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HOTFIX: Build 572

Hotfix coming as soon as it’s built, along with less sticky/slow water.

Fixes

  • Spike strangeness
  • Fall damage being applied wrong
  • Water Slowness
  • Any attacking through tiles
  • Stomp no longer “sometimes hurts them, sometimes you” + higher stomp min height.
  • Memory leaks

Additions

  • Knights can surf
  • Archers can stomp

Gold servers with water should be ~500% more fun and less full of stalemates, though buildings at the water’s edge are still powerful.

Get onto patching asap, especially those still on 548, we’ll be bringing all the servers for 548 down at some point soon.

Continue discussion: HERE

Max/Geti

Classic Actually Probably Final Build 569 + Insight

IF YOU SEE NO SERVERS AND NO AUTOPATCH, PLEASE DOWNLOAD AND REINSTALL KAG FROM HERE: 

http://kag2d.com/en/download

SOME BUILDS MAY HAVE BEEN CORRUPTED AND WILL NOT AUTOUPDATEWE APOLOGISE FOR ANY HASSLE CAUSED BY THIS SLIP UP, THOSE RESPONSIBLE HAVE BEEN SMACKED ACCORDINGLY.

More bug fixing went on these past few weeks, with both good and exhausting results.

  • Support wierdness fixed + vars added
    – support_added_vertical = 1
    – support_cost_ladder = 8
    – support_cost_bridge = 4
    – support_cost_castle = 4
    – support_cost_wood = 3
  • Fixed Beeping in console + potential crashes from that.
  • Fixed bloody spikes are dark
  • Fixed more % related issues
  • Massive optimisations (50+ player servers shouldn’t beat up your CPU quite as much)
  • added swap_team_cooldown variable for team switching (to prevent rapid swapping abuse, defaults to 1 min, a value of 1800)
  • reworked autobalance logic a little (now based on time since join)
  • added balance_teams_on_nextmap variable, balances the teams based on score at the end of each match (or should, this one may need more testing/attention)
  • Fixed spikes blend players when moving sideways (slight push backwards added).
  • Fixed shonky raycasts
  • Fixed attacking around corners
  • Fixed attacking upwards/downwards

Overall, this is largely a bugfix build again to help make sure the intermission before any public release of the scripting build is as enjoyable as possible 🙂

As an insight into development, a few words on where we’re at:

We’ve been working hard on the scripting build of course, but we’ve decided over the last few months to “do this right” – we could have finished the game in a matter of weeks a while ago by hacking in a ballista, porting the fire stuff to the normal build and adding a fire arrow item, but we decided to recode the vast majority of the game in scripts in order to gain experience with networking a scripted system, and to ensure the game can survive long after we can afford to continue working on it.

This means that there will be none of these legacy bugs will carry over to the final full version of KAG, and that any new or persisting bugs will be visible and able to be modded away or at least brought to our attention. Its been amazing seeing what modders can do with the current config-file based interface, we’re excited to see what happens once we throw a scripting interface with a large collection of examples at you!

Obviously, doing things the right way comes at a cost. We are currently actually months past our initial deadline – while we’ve been able to get around that and have the freedom of the game being “done when it’s done”, it still feels like it’s taking forever on our end, as well as on yours. Please don’t feel that we’re being lazy or that progress is not being made – Michal and I have been working furiously long hours (minimum 8, usually 10-16 hours each) every day for the last few months, suffering and working through burnout and illness (and in my case, the end of semester and exams at the same time). We want to see this done even more than you guys do, and we want to see it done right. Bear with us while we do that 😉

Discuss this post HERE

Max/Geti

For those that missed it, the most recent “Adventure of Meow” strip, which is a spinoff work paying homage to Shakespeare and Clumsy Builders alike. Click to expand. Thread Here.

[youtube http://www.youtube.com/watch?v=asJCaqecxL0?feature=oembed&w=500&h=374]

KAG now has automatic script and sprite reloading. This means game and mod development will be much faster now, cause you just Ctrl+S in an external editor and see the effects immediately.

The great KAGoween Tournament

Some higher-ups in the community have been working hard to get together a Tournament between 4 of the larger and better known clans – MOLE, YB, BoW, and POWER.

Its a 5v5 fast CTF tournament with rules similar to the Action Servers (vanilla with better bomb jumps), with some extra restrictions on class changes, class numbers and a small number of units.

The action will start today (or tomorrow, depending on where you are), the 27th of October, at 21:00 UST

The games will be streamed and commentated on by WanderMark and Contrary via twitch tv »here«! This will help take the load off the servers that a pile of open spectator slots would create, at the cost of a few seconds of latency for the audience.

There is a forum discussion thread for those that want to smack talk, place wagers on who’s best (actual gambling not endorsed by us in any way, etc etc), here.

If this goes well, WanderMark is confident they’ll be hosting more open and larger contests in the future, with the possibility of gold accounts and of course a dramatic ego “extension”, so be sure to show your support and say you want more of them 🙂

Max/Geti

♫♪ I’m a lumberjack and I’m okay, I sleep all warmup and I work all game! ♫♪

Behold – the Saw! Turns logs into wooden planks, and knights into sushi
(mileage my vary on quality of sushi)

Dev Peek: Boat and Shop Art and Discussion

Rooms:

We’ve committed to a few large changes for the default setup for rooms.

Firstly, they’re 8×4 tiles in size now.

Secondly, they come in a few subtypes rather than there just being a whole discrete workshop for each task. This lets us ensure construction flow a little more strictly; we’re debating whether tech will be needed for workshop upgrades or not at the moment.

Most of the subtypes will have some default functionality – for example, a carpentry room will always have a carpentry bench and be able to perform basic carpentry stuff, but will require an upgrade to build siege weapons, or boats. An agriculture room will always have a nursery, but may have a larder for storing food/spawns or may have its seed generation output doubled.

The subtypes are:

  • agriculture
  • barracks
  • library
  • carpentry
  • masonry
  • quarters

Most of these are visible below:

Quarters are an exception to this – they’ll come with a bed, and can be claimed by one player. From then on, they’ll act as a spawn for that one unit – this means a team will have to construct infrastructure for its players to have a regular forward spawn point (you’ll be able to spawn back at the home port after ~30s otherwise).

This applies for WAR mode only of course.

Note that because all of this is implemented in the scripting language, server owners can mod it back to the old 3×3 style of shops if they like. We want to structure the game a little more and focus on making one mode work very well rather than trying to make a lot of content work across the board.

Boats:

Here’s the 5 basic boats we’re planning on implementing  (There may be one larger “Galleon” boat but we’re having trouble figuring out how it’d actually get in game being so huge… So we’ll see)

I’m going to drop their (current) names, and you can speculate about their functionality 😉

  • Log Raft
  • Dinghy
  • Arrow Dingy
  • Covered Launch
  • Support Boat

That’s all for this week, hope you’ve enjoyed the peek 🙂

Discuss here.

Max/Geti

Build 548 – Classic ~Final

Classic Update:

We’re coming up to a very large release of KAG, but in the mean-time theres been a lot of stuff addressed in classic (the current playable iteration of the game) that warrants a new release! There are likely to be a few bugs slipped through the net, but it’s felt very solid the last few test rounds. Be sure to report bugs in the thread and on mantis.

Full Changelog:

  • fixed extra spike and gurgle sounds occuring after getting spiked or drowning, then getting hit.
  • fixed 120 stone in catapult from bomb bug
  • fixed trees leave copies of their top behind when blocks have been placed above them
  • fixed lighting is team biased
  • fixed attack timer reset upon getting hurt
  • bombs now hurt through the holes they make, and through bridges
  • all damage goes through bridges now
  • fixed “vote next map is actually vote reload map”
  • fixed cant attack around corners (tentative fix)
  • fixed bottom line of map is empty
  • fixed % causes issues in chat window
  • REVERTED TO CLASSIC LIGHTING (NO DARKNESS) IN NON-GOLD SERVERS
     
  • added no_shadowing boolean in gamemode.cfg (defaults + forced to true in non-gold servers and false in gold servers )
  • fixed crash in security if a null player was present

Hopefully the number of fixes is re-assuring to those that seem to think we’re not listening to bug reports – Some of these fixes have been sitting in the repo for a good 30 days now, and were just never pushed by accident 😉

What’s coming next?

We’re working hard on the scripting side of things – combat is coming together again, a lot of things have been re-animated and re-polished, most of the syncing issues have been abated, and the API should be handling multiple games soon, if it isn’t already 🙂

We’ll do another round up of things we’ve been working on and give some more pretty pictures next week, collating that kind of stuff takes too much time for me to set aside at 11:22 PM, heh.

Discussion here

Max/Geti

[youtube http://www.youtube.com/watch?v=h_Qp7sYXxE4?feature=oembed&w=500&h=374]

A wonderful “Lets play” style video starring Andy, Darcia (the not so best knight) and Dave/SirSalami. More dev info coming, there’s some in there from dave if you listen carefully 😉 Enjoy!

[youtube http://www.youtube.com/watch?v=yMU3WFaXj7k?feature=oembed&w=500&h=374]

This is a glimpse of how the all new vehicles will look like in the full version of King Arthur’s Gold. Work in progress.

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