • Halloween content and a new "holiday" framework for recurring events.
  • Trampolines now cannot be folded, have a "reset time" before they can bounce something else, and work while held.
  • Mines do substantially more damage to tiles, ignore shields, and can be converted between teams if you pick them up before they deploy.
  • Arrows do not collide with other projectiles.
  • Spawning issues in CTF are mostly fixed, including spawn timers resetting and spawning at contested points.
 

As always, these changes are not final or inflexible, but we'd like you to give them a good thorough play before giving any feedback.

Full Changelog:

[modified] scoreboard name color
[modified] Holiday.as, increased holiday length of all holidays to 3 days (one day either side).
[added] gregs, and necromancer tricks.
[updated] madracoon head
[fixed] builder placing blocks will inventory open.
[added] spooky ghosts.
[fixed] another case for spawning on converting vehicles.
[added] Mine icon to kill feed
[modified] Arrow.as, arrows don't collide with other projectiles
[modified] mine; blob_damage(+0.5), map_radius(+8.0), damage ignores shields, can be picked up by enemies while not primed (changes team and owner)
[added] new common script, GenericDestruction.as
[updated] CTFShops to use new script, GenericDestruction.as
[fixed] spawning at old spawn if under raid.
[modified] repsawns menu closing after one click.
[modified] respawn menu locks with under 2 seconds to spawn.
[fixed] type missmatch in ctf gui
[modified] trampolines now setVelocity to a flat value
[fixed] path resolution for interactions icons on linux.
[added] server browser minimaps
[fixed] infinite redownloading bug.
[fixed] swapping to spectator messing with votekicks
[fixed] sound getting set 100% all the time
[added] primitive tab complete to chat console - uses usernames of all connected players (as lowercase)
[fixed] music is too loud for a split second on starting
[fixed] interaction icon path resolution on linux.
[added] player avatar image access
[added] CDriver::hasShaders for testing if you should bother doing shader related stuff (or avoiding doing stuff that relys on them to look good)
[added] tcpr() function to print just to tcpr (with optional debug stuff to print it too) to control bandwidth
[script][added] bool GUI::hasIconName( string iconName )
[fixed] File lock causes assert if applog hasn't been initialized.
[modifed] added library linking to nolauncher/forceupdate/runlocalhost for linux clients.
[modified] filelock to have an option to turn off error reporting.
[script][modified] default scoreboard doesnt render if script scoreboard used
[fixed] file permissions issue.
[fixed] Mods folder path.

Have Fun!

Max
Community Announcements - trainchaser
Hey everyone!

Finally getting out this “mostly small fixes with some bigger stuff” build after testing has come back ok! Sorry for the delays!

(Weekly log covering TR progress likely coming on Monday when we can fully asses the situation, today was all about KAG)



Spamming bombs with abandon is less likely to bring you success this build.
Sorry Henry!

This build’s headline changes are:

  • Big CTF Map Changes!
    CTF maps have long been a cause of stalemates and frustration - even in capable hands sometimes flags are too well protected or frustrating to capture, or are woefully under-defended, and often it’s easier to get to the enemy tent before capping the flag. All in all it can be a war of attrition; this build’s map changes aim to fix that as much as possible. Flags are less scattered, fewer, and further from the tent. Base areas are prepared to actually have a base dropped down into them. Rush distances are often shorter. A few especially annoying areas have been reworked. We look forward to your feedback on the map changes and revisiting many maps from other modes.
  • News is back!
    The in-launcher news feed is back and will be brought up to date as soon as possible, so you can check for update info on the go!
  • Reverted Trap Blocks
    As frustrating as it is for us to revert changes, we’re happy to do it in this case until a “real” solution is agreed on forum-side. Get your thinking caps on and help us figure out how this should be approached - we’re well aware some of you will be happy to go back to sharking out of pits, but the rest of us would prefer the builder have a well rounded, mostly-idiot-proof set of tools at their disposal.
  • Bomb Explosion Radius Decreased
    We were surprised (and pleased!) at the support for this on the forums. We expected most knight-main players to be angrily oposed to the thought of reduced bomb spam, but the opposite proved to be true. Archers should have an easier time avoiding bomb explosions and the new explosion radius should reward aiming your bombs all the more. Cost and damage have not been touched. Keep in mind that this is an experimental change, but we’re happy to be able to move forward with it.
  • Engine Update
    There’s been quite a big engine update behind all of this that exposes a few more things to scripting and fixes a few more edge case bugs and crashes. Modders will be pleased to know you can now properly remove polygonal bodies from blobs (allowing dynamically reshaped polygon objects, if your heart desires).
  • General bug fixes
    “Weird” corpse collisions, missing match timers, drilling people through closed doors, water decaying blocks in hand, a few vote issues, and a few engine-side bugs have been fixed! Thanks to the community members involved in some of these fixes, and see the full changelog for details.
Changes for hosts Generally changes that wont affect most of you, but important for community server hosts to be aware of:
  • TCP RCON on Windows
    TCP RCON now works for windows dedicated servers (although they remain unsupported, this is very useful for locally testing some mods). The linux implementation has also been reworked completely.
  • “Safer” API Client
    The API Client code used for registering the server is now a little “safer” about how it works and should crash less often (fingers crossed). Hosts: let us know if you see improvements, regressions, or no change with regard to API-related crashes and server registration.
That’s it! Let us know what you think on the forums, facebook, twitter, and in-game!

Have Fun!
Max

Full Changelog:
[modified] LOTS of map changes - flags generally more exposed and further from tent to prevent stalemates and "base-raping"
[modified] arrow always hits burgers and fishies (and anything tagged food) - not hearts this time though (couldn't make it work cheaply)
[fixed] drill hitting through doors
[fixed] dead players taking gold with them to the afterlife (everyone drops everything on death)
[modified] water does not decay doors held in the hand (thanks Obione5256__)
[modified] corpse collisions - should be less snagging!
[added] synced-based rendering of time to end of match
[fixed] tiny chat font (still some tiny fonts to fix still!)
[modified] boulders take 50% damage from swords and arrows
[modified] reverted trap blocks changes - will need more real discussion about a solution or alternative block, hit the forums folks
[modified][experimental] reduced bomb radius by two tiles to reduce bomb spam and reward aiming with them
[updated] engine, polygonal bodies removeshape fix, tcpr re-implementation, API "maybe fix" from MM
[fixed] voting for surrender as spectator
[fixed] news not being read properly (now we use custom solution with json)
Community Announcements - Max
Hey guys, mostly a "quality-of-life" build this time but also brings some important balance changes and content.


Prepare to get creative!

Before we get started, there are a few minor issues that have bled through from TR development into KAG, the "big" one is that fonts are smaller in various places - including the "Respawn In" dialogue and the loading screens. The old fonts will be back as soon as we find out exactly where they should be changed back properly (rather than a band-aid fix). If you notice any other strangeness please let us know ASAP so we can fix it!

Major Changes:
  • Mechanisms in Sandbox:
    That's right, mechanisms are finally available for building in sandbox and mods; along with a fancy "paged" building menu. There'll be a guide coming in future about how the mechanisms system works with examples, but for now they're there to play with and can be saved into custom image maps with the usual /savemap setup - this works for loading (for example) an unpopulated TDM map and adding in traps to the design. Be sure if you do later editing of the image that you use an image that can handle transparency - no MSPaint for mechanisms maps I'm afraid!
  • Surrender Vote:
    There are some games that end up very one-sided - rather than having 5 players yelling "please cap, please" and the entire enemy team destroying your base for twenty minutes before they finally realise theres a flag to take, you can now "gg" out of the game with a vote. We'll be monitoring abuse of this currently experimental feature but we earnestly hope it'll help ease the frustration of a stomp.
  • Vehicle Conversion:
    There's a new GUI and better mechanics for vehicle conversion, based on live players within a generous radius - this allows capping siege engines from a little further away, but also allows defending them; the time to convert is also a bit longer. We'll address the issues with spawning on contested engines soon.
  • Trap Block Behaviour:
    Trap blocks now can be opened by same-team players, much like doors, which prevents them from team-trapping people and limits the amount of damage a new builder can do in building their "genius trap".
    There is also a simple way to disable the new trap block functionality, which it utilised in TDM because some map designs rely on the old functionality.
  • Materials Back from Many Blocks:
    In particular, doors and trap blocks give a fair percentage of the materials used for construction back, which punishes misclicks less and allows counter-tunnellers to get rewarded for their trouble. Plaforms do not give material back at this point due to them already being ubiquitous and not being team-biased.
  • Wood doors decay Under Water:
    A suggested counter-tunneling mechanic that we're trying, stone doors and U-bends will have to be utilised more to defend against flooding in tunnels, rather than simply spamming cheap wood doors every few blocks.
Minor changes:
  • New Mechanisms:
    A motion sensor source block, directional wires for packing in dense designs, and a new appearance for the light component!
  • Cancel Building Button:
    Oddly this is one of the most-requested functionalities of new players coming to KAG from minecraft and the like; a way to put away any block. While it may not really affect you, a lot of players have a simple mental disagreement with it, so we've added a button to allow you to cancel building completely. Old players may or may not wish to use it.
  • Traders aren't in the way:
    Traders are now no longer able to block arrows, explosions etc at their posts.
  • Nicer TDM Scoreboard:
    More changes will inevitably follow, but we took the feedback recieved about the TDM Scoreboard to heart and made some changes; clan tags and usernames can now be seen, the spectators list renders correctly, and colours are back to indicate various user types.
Have Fun!

Geti/Max

Full Changelog:
[moved] traders into sprite layer rather than separate blob (thanks Verra)
[fixed] a few rules that were still using traders as blobs
[added] clantag/username support to the TDM scoreboard (partial thanks to verra)
[added] "admin colours" to TDM scoreboard (thanks Verra)
[modified] ctf_givespawnitems sets timers reliably at start of game
[added] water decays wooden doors quite quickly in CTF, Sandbox and TTH (not TDM to avoid breaking maps)
[updated] engine - fixed missing map edges, Maths::Clamp/Clamp01
[added] fire spreads on some blocks dying as well as over time
[added] materials back from some constructed blobs when destroyed as builder
[added] can move through trap-blocks like doors if they are like-team (prevents getting trapped in giant pits by "genius" teammates)
[added] old trap block behaviour to TDM (set with tag on rules "old trap blocks")
[added] Elbow and Tee Wires to BasePNGColors.as and BasePNGLoader.as
[added] elbow wire junction
[added] tee wire junction
[fixed] wire background layer
[modified] Wire.as to include functionality for elbow and tee wire junctions
[added] functionality in BlobPlacement.as for held blocks to ignore builder facing
[updated] Lamp component to be directional, and more visually distinct
[added] early opt tag checking for BuilderHittable.as, use "builder always hit"
[modified] CommonBuilderBlocks.as to add blocks based on gamemode
[MOD WARNING][removed] CTF_BuilderMenu.as, CommonBuilderBlocks.as inherited this scripts functionality
[MOD WARNING][removed] WAR_BuilderMenu.as, CommonBuilderBlocks.as inherited this scripts functionality
[added] Mechanisms to Sandbox
[updated] engine with changes for snapping camera to pixels + changes to minimap
[added] GamblersDen map for TDM
[updated] BuilderInventory.as to use CInventory::getInventorySlots()
[added] arbitrary costs to CommonBuilderBlocks.as for Mechanisms
[added] new mechanism component, motion sensor
[added] another constructor to the Component class
[added] Mechanical click sounds for mechanisms, thanks Rayne!
[fixed] connecting to non-LAN hosts while server is running (caused all sorts of weird bugs, thanks makmoud98)
[fixed] unsigned issue with fire_time (could cause lock-ups of vehicles)
[added] new vehicle conversion HUD + fixed vehicle convert sync + made rules more "fair" to both sides (defenders dont hard-reset the timer, but attackers can win by majority - both are displayed)
[added] Stop Building button and functionality to BuilderInventory.as
[added] ClearCarriedBlock(CBlob@) to BuilderCommon.as
[modified] BuilderIcons.png to include the new stop building icon
[MOD INFO][modified] CommonBuilderBlocks.as to include documentation for adding your own pages
[updated] GenerateFromKAGGen.as, fixes tile map hooks not working
[updated] BasePNGLoader.as
[added] LoaderColors.as, replaces BasePNGColors.as
[added] LoaderUtilities.as, holds tile map hooks
[added] vote surrender - experimental
Community Announcements - Furai
Hello,

We are terribly sorry for any problems that you're facing at the moment. It appears that due to KAG being featured in flash sale and some minor on-going issues with our ISP where the authentication server resides, many of you are having problems with logging in.

We are aware that timing couldn't be worse but please bear with us. We're doing our best to fix the issues.

Cheers,
Furai
...

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