Community Announcements - Furai
This build marks a return to progress on KAG - it's been a few months between releases, and I'll give a refresher on why that's been the case later, but first, a warning: KAG has had a LOT of changes in the past hundred days and a lot of engine-side stuff has happened, probably more than we can test completely. Please bear with us and calmly report any bugs in the thread and we will fix them as soon as we can.


Without further ado, let's jump right into what's changed this time around, as there's a lot of it! Buckle up!



Prepare to see a little more of this going on!

  • Crash Fixes
    A long-term crash in the camera system (causing a common crash on rejoining servers) was found and fixed. This should dramatically improve the game's long-term replayability. Be sure to let us know if any other crashes on rejoin persist! A few other miscellaneous crashes including a hard-to-trace one in one of the network synchronisation routines were also fixed.
  • Archer Changes

    • Inventory Management
      Archers no longer automatically pick up a full inventory of arrows, so you'll have some space left over for special ammo.
    • Less Slippery
      Archers are slowed more when charging arrows, making it a little easier to catch that backpeddalling nuisance archer, and a little easier to aim while running.
  • Knight Changes

    • Increased Shield Angles
      Shield angles have been slightly increased to help deal with fighting through lag.
    • Increased Glide Time
      Shield glide time has been increased to about two seconds, allowing longer jumps and bigger falls without injury.
  • Builder Changes

    • Decreased Spike Damage
      Spikes must be dropped from a higher place to deal insta-kills, damage ramps up with distance.
    • Added nicer building sounds
      Lots of blocks now have individual building sounds.
    • Fixed "buggy" ladder rotation blocking stuff
      Ladder rotations have long caused incorrect blocking of tiles, that's fixed.
  • Health Changes
    Swapping class can no longer be used for "free heals" as health is kept in proportion each swap. Archers are still cheaper to heal to full health but the added inconvenience should prevent most of the abuse.
  • Inventory Fixes
    A hard-to-track bug causing all your arrow stacks to go missing right when you needed them has been fixed. Items are also automatically taken from the smallest stack in your inventory, rather than the first one found, meaning picking up small stacks off the ground clogs your inventory for less time.
  • Inventory Interface Improvement
    Archers and Knights start with their cursor over their inventory after pressing F - builders start with it over their tiles. The rationale here is that knights and archers can easily swap weapons by tapping F and want precision access to any auxilliary items in their inventory, while builders are more likely to want to swap tile types quickly.
  • Balancing Changes
    Auto-Balancing should be less "mean" to any one person, and is based on the median score rather than the mean.
  • Maploader Changes
    A small set of changes but important for some specific mods and maps, community member jackitch has updated the png map loader to include specific colours for the two types of trees, various mossy tiles, and fixed a bug where the purple team spawn was the same colour as the necromancer.
  • Votekick changes
    We're actually on the fence about these changes, but the community have been pushing for something, and norill contributed changes. Votes can no longer be inconclusive, the vote gui has changed, enemy team cant vote unless it's a hacker, and map votes use a global cooldown to prevent spam. Voting is now done via the O and P keys, and the box is much smaller. Leave your thoughts in the thread.

A lot of engine changes from work on Trench Run also makes it back into KAG with this release for modders to play with and for future use in KAG. However - this does mean that there's a body of changes so wide that we're unlikely to have tested everything! Let us know quickly about any drastic bugs and we'll get onto them asap! Here's a small run-down of the most exciting changes:

  • Post-Processing Shaders!
    Shaders can be used for postprocessing both before and after gui rendering, with multiple shaders able to be set up and layered on each other. Shader options are significantly extended, including per-shader variables (and textures!) to be set from script.
  • Gamepad Control Extension
    Gamepads and the foundations needed for local multiplayer have been added - modders should not consider this part of things stable, but it does open up possibilities for local multiplayer (perhaps co-op? sandbox?) and gamepad play (for those allergic to mice).
  • GUI code exposed
    This paves the way for new menus for KAG, and nicer, less rigid in-game menus in mods.

There are a lot of miscellaneous fixes as well, check the full changelog for the details there.


Custom Heads


The following generous donors have received custom heads in-game:

  • Guro
  • Gurin
  • Duke_Jordan

Still to come:

  • Sasquash

Congratulations to the generous!


Delays


The delay between builds has been due to wide-sweeping changes in our code-building and repository system. These changes allows us to work on multiple games utilising the same engine (in this case, KAG and Trench Run) while neatly feeding relevant changes from one into the other. While we'll be "off work" over Christmas and new year, this will allow us to get back to timely development on KAG throughout the coming season!


Have Fun!


Furai/Lucas


Changelog:
http://pastebin.com/fkbxmDjD

Attention modders - breaking script changes:

If your mod breaks with this version it is most likely one of these changes:
* onRestart isn't called automatically now after onInit (solution: call onRestart manually in onInit)
* key_zoomin and key_zoomout are no longer part of blob controls (solution: you can still access these buttons from controls like this http://prntscr.com/5k4yaw)
* weird sounds? - disable effects in script: s_effects = false
Community Announcements - Max
This build only contains a hotfix for a crash bug in 1236 related to the unicode changes - servers should be more stable and people should be able to enjoy more uninterrupted play.

Have Fun!

Max/Geti
Community Announcements - Max
A quick one, so only a few changes this time around.
First up:
We're hearing you on the archer shotgun changes
This has been a strongly dividing issue - some like it, some hate it, there are certainly more archers and more arrows flying.
To counteract this we've made the outer arrows of overcharged shots disintegrate after a moderate distance; you can still use them for support and CQC, but cant rain them in big arcs.
If this isn't enough to stabilise the opinions around it and result in a good archer meta we'll take a vote on where to go next. So far we're seeing more archers, which we take as an indication that the class is currently more fun for the average joe - we've just got to find a balance that appeases the higher tier players and those maining other classes.
Fix and Tweak Summary
  • Potential Fix for invisible mines
    This one has been clamoured about for a while - we thought this was fixed a few builds ago but
  • Fixed Builders getting half materials
    This was a hard to catch typo bug that slipped in halfway through the last round of changes; was good that it was caught early after the release though and has been fixed now.
  • Fixed some spike network sync issues
    at the cost of a little latency in the spikes reaction
  • Removed archer ignoring fixed camera setting
    We decided to just let players choose properly; some people have been complaining about this both ways so we removed the conflicting setting.
  • Clantag re-added to character name in scoreboard
    Adding a new column would take too long, so the clantag was just added to the name column again.
  • Clantag colour is same as name colour on mouse hover
  • Removed "invalid utf8 spam" for people with invalid names
    should just cleanly replace bad characters now.
  • Siege Engine Conversion Tweaks
    Siege engines can't be converted in 0 seconds flat any more, and in fact cannot be sat into before conversion; This should make defending a forward ballista a little simpler and mean a little less "hot potato" seat swapping.
We'll see how it goes over the weekend, thanks for bearing with us with some of these more experimental changes!
Have Fun!
Max/Geti
Community Announcements - Max
Another balance and fix build, this time addressing builders and archers much more than knights.

Be wary of falling spikes!
Builders
  • Repairing Builders can now repair damaged blocks for the cost of a full block, which helps avoid structures collapsing and makes maintenance much more convenient. Doesn't work on doors/platforms/traps/spikes etc yet - just solid wood/stone blocks.
  • Spikes
    Spikes now pass cleanly through 1 wide holes, and shouldn't get "stuck" on background walls any more.
  • Buggy Hitting
    A few more bugs have been fixed in builder hitting - there are a few more that will be getting attention in the next build, but most notably you should be able to attack enemy structures through team-mates again (no more asking knights "please move i cant hit the door")
  • One Hit Kill Mines
    Builders can now more easily defuse mines without mishap to allow offensive mines to be sensibly countered without interfering with their utility elsewhere.
Archers
  • Triple Shot Changed
    The triple shot is no longer an inaccurate streaming 3 shots, instead it's a 3 shot "shotgun". Charge times are the same.
    This serves 2 purposes:
    • a little easier to use in support and CQC, as there's more tolerance missing with a cone of shots than 3 relatively straight shots.
    • Reducing tower spam, as the enforced cone of fire means that firing mindlessly from a tower is hopelessly inefficient - firing at groups still works but you need to focus your single shots if you want to snipe, not just mindlessly overcharge.

  • No "pierced" sprites
    We felt that this was just unneeded clutter and took the opportunity to remove the "stuck in arrows" - they were hurting FPS and sometimes obscured the team of various units (not to mention had crazy results with siege engines and boats)
  • Can climb arrows in all structures
    Arrows should stick into all structures in such a way that you can use them as arrow ladders, this includes platforms, traps and doors.
Knight
  • Only real knight relevant change is very slightly slower jabs - they may be able to be slowed more but they're almost back to the previous build rates currently, going to move slowly on this one.
Fixes and Tweaks
  • Clantags displayed differently
    They'll show up in chat and on mouse hover, but not in the scoreboard; this is an experiment to see if it helps player identification, we might need a separate column in the scoreboard for clantag, feedback here is welcome, leave it in the forum thread. Clantags are also accessible by script for modders now.
  • Arrows hit mines again (this was a bug).
  • Flag blocks building in slightly smaller space.
  • Fixed water stunning teamies on direct hit.
  • A lot of stuff doesn't decay or decays much more slowly.
  • "Recent Damage" is tracked a little longer - no more missing kills for fire arrows.
  • Pickup priority tweaks - still not perfect by any stretch but should be more predictable now at least, as it's based on your position instead of a weird combination of cursor and player.
Have Fun!
Max/Geti
Community Announcements - Max
New build for KAG - potentially a little rough around the edges but what's there needs to be tested with the public before we can move much further.


Now with extra flammable platforms!

New build is going out at the moment, should be a long build but out in 30 minutes or so from this post. There will be the usual lull as servers patch over between maps and the client builds aren't done, and again as the steam build propagates out - don't panic if you see lower than average numbers in the next few hours.

Here's a summary of the more serious changes, split by section:

Balance Changes:
  • Knight Rebalance
    There have been some long-standing complaints about the knight; this should help to address a lot of them and help reign in some of the more obscure parts of current knight play.
    • Shield Glide is no longer infinite
      Your shield glide will gradually lose its effectiveness as you fall through the air - you can put more wind into your sails with multiple bomb jumps, but this alone makes knights a lot more prone to gravity (like every other class). You can also no longer infinitely climb up walls with wall jumping.
    • Jab does minor stun
      Players from classic era will remember "slash cancelling" with jabs - while this is very ping dependent, we've decided to try it out again. It lets you get a quick, reactive cancel to someone charging a slash or double slash in front of you with jabs.
    • Slash doesn't break shield for as long
      Slashes will not break a knight's shield stance for as long, giving them a chance to attack back with jabs if you're "slash surfing" them.
    • Circle of Power
      All of this together helps enforce a circle of power in knight combat options: slash > double slash > shield > jab > slash - there's still the wildcard of shield bashing and bombs in the mix to keep things fresh of course, but this should make knight combat a little less slash-heavy.
  • Archer Tweaks
    • Reduced stun range
      The range at which arrows stun players has been reduced a little.
    • Special Arrow spam discouraged
      When firing special arrows with legolas, you will automatically switch to normal arrows for the 2nd and 3rd shots. This is to further encourage actually aiming with special arrows instead of just spamming 3 bomb arrows at a tower with triple shot.
  • Drills builder only
    At the request of the community by poll, drills have been made builder only for now. We'll see how this change affects their use and the builder's place in the game.
  • Map Borders
    The map borders are active on all edges, including the top of the map - this prevents simply "jumping over" tall structures.
  • Weaker Wall-run
    Wall running has been reduced from 3 tiles to 2, making smaller structures more significant.

Fixes and Smaller Changes:
  • Platform Fixes
    Lots of issues with platforms have been cleaned up, most notably grappling them, wallrunning on them, and fire spreading through them. They also got a small sprite facelift.
  • Mine Fixes and balances
    Mines explode with much smaller radius, collide with platforms, don't explode with materials on them, and shouldn't go invisible any more.
  • Spawning timer no longer resets on click
    This only really applies to CTF - TTH still has wave respawning and some limitations there, though it should fare a little better than it did.
  • Server Fixes
    A memory leak in the server was identified (finally) and fixed.
  • Storage Changes
    The storage is a little more attractive, has damage frames and responds to lantern containment - thanks to community member Skinney for these changes.
  • Saw changes
    The saw spews out a slightly more reasonable amount of wood.
  • Spectator Fixes
    Several fixes to the spectator mode have been made, most notably including it getting "stuck".
    Thanks to community member norill for these fixes.
  • Interface Fixes
    Some discrepancies with the TDM and CTF spawn time interfaces have been cleaned up.
  • Stun Fixes
    Stun is now respected for picking up/throwing items, and for using drills.
  • Builder Hitting Fixes
    Builders should have a slightly easier time hitting what they want to hit - theres still a few finicky edge cases but overall it should behave more sensibly, especially when trying to mine tiles near objects.
  • Tips on Death
    Some helpful, community sourced tips are displayed while you're waiting to respawn - you can turn these off (along with other ingame help) with f1.
  • Fixed Builder digging in no-build zone.
    No more undermined tents or halls.
  • Fixed CTF HUD not showing for 1 flag maps.
    Speaks for itself, annoying little bug.
  • Emoticon bindings in Entities\Common\Emotes\EmoteBindings.cfg.
    If you need faster access to some of the emoticons you can now rebind them clientside, though it is a little fiddly.
  • "No Chat Bubble" option and some options fixes
    For those sick of seeing chat hovering over someone obscuring the action, you can now turn these off in the options menu.
    Some other options that were having issues being saved should be fixed now too; let us know if any options still fail to be saved after quitting the game normally.
  • Fixed lots of Larger Resolution Issues
    Larger resolutions now have fixed size cursors and can aim accurately, and work for vertical aspect ratios too if you're that way inclined.
  • Lots of other fixes and tweaks - changelog too big! I'll put together a changelog to include in the forum post, though it may take a little more time.
General Concerns:

  • Archer may be too strong We're well aware of the potential for balance changes like this to swing power too far "the other way". We'll be watching very closely in the coming week and adjusting things as need be in a follow-up build.
  • A focus has been put on Gravity A lot of the changes here have put a focus back onto gravity - we want structures to have more of a purpose, people to need builders a little more, and vertical play to be a little more dicey; we also want to see less of people building giant turtle towers behind their base and flying all the way across the map :^) Keep this intent in mind when you're cursing at not being able to jump up "measly" 8 high tile walls - players are going to have to adjust to more "grounded" play, and that may take some time (at least a few games).
Looking forward to seeing you guys in game to put these changes through their paces! I'll be around tomorrow to make hotfixes if necessary but hopefully they can wait until next week - after the game re-stabilises.

Have Fun!

Geti/Max
Community Announcements - Max
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"
Have Fun!
Geti/Max
Community Announcements - Furai
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.
<ul>
<li><strong>Config Vars</strong><br />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 <em>most</em> 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!</li>
<li><strong>TDM Tweaks</strong><br />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 ;)<br />Shops can be turned off completely from within the config file as well, and all costs can be adjusted.<br />Traders are also always neutral, so they don't protect one team and hinder another (though they can be used as makeshift cover).</li>
<li><strong>Swap Channels Option</strong><br />Linux users rejoice! Lucas has added a swap channels option for those suffering the flipped audio bug.</li>
<li><strong>Spectator cam kicks in faster</strong><br />Small tweak, but those sick of looking at their corpse for 5 seconds after dying are in for a treat :^)</li>
<li><strong>Fixed "Corner Hitting"</strong><br />The longest standing bug still in KAG has been fixed! Hitting through corners is no longer a thing.</li>
<li><strong>Keg Tweaks</strong><br />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.</li>
<li><strong>Knight Shield Direction Unlocked</strong><br />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)</li>
<li><strong>Longer CTF Build Time</strong><br />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.</li>
</ul>
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!
<strong>Max/Geti</strong>
May 2
Community Announcements - Furai
Quite a big balance patch this time, with a few experimental changes in the mix too. Let the changelog begin:
<ul>
<li><strong>Knight Shield</strong><br />The Knight shield angles have been tweaked a lot - they should provide less cover overall, meaning that more arrows and explosions are likely to hit their mark. Specifically, the shield angle has been reduced from a whopping 220 degrees to somewhere between 130 and 160 degrees, depending on what you're doing specifically with the shield at the time. Be a little more careful, knights.</li>
<li><strong>Kegs</strong><br />Kegs now can take much more of a beating, leading to less premature detonation. There's a catch, however - kegs now get dropped when they're hit, meaning someone can shoot or smack the keg off your back. People with kegs will need to be a fair bit more careful if they want to keep a hold of it; try to provide support for anyone on your team carrying them! Kegs also change their owner on getting picked up now, rather than on throw, so that the correct person gets the kills.</li>
<li><strong>Explosives</strong><br />Explosives now can't actually destroy ground blocks - they'll chew structures just fine, but will not remove any blocks The blocks will need to be removed by other means (sword, pick, drill, bolt, boat, pick your poison). <br />This should help reduce the background terrain erosion a lot, and give builders more control over the flow of the battlefield, while still allowing blockades to be bombed down. Bedrock "eating" keg explosions should also be a fair bit better, and kegs should _not_ kill through walls that absorbed the explosion - of course, some dirt walls will not absorb the explosion even though they are not destroyed. <em>This is experimental:</em> we'll see how this goes, it might need a bit of tweaking, but we're tired of the massive erosion that happens to every map, every game.</li>
<li><strong>More Heads</strong><br /><em>6 new heads (3 for each gender) have been added;</em> Gurren Lagann heads for everone sporting kamina glasses or anime avatars on the forums, messy red hair heads to service that niche, and sk8r boi/gurl heads for those who miss the bad old days.</li>
<li><strong>More Killfeed Icons</strong><br />No more Keg causing "fall" icon! The drill and saw icons are stlil missing though..</li>
<li><strong>Traps and buildings</strong><br />Traps and buildings should be a little more viable long-term, as platforms and wooden doors take less damage from swords, and trap blocks cannot be damaged by swords at all.</li>
<li><strong>Optimisation</strong><br />The way the run flags for each script are calculated has been optimised so that the checks are only carried out a maximum of once per frame per blob. We'll work more on optimising this as well, because there's still overhead associated with checking all of them even when they aren't needed.</li>
<li><strong>Cost Tweak</strong><br />Bombs now cost 25c in CTF; an even 100 for 4. Mines are now 60c so they see more use. Burgers are now purchaseable from the quarters/inn/kitchen, and the cost of healing items has generally been decreased. Archers can now shoot burgers to make ranged support via healing more possible (it works with fish too, but they can be tricky to come by in some games).</li>
<li><strong>Weight tweaks</strong><br />Corpses are now medium weight, so that lugging one around slows you down a little. Kegs are now heavy weight, so they slow you a lot.</li>
<li><strong>Run Through Doors Exploit Fixed</strong><br />Self explanatory.</li>
<li><strong>Fixed Smooth Shader<br /></strong>First change by our long time support guy Lucas/Furai - the smooth shader should now work properly for all resolutions instead of just the default!</li>
<li><strong>No Light from Buildings</strong><br />This facilitates underground stealth bases more easily, and encourages lantern use.</li>
<li><strong>Modding</strong><br />Joining modded servers has been made less "scary" and annoying - the warning window only shows up on your first day of play. Servers are also flagged as modded less frequently, most notably maps, mapcycles and config files wont trigger a server as modded. Script changes will trigger a server as modded, as will any loaded mods (naturally). Hopefully the increased ease of joining and increased exposure in general will help kick the modding scene into gear :^)<br />Mods verified with and uploaded to the API should now Auto-Update, though I'll leave it to Tom to explain the specifics in the thread as I'm not 100% clear on them.</li>
</ul>
I think that's about it - quite a lot so there might be a few issues, but it should be fine for the weekend. Have fun!
<em>Max</em>
Community Announcements - Furai
Hey,

We've recently been working on our website in order to bring you this promotion! This is an amazing offer - for only <strong>$12.99</strong> you can get <strong>two copies</strong> of KAG!

<img alt="image" src="https://31.media.tumblr.com/aa3f8e4ea5052b2e73518bf71ece02ff/tumblr_inline_n42fq9kMPt1rbo9ya.png" />

All you need to do is to go to our <a href="https://kag2d.com" target="_blank">main website</a>&nbsp;and buy the game from there.&nbsp;

This promotion together with the newly released mod "<strong>Shiprekt</strong>" will make the best gift you can ever do to your friend!

Don't hesitate. Buy the game and play this amazing mod with your friend!

Cheers,<br />Furai/Lucas
Community Announcements - Furai
<strong>Incoming Big Build!</strong>
<strong>Lots of KAG Tweaks, and AUS Official Servers!</strong>
<span>First of all, the </span><strong>example mod</strong><span> "Shiprekt" is having its first public release! It's a bit rough around the edges but demonstrates a complete total conversion to top down ship building carnage!</span>
List of "Shiprekt" Features:
<ul>
<li>Full total conversion in a simple KAG mod. Join a server and play, no bullshit!</li>
<li>Top down block based ship building, with per-block destruction!</li>
<li>Totally Moddable! Want more blocks in the game? Add them!</li>
</ul>

<img alt="image" src="https://dl.dropboxusercontent.com/u/6397016/bombvoyage_gif2.gif" />
<img alt="image" src="http://i.imgur.com/qpHor4R.gif" />

A handful of KAG tweaks have gone ahead at the same time, either driven by Shiprekt development, community feedback, tester suggestions or sudden inspiration to change things up.
List of the major KAG tweaks:
<ul>
<li><strong>Spikes changes</strong><br />Spikes now stun on hit<br />Spikes now hit when wallsliding or wall running<br />These combine to allow some devlish 1 hit kill traps and a lot more vertical control when placed on wood blocks and mixed with trap blocks to save them from hurting your team. I'm very keen to see where this takes the building meta.</li>
<li><strong>No arrow slashing</strong><br />I decided I didn't have strong feelings about this and the majority opinion is that it's luck based and hurts competitive play, even if it does look cool.</li>
<li><strong>More Particle Functionality</strong><br />Modders will be happy to know that as part of Shiprekt development we added a heap of nice new functionality to particles, such as scripted callbacks and being able to get a handle to pixel particles. BV contains good examples of this new functionality, check out humangibs.as in particular as it demos all 3 of these.</li>
<li><strong>Various annoying exploits fixed</strong><br />A coin duplication bug and the infinite spawning traders bug should both be fixed, pending confirmation from public testing. The coin dupe fix is temporary, a proper solution will be done over the next week.</li>
<li><strong>TDM Tweaks</strong><br />-Trader menu in TDM stays open after purchase<br />-TDM prices reshuffled to prevent a million spec arrow spams.<br />Anyone who regularly (or even irregularly) plays TDM should be pleased with these changes.</li>
</ul>
There are also now <strong>Official Australian Servers</strong>, have a look for them in the server browser! Only took 3 years!
These are the result of some collaboration with the guys hosting the major community Aus servers to move their ever competent admins over to an official capacity, and keep the Aus community strong in the face of them running low on funding. As always the official servers are hosted by Joe/jrgp. We'll be working hard to keep these servers up to the same quality as the old community ones.
Have Fun!
<em>Max/Geti</em>
...

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