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Build 394 fix for dedi on older linux distros

Hi all, FLAB here –

Unfortunately due to how we set up the new build system with the release of build 393/394, the dedicated server would stop working on CentOS/RHEL/etc 5 and other aging distros with older glibc/glibcxx.  I have replaced the node in our build system which builds the linux versions with CentOS5 so that we can generate more portable binaries.

If your server was broken as part of the 393/394 update, you can manually fix it (without having to redownload/reconfigure your server) by replacing the following files in your server folder:

KAGdedi:
http://update.kag2d.com/kag_linux/KAGdedi

Base/libJuxta.so:
http://update.kag2d.com/kag_linux/Base/libJuxta_dedi.so

Sorry again for the inconvenience, we will take more care to prevent this in the future!

-FliesLikeABrick

What’s coming next

Zombie Fortress feels like a whole game in itself but KAG is definitely not finished!

We are officially heading now towards version 1.0.

We will be adding (trying to add) all the features that we promised over the months and which you can see on the in-game buy poster or website. Not all of them will probably make it because if a particular feature is not fun or doesn’t really work or is simply not doable we won’t do it. But on the other hand we will add other elements which are better, more fun and more fitting. So expect to get what you desire and expect to get awesome features you don’t expect!

I’ve started work on water and wooden structures and will be moving on shortly to vehicles and siege machines. This will be exciting! Be sure to come back for updates!

MM

Heads Tweak

A few of the heads had some pixels go wrong for one reason or another when putting them in-game. An update fixing this should make its way out to you in the next 10min or so, shouldn’t affect gameplay at all.

This is mostly just so people don’t raise eyebrows at their KAG patching. Enjoy your slightly more colourful braveheart face and fixed eyes on the samurai and rice worker heads.

Geti

OS X 10.5.x issue resolved

With our move to the build system we also started building the mac build on OS X 10.6.  We did not have the build done in such a way that the output was compatible with OS X 10.5, so any of you with OS X 10.5 probably had your KAG installs break if you updated in the past 48 hours.

In the event that this is you, your KAG won’t launch at all after updating to build 393 or 394.  We have a new KAG build out which is compatible with 10.5.x and 10.6.x.  To remedy this, do the following:

  1. Drag your current KAG installation from Applications/ to the trash (or right click/move to trash, etc)
  2. Download KAG again from http://dl.kag2d.com/kag_mac.zip
  3. Unzip and drag the KAG app to Applicatoins
  4. Try running KAG. It should update to build 394 and work properly if this fix works
  5. If you need additional help, head over to this forum thread for assistance
For anyone else who came here wondering why their mac build updated on 10.6 or 10.7, this is why.  No other changes were introduced.

FliesLikeABrick

Autoupdate issue resolved

There was an issue with the auto update system for KAG which would have caused new installs from the website not to update for the past 12-14 hours (since 393 was released).  This is resolved now, and any of you who were stuck on an old build like 345 should be able to update now just by opening the client.

If you continue having problems, head to the KAG Forum for help

FliesLikeABrick

Last chance to get KAG for only 9.99$

I forgot to raise the price for KAG after the official Zombie Fortress Multiplayer release. We promised it so we are doing this after todays hot-fixes. So this is really the last chance to get the game and play online against zombies for 9.99$. New price will be 12.99$.

Buy Now

Good news is, if you can’t pay with PayPal, Credit Card or Google/Amazon – you can pay with your mobile phone through Zong (a PayPal company). Zong has probably every country covered so you can pay for KAG with your phone wherever you are. Just click on the little red Zong button and check if you can buy it now. After entering your phone number you will receive a PIN code. After entering this PIN code you will get a KAG code to unlock the Full Version. It’s that easy. No SMS or anything else. See for yourself.

MM

Fighting the undead – Now with friends! (Build 393)

It’s a bad day to be a zombie…

Fortunately, most of our players aren’t zombies, so they won’t mind. 😉

ZOMBIE FORTRESS MULTIPLAYER IS OFFICIAL!

This means you can defend your fort with your friends without tampering with the server software too much, without repeated server crashes and with a nice new bot control interface.

Basically, use the R key to tell bots what to do. We think you’ll like the change, we’re leaning more towards this kind of interface than the pie menus in future. If we can find things to convert, we likely will. It feels much better interacting directly with the game objects.

A giant swathe of fixes is included, to AI (migrants now 40% less useless – can go through bridges!), to gameplay (reduced fall damage stupidness, reduced building weirdness, a bunch of misc exploits removed, particles getting eaten by bridges fixed, combat “lag” reduced…) and many general bugfixes (slow closing fixed, many server crashes fixed) – see the changelog for more!

You can also wear a kettle on your head, among other new heads. Hopefully this will help increase the diversity of premium folk’s appearance – We’re working on a skin colour option as well, just requires re-touching all of the actor sprites so I’ve been putting it off…

Big thanks to the testers for starting to get into the swing of things with testing, a lot of these issues would still be undiscovered and the mechanics unrefined without them!

Full Changelog:

“zf” = zombie fortress
– u_shownames now uses new player name style instead of big stupid one
– spectators with u_shownames see all player names
– spectators now see unit counters
– Fixed single character player names no longer crash the server (and are therefore allowed) (#327)
– Fixed full name not showing on linux/mac when someone changes teams (#151)
– Fixed username is not cased correctly after successful authentication. (#237)

– dropped the materials counter delay
– the blinks still take a while to go away but the counter is always up to date
– Fixed broken Connect To…. (#148 and #1)
– Fixed Looks like red builder is going to build blue tiles (#254)
– Fixed breaking a shop that is on background tile doesn’t give mats (#253)
– Fixed setting high duration results in ban for 0 seconds (#266)
– large bans (longer than 2 years) and bans with -1 time now result in permbans.
– Added expiry time to listbans
– Made bans case-insensitive

– changed/improved/added server side logging of game/player events

– Fixed – Archers deal massive damage to team catapults (#271)
– really fixed trap door+back wall = free money (removed hack) (#198)
– Fixed lost stone on removing trapbridge on background (#258)
– Fixed GOALTICKS independent ticktime mod operation in director.cpp
– Fixed Knights attack catapults when they use it (#81)
– Fixed various potential server crashes while fixing (#327)
– Various tweaks that may fix small bugs/instability – fixed
– KAG crash when closing KAG with server browser open (#333)
– addressed chat box/minibox background hardcoded, now takes center pixel colour. (#157)
– Fixed the listPlayers() script
– fixed abusable bug where spectators can block map start (#305)
– fixed more meaningful autoupdate failure messages for libcurl (#306)
– fixed the launcher menu text for the various sites sucked and fixed some of the URLs
– fixed can repair trap bridges with backwall (#205)
– fixed can repair other team’s door to be your own (only works blue->red) (#76)
– fixed about 3 related bugs/exploits
– fixed can’t slash shielded target sometimes (#276)
– fixed jumping on someone and slashing hurts you (#309)
– stomping does less damage to the stomper
– Fixed quarters don’t heal when there’s less than 0.5 hearts to heal (#353)
– fixed door breaking/fixing (#204)
– updates to how paper rendering works
– Fixed catapults dont hurt backwall enough, though haven’t done bridges etc yet (likely related to arrows) (#331)
– Lowered chat spam timer and inserted anti-spam message if you exceed it rather than failing silently
– Added sandbox room and tweaked sandbox to include it
– sandbox now has free items and shops.
– fixed server segfault due to API error conditions
– fixed quarters light not acting like a light
– fixed chests giving light by default
– bomb in zf costs 10 coins (was 20)
– more probability of zombie having coin
– disconnect issue should be fixed, please playtest for a while and see
– fixed client-side light in blob
– added constructor to APIPlayer, too much non-initialized vars bugs
– fixed free full version access
– bots attack dead zombies
– removed buildnum from launcher caption to avoid confusion
– collapse anti-grief doesn’t work for outposts
– fixed charged arrows dealing no damage when shot through bridge (#321)
– fixed knights don’t stop when ordered to go to zombies
– destroying castle blocks in zf doesn’t remove coins
– bots try to jump over kegs
– fixed bots not following orders when faced with zombies
– fixed throwing kegs into walls
– removed “buying” zombies from Portal 

DISCUSS ON FORUMS

Interrupt while we’re waiting

Still 2-3 things to iron out before the release so here is some Sunday fun for you all, while we are waiting for the new release.

This is something we’re trying to move away from which you’ll see in the next release with the new Party Interface.

And at first I thought this was a KAG meme 🙂

Cu later,

MM

Release Holdup – Should be out Monday

We’ve had a hold-up actually releasing the update because MM had to give a lecture for Friday and I’ve had family engagements all weekend – There are about 3 issues that need tending to before we can release the update.

The blog post has already been written, almost all of the testing completed, we just ran out of time getting it finalised and out the door. Hope to have it out Monday night.

Geti

Soldat is 10!

Holy crap.

I wont clog up the KAG devlog with talk about soldat, but you can read about the awesome work Shoozza has been doing and a note from MM about the game reaching a decade here. The 1.6.3 update has been (conveniently) released in tandem with the anniversary.

Could be time to play a few games for nostalgia’s sake, veterens!

No roundup this week as you’ll get a changelog with the release and I need to get back to fixing bugs rather than writing about fixing them 🙂

Spoilers: mostly zombies multiplayer fixes with some general gameplay and security fixes so that we can officially release zombies multiplayer. Also, more heads.

Geti

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