FROM THE BLOG

B847 – Shark noms, Balance Tweaks, Map Changes, Installers and More!

This build encompasses a few tweaks we’ve wanted to make for a while, as well as a few more experimental things which may be redacted quickly, haha.

Clearly most importantly, the shark now has a chomp animation. More work needs to be put into polishing it, but it helps make the shark feel at least a little less static.

We’ve dropped quite a lot of bedrock into the vanilla maps to help with the massive erosion we’ve been seeing, though other measures will obviously need to be taken.

Installers are now automatically generated every build, so there should be less/nothing to patch after installing the game for the first time!

There have been several balance related tweaks

  • Removed satchel from knight – we felt like the satchel was the “odd one out” and very unsatisfying to use of the knight weapons. Fire is now reserved for archer use only, with knight’s unique mode of destruction still being exploding things with extreme prejudice (kegs).
  • Slashing a shield now results in a slightly shorter stun – meaning you can double slash a shield to harm it, or slash and then jab to cause damage, but not chain slash after slash. This represents a move away from simply chaining slashes as long as possible to win, and hopefully improves the depth of the mind games knights play as they hack each other apart.
  • Builder now gets mats from breaking solid constructed blocks – this should help encourage battle builders to get out there and help get over or through enemy constructions.
  • Archer fletches 2 arrows from trees – pretty self explanatory.
  • Minimum 30 wood for builder and 5 arrows for archer on respawn. This should help with the wood drought just a little and prevents archers being helpless while a hall is getting taken..
  • Bombs change team when picked up – this lets you save team-mates and kill enemies with thrown-back bombs and means theres a little bit less “wtf” when an enemy throws a bomb at you for zero damage.
  • Fixed mines going through doors – as if there wasn’t enough silly stuff going on :^)
  • Boats do more damage on collision – experimental, makes it very very hard to board an enemy boat while it’s moving but feels kinda janky. Will need to be tweaked.

Many more changes in the log of course, see below and enjoy!

[fixed] vaulting is broken
[modified] archer fletches 2 arrows from trees etc
[modified] moved warboat to its own folder in boats
[removed] satchel
[fixed] knight can cut tiles he shouldn't be able to
[modified] background image for installer
[modified] kag.ico has updated knight in it
[modified] bombs and water bombs change team when picked up - so you can toss bo
mbs back and damage enemies
[fixed] getting out of water
[modified] changed jump anims a little
[modified] a bunch of war maps have more bedrock now as temp measure vs extreme
terrain erosion
[modified] updated PNG loader to include everything again (thanks jackitch)
[modified] boats make much more damage when hitting enemies from all angles
[added] attached vehicles convert too on capture
[fixed] archer climbing trees newly grown trees on network
[modified] easier to get out of water against wall
[added] shield sliding (point mouse down and use shield while dropping at high s
peed)
[added] visual indicator of vehicle capture
[added] logs can be used as catapult ammo against infantry
[removed] debug mode from regular players
[fixed] crates not unpacking in water and on boats
[fixed] autoupdate_ignore_custom.cfg (1231)
[fixed] able to log into someone elses account on a shared PC (1232)
[fixed] mine goes through doors
[added] shark chomp anim
[added] getDistanceTo(CBlob@ other) in CBlob

Max/Geti

EDIT: Forgot to say that shield sliding has started being implemented, knights can now slide around on their shields (aim at the floor with some speed). We’re looking at how to fit this into combat to ensure everything is balanced and most importantly FUN, stay tuned!

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