Posts on Mar 2012

Build 346 Released!

Changes 345-346:

– fixed crash on death message

– fixed full version banner dissapearing too fast

– fixed player names not appearing above heads for normal players

– fixed server crash on ban

– fixed auto-picking materials

– fixed timestamp number padding

– fixed vote kicks not banning


Build 345 Released!

This is a big maintenance patch fixing a whole BUNCH of issues. This isn’t still zombies multiplayer patch because that isn’t working yet. Next time, which should be real quick… The good thing is there are some fixes for CTF gold servers so they can use boulders for example.

Most important changes are:

  • Added a new server filter called “Beginner”. This will be set as default for new players. It filters everything in the servers browser except small Rapid Team Deathmatch servers which are ideal to get into the game fast and easy without being overwhelmed by CTF.
  • Team chat key is [Y] – sorry for the change but we had to make it compatible for OSX. Additionally you can use [T] for regular chat which is a very quick way to access chat [T] / [Y].
  • Guards are Green in scoreboard, Global Admins are Purple and RCON admins are Red
  • Banning is completely overhauled. Blacklists, whitelists and ban saving to a file should work. Griefers are gonna have a much harder time now.

Changes build 319-345:

– authentication system now uses KAG API (

– fixed duplicate IP preventing from LAN play

– user roles separated (admin, guard, tester)

– added new default gamemode Rapid Team Deathmatch

– added default “Beginner” server filter

– default chat key is [T] or [ENTER]

– team chat is launched with [Y]

– vote keys on Mac OSX are [+] and [-]

– strings are loaded from .irrst files located in Base/StringTables

– fixed barrier dissapearing on client when match not started

– added random Lance bot to addBot command

– error message for duplicate master login

– fixed securitysetup using username instead of name

– fixed builder killing with hammer msg

– fixed couple of crash reasons

– fixed network clantag exploit

– fixed net logging of IPs

– added serverMessage(“message”); console/script command

– boulder multiplayer crash fixed

– fixed network connection memory leak

– added no GUI mode (F6)

– fixed squeezing

– fixed server console “CAN’T PICK’ spamming

– removed console “banned client trying to connect” msg

– ESCAPE also closes scoreboard

– added “Open external browser” button to awesomium browser

– server has chat texts logged in console

– random chests and lanterns are specified in the generator file

– all disconnection messages appear in popups

– fixed lantern and kegs in non-gold servers

– fixed launcher graphic flickering

– fixed connection messages error and returning to menu

– admins are now red in scoreboard

– fixed spikes spawning dummy blocks

– Ban system overhaul (unban)

        unban works via username

        bans stored in securitysetup.cfg        

        ban player needs to take username param

– removed hwid related ban stuff

– removed bans on kick

– guards and admins can always see player labels on hover

– when someone marks for vote kicks server announces it

– fixed wrong rooms appearings in mods

– game launches from menu only after succesful connect

– fixed bad delta msgs on server on player join

Discuss on forums!

EDIT: There’s a rather large issue in the threading of the new API calls, which is causing servers to crash. Will hopefully be fixed within the hour, sorry about that!


Guards vs The World

What is it?

Any premium players vs the KAG Guards.

When is it?

  • March 24th North American Server 3:00 p.m.-Whenever p.m. US Eastern (Hosted by Teemo)
  • March 31st British/European Server 3:00 p.m.- Whenever p.m. GMT (Hosted by Rayne)

Hopefully I can make the PT one! It starts at 6AM my time though, so no promises.

More info here, get in on it!


Current Direction

Hey guys, sorry for not posting much in the last week.

MM and I were more or less working our butts off at GDC last week, getting work done on multiplayer zombies and fixing a bunch of security holes. There’s still some more work to do before we release the changes but things are looking promising.

At GDC, our server guy FliesLikeABrick came over to meet us for a few days to work on that side of stuff and we made some great progress – once it’s in we’ll likely be able to make changes allowing shared IPs to be used again and also completely revamp the banning system – which should prevent the headaches server owners currently have to deal with related to people getting banned seemingly randomly, and /unban not working. As a bonus, account logins will be more or less unspoofable.

With the next update we’ll also be adding multiplayer zombies – work there is coming along nicely, with only a few things still crashing the game and another handful of stuff not properly synced. Should be a blast when it’s done.

We’ll be properly back to the grind next week – we’ve been working very lightly this week to recover (MM is jetlagged to death and I’ve got a week and a half of coursework to catch up…) so we’ll keep you posted on progress as it comes.


Geti playing Ace of Spades behind Notch’s back.

ZOMBIE FORTRESS Single-player Released



In a land far far away… evil has spawned from the *deep*… yeah you know what this is…
If you’ve paid the 10 bucks it costs you are ready to play it (if not click here).
Launch the game right now and it will auto-update.
Run KAG and login at least once, open the Solo menu and select “Zombie Fortress”.
Wait for the night to come and be prepared for all hell to break loose...

We’ve been holding this release for a long time, trying to iron out everything. It’s still not all ironed out and IT’S NOT FINISHED, we have a whole bunch of stuff waiting to be done more in this mode. But it’s gotten to the stage where we just really want to show it to you guys.

Before you get too exited, zombies multiplayer doesn’t work yet. Trust me, we’ve tried to get this done and dusted (12-16 hour days for the last month) but it’s going to take a while longer. Since we’ll be off at GDCin San Francisco next week we’ve decided to give you guys access to the single player zombie fortress mode.Since you can’t play with friends yet, we’ve added something called Party Mode to zombies – you can recruit migrants, control them and give them basic orders. We’ll be expanding your control over party members in coming updates (go-to, gather resources orders, re-stock etc.).

Here’s how the basics work in-game:

Note that you need quarters for migrants to arrive and be recruitable!

Basically hold down [R] for a Party Menu or tap it quickly to switch between party members. 

This patch, besides zombies, introduces a ton of other things we added for the free version of the game in CTF. So much has changed that we haven’t kept a proper change-log. Here are some highlights:

  • Lighting – castle interiors and caves are dark. You can hide in them. 
    Lanterns in full version (will work fully next patch).
  • Workshops have no castle background. This means they can fit anywhere and don’t cost stone.
  • Team bubbles stop on the edge of the screen so you can see your out-of-screen teammates crying for help
  • Bomb has changed – doesn’t have the bomber-man effect – tweaked bomb jumping
  • Many collision, networking, exploit and security fixes
  • Swordfight is now Deathmatch – a mini-tutorial for training to fight with Knight and Archer
  • AI that can fend for itself! (No more derpy Henries)
  • Randomly generated dungeons and castles (fully moddable, get on it server owners)
  • Rubble from collapsed castles and in ruins
  • Tapping function keys [E] [Q] [V] to perform certain actions is now possible again, most importantly tapping [E] on the tent to quickly swap classes, and F to swap tiles. Long time players might appreciate the return of the first one especially.
  • Player names on cursor show only when close and in full light (to allow hiding)

Due to some security issues, localhosting wont work, and those on shared IPs wont be able to play at the same time. This really bugs us and we’ll be fixing it ASAP, but it’s better than the alternative (a nice big security hole).We’re keen to see what exploits work (so we can sort out something to deal with them) and what ones dont (so we can laugh at the people who tried them) so we’ll be watching the forums keenly.

We’re not raising the price until the multiplayer is in to ensure noone feels cheated; that means KAG is still $9.99 for a limited timeTo buy the Full Version of KAG (takes just 5 minutes;) ) go here  

Very big thanks to KAG admins, guards and testers! It wouldn’t be possible without you.

Have fun!
Geti + MM

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