Posts Taged king-arthurs-gold

[KAG] BUILD 1381

Most of the fixes and changes are described in the previous post + the controls locking bug should be fixed.

If the issue remains be sure to tell us about it and we’ll hotfix as soon as possible.

Have fun!

Changes 1373 – 1381

[fixed] a couple of map “bugs” with grass
[fixed] controls locking in multiplayer
[fixed] gurin map wrong pixels
[added] quick join “dont care” options as defaults, just finds a game or connects to the best ping server if there are no active games.
[fixed] digging at edges in tdm (sorry fellere)
[modified] votes should be “safer” (needs testing to try to crash server)
[modified] trampolines do “normal” bounces again for select items: spikes, boulders, mines, kegs, lanterns.
[removed] fellere_fourrivers map – the file has been updated but it’s too big for normal ctf play
[fixed] issues with ExtraNoBuild – thanks Skinney 
[fixed?] CMD missing spam in votes
[added] new maps

MM

[KAG] Pre-Build Summary – Simple Join and New Maps!

Hey guys, another pre-build update here to keep you posted on things coming some time next week. We got a good response doing this last time, so hopefully keeping you in the know beforehand can help each update go smoother.


Hopefully there will be fewer furrowed brows all around with the new simple join system!

Done:

  • Simple Join:
    The existing “quick join” buttons have been replaced by a full “simple join” menu. The server browser remains as an option for more advanced players.
    The simple join menu lets players quickly set parameters for a game size and mode to play, and then join the best match.
    The default settings are “dont care” for both size and mode, resulting in joining the best ping, active game.
    Simple join also allows joining modded servers by default, which will hopefully help boost the population in modded servers and alleviate modders concerns of the server browser “blocking” people from trying mods.
    Note that this whole system is still an interim measure, as Norill is working on new menus that will eventually replace this, but if you have any quick suggestions for it feel free to bring them up in the thread. A more sophisticated scoring system may be developed if needed, but the previous (five pass) system was very “opaque” to players, which is something we’d like to avoid.
    A screenshot of the new system is provided here.
  • Maps:
    Multiple maps have been added and removed from the CTF and TDM map pools. Most of these are community sourced and some of them have issues, so we’ll be looking for feedback on which ones should continue to be included, and any possible changes to be made.
  • Bug Fixes and Small Changes:
    A few bugs have been fixed, most notable ones being more server crashes in the vote system, a server “lock up” issue, and “command missing” spam in vote scripts.
    Trampolines were changed to do slightly larger bounces for a few things (most notably spikes), and digging at the edges of TDM maps was removed.

Still To Do:

  • Controls/“Desync” Fixes:
    While these issues are actually ongoing, they’ve become much more common with all the control handling rework from trench run, and can cause synchronisation issues for some players among other bad things.
    Michal will be looking into this and we’re working with testers to try to find all existing cases that cause trouble. This has been hard to find and fix because its a result of multiple systems interacting, not just simple errors in one part of the code.
    We’re hoping we’ll have at least handled the worst of it by early next week.

As always, we look forward to bringing this build out as soon as possible!

Have Fun,

Max/Geti

King Arthur’s Gold is now available on GOG.com!

You can get the game for 24% OFF 🙂 Also, if you like KAG, we’d be grateful for a review on the product page on GOG.com. Thank you for all the reviews and ratings so far!

[KAG] BUILD 1337 – Back on Track

This build marks a return to progress on KAG – it’s been a few months between releases, and I’ll give a refresher on why that’s been the case later, but first, a warning: KAG has had a LOT of changes in the past hundred days and a lot of engine-side stuff has happened, probably more than we can test completely. Please bear with us and calmly report any bugs in the thread and we will fix them as soon as we can.

Without further ado, let’s jump right into what’s changed this time around, as there’s a lot of it! Buckle up!

image
Prepare to see a little more of this going on!

  • Crash Fixes
    A long-term crash in the camera system (causing a common crash on rejoining servers) was found and fixed. This should dramatically improve the game’s long-term replayability. Be sure to let us know if any other crashes on rejoin persist! A few other miscellaneous crashes including a hard-to-trace one in one of the network synchronisation routines were also fixed.
  • Archer Changes
    • Inventory Management
      Archers no longer automatically pick up a full inventory of arrows, so you’ll have some space left over for special ammo.
    • Less Slippery
      Archers are slowed more when charging arrows, making it a little easier to catch that backpeddalling nuisance archer, and a little easier to aim while running.
  • Knight Changes
    • Increased Shield Angles
      Shield angles have been slightly increased to help deal with fighting through lag.
    • Increased Glide Time
      Shield glide time has been increased to about two seconds, allowing longer jumps and bigger falls without injury.
  • Builder Changes
    • Decreased Spike Damage
      Spikes must be dropped from a higher place to deal insta-kills, damage ramps up with distance.
    • Added nicer building sounds
      Lots of blocks now have individual building sounds.
    • Fixed “buggy” ladder rotation blocking stuff
      Ladder rotations have long caused incorrect blocking of tiles, that’s fixed.
  • Health Changes
    Swapping class can no longer be used for “free heals” as health is kept in proportion each swap. Archers are still cheaper to heal to full health but the added inconvenience should prevent most of the abuse.
  • Inventory Fixes
    A hard-to-track bug causing all your arrow stacks to go missing right when you needed them has been fixed. Items are also automatically taken from the smallest stack in your inventory, rather than the first one found, meaning picking up small stacks off the ground clogs your inventory for less time.
  • Inventory Interface Improvement
    Archers and Knights start with their cursor over their inventory after pressing F – builders start with it over their tiles. The rationale here is that knights and archers can easily swap weapons by tapping F and want precision access to any auxilliary items in their inventory, while builders are more likely to want to swap tile types quickly.
  • Balancing Changes
    Auto-Balancing should be less “mean” to any one person, and is based on the median score rather than the mean.
  • Maploader Changes
    A small set of changes but important for some specific mods and maps, community member jackitch has updated the png map loader to include specific colours for the two types of trees, various mossy tiles, and fixed a bug where the purple team spawn was the same colour as the necromancer.
  • Votekick changes
    We’re actually on the fence about these changes, but the community have been pushing for something, and norill contributed changes. Votes can no longer be inconclusive, the vote gui has changed, enemy team cant vote unless it’s a hacker, and map votes use a global cooldown to prevent spam. Voting is now done via the O and P keys, and the box is much smaller. Leave your thoughts in the thread.

A lot of engine changes from work on Trench Run also makes it back into KAG with this release for modders to play with and for future use in KAG. However – this does mean that there’s a body of changes so wide that we’re unlikely to have tested everything! Let us know quickly about any drastic bugs and we’ll get onto them asap! Here’s a small run-down of the most exciting changes:

  • Post-Processing Shaders!
    Shaders can be used for postprocessing both before and after gui rendering, with multiple shaders able to be set up and layered on each other. Shader options are significantly extended, including per-shader variables (and textures!) to be set from script.
  • Gamepad Control Extension
    Gamepads and the foundations needed for local multiplayer have been added – modders should not consider this part of things stable, but it does open up possibilities for local multiplayer (perhaps co-op? sandbox?) and gamepad play (for those allergic to mice).
  • GUI code exposed
    This paves the way for new menus for KAG, and nicer, less rigid in-game menus in mods.

There are a lot of miscellaneous fixes as well, check the full changelog for the details there.

Custom Heads

The following generous donors have received custom heads in-game:

  • Guro
  • Gurin
  • Duke_Jordan

Still to come:

  • Sasquash

Congratulations to the generous!

Delays

The delay between builds has been due to wide-sweeping changes in our code-building and repository system. These changes allows us to work on multiple games utilising the same engine (in this case, KAG and Trench Run) while neatly feeding relevant changes from one into the other. While we’ll be “off work” over Christmas and new year, this will allow us to get back to timely development on KAG throughout the coming season!

Have Fun!

Max/Geti

Changelog:
[added] storage now stores items instead of making you drop them
[added] CerberosRift CTF map
[removed] JTG Mines map
[fixed] stuck arrow and bush blocking building construction
[fixed] some animal brain bugs
[fixed] shark always goes right on land
[added] shark is player-compatible
[added] shark loses target more easily (to avoid it getting "stuck" on fish and ignoring players too long)
[added] eatothers re-hits things its stuck colliding with (so sharks gib bodies and move on)
[script][added] bindings for various time functions - local and UTC seconds + day/month stuff in UTC.
[script][modified][modding][warning!] onRestart not called for CRules on first round - call it in onInit if required!
[modified] voting changes - thanks Norill
	- failed votekick doesn't kick initiator
	- vote passes if yes > no
	- removed inconclusiveness
	- made rendering less obtrusive
	- made LESS noob friendly by removing buttons - uses keys instead
	- enemy team can't vote in case of griefer/AFK/TKer
	- added mark_any_team, mark_player and map_vote support
	- map votes use global cooldown instead of per player
[fixed] ballista bolt does weird things after going to space and back
[modified] pickup is a little better, still rough but changes with direction in a predictable way.
[fixed] rotated ladders blocking things badly
[added] a bunch of nice per-block sounds for builder construction
[fixed] balance teams not working due to onRestart change (not called in onInit)
[added] new scripts menu UI
[fixed] blobs not falling after trap block triggers
[fixed] background tiles being created in some spurious cases by TileBackground.as.
[fixed] ladder sprite not being set to background
[added] runlocalhost.bat (and .sh) for modders that runs a local server and joins it
[fixed] knocked not expiring in vehicle
[added] knocked interface is more consistent + allows getting knocked value without modifying it, allows checking isKnocked safely, has better function names, etc.
[modding] check if you have used Knocked anywhere (actor/class code), things have changed!
[modified] base PNG loader - thanks Jackitch!
 - added specific tree type pixels for forced type trees
 - added mossy tiles
 - fixed purple spawn is same as necromancer (lol)
[modified] inventory menu offsets improved - builder is over tiles (starts over "ladder" with CTF blocks), archer and knight over inventory for easy item use
[fixed] "cheating" healing by swapping to archer with >2 hearts and swapping back - now keeps a proportion of HP
[added] archer doesn't auto-pick up more than 60 normal arrows.
[fixed] some archer stuff not getting updated appropriately
[added] misc other changes from Norill
    - fixed balancing same guy over and over
    - fixed can't autopick team in tdm
    - removed shittons of boilerplate
    - added adjustable autobalance threshold
    - changed "doesnt suck" condition from >average score to median (its really "top half" now)
    - decreased "OGM TEAMS IMBA" spam further
    - fixed zombie-shark
[modified] spike drops have damage falloff
[modified] archer slower when shooting arrows (70% of normal speed, was 85%)
[modified] knight shield angles increased
[modified] knight shield glide time increased to almost 2 seconds
[added] bool engine_floodlayer_updates to CRules for controlling if blobs do their flood layer updates at all (check in fire/water, skim on water, shoot particles on water, etc)
[fixed] missing tiles at some map edges
[fixed] the glitchy "Recompiling script..." screen
[script][fixed] CMap::getMapName returning nil
[fixed] starter buttons
[fixed] renaming of KAG exeacutable on OSes other than windows.
[fixed] typo in hooks
[fixed] chat key interferring with script menus
[script] added LateLoadRules to load rules on next tick (avoid crashes in some cases)
[script] added hook void onRulesRestart( CMap@ this, CRules@ rules )
[added] u8 mat_water_layer_alpha to gamemode.cfg/CRules for controlling alpha rendering of water front layer
[fixed] crashes in dedicated server on join
[modified] default cl_name removed (fixes all new players being called "Peasant")
[modified] default maximum ping reduced to 350ms
[script] binded joystick keys
[script][added] CShape::RemoveShape( int index )
[script][added] bool CRules::chat exposed (disable chat window)
[fixed] wrong starting directory when using KAG:// links
[fixed] creating double accounts on borrowed game
[modified] duke jordan head disabled until payment
[modified] reflecting build changes in TW script, changelogs
[added] duke jordan head to engine
[fixed] doubled news
[fixed] twitter links not opening on some rare occasions
[modified] camera target cleared on deleting net objects
[fixed] "rejoin" crash
[fixed] installers for KAG
[fixed] a couple of things that meant the last tile of the map was hidden/inaccessible
[modified] nicer flash screen
[script] added: int getScreenFlashAlpha()
[script] added: SetScreenFlash( SColor color, f32 fadeAmount )
[fixed] precache loading Mods and old files
[script] moved SetScoreboardVars from CBlob to CPlayer
[fixed] getLocalPlayer returning null when not first player playing
[added] getLastKeyPressTime to CControls
[script] added global function getDistanceToLine
[script] exposed onmap in shape vars
[script][fixed] commands received in script in first tick after being removed
[fixed] onBlobDie and onDie being called twice on SetDead
[doc] [added] partial documentation for CSprite
[doc] documented the rest of CPlayer
[doc] added documentation for scoreboard functions on CPlayer
[doc] added documentation for CPlayer player info and started on scoreboard
[script] added CBlob::getMyPlayerIndex
[fixed] bans being limited to 5555 minutes
[added] local multiplayer possible with gamepads oh yeah B^)
[fixed] weird bug with inventory items vanishing from hands
[script][added] u16 CBlob::getMaxQuanity(), analogue for getQuantity().
[fixed] typo for security file
[fixed] HUD shaders wiping previous HUD shaders
[added][script] SetShaderFloat and SetShaderInt
[added] engine supports HUD+game post-processing
[modified] high level map rendering
[fixed] typo in high level node code causing impossible searches
[modified] a few optimisations and simplifications in high level map code
[script] added debug()
[added] CMap::getTileFlags(u32 offset)
[added] sending extra texture to shader
[script] added CControls::getActionKeyKeyName and CControls::getActionKeyKey
[fixed] font loading (won't work in mod folders)
[fixed] chat console dissapearing without cursor on
[script] chat = false in gamemode.cfg disables chat console
[script] controls return last key pressed to script (lastKeyPressed)
[fixed] seclevs going crazy when auth_login is null
[script] binded APIPlayer and APIServer
[added] void OnRequestList(CRules@ this) hook
[script] exposed QuitGame()
[added] Guro, Gurin, Duke_Jordan heads - congratulations!
[script] added hooks: void OnOpenMenu(CRules@ this) void OnCloseMenu(CRules@ this)
[fixed] blob->Sync crash in bool
[script] added maxChatBubbleLines and isChatBubbleVisible() to blob
[script] added SetChatBubbleFont and chatBubbleOffset for blo

Attention modders – breaking script changes:

If your mod breaks with this version it is most likely one of these changes:
* onRestart isn’t called automatically now after onInit (solution: call onRestart manually in onInit)
* key_zoomin and key_zoomout are no longer part of blob controls (solution: you can still access these buttons from controls like this http://prntscr.com/5k4yaw)
* weird sounds? – disable effects in script: s_effects = false

[THD] You’ve abandoned [game], [expletive]!

A quick introduction
Hi guys, I’m Maciej and I’m responsible for letting you know what’s going on at Transhuman Design (via Twitter, Facebook, the website etc.) and designing Transmigration: Into Darkness Peering.

For quite some time we’ve been receiving some… subtle voices of discontent from the community, regarding Michal’s/THD’s involvement with different projects:

kag_soldat1.png

kag_soldat2.png

Many of you assume that King Arthur’s Gold and other games (look up) suffer because Michal and Geti are supposedly spread thin, working on a million things at once these days. I’ve decided to clear some things up in this short post.

Transhuman Design in 2014
Thanks to the awesome community that enjoys our games, THD has grown considerably in the last decade. We’re now divided into project teams that work on different games simultaneously.

MM acts as the all-seeing eye overlooking all the projects. He also helps with the existing titles and experiments with new ideas for more awesome games (Trench Run for example).

Trench Run work in progress

King Arthur’s Gold
Meanwhile, Geti and Furai cooperate on King Arthur’s Gold, constantly improving it and making it more fun. Just look at the number of updates (and dev love) this game receives.

KAG gif

Soldat and Storm2D
While MM no longer develops Soldat in person, other people have stepped in to fill his shoes and the project is now led by Shoozza. There’s also Storm2D (led by Roland), which could be described as its spiritual successor. It basically aims to be Soldat on steroids, with destructible terrain and a lot of other cool features.

Of course Soldat wasn’t made in a day, and it will take some time before Storm2D reaches that state of coolness. But hey, it’s just how game development works.

storm2d.png

Summing up
What I love about this studio is that everyone here has unique ideas and isn’t afraid to try out new things. That is why we’re currently working on projects ranging from the build’n’kill multiplayer mayhem you probably know and play (KAG), to a unique, story-driven adventure game that oozes atmosphere (Transmigration). More info about these individual projects can be found on our website (check out the menu on the left).

transmigration.jpg

Also, each of these teams does their own thing without hindering the work of others.

So… I hope I’ve cleared up a couple of things a bit. I didn’t want to make this post too long, so detailed team descriptions and project updates will come later. Check out our website, like us on Facebook and follow us on Twitter if you’d like to stay in touch!

See you around,
trainchaser

[KAG] BUILD 1215 – Rebalance and Fix Central

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.

image
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:

  • Knight Rebalance
    There have been some long-standing complaints about the knight; this should help to address a lot of them and help reign in some of the more obscure parts of current knight play.

    • Shield Glide is no longer infinite
      Your shield glide will gradually lose its effectiveness as you fall through the air – you can put more wind into your sails with multiple bomb jumps, but this alone makes knights a lot more prone to gravity (like every other class). You can also no longer infinitely climb up walls with wall jumping.
    • Jab does minor stun
      Players from classic era will remember “slash cancelling” with jabs – while this is very ping dependent, we’ve decided to try it out again. It lets you get a quick, reactive cancel to someone charging a slash or double slash in front of you with jabs.
    • Slash doesn’t break shield for as long
      Slashes will not break a knight’s shield stance for as long, giving them a chance to attack back with jabs if you’re “slash surfing” them.
    • Circle of Power
      All of this together helps enforce a circle of power in knight combat options: slash > double slash > shield > jab > slash – there’s still the wildcard of shield bashing and bombs in the mix to keep things fresh of course, but this should make knight combat a little less slash-heavy.
  • Archer Tweaks
    • Reduced stun range
      The range at which arrows stun players has been reduced a little.
    • Special Arrow spam discouraged
      When firing special arrows with legolas, you will automatically switch to normal arrows for the 2nd and 3rd shots. This is to further encourage actually aiming with special arrows instead of just spamming 3 bomb arrows at a tower with triple shot.
  • Drills builder only
    At the request of the community by poll, drills have been made builder only for now. We’ll see how this change affects their use and the builder’s place in the game.
  • Map Borders
    The map borders are active on all edges, including the top of the map – this prevents simply “jumping over” tall structures.
  • Weaker Wall-run
    Wall running has been reduced from 3 tiles to 2, making smaller structures more significant.

Fixes and Smaller Changes:

  • Platform Fixes
    Lots of issues with platforms have been cleaned up, most notably grappling them, wallrunning on them, and fire spreading through them. They also got a small sprite facelift.
  • Mine Fixes and balances
    Mines explode with much smaller radius, collide with platforms, don’t explode with materials on them, and shouldn’t go invisible any more.
  • Spawning timer no longer resets on click
    This only really applies to CTF – TTH still has wave respawning and some limitations there, though it should fare a little better than it did.
  • Server Fixes
    A memory leak in the server was identified (finally) and fixed.
  • Storage Changes
    The storage is a little more attractive, has damage frames and responds to lantern containment – thanks to community member Skinney for these changes.
  • Saw changes
    The saw spews out a slightly more reasonable amount of wood.
  • Spectator Fixes
    Several fixes to the spectator mode have been made, most notably including it getting “stuck”.
    Thanks to community member norill for these fixes.
  • Interface Fixes
    Some discrepancies with the TDM and CTF spawn time interfaces have been cleaned up.
  • Stun Fixes
    Stun is now respected for picking up/throwing items, and for using drills.
  • Builder Hitting Fixes
    Builders should have a slightly easier time hitting what they want to hit – theres still a few finicky edge cases but overall it should behave more sensibly, especially when trying to mine tiles near objects.
  • Tips on Death
    Some helpful, community sourced tips are displayed while you’re waiting to respawn – you can turn these off (along with other ingame help) with f1.
  • Fixed Builder digging in no-build zone.
    No more undermined tents or halls.
  • Fixed CTF HUD not showing for 1 flag maps.
    Speaks for itself, annoying little bug.
  • Emoticon bindings in EntitiesCommonEmotesEmoteBindings.cfg.
    If you need faster access to some of the emoticons you can now rebind them clientside, though it is a little fiddly.
  • “No Chat Bubble” option and some options fixes
    For those sick of seeing chat hovering over someone obscuring the action, you can now turn these off in the options menu.
    Some other options that were having issues being saved should be fixed now too; let us know if any options still fail to be saved after quitting the game normally.
  • Fixed lots of Larger Resolution Issues
    Larger resolutions now have fixed size cursors and can aim accurately, and work for vertical aspect ratios too if you’re that way inclined.
  • Lots of other fixes and tweaks – changelog too big for tumblr! I’ll put together a changelog to include in the forum post, though it may take a little more time.

General Concerns:

  • Archer may be too strong
    We’re well aware of the potential for balance changes like this to swing power too far “the other way”. We’ll be watching very closely in the coming week and adjusting things as need be in a follow-up build.
  • A focus has been put on Gravity
    A lot of the changes here have put a focus back onto gravity – we want structures to have more of a purpose, people to need builders a little more, and vertical play to be a little more dicey; we also want to see less of people building giant turtle towers behind their base and flying all the way across the map :^) Keep this intent in mind when you’re cursing at not being able to jump up “measly” 8 high tile walls – players are going to have to adjust to more “grounded” play, and that may take some time (at least a few games).

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

In Memory of Kouji

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