1500 days since we started KAG, who knew? A medium-size patch today, more mechanisms/TDM stuff but we’re sorry to say that building them is gonna have to wait until next time. There’s lots of fixes and tweaks inbound and a couple of things for modders to watch out for, so let’s get cracking!
Lots more dastardly contraptions await!
Heads up: if you want an early preview of the mechanisms stuff as a mod that works in Sandbox, you can PM Skinney on the forums.
More TDM maps!
There are quite a few more maps in the TDM pool, often utilising the new mechanisms stuff. If you haven’t already, give TDM another go, it’s quite a fresh mode now and the mechanisms help avoid maps becoming samey too fast.
New TDM Scoreboard!
There’s a new TDM Scoreboard as an example of the new scoreboard override functionality! Let us know if there’s any issues with it and see the script TDM_Interface for a code example – be sure to set showscoreboard to false in the corresponding gamemode.cfg if you do anything with it!
Various Mechanisms Bugs Fixed
A few of the new maps and some of the old ones brought out bugs in the mechanisms we hadn’t seen before, these have been fixed this time around. Keep the reports coming if you see anything fishy!
Boulders have had this a long time coming and you know it. Boulder-fu is still possible, but significantly less insta-kill. They also bounce off a bit which makes it much harder to chain, and a lot funnier to look at.
Slash Cancelling Bug Fixed
Only a few people knew about this, thankfully, but it’s been removed. It won’t be re-added if we can help it.
A long standing issue with the activate buttons has been found and fixed, which was a combined effort between myself and Skinney; they are now activated based on world distance and blob position, not screen distance, which means that zooming in and out isn’t necessary for very small buttons to work any more! Let us know if we’ve missed any buttons that are unaligned as a result of this ASAP!
A heads up to modders: this will break the positioning of anything that uses the activate buttons! Please revisit your mods and adjust the offset vectors, they’re now in world space.
There are quite a few other minor bugs fixed as well, check the full changelog for those.
Full Changelog: [updated] engine with fix for CButton stuff needs checking all instances of the interaction buttons [fixed][test] slash cancelling need opinions on if knights damaging stuff while using menus is a real issue [added] arrowdown.png - not sure why it went missing [added] new TDM scoreboard with kills, deaths, kdr, spectator list, and sorted by kdr :) [fixed] shop default button position [fixed] CTF shop button positions [fixed] trading shop button position [fixed] storage drop backpack and inventory button positions [fixed] OneClassAvailable.as default button position [fixed] CTF class button positions [added] enable radius to shop, and class change buttons (radius or mean of width and height, uses the larger of the two) [removed] Storage.psd [fixed] BasePNGColors.as alpha documentation example [fixed] TDM_Ruins.as button position [fixed] Warboat.as change class button position [fixed] Ballista.as class change button position [modified] Ballista.as conditions for creating class change button now requires !isFlipped so buttons don't weirdly overlap [fixed] PopWheelsOff.as immobilize button position [fixed] VehicleCommon.as flip button position [fixed] hall button positions [fixed] crate buttons [fixed] a few more hall buttons [removed] 8x_Level2.png from TDM mapcycle [removed] Torment.png from maps and TDM mapcycle [added] new TDM map, RumbleGround.png [added] new TDM map, RoyalTomb.png [added] new TDM map, ForgottenHero.png [added] new TDM map, BorgRuins.png [added] new TDM map, RattleCage.png [added] new TDM map, LonelyTreasure.png [modified] TDM mapcycle to include new maps [fixed] receiver not always being powered by emitters [modified] receiver sprite [modified] emitter sprite [fixed] obstructor sound bug [modified] increased emitter/receiver distance to 20 [fixed] boulders