Hotfix Build 421
This build just addresses the “Mash C to Mine Faster” bug, and archers having a gimped first shot (which were the same bug, it turns out).
Update your clients and servers!
This build just addresses the “Mash C to Mine Faster” bug, and archers having a gimped first shot (which were the same bug, it turns out).
Update your clients and servers!
Build 420 is on its way out now, with it is a complete overhaul to the server browser and the way servers register themselves with the central list. The server browser looks identical, though in the next release or two it will change in appearance and gain significantly more filtering functionality. These now make use of the King Arthur’s Gold central API, which will be getting a post of its own soon as it becomes more complete and is ready for use by community developers.
For starters, the minimap of any server can be found by going to https ://api.kag2d.com/server/ip/{IPADDRESS}/port/{PORT}/minimap such as https://api.kag2d.com/server/ip/67.23.118.185/port/50314/minimap . The status of a server can be viewed in machine-readable JSON format at a similar URL, such as https://api.kag2d.com/server/ip/67.23.118.185/port/50314/status (note that the exact keys present are still subject to change, consider this a preview). The server list can also be fetched in a machine-readable JSON format at https://api.kag2d.com/servers/current/1/connectable/1 (and append /build/420 to only see servers in build 420. The next post on the API will explain all of the other filters available)
Here is a full changelog for this otherwise small release:
– server browser now uses API and threaded calls
– more colors in server preview minimap in server browser
– many server browser bugs fixed
– made arrows not damage at minimum velocity under water
– made arrows skip higher
– dirt no longer created for infinite support
– fixed dropping mats working always -> allowing inf mats on startup
Here’s what some servers look like currently:
[FR] Nemesis Clan WOOD-WATER Unlimited Lives
U13 USEast 32 slot FullCTF Gold:
Discussion on the forums here
[youtube http://www.youtube.com/watch?v=avaSdC0QOUM?feature=oembed&w=500&h=281]
Coming next major release in KAG
We’re working on getting scripting happening per-component for all entities!
This means that complex behaviours can be programmed per-entity, rather than relying on hardcoded components to do it for you. This is good for us as it means we can iterate far more quickly on things like siege engines and such, but also good for modders as it means they can code their own animation logic and AI for NPCs, and make special items ingame. Next build is gonna be excellent.
Just a heads up to modders: Unfortunately, this means breaking compatibility with all existing config files – not invalidating them entirely, but they’ll require conversion. Conversion is as simple as adding “$script =” to the top of all of the component sections, but it needs to be done by hand to avoid mangling your configs. Once the release is out, have a look at the default configs to see how it’s done.
We’re changing the way building works at the level of the tilemap – all constructed blocks will be separate entities, and all dirt etc will remain on the tilemap. This means that blocks can be properly layered on top of each other, and that the support code can be optimised a fair bit as it wont need to flood through the entire map. This will also solve issues with (for example) bits of the map collapsing when they shouldn’t. Because blocks will have their own HP, this opens up the way for per-block resistances to different attacks, so knights will be able to grind down a stone block over time (read: 100 hits or so).
The cooler part of the constructed block changes is that we’ll be able to have multi-tile blocks to construct, like 2×1 column blocks that will break as one piece. This should give more variation to buildings, and allow some more complicated blocks to make their way into the game (such as traps, elevators and so on).
Fire has also started being drafted up in code, and while it’s early days, I’ve been having excellent fun burning down wooden towers with it.
Tom and Ryan are working on the server browser, which is now lightning fast, fully threaded and about 80% easier to work with.
We expect the conversion of map stuff to take a little longer, and there aren’t screenshots to show yet, but there will likely be some dev videos as we make progress. Figured you guys would like an update on what’s getting worked on other than continued balancing tweaks.
Discuss here.
Geti
I’ve been recording some awesome time-lapse videos today (like this one) and in the meantime doing a bunch of critical fixes for the “Water & Wood” release. Here’s the list of today’s patches, I hope you don’t mind the frequent autoupdates:
– camera doesn’t shake for spectator
– zombies difficulty tweaks (generally more difficult when days go by)
– fixed waves showing when no water present
– fixed holding [V] to fly with knight
– added difficulty(int) function for zombies
– if difficulty over 999 zombies spawn in day too
– spectator has zoomed out view by default
– mouse middle button in specator mode zooms in
– FullCTF turns on gold by default
– mats spawn even without tent
– suddendeath water comes down
– increased trees in all mapo gens
– fixed “cant” messages being shown not for player
– added more debug info for client MAP crash
– fixed workshops giving infinite items on tap [E]
MM
Wood and water, direct to the faces of full version players everywhere!
Check out your gamemode configs, there’s quite a bit more to play with there. Changelog should have details.
You can now hide the HUD by “scrolling out” at x2 zoom level, it will not auto-hide as your mouse approaches the edge.
Check out the FullCTF gamemode files included, which have no siege (to prevent camping while we work on new and more balanced siege items), lake maps, no “build time”, a stack of mats for each team on game-start, armouries and archery ranges, fast travel tunnels (which are now team-bound – don’t let the enemy get to your tunnels!) and wood blocks enabled by default.
Server owners – if you want to run FullCTF set sv_gold_only = 1 in dedicated_autoconfig.gm and replace dedicated_autostart.gm with this.
We’ve already talked about everything in this update, so I wont mince words. Have at it!
Changelog:
– new games rules FullCTF
– added generator_ctf_lake.cfg, generator_ctf_twolakes.cfg
– added water (gold servers only – sv_gold_only 1 in config)
– added Aim Mode (zoom out button [MOUSE SCROLL])
– moved HUD hearts to above players head
– materials actually spawn at tent on game start
– added temporary workshop build item spam prevention
– increased min_shieldbash_horiz_vel slightly
– fixed pink pixels on collapsing wood from world.png
– reduced vertical speed limit when slashing to prevent getting stunned because of it.
– made it so that shield-bashing counts as your kill
– shieldbash tweaks from testing
– fixed bridge castle back support bug
– added wood_warmup, stone_warmup, gold_warmup, arrows_warmup, bombs_warmup to team – sets materials at tent on start
– added weapon_clash variable to gamemode.cfg
– synced egg health over net
– getting out of catapult boosts fixed
– fixed cata not destroying wood
– fixed spikes hanging after collapse on client
– removed mat pickup sound if smaller than 10
– shield bash sound plays only at higher velocity than bash
– stomp stun doesn’t happen for team mates
– throwing objects more smooth on network
– added decay to materials, after 30 seconds
– added static material count to CTF
– if workshop has bomb to build and upgrade – tapping [E] will make bomb
– removed cata from FullCTF to prevent base camping while there aren’t boats
– added stone_amount and related vars to team configs for on-start mats
– materials.png tweak for bombs
– added generator_ctf_twolakes.cfg
– arrows skip on water
– fixed materials dropping during break
– fixed picking up invisible other team heart
– fixed splash when throwing out something picked up from water
– fixed some server-side commands possible to launch on client
– edited help texts in workshops
– increased arrow draw time and made sound reflect it
– added show/hide hud tutorial text
Discussion (and full changelog in the first post)
This has been a hell of a week!
The server’s went down (twice, but in quick succession), and a compilation bug halted testing for 5 DAYS. Ryan (FliesLikeABrick) has had his work cut out for him there – He’ll be posting soon about supporting very old versions of linux.
Despite all of that, the last few days have been productive.
First of all, some hard news that’s come up in the last few weeks:
We’re on an external deadline for getting the game complete, and the date falls fairly soon (actual disclosure of the date isn’t legally possible at this point). As such, we’ve done some feature pruning and are knuckling down to get the game finished, to a point where we can stop developing it and just maintain, fix bugs where needed.
What this means for us:
What this means for you:
I’ve written quite a lot in this thread, so if you’re interested in the finer details and our personal reasons, have a read. The whole thread is do-able in 30 minutes or so.
I’ll summarise the important part though: Our TODO as it currently stands is this – Making sure at least everything on the premium poster is covered.
We understand that some people will be disappointed, but that’s the reality of any creative work. Please know that we’re not doing this out of lack of passion, far from it. We just need to get the game finished and don’t have the time for grand schemes any more.
——————————————————————————————————
On to something more cheery: Water and Wood blocks are almost releasable, Should be out early next week or perhaps this weekend if testing goes 100% according to plan (…it never does).
This should help spice up the full version a little. Apologies for the large shot, blame BlueLuigi and his massive HD KAG.
Water: You can swim, drown, skim arrows (and knights), and build bridges over it. Some form of water transport will be coming soon. The water level is saved into the .kag format, which we’re working on making a lot more palatable to server owners. It only works on full version servers.
Wood buildings: These offer a cheaper, weaker alternative to stone blocks, and can be upgraded to stone later on. It’s advised to make your non-vital indoor floors out of wood, and keep anything facing the enemy made out of stone. We’re not adding Wood to the free game because we believe a balance has already been struck there – but in the full game, especially on water maps in bridge-building, wood is an invaluable resource. As such, trees now give a lot more wood per hit.
Shield-bashing: it’s not nearly as crazy as it used to be, but it certainly helps that you can shove people out of doorways with it and it helps make knight combat less about slashing. The variables for it are currently in gamemode.cfg, and will be moving to per-class configs soon.
HUD Changes: Hearts are now above your head on hover, as well as immediately after you get hurt. We know this will seem like a shock at first, but it helps clear the screen of clutter. We’ll be adding a topbar with vital stats etc as an option for those that want it, but we’re moving towards a much cleaner interface (compare order pie menus with the order-lasso). Consider it a Work-In-Progress.
Gathering materials has also changed – you can now carry one stack of materials beyond what fits into your inventory, and furthermore, material stacks now have a sprite indicative of how many materials they contain. We’ve considered making them persist indefinitely on the map, but ultimately this opens the possibility for a lot of lag and server burden. We’ll implement stockpiles soon to allow you to store materials and other items in a more friendly way.
The graphics of the map are a little different as well, which should help with visually understanding the terrain immediately. There’s a bit more work to do there, but its presentable enough. Graphical mods of the map will need re-arranging because of this.
Some modding vars: Note that these aren’t 100% final, so back up your configs and if you tinker, as always, be ready to re-do your work at a later date.
What you can build and how much it costs is now in a class config, check out the CTF builder files.
Full version server owners are urged to try out generator_ctf_lake.cfg as a map once the release is out, potentially with only 30s of build time – the lake coupled with the support requirement means builders need to dive and build pillars for a bridge across, which makes builders a necessary frontline unit and completely rules out early rushing. Personally, I’ve really enjoyed the testing games we’ve had there. We’ve got to work on some counters to turtling over the next week but I’m sure server owners will have a party with the variables in the meantime.
Discussion thread here for all your forum chitchat needs.
The KAG Team
Do you want your own KAG dedicated server? Jrgp our webmaster, the man behind kag2d.com has made a new dedicated service for renting King Arthurs’s Gold servers.
KAG Servers is the easiest place to rent the King Arthur’s Gold servers. It has free FTP access and instant deployment. It’s as simple as choosing the number of slots, paying via paypal, and your server will be started within seconds!
Located in Florida, USA
.60/slot for public,
.50/slot for private (USD)
So if you want to have your very own KAG server, host the game with possibly your own game mode, rules and maps, head on to: http://kag2dservers.com/ now.
Firstly, King Arthur’s Gold will be participating in the World IPv6 Launch on June 6th, in that we have every site/server for King Arthur’s Gold IPv6-enabled.
The World IPv6 Launch is a joint effort by content providers, Internet Service Providers, and hardware vendors to make appreciable progress in deploying IPv6. It is a follow-up of sorts to last year’s World IPv6 Day, where many content providers ran tests with the public for 24 hours to see if there were any unforeseen problems and to gauge the impact of advertising IPv6 availability on their sites. As was hoped, it was a non-event, as was Facebook recently enabling IPv6 on their site permanently.
I urge you all to call your ISPs and e-mail your favorite sites’ support asking what their plans are to support IPv6. IPv4 exhaustion is continuing to push forward the deployment of NAT at large scales, which will come at a cost to gamers and other applications which frequently rely on port forwarding. As the quality of IPv4 connectivity degrades over time, IPv6 will increasingly prevail as the higher quality means for two endpoints to talk to each other.
Beyond that, I have been working carefully to make the new server registration/list components of the KAG API compatible with IPv4 and IPv6, and respecting server owners’ preferences for whether IPv6 is preferred by clients (assuming the client and server both have IPv6 connectivity). The game netcode itself does not support IPv6 yet because the underlying library we use does not support it, however a medium-to-long term goal of mine is to extend it to support IPv6 or replace our netcode with something else. Here is a basic overview of the logic that is being built in currently:
Other notes –
If you have any questions about IPv4 exhaustion, IPv6 deployment, or how KAG/gaming will likely deal with these in the future, take a look at the following links and head to this forum thread:
-FliesLikeABrick
Gotta say guys, we don’t have time to answer all the PMs we’re getting about how to tweak such and such variable or how to figure out a certain aspect of modding – please ask on IRC and try to figure it out yourself, because you’re more likely to get an answer that way.
I’m getting 12+ PMs a day on the forums about bugs, water and modding vars, where the information is either freely available, available by consulting other members of the community, or should become pretty clear upon inspection. Answering these is unmaintainable and wastes a lot of development time.
As such, please ask on the forums or IRC about modding, and search bugs.kag2d.com for bugs. Report bugs at the latter address as well, for those that don’t know – be sure to include as much useful information as you can. We simply don’t have time to make a game, answer queries in specific threadsandhelp you out with modding your zombies. If you can’t figure it out, someone else will be able to help you.
For bonus points, if you figure something new out, put it on the wiki so that it becomes public knowledge.
Geti
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