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Build 954 - New TDM Maps, Waterfalls, And More!

Discussion in 'Announcements' started by DevBlogger, Nov 28, 2013.

  1. DevBlogger

    DevBlogger KAG DevBlog Feed Bot

    Messages:
    136
    Lots of things this time around, a few big, a few small, all good!

    Popping the wheels of siege engines:

    We’ve all had someone drive our siege engine when they shouldn’t have. You can now completely and permanently immobilise siege using the new immobilise button, netting you some stylish chocks and a much more stable engine that is less prone to “that guy” ruining your siege.

    [​IMG]

    Packing catapults up has been removed to make way for this feature, which conveniently fixes all of the bugs around packing catapults, most notably the infinite ammo and repair :^)

    Waterfalls now look quite a bit nicer

    Simple change, but exposed edges of water now have some nice animations instead of being blocky blue nothingness. This makes floods look that much more impressive, and makes a few maps with endless waterfalls even cooler.

    [​IMG]

    Mods less “Hidden”:

    It’s long been an issue that modded servers have been hidden from the public eye at large - the modded server button has been changed to “Non-Vanilla”, and a pop-up about what modded servers are has been added. This is a temporary measure until we have access in-game to how long a player’s account has existed (requires some changes to how things are stored) - once we have that, we’ll make the vanilla only button turn itself off after a few days, but this should help with visibility.

    New Crash Reporter:

    Crashes should be caught by the crash reporter again (on windows), which should help with fixing any crashes people are experiencing. Unfortunately, the crash reporter is not available on linux and OSX, but over 80% of the playerbase uses windows, so a lot of crashes will be contributed.

    Much-needed new TDM maps:

    [​IMG]

    The Cauldron by Geti

    [​IMG]

    Cramped Castle by Geti

    [​IMG]

    Bleak Arena by Geti

    [​IMG]

    MonsteriTDM1 by Monsteri

    [​IMG]

    MonsteriTDM2 by Monsteri

    [​IMG]

    LavalordTDM1 by Lavalord

    A lot of the older maps have also been retouched, all in all they should be significantly more conducive to some longer play, so be sure to give your nearest TDM server some love!

    Full changelog:

    [fixed] held non-constructed blocks protecting builder
    [modified] ignore damage actually ignores all damage now
    [removed] all old generator files to avoid confusion (+ they dont work)
    [modified] updated existing tdm maps
    [added] tdm map from extra/ , The Couldron
    [added] Bleak Arena map
    [added] Cramped Castle map
    [added] MonsteriTDM1 and 2 maps (gratz)
    [added] upgrade to CrashRpt 1402
    [added] 30 sec video recording of crashes (run debug.bat on Windows)
    [added] jackitch and contrary heads, congrats!
    [modified] renamed 'modded' button to Non-Vanilla
    [added] popup informing about non-vanilla disabled
    [modified] Monsteri boat balance changes - longboat costs less for early rushing, warboat only costs (lots of) coin
    [added] LavalordTDM1 map
    [fixed] sounds still being calculated and played when volume is set to zero
    [fixed] loadmap looking for strange files (should work more or less as expected now)
    [modified] made it clear that loadbitmap shouldn't be used any more
    [modified] water has nicer edge appearance now, imroves flooding and "waterfalls"
    [added] pop wheels off catapult or ballista once it's in place
    [removed] packing catapult into crate
    [fixed] joining with scripts from previous server


    Have fun!

    Max/Geti & MM

    Original DevBlog post.
     
    nkChehov, -Q, Beef and 3 others like this.
  2. So much cool stuff! Great work guys! The immobilize feature is awsome.
     
  3. Duplolas

    Duplolas So Sad

    Messages:
    917
    Joiken likes this.
  4. turns out you can just immobilize a cata and then if an enemy mounts it he cant move it around to shoot in your direction

    rip offense, welcome to kag alpha defensive catapults bullshit

    edit: still no rtdm #bringbackrtdm
     
    Last edited: Nov 28, 2013
    Joiken likes this.
  5. Monsteri

    Monsteri Slower Than Light Tester

    Messages:
    1,916
    Actually offense with catapults will be significantly easier, as archers won't be able to shoot them back anymore.

    Though it'd be nice if you could turn around with mouse cursor.
     
    crackwise, Beef and Joiken like this.
  6. makmoud98

    makmoud98 You are already DEAD Forum Moderator Staff Alumni Tester

    Messages:
    586
    The waterfalls look pretty cool! Nice update :D
     
  7. Duplolas

    Duplolas So Sad

    Messages:
    917
    By the way. The way you guys animated the wheels to just pop off and roll away is super hilarious. ::D:
     
    FuzzyBlueBaron and Beef like this.
  8. 8x

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

    Messages:
    1,325
    https://forum.kag2d.com/threads/b909-balancing-fixes-upgrades-optimisation.16552/#post-243796
    meuhuhuhehe

    I'd ask you devs to improve the knight, which 2 builds ago was more accurate imo. For instance sometimes a double slash does not take 4 hearts, or getting stomped stuns you repeatedly taking no hurt for the jumper.
    and some issues with the builder laying blocks. It still happens that the selected block dissapears and sometimes when building stuff if you hold LMB the cursor gets stacked at the first tile built.
     
  9. Leo

    Leo Haxor

    Messages:
    503
    If I may ask, because I am not sure, are the non-vanilla servers show by default now or not ? I wanna add some maps to my servers but I am afraid no one is gonna see them after that.
     
    Last edited: Nov 28, 2013
  10. RogueCupcake

    RogueCupcake Haxor Official Server Admin

    Messages:
    248
    Does the waterfall have to be 4 thick or can it be smaller/bigger?
     
    Joiken likes this.
  11. Thiamor

    Thiamor Horde Gibber
    1. Aphelion's Roleplay

    Messages:
    413
    The Catapults in my opinion need a sort of pivot system, where once locked into place the top half, the Catapult half of it, will rotate (or turn if you will) back and forth between left and right either by mouse movement or some other movement. This way even when they lock in place they can aim it anyway that they wish.

    Here's a crappy picture example that I did.

    [​IMG]

    Secondly, can we expect a weather system in the near future, where, for an example, say the map is raining and it can eventually flood the map (based on how bad the rain can get, based on the settings?)
     
    Joiken likes this.
  12. Nighthawk

    Nighthawk gaurenteed shitter

    Messages:
    793
    Noooooooooooooooo!

    I can't shoot catapults and ballistas off towers anymore!
     
    Klokinator likes this.
  13. -Q

    -Q Donator

    Messages:
    153
    I wonder what the like:post ratio of the DevBlogger bot is... Might almost be as good as Kouji's!
     
  14. Thiamor

    Thiamor Horde Gibber
    1. Aphelion's Roleplay

    Messages:
    413
    Then they should have it where it can be unlocked from it's place after it's hit so many times. Say it's lock is just wood holding the wheels in place, and only the enemy can break it, so it can't be griefed, and so then after so many arrow hits, the wooden blocks break, and it will allow it to then be moved and more blocks must be created to lock it into place again.

    This way it'll be balanced and keep people doing stuff for Catapults rather than just sitting them right out of the range of the Archers and still being able to defend/attack.
     
  15. -Q

    -Q Donator

    Messages:
    153
    I disagree, because Cata's already have health.
     
  16. Klokinator

    Klokinator Such Beta
    1. Aphelion's Roleplay

    Messages:
    1,443
    What if a locked cata can't be rotated? That'd be nice, because then even if enemies take it they can't just whip it around and start killing my allies!
     
  17. Thiamor

    Thiamor Horde Gibber
    1. Aphelion's Roleplay

    Messages:
    413
    If they do, then just alter the health of the Catapult to be connected into the wooden blocks. Say when you lock it into place it halves the life of the Catapult and places half of it's life into the block holding it into place?

    Don't lock it, full life, lock it, break block, then you'll have half the life. This way it evens it out.
     
  18. Geti

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

    Messages:
    3,730
    It already can't be rotated once the wheels are off. I'm getting to the point where I'm considering smacking people with demeaning titles if they post a "suggestion" that's already in the game.

    This isn't really how blocks work though, and there's not even guaranteed to be a set pattern of blocks around a siege engine when it gets immobilised. As it is the siege engine is more stable (ie doesn't roll back so much) after its wheels are popped off, but it can still be pushed around with enough force (bombs are particularly good for this).

    >Implying catapults with infinite ammo and HP wasn't a bigger contributer to defensive cata spam.

    We try

    No.

    The knight combat in particular hasn't changed code-wise over the last few builds. Re the builder bugs, these are not new bugs, just hard to reproduce.
     
    -Q likes this.
  19. Fellere825

    Fellere825 KAG Guard Tester

    Messages:
    890
    But are there kiwis?
     
    FuzzyBlueBaron likes this.
  20. Nighthawk

    Nighthawk gaurenteed shitter

    Messages:
    793
    Soooo, if you capture a catapult that is anchored and facing your base, you're screwing yourself over, because you can't destroy it or move it, and the enemy can just waltz right over and retake it.

    Problems.
     
    FuzzyBlueBaron likes this.