Posts on Oct 2015

Weekly News – KAG Update for Halloween

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], 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], 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,
[updated] CTFShops to use new script,
[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!


Weekly Update – Trench Run at PGA and General KAG Dev

Hey guys, sorry for the delay between posts – it’s been a hectic couple of weeks!

Trench Run News:

These last two weeks we’ve been very busy on expo versions of TR and on getting the new art finalised. Poznan Game Arena was great fun, with the THD booth heavily featuring Trench Run. This is the first event where we’ve shown the new graphics, and we’re happy with how they were received. People kept coming back to play more, but lots of people thought we should release it on a console. Maybe in the future we will 🙂 Butcher was also shown and lots of players had fun meating people!

The music also got stuck in everyone’s head, which is always a good sign!

PGA was a time for the polish branch of THD to touch base with friends, meet fans, host a TR tournament, wear flowers, and hit the dancefloor flying!

This week we’ll be getting back to finishing off some remaining unchanged graphics (stuff that isn’t used in skirmish) and refining the menus. We’ll get some more screenshots your way soon!

King Arthur’s Gold News:

Verra has been working on an attack/defense mod. You can see a longer video of a match here and discuss the mod here. Give it a look and get some feedback going his way!

New mode, same old chaos!

Skinney has been working more on the editor, as well as changes to trampolines. The trampoline changes allow more front-line use as they can be bounced on while carried, removes folding the trampolines, and prevents bouncing through the back of the trampoline. In particular, some of these changes will curb the effectiveness of trampoline cannons. Currently, trampoline cannons allow savvy builders to launch their team over the entire map in a way that’s very hard to counter.

Keep in mind that this is an experimental change, but we are fairly committed to changing this part of the meta-game. It’s a hard decision to make because we’re always happen when we see this kind of “KAG engineering”… However, when something like this settles as the winning dominant strategy, we feel something needs to be done.

That’s all for this week – looking forward to getting back to a normal news schedule over the next month. Stay tuned!

The Study of Humans at Poznań Game Arena Event

[report 0x00000001]
[topic: the study of humans at poznań game arena event]
[authors: 0x00002e56, 0x00002e59, 0x00002e5A]

We are studying the strong and weak points of human neurology to make their eradication more efficient. Our point of interest is the minimal complexity of lock systems needed to successfully encage most humans and the reliability of our test items designed to help assign lock level to a particular human mind.

Based on our results below, it seems that all we need to encage most humans is a door opened elsewhere.

Read More

Weekly News – TR Art, Another Expo, and KAG UI

Hey everyone, another busy couple of weeks both past and future!

Trench Run News:

Michal had a blast showing the game at Pixel Heaven! We won the “Best Multiplayer” Award and got to see lots of smiles and hear lots of laughter. Butcher was also shown, and was very popular with the more bloodthirsty fans!

Last week the first pass of environment art and effects got finalised. I also got custom palettes for each biome under way. These palettes give each area a unique feel by changing the colours. The Trenches are a brown, dusty wasteland; the Desert is bright and hot; the Forest is green and full of wet vegetation. Each of the 7 biomes has its own unique palette and soundtrack!

A sneak-peek at some of the palettes so far.

This week I’m getting to work on animations for the classes. I’m starting with the assault, but hope to have all five classes fully animated by the end of the week.

Some of the new animations for the assault class.

The following week will be polishing up the art ready to show again! We’ll be showing Trench Run at Poznan Game Arena From 16-18th October. If you’re in the area go say hi to MM, see the new graphics in action, and collect some loot! We’ve got lovely little badges of each class just waiting to brighten your bag.

KAG News:

Verra and Norill worked together on the new menus, and features for a new scoreboard. The new scoreboard shows player “cards” including the user’s forum avatar and role – so it’s clear if they’re an admin or developer. The cards may also show cumulative kills/deaths for that server in the future.

That’s all for this week, have fun!


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