Butcher is live!
We’ve just published the prototype version of Butcher.
Grab it from the Butcher’s page (or launch it in your browser) and start killing people now!
SMK
We’ve just published the prototype version of Butcher.
Grab it from the Butcher’s page (or launch it in your browser) and start killing people now!
SMK
I’m coding the AI for assault class bots. Here’s some action footage.
MM

New build for KAG – potentially a little rough around the edges but what’s there needs to be tested with the public before we can move much further.

Now with extra flammable platforms!
New build is going out at the moment, should be a long build but out in 30 minutes or so from this post. There will be the usual lull as servers patch over between maps and the client builds aren’t done, and again as the steam build propagates out – don’t panic if you see lower than average numbers in the next few hours.
Here’s a summary of the more serious changes, split by section:
Balance Changes:
Fixes and Smaller Changes:
General Concerns:
Looking forward to seeing you guys in game to put these changes through their paces! I’ll be around tomorrow to make hotfixes if necessary but hopefully they can wait until next week – after the game re-stabilises.
Have Fun!
Geti/Max

This game started in May, I have just coded the M16 example mod for KAG and asked Geti to draw the M16. I think when drawing it he started itching for painting more pixel rifles. He said something along the lines of “let’s do a Soldat remastered in the KAG engine”. I said “F*** that, I’m not a 60 year old rock musician to do remastered versions”. But then a thought came to me “why not do Soldat:Trench Wars”?
‘Trench Wars’ was a Soldat mod I used to play years ago. It had realistic damage, no jet packs and a wide horizontal maps where you could play “tug of war” between 2 teams. It was enjoyable and it was something that would be easy to do (but even better) with KAG’s modding functionality.
We’re craving for some good multiplayer run & gun game. Simple cooperative/team mechanics, lots of explosions and pixel gore mixed with some tongue-in-cheek features. That’s ‘Trench Run’ in a nut shell.
Expected features:
More details will be posted soon with some class introductions, screens, gifs and movies. Stay tuned.
We consider this a short project. It should be done in 2-3 months. After we’re done with a beta testing phase it should be available, as a stand-alone, on our website and Steam.
Visit this blog and subscribe to our Youtube for the latest updates.
MM



Over the last few weeks we’ve been working on designing a new theme and look for Storm2D so that it will no longer look like a Soldat clone. We’re redoing all the maps, scenery and textures with a new look that is unique. It’s more abstract and in a painterly style rather than being pixel art focused.
Maps will be designed with seamless movement in mind and be much more horizontal than Soldat, where floating islands were a regular feature. Maps will also have buildings for spawn areas, bases and powerup / medikit / ammo locations rather than things randomly spawning mid-air. We’re also designing a new conquest gamemode. This will be the default gamemode which we’ll focus on and polish rather than trying to work on multiple gamemodes at once.
In order to give the maps the look we’re aiming for, I’ve been designing a new map editor (rather than using polyworks) with the following intended features:
-multitextured, paintable polygons
-dynamic lighting and shadows
-parallax scrolling backgrounds
-all scenery will be dynamic – from grass to trees and crates.
-easy polygon creation – not just out of triangles, but N point polygons
-play the map while making it, sandbox style
-jump pads, liquid blocks, teleporters, etc
-triggers with scripted events
We’ll hopefully have some mockup maps to show soon.
Website: http://storm2d.net
Roland
Kouji, one of the KAG Forum Administrators has passed away as a result of a stroke.
Kouji will be sorely missed by all of us and impossible to replace. You can learn more about what happened and pay your respects in this forum thread.
Max/Geti
My fellow Soldateers all around the world,
I am happy to announce that Soldat’s World Cup is about to return for it’s 2014 version.
The most important information comes first: Sign-ups will open today, 17th of June and the cup will start on 1st of August.
Mixed national teams
As we are pretty much aware of the activity loss in Soldat we decided to be a bit more lenient with “mixed national teams”. However, this does also depend on the level of activity and the amount of signed up countries. We will make a final decision regarding this once we reach the final stage of the sign-up time which probably is around the start of the final week of sign ups (starting friday, 25th of July). Yet the chances are good that we might allow people to merge, even if they’re not from the same country. We don’t know any details yet, but we will keep you updated.
Multiple teams
Of course we will allow multiple teams once again this year. The way we deal with multiple team will not change significantly compared to last year, which means:
– Pre-qualification matches will be played until the start of the cup, 1st of August. This deadline is final. We will not allow these matches to interfere with our schedule. Additionally, signing up multiple teams for a single country is limited to until friday, 25th of July to ensure that all matches are played in time
That means if you have multiple teams in your country they should all sign-up as soon as possible in order to allow as fluent as possible a run for the cup.
Example:
Poland A signs up in the first week of sign-ups.
Poland B signs up in the second week of sign-ups.
Poland B is too late, hence Poland A will be considered as Poland’s official representive. Poland A could then decide whether they would want to recruit members of Poland B.
Poland A signs up in the first week of sign-ups.
Poland B signs up in the first week of sign-ups.
In this case both teams will face each other before the end of the sign up phase. The winner is also allowed to take in players from the other team if they want to.
That’s it for now. Now get on IRC and search for all those country-mates of yours and gather them to participate in SWC. Let’s hope for an active and enjoyable world cup!
Good luck to everyone.
//Original post by ymmees can be found here.
Cheers,
Furai
Pretty big build – lots of small changes accumulating over time. We would have liked to have made this as several separate builds but each week the build server had something else wrong with it. However, the more troublesome nodes have been moved to more stable hardware and things have gone along smoothly this week.

[added] abstaining from votes [fixed] wierd downward-floating desync for static blobs with attachments [fixed] knight "quick-double-slash" bug [added] rayne chicken head (fear the chicken) [fixed] potential overflow issue with the minimap not showing [fixed] issue with wood vehicle damages getting passed on for projectiles [modified] coin income from building workshops (less) and hitting siege (more) [removed] getting into crates [fixed] using halls as tunnel as enemy [modified] removed tunnel travel team limitation [fixed] broken code in defaultbuilding relying on overlap functions that was breaking for quarters (now uses AABBs) [added] dinghies cost 100w and 25c (spam mitigation) [modified] mazey head (5th time now, hopefully last. looks less like a tumour) [modified] new german official server IP [fixed] sleeping head frames for people with unique heads [modified] community fix: spikes give the builder kills (thanks Skinney) [modified] community fix: ctf shop buttons are laid out horizontally (thanks Skinney) [fixed] community fix: ctf shops use appropriate damage frames (thanks Skinney) [modified] community fix: quarters allows free sleeping with a time-cost to heal (thanks Skinney) [modified] community fix: ctf flags collide with blob blocks where appropriate (thanks Skinney) [modified] builder cant put wood backwall on stone backwall [modified] updates to newtortuga - mid more resilient, less redundant base stuff, more room for tunneling under mid [modified] addressed a few concerns with EjMap (stalling, horizontal movement) [modified] feedback on JTG Aqueduct and BoulderLake taken into account (less gimmicks, more terrain polish, etc) [modified] moved flags out of terrain on fellere map [modified] dinghy and longboat faster [modified] can't get into carried dinghy [modified] longboat better at ramming tiles [modified] mine doesn't take fall dmg [modified] mine has knockback on hit [modified] mine has double hp for slightly longer "defuse" [fixed] sound scrollbars up button not working [added] new mod example M16 as extra class action for archer [modified] steps on the sound sliders [fixed] crash when trying to perform "reload" command on local server [added] new seclev "vote_cancel"
Have Fun!
Geti/Max
The time has come again for another community event – Admin vs All #6 on the Australian official servers, 2pm EAST this Sunday! Join for some hectic fun! Will the admins win AGAIN or will the plebs show them what’s what? It’s all up to you!
Thanks to the Australian KAG community for organising this great event again!
https://forum.kag2d.com/threads/admin-vs-all-6-return-of-the-pubs.20822/
Max/Geti
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