
New installers/packages for Mac/Windows/Linux are now present on the download page. We have been wanting to update them for a while, but technically nothing was broken and we had higher priority matters to worry about. The main reason for updating these is to reduce the number of updates that new players need endure as well as changing one or two default config values.
If you have any problems with the installers, please PM me on the forums or e-mail support (support at thd dot vg).
Unrelated, there may be one or two more hotfixes out throughout the day today. You can find details on those in the 469 release thread on the forums.
-FliesLikeABrick
Just to let you know I’ve just pushed a hotfix for a couple of issues that sprung up after release of 469:
– Fixed guards not having access to the admin menu
– Fixed everyone joining blue team by default when first connecting to the server
Shadlington
Build 469 is out and is mostly made up of an assortment of seclev additions + several miscellaneous changes.
Notable things you might like include the ability to assign seclevs through the admin menu, the ability to restrict what classes/teams people can play with using seclevs and the ability to custom-define what levels of zoom are available to everyone (or even define this by class).
Changelog:
Little extra info on how to set the zoom levels:
Default levels are:
max_zoom_out = 2
zoom_level_1 = 2.0
zoom_level_2 = 1.0
zoom_level_3 = 0.5
Bigger zoom (zoom_level_½/3 values) = more zoomed in.
Bigger zoom level (max_zoom_out value) = more zoomed out.
Discuss this update here!
Shadlington
“But we already have workshops…”, you’re thinking to yourselves.
Well, that may be true, but you don’t have workshops like we’re working on workshops. Literally all of the functionality is squirreled away in scripts, meaning that you can make workshops do whatever the hell you want them to do, build menus for them from nothing OR tweak the stock shops with ease. The workshop code will be a great place to start learning AngelScript for those new to C-like languages.
Technology research is partway done, the system reads and writes technologies properly but doesn’t quite update the menu of the research shop yet, that’s something for next week. 🙂
Here’s a shot of me tending my new garden. How quaint:
We’re thinking you’ll likely be able to hock possessions throughout the game on some sort of export market for coins, so those flowers would be uprooted quicksmart for some dosh. This means minecrafters aren’t quite as much of a waste of space, since you can at least sell the fruits of their labour.
Michal has been working his butt off recoding several of the internal systems to be simpler to work with via configs, especially with regards to how sprites are handled. Entities can now have multiple layers of sprites, which means that with some clever scripting, complicated animations can be put together with what would otherwise have taken hundreds of frames (naturally noone wants to sprite that kind of thing!)
The entire physics system has also been rewritten to a point where we’re mostly happy with it (and it’s much easier to work with, both in pure configs and with scripting). Some more tweaking will probably happen next week as we start working with characters.
We’re working on making classes and actors non-hardcoded at the moment so that classes can be added and removed fairly trivially. We might not have time to add all the planned classes by the deadline, but we’ll have the groundwork done to get them done afterwards if need be.
…It’s not working properly just yet though, haha.
Tom got his excellent Seclev code out this week and I got to add a few extra variables to water to extend its applicability to deathmatch, which will hopefully see some adoption soon. Pretty sure Rayne is cooking up a tide based RTDM server.
Discuss these developments here!
Until next week,
Max/Geti
Build 458 is out and the main new feature being introduced is security levels, also known as seclevs.
The full details of what seclevs are and how you should use them are included on the wiki, here.
The gist of it is that server owners now have complete control over who can do what on their servers.
No more pesky logging into rcon is required, either. You can easily setup a seclev for your admins that will immediately give them access to their admin powers when they join your server, as well as a seclev with even more powers just for yourself. You can even setup a VIP seclev for your trusted non-admin users to give them slightly more access than other users (for example, not allowing users to mark players as griefers until you trust them).
You can find example files showing you how to configure seclevs in KAG/Base/Security. They all have the extension .example – if you make copies of these files and remove the .example part you will be left with a decent start point for configuring your own seclevs.
We are officially phasing out guards (i.e. we are no longer recruiting them), so it is strongly encouraged that server owners build up a list of trusted admins that they assign access to with seclevs.
However, guards still exist and you will be able to assign them exactly what admin powers you feel comfortable with them having, separately to your other admins (or, for example, take away a single guard’s admin powers).
There have also been changes to the way in which blacklists/whitelists are stored.
securitysetup.cfg has now been moved to KAG/Base/Security/securitysetup.cfg and inside this file you define the file paths to your whitelist/blacklist. If you copy the contents of your old securitysetup.cfg (in KAG/Base/Scripts) to KAG/Base/Security/blacklist.cfg (or whatever file you define in securitysetup.cfg) then your bans will be preserved. If you were using a whitelist, copy to whitelist.cfg instead. In both cases, you shouldn’t need to worry about adjusting the formatting, that should all be sorted out the next time you start the server.
Additionally, the way you login to rcon has changed – there is now a specific command for it. If you want to login, use /rcon /login [password]. You can also logout now using /rcon /logout.
There has also been a change to the way we check if you have accepted the terms or not, so don’t be surprised if you are required to accept them again.
There are also a few other fixes included.
Changelog:
Shadlington
A hotfix has been pushed out to address the beep issue that is being abused increasingly wide across servers. Servers do not need to be restarted for this fix to work for all clients, so you only really need to restart/update your server if you are running it in a console where you are hearing beeps.
-FliesLikeABrick
The KAG team have been wanting to share the excellent work of xiaojin67 for some time! This comic will give you a taste for what the comic is like, very tongue-in-cheek and always relevant to the game in the strangest ways:
The series has progressed to the point of a regular continuous plot now, and you can view the whole thing on the forums here!
I might be posting more of these on the blog from time to time to keep those too scared of the forums vaguely up to date, we’ll see.
Max/Geti
We’ve been scheming with a few other like-minded indies about getting the word out about each-other’s games, and one of those has hit a fantastic milestone of actually being 100% done and out!
Its always nice to see an ambitious project by one guy actually make it to the finish line, so without further ado, here’s the trailer:
[youtube http://www.youtube.com/watch?v=BJZAzNKZBew?feature=player_embedded]
The trailer pretty much explains what happens in the game (Metal slug, but with physics behind everything and a sprinkling of crack), but there’s also a demo to noodle around in and the game is ten bucks to buy for keeps.
If you’re interested in the tactical physics sidescrolling stuff that goes down in KAG, you might want to check this out to tide you over as Michal and I go into crunch on this next update. (Yes, that means soon, no, it doesn’t mean immediately, it’s not even in the tester’s hot little hands yet.)
More dev news coming once workshops are ported over to the new systems, or when progress is made with seclevs, whichever comes first 🙂
Max/Geti

A little something that I carved out today. What you see is the draft of the new inventory menu with some placeholder stuff in it. When you hover your mouse over a button a little display will show. As you see you can format this however you like with colors and by adding icons. This is all fully scriptable and writing it is as simple as making a string like “by a sleep to say we end$ROPE$” – which displays a rope icon at the end.
MM
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