Blog

Changes large and small.

We’ve decided to be even more open about development for the next month or so to see how that goes. This basically means more developer rants on here.

We’ve fixed most of the issues introduced last build, and I will be working on the remaining few over the next few days as Michal sorts out Multiplayer Zombies. Most of them were caused by a missing line of code somewhere (such as the instakill on hitting a wall rather than damage on hitting a wall being caused by the damage not actually bouncing you off the wall).

We’re working with Ryan and Joe (our excellent tech guys) on getting an automated build process up, which would allow us to get a test build to testers every single time we make a change without actually having to do anything – same would apply for the public version. This will basically mean a more thoroughly tested KAG and less of these small yet very gameplay-detrimental bugs, as well as less change of something going wrong with patching as the files wont need to be manually published to the correct place.

We’ve been discussing what’ll need to be done for the War and Overworld modes of play in KAG. We’re designing them in tandem because the mode of play will be quite similar – War will just be on a single map with less open-ended play. The content in both of these modes will more or less be the final featureset for KAG – everything needs to fit together perfectly. Server owners will be able to mix and match this content to create new (and old) game-modes like CTF, INF, KOTH, Bomb Ball, and whatever else takes their fancy, but it all needs to work together as well.

The Classes are the most important part of KAG. In Classic, we have 3 classes with fairly general roles – the builder, the archer and the knight. We’re going to specialise classes a little more in the full version. Archers and Knights will likely keep most of their functionality, but the builder doesn’t quite fit into a game of progression in its current state.

As you can see above, there are three general areas of progression – Ranged/Support Military, Economy, and Melee military. We’ve designed these with strong interdependence in mind. The barbarian relies on knights to cover him from archer fire, and needs sappers or builders to help him break into the enemy fort to wreak havok. The knight requires covering fire from archers so that he can get past shielded enemies. The lancer requires a horse to be able to attack, and builders to make that horse a path into battle. Builders require miners and woodcutters to supply them with materials, and those miners and woodcutters require military protection from the hazards that we’re going to put in their way.

Something that I’m not really happy with in KAG at the moment is the independence of the military classes. They don’tneeda builder on the frontlines, so in public games you never see a builder on the frontlines. Knights can get themselves out of holes, archers can get themselves arrows. The builder is a helping hand but isn’t required. We’re likely to change that with the full version content.

We’re aware that mining and cutting wood isn’t currently fun at all, so you might be wondering why on earth the military progressions start with gatherer classes. Firstly, this is to make sure that military units contribute to a teams economy – they dont just run off into battle, cark it, respawn and run off into battle again. Secondly, we’re hoping to make the mining and woodcutting (especially mining) into PvE “minigames”.

Mines will be abstract entities – there might be some stone on the game maps but mostly there’ll be doors into separate mining maps, that will hopefully be separated into levels. As a mine is dug deeper and deeper, the miners will require more support from their team as they come across underground dungeons, cave animals and other hazards (as well as to help them out of the mine with ladders). Deeper mines will yield more treasure, however. Early in the game when the entire melee military is a mining gang, they’ll only be facing snakes and bats, but this will help to train them in melee combat and make sure that mining isn’t too much like hard work.

Woods will exist on the normal game map as trees and bushes still, but there will be woodland animals as well – they could be hunted for food (or eat the woodcutters). In order to make woodcutting more involved, we’re planning on having freshly cut wood as “logs” worth 1 wood each. You can use these to build wooden stuff, but it would hardly be worth your while. These logs could be refined into planks either at a carpentry shop or with a spinning saw – hopefully this means that we’ll see automated lumber mills (and horrible saw traps) once a team has a good wood economy going.

I’ll speak more about the progression system as we solidify it. Know that it wont be a rigid “tree” that you can only move upwards on. You wont be locked into your choices for each character.

We want to refresh the interface. Cleaner now than it used to be, it still feels cluttered and cumbersome. We think that the emoticon bubbles are the cleanest, most straightforward part of the interface at the moment, so I’ve drawn up this quick concept outlining how we think the interface should look.

The hearts and item count popup (top left) would appear if you had your cursor within a small radius of your character. The hearts would fade in and out if you got hit, and the item count would flash up when you used an item (ie shooting an arrow or throwing a bomb)

The inventory and actions popup would appear while you hold F. It allows you to drop stacks of items and coins by clicking them and dragging them out of the interface, to put items to and from your hands by clicking and dragging within the window, and selecting performable actions like the current F menu.

Interacting with objects and picking objects up would be done with E – all interactive objects within range would show their interface like the catapult above. Clicking the icons would perform the action specified. Same goes for workshops. Anything that could be picked up would also have a bubble around it while E was held, to be picked up by clicking. It’d go to your backpack if possible and to your hands otherwise.

Here’s a very zoomed-in concept of how it might look overlayed on the game

I know, I know, I missed out my blond hair in the mockup. Sue me.

In other news, the new site will be going live at kag2d.com today/tomorrow at 6AM US Eastern Time (8PM AET, 11AM GMT). There may be a few technical mishaps in the change-over so be sure to report any and all issues on the forums or IRC.

More to come!

Discussion thread here

Geti

Linux Fix

For those having trouble updating to the latest build, try redownloading the KAG executable from here: http://kag2d.com/update/kag_x/KAG

Place it into your KAG directory and run it.
Sorry for the delay getting this link up

Geti

Build 353 Released!

The picture explains what this update is about. We spent some time tweaking the whole carry/throw functionality. So now you can pickup a corpse, load it into a catapult and fire or… pickup a corpse, get into a catapult, have someone launch you and drop the corpse midair on someone’s head!

Imagination is the limit.

To make this easier the catapult controls are hopefully more intuitive. The menu stays but you can now use [E] and [LEFT CLICK] on it without going into the menu. So:

  • if you are carrying something it puts it in the catapult by default by simply pressing [E]
  • if you’re not carrying anything it loads stone with [E]
  • if you have no stone, you get in yourself with [E]
  • walking onto a catapult and holding fire [LEFT CLICK] will pull the catapult as you enter launch mode
  • also, tapping [C] will pickup the closest object if there is more than 1 on the ground near you

There’s lots of bug fixes too, so check it out. Zombie Fortress multiplayer has some bugs fixed but it’s still not officially released and supported. It should be 100% ready next week.

Changes 349-353:

– can carry corpses

– corpses are gibbable

– corpses hurt others when thrown

– if there are lots of objects on the ground closest one will be picked up on tap [C]

– fixed not being able to get out of catapult (use [E])

– quick tap [E] on catapult does most obvious action (in order of priority: put item, load stone, mount yourself)

– you can enter catapult firemode just by pressing fire on catapult

– you can now use bubbles, taunts, light bombs and fire stuff while in catapult

– fixed not being able to get in catapult while holding something

– fixed disconnected payer IP in console showing as number

– fixed female heads invisible

– tweaked carry positions for objects

– fixed throwing issues

– catapult and outpost have more mass

– made keg collision circle smaller

– names in scoreboard have a shadow for better visibility

– only names are role colored

– fixed buttons clickable under full version banner

– added player left message on server

– collapse messages are sent to guards

– guards and admins get info on rcon commands

– fixed map border visibility

– fixed server message on vote kick spam

– fixed console crash

– fixed catapult taking stone when firing dude

– more descriptive catapult usage help

– hitting wall at large velocity takes health

– boulder doesnt hurt team players now

– corpses in air collide and hurt players

– both people that collide with each other are knocked out and hurt

– fixed out of screen corpses sent through network

– fixed +/- keys voting on Mac

– auth API fixes

– throw arrow appears on all objects

Discussion thread here

Security Breach Hoax

Considering a lot of you are taking it very seriously, the security breach thing was a hoax for april fools, alongside all the Shad related hilarity. We used it as an excuse to get some fixes in that needed putting in but were too mundane to report.

Sorry if we scared some people. You’ll live 🙂

However, keep your eye on that incarnum fellow. He might not have hacked 30% of the KAG population, but he certainly might mail pornography to your grandmother. Be on the alert.

Direly Important Update (Build 349)

We’ve made a pretty bad mistake with one of the more recent updates, which added some functionality to the autoupdater. We’ve been working furiously over this weekend to solve the problem, and have finally finished the work needed to solve the problem, which we’ve put into an emergency patch.

The exploit (which we wont detail for lack of further harm) allows malicious users to inject code directly into KAG. As such, literally anything could be happening to your computer as you play. Many of the users reporting strangeness with their computers (ie the reports that tipped us off that something was awry) also report not being able to log into the forums, as their accounts have been deactivated in the database.

Reports have come in of people’s computers randomly popping up pornography, uninstalling KAG, openning hundreds of windows, consuming large amounts of bandwidth, and other blatant troll-virus symptoms.

Luckily, MM’s computer was attacked yesterday, and we were able to learn more about the technical side of the attacks.

Most of the attacks have contained some reference to urls containing ‘incarnum.net’, either grahically or as a target address for intercepted encrypted outbound traffic. It isn’t clear yet if it’s incarnum launching these attacks or someone with a vendetta against him trying to marr his name – we’re working on cracking the encrypted packets to get a clue.

We’re not sure how many computers have been affected, but regardless this patch should be the end of any new infections. Be sure to run a virus scan after installing.

I know this falls on april 1st for some of you, but this is no joke. Patch your game.

MM & Geti

Build 346 Released!

Changes 345-346:

– fixed crash on death message

– fixed full version banner dissapearing too fast

– fixed player names not appearing above heads for normal players

– fixed server crash on ban

– fixed auto-picking materials

– fixed timestamp number padding

– fixed vote kicks not banning

Discuss.

Build 345 Released!

This is a big maintenance patch fixing a whole BUNCH of issues. This isn’t still zombies multiplayer patch because that isn’t working yet. Next time, which should be real quick… The good thing is there are some fixes for CTF gold servers so they can use boulders for example.

Most important changes are:

  • Added a new server filter called “Beginner”. This will be set as default for new players. It filters everything in the servers browser except small Rapid Team Deathmatch servers which are ideal to get into the game fast and easy without being overwhelmed by CTF.
  • Team chat key is [Y] – sorry for the change but we had to make it compatible for OSX. Additionally you can use [T] for regular chat which is a very quick way to access chat [T] / [Y].
  • Guards are Green in scoreboard, Global Admins are Purple and RCON admins are Red
  • Banning is completely overhauled. Blacklists, whitelists and ban saving to a file should work. Griefers are gonna have a much harder time now.

Changes build 319-345:

– authentication system now uses KAG API (https://wiki.kag2d.com/wiki/API_Overview)

– fixed duplicate IP preventing from LAN play

– user roles separated (admin, guard, tester)

– added new default gamemode Rapid Team Deathmatch

– added default “Beginner” server filter

– default chat key is [T] or [ENTER]

– team chat is launched with [Y]

– vote keys on Mac OSX are [+] and [-]

– strings are loaded from .irrst files located in Base/StringTables

– fixed barrier dissapearing on client when match not started

– added random Lance bot to addBot command

– error message for duplicate master login

– fixed securitysetup using username instead of name

– fixed builder killing with hammer msg

– fixed couple of crash reasons

– fixed network clantag exploit

– fixed net logging of IPs

– added serverMessage(“message”); console/script command

– boulder multiplayer crash fixed

– fixed network connection memory leak

– added no GUI mode (F6)

– fixed squeezing

– fixed server console “CAN’T PICK’ spamming

– removed console “banned client trying to connect” msg

– ESCAPE also closes scoreboard

– added “Open external browser” button to awesomium browser

– server has chat texts logged in console

– random chests and lanterns are specified in the generator file

– all disconnection messages appear in popups

– fixed lantern and kegs in non-gold servers

– fixed launcher graphic flickering

– fixed connection messages error and returning to menu

– admins are now red in scoreboard

– fixed spikes spawning dummy blocks

– Ban system overhaul (unban)

        unban works via username

        bans stored in securitysetup.cfg        

        ban player needs to take username param

– removed hwid related ban stuff

– removed bans on kick

– guards and admins can always see player labels on hover

– when someone marks for vote kicks server announces it

– fixed wrong rooms appearings in mods

– game launches from menu only after succesful connect

– fixed bad delta msgs on server on player join

Discuss on forums!

EDIT: There’s a rather large issue in the threading of the new API calls, which is causing servers to crash. Will hopefully be fixed within the hour, sorry about that!

FIXED – HAVE AT IT

Guards vs The World

What is it?

Any premium players vs the KAG Guards.

When is it?

  • March 24th North American Server 3:00 p.m.-Whenever p.m. US Eastern (Hosted by Teemo)
  • March 31st British/European Server 3:00 p.m.- Whenever p.m. GMT (Hosted by Rayne)

Hopefully I can make the PT one! It starts at 6AM my time though, so no promises.

More info here, get in on it!

Geti

Current Direction

Hey guys, sorry for not posting much in the last week.

MM and I were more or less working our butts off at GDC last week, getting work done on multiplayer zombies and fixing a bunch of security holes. There’s still some more work to do before we release the changes but things are looking promising.

At GDC, our server guy FliesLikeABrick came over to meet us for a few days to work on that side of stuff and we made some great progress – once it’s in we’ll likely be able to make changes allowing shared IPs to be used again and also completely revamp the banning system – which should prevent the headaches server owners currently have to deal with related to people getting banned seemingly randomly, and /unban not working. As a bonus, account logins will be more or less unspoofable.

With the next update we’ll also be adding multiplayer zombies – work there is coming along nicely, with only a few things still crashing the game and another handful of stuff not properly synced. Should be a blast when it’s done.

We’ll be properly back to the grind next week – we’ve been working very lightly this week to recover (MM is jetlagged to death and I’ve got a week and a half of coursework to catch up…) so we’ll keep you posted on progress as it comes.

Geti

Geti playing Ace of Spades behind Notch’s back.

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