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B909 - Balancing, Fixes, Upgrades, Optimisation

Discussion in 'Announcements' started by DevBlogger, Oct 13, 2013.

  1. DevBlogger

    DevBlogger KAG DevBlog Feed Bot

    Messages:
    136
    This build is mostly small things, but some of them will make a difference for modders, and most of them will make a difference for players. Small bits of polish go a long way, and all that :^)

    • Chickens don’t breed infinitely
      They’re limited to 4 chickens at most in one area (and 2 eggs at most in one area) - this means you’ll have to spread your chicken coops out to breed a larger number of them. We’re going to add some way to buy new eggs to start flocks of them, but that’ll come later
    • Fake Rolling Optimised
      This is particularly important for the rocks flung from the catapult, but will also make a little bit of a difference with bombs, mines, and boulders - modders that have applicable objects can use CheapFakeRolling.as instead of FakeRolling.as.
    • Less Particle Spam from Catapult Rocks
      This should help a little with the lag from them as well
    • Upgrade Ballista to Bomb Bolts at siege shop
      This is built on top of a way to add “fake techs” to a team.
      There might be some bugs with this, particularly with techs “persisting” between rounds, keep a look out for anything skew so it can be fixed asap. EDIT: confirmed - the tech hangs over between rounds. This will be fixed as soon as we can, probably tomorrow.
      The terrain erosion caused by Ballistae will be looked into soon too, but wasn’t able to be worked into this release.
    • Can purchase bolts for Ballista at siege shop
      which is pretty important for ensuring it remains useful.
    • Chat colours come from the team config files
      This is very important for modders making >2 team games - the chat colours are no longer hard coded.
    • Price changes
      Particularly with arrows, some of the prices have shifted a little. Kegs are also a bit cheaper, and tunnels no longer cost gold (pending that this doesn’t lead to them being spammed mindlessly).
    • Anti-Siege and Anti-Structure bomb arrows
      Bomb arrows now simply detonate on impact, with a weak explosion. However, the explosion does extra damage to structures and vehicles, so it can be used for quickly disabling catapults and blowing holes in walls or breaching doors - as well as for sapping workshops quickly. This should give archers slightly more to do after they get into the enemy base.
    • Some changes to building
      Building should be more tolerant, and breaking blocks requires less exact aiming.
      Ladders are team only and have a sprite that shows it - no more breaking your own ladders by accident as knight!
      Spikes have team colour layer so they’re easier to spot and you know the team in advance.

    I think that’s about it for now, though there are some other miscellaneous changes and fixes. Here’s the full changelog:

    [added] bomb arrow is rocket launcher - low damage vs actor (2.5 hearts on direct hit),
    high damage on buildings and vehicles, and explodes on impact - can be used to bomb jump!
    [fixed] double hitting from bomb arrow explosion
    [added] drill is much more effective against constructed blocks (heats much slower for castle and wood)
    [added] ladder has team (and sprite that shows it)
    [fixed] runner can jump higher off ladders than ground
    [fixed] scroll of midas (thanks norill)
    [modified] scroll of midas affects thick stone too
    [modified] tunnel costs 100 stone 50 wood (no gold)
    [modified] 3 builder hits to break ladder
    [modified] block placement is more tolerant
    [modified] builder aim hitting tiles is "no bullshit" - will be ported to block placement soon
    [fixed] chickens breeding infinitely in one space
    [added] spikes have team coloured layer so now you can tell what team they are on
    [fixed] first sign in the tutorial not below the player
    [added] water arrows are 20 coins, fire arrows are 30
    [modified] water arrows come in stack of 2
    [added] wip "fake tech" system - allows techs in rules without any research system in place
    [modified] pickup radius is a bit smaller
    [removed] restartmap_onlastplayer_disconnect cause it causes crashed (will return once issue is resolved)
    [added] requirements support "not tech" so that you can prevent double-buying upgrades at different shops
    [modified] rock spams fewer particles
    [added] JTG_NewGetisburgMines map
    [removed] monsteri map 2 from the cycle til it's fixed
    [added] 3 new maps from community - Fellere_newValleyMap, Skinney_Crypt, Skinney_Typhoon
    [added] cheaper fake rolling script for applicable objects (only rotates one sprite, does no matrix multiplication)
    [added] cheaper fake rolling to boulder
    [added] more expensive fake rolling script only runs on server (rotation deltas are synced anyway)
    [added] chat colour is from team .cfg file
    [added] team chat gets asterixes around it * team chat *
    [modified] keg is 120 coins

    Max/Geti

    Original DevBlog post.
     
    Beepo, xChapx, Guitarman and 4 others like this.
  2. Inferdy

    Inferdy Arsonist

    Messages:
    246
    [modified] tunnel costs 100 stone 50 wood (no gold) :thumbs_up:
     
    Hawxx likes this.
  3. Monsteri

    Monsteri Slower Than Light Tester

    Messages:
    1,916
    Mah luv. EDIT: ack, why do they only destroy a single tile now? That is way too weak for 50 coins. Please buff it back to 3 tiles, or alternatively make bomb arrows come in stacks of 3.

    Also, I fixed MonsteriCTF2 yesterday Geti. If you joined IRC you'd know :^)
    Bigger middle island. Took some mats away from bases so the defensive team can't repair forever. Less slopey base. Tighter flags. Aesthetically more pleasing, although I don't think anyone cares about that but me.
    MonsteriCTF2.png
     
    Last edited: Oct 13, 2013
    Beef and Hawxx like this.
  4. LostPix

    LostPix Base Burner

    Messages:
    574
    I'm glad Skinney's maps got added, they are really nice.
     
    Guitarman likes this.
  5. 8x

    8x Elimination Et Choix Traduisant la Realité Forum Moderator Staff Alumni Tester
    1. The Young Blood Collective - [YB]

    Messages:
    1,325
    Maybe off topic, but you could add a handbrake to vehicles, so they wont move if activated, whether on plain terrain or on slope.
     
  6. nkChehov

    nkChehov Ballista Bolt Thrower
    1. PumpkinStars - [Pk#] - Inactive

    Messages:
    172
    still having lags at late ctf game((
     
  7. LostPix

    LostPix Base Burner

    Messages:
    574
    The FPS drops so low it's a slideshow.
     
  8. Crabmaster

    Crabmaster Bison Rider
    1. Zen Laboratories

    Messages:
    322
    Others are getting framerate issues? Huh...guess my 8 year old computer ain't totally at fault!

    Also, I was working on a map, almost done, and then suddenly I realized all my red doors were chickens when testing the map...
    Seems chickens were given the same color as red team wooden doors?

    That or this is just some metaphor for redteam...
     
    Guitarman and 8x like this.
  9. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    Re: framerate issues - it would be useful if you people could post in this thread: https://forum.kag2d.com/threads/checking-fps-problems.13351/ especially with CPU, RAM, RAM SPEED, hard drive speed and other specs, and any fixes you've tried to apply that have helped or not helped.
    We've successfully run the beta at 30fps on laptops from 2004 and earlier, so it seems it has a problem with some computers that we haven't yet identified.
     
  10. Digger101

    Digger101 Shark Slayer

    Messages:
    353
    Im not sure about this now if there is any bison's on ctf maps anymore but; can we make it so that bisons are tamable, and also that when holding a chicken you can atleast jab or some way of fighting back?