1. Hey Guest, is it this your first time on the forums?

    Visit the Beginner's Box

    Introduce yourself, read some of the ins and outs of the community, access to useful links and information.

    Dismiss Notice

Devlog BUILD 1537 - Quality of Life

Discussion in 'Announcements' started by Geti, Jul 6, 2015.

  1. Geti

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

    Messages:
    3,730
    Original: http://www.thd.vg/post/123327220290/kag-build-1537-quality-of-life

    Hey guys, mostly a “quality-of-life” build this time but also brings some important balance changes and content.

    [​IMG]
    Prepare to get creative!


    Before we get started, there are a few minor issues that have bled through from TR development into KAG, the “big” one is that fonts are smaller in various places - including the “Respawn In” dialogue and the loading screens. The old fonts will be back as soon as we find out exactly where they should be changed back properly (rather than a band-aid fix). If you notice any other strangeness please let us know ASAP so we can fix it!

    Major Changes:

    • Mechanisms in Sandbox:
      That’s right, mechanisms are finally available for building in sandbox and mods; along with a fancy “paged” building menu. There’ll be a guide coming in future about how the mechanisms system works with examples, but for now they’re there to play with and can be saved into custom image maps with the usual /savemap setup - this works for loading (for example) an unpopulated TDM map and adding in traps to the design. Be sure if you do later editing of the image that you use an image that can handle transparency - no MSPaint for mechanisms maps I’m afraid!
    • Surrender Vote:
      There are some games that end up very one-sided - rather than having 5 players yelling “please cap, please” and the entire enemy team destroying your base for twenty minutes before they finally realise theres a flag to take, you can now “gg” out of the game with a vote. We’ll be monitoring abuse of this currently experimental feature but we earnestly hope it’ll help ease the frustration of a stomp.
    • Vehicle Conversion:
      There’s a new GUI and better mechanics for vehicle conversion, based on live players within a generous radius - this allows capping siege engines from a little further away, but also allows defending them; the time to convert is also a bit longer. We’ll address the issues with spawning on contested engines soon.
    • Trap Block Behaviour:
      Trap blocks now can be opened by same-team players, much like doors, which prevents them from team-trapping people and limits the amount of damage a new builder can do in building their “genius trap”.
      There is also a simple way to disable the new trap block functionality, which it utilised in TDM because some map designs rely on the old functionality.
    • Materials Back from Many Blocks:
      In particular, doors and trap blocks give a fair percentage of the materials used for construction back, which punishes misclicks less and allows counter-tunnellers to get rewarded for their trouble. Plaforms do not give material back at this point due to them already being ubiquitous and not being team-biased.
    • Wood doors decay Under Water:
      A suggested counter-tunneling mechanic that we’re trying, stone doors and U-bends will have to be utilised more to defend against flooding in tunnels, rather than simply spamming cheap wood doors every few blocks.
    Minor changes:

    • New Mechanisms:
      A motion sensor source block, directional wires for packing in dense designs, and a new appearance for the light component!
    • Cancel Building Button:
      Oddly this is one of the most-requested functionalities of new players coming to KAG from minecraft and the like; a way to put away any block. While it may not really affect you, a lot of players have a simple mental disagreement with it, so we’ve added a button to allow you to cancel building completely. Old players may or may not wish to use it.
    • Traders aren’t in the way:
      Traders are now no longer able to block arrows, explosions etc at their posts.
    • Nicer TDM Scoreboard:
      More changes will inevitably follow, but we took the feedback recieved about the TDM Scoreboard to heart and made some changes; clan tags and usernames can now be seen, the spectators list renders correctly, and colours are back to indicate various user types.
    Have Fun!

    Geti/Max

    Full Changelog:
    [moved] traders into sprite layer rather than separate blob (thanks Verra)
    [fixed] a few rules that were still using traders as blobs
    [added] clantag/username support to the TDM scoreboard (partial thanks to verra)
    [added] "admin colours" to TDM scoreboard (thanks Verra)
    [modified] ctf_givespawnitems sets timers reliably at start of game
    [added] water decays wooden doors quite quickly in CTF, Sandbox and TTH (not TDM to avoid breaking maps)
    [updated] engine - fixed missing map edges, Maths::Clamp/Clamp01
    [added] fire spreads on some blocks dying as well as over time
    [added] materials back from some constructed blobs when destroyed as builder
    [added] can move through trap-blocks like doors if they are like-team (prevents getting trapped in giant pits by "genius" teammates)
    [added] old trap block behaviour to TDM (set with tag on rules "old trap blocks")
    [added] Elbow and Tee Wires to BasePNGColors.as and BasePNGLoader.as
    [added] elbow wire junction
    [added] tee wire junction
    [fixed] wire background layer
    [modified] Wire.as to include functionality for elbow and tee wire junctions
    [added] functionality in BlobPlacement.as for held blocks to ignore builder facing
    [updated] Lamp component to be directional, and more visually distinct
    [added] early opt tag checking for BuilderHittable.as, use "builder always hit"
    [modified] CommonBuilderBlocks.as to add blocks based on gamemode
    [MOD WARNING][removed] CTF_BuilderMenu.as, CommonBuilderBlocks.as inherited this scripts functionality
    [MOD WARNING][removed] WAR_BuilderMenu.as, CommonBuilderBlocks.as inherited this scripts functionality
    [added] Mechanisms to Sandbox
    [updated] engine with changes for snapping camera to pixels + changes to minimap
    [added] GamblersDen map for TDM
    [updated] BuilderInventory.as to use CInventory::getInventorySlots()
    [added] arbitrary costs to CommonBuilderBlocks.as for Mechanisms
    [added] new mechanism component, motion sensor
    [added] another constructor to the Component class
    [added] Mechanical click sounds for mechanisms, thanks Rayne!
    [fixed] connecting to non-LAN hosts while server is running (caused all sorts of weird bugs, thanks makmoud98)
    [fixed] unsigned issue with fire_time (could cause lock-ups of vehicles)
    [added] new vehicle conversion HUD + fixed vehicle convert sync + made rules more "fair" to both sides (defenders dont hard-reset the timer, but attackers can win by majority - both are displayed)
    [added] Stop Building button and functionality to BuilderInventory.as
    [added] ClearCarriedBlock(CBlob@) to BuilderCommon.as
    [modified] BuilderIcons.png to include the new stop building icon
    [MOD INFO][modified] CommonBuilderBlocks.as to include documentation for adding your own pages
    [updated] GenerateFromKAGGen.as, fixes tile map hooks not working
    [updated] BasePNGLoader.as
    [added] LoaderColors.as, replaces BasePNGColors.as
    [added] LoaderUtilities.as, holds tile map hooks
    [added] vote surrender - experimental
     
    NinjaCell, Malitha, Auburn and 21 others like this.
  2. PUNK123

    PUNK123 Hella wRangler Staff Alumni Tester

    Messages:
    1,275
    I sincerely hope the new trapblocks turn out to be a good feature
     
  3. AmestriStephen

    AmestriStephen Haxor Forum Moderator Staff Alumni Tester

    Messages:
    335
    ooooooooooooooooooooo KEWLLLLLLLLLLLLLLLLLLLLLLLLLLLLL :3 nice work bois::)::heart:
     
  4. CowboyDan

    CowboyDan Haxor Staff Alumni Donator Tester

    Messages:
    146
    If you're in a match, press escape and go to the servers menu, the server menu is layered below the esc menu.
     
  5. blackjoker77777

    blackjoker77777 Haxor Tester
    1. Zen Laboratories

    Messages:
    441
    wow, this update is a very cool one (except the tiny font xD)
    that tiny font in chat bubbles isn't an issue if you have a big screen but in my case it's really hard to read it when moving (so I just read it from the chat in the corner of the screen ::P: )
    I wasn't even able to read that when I was running ::D:
    PS: I have a 10 Inch screen
    and my resolution is: 1366 x 768 screen-15-07-06-02-40-52.png
     
    Porti and RadioActive like this.
  6. CowboyDan

    CowboyDan Haxor Staff Alumni Donator Tester

    Messages:
    146
    Suggestion: dirt/wood spikes break after killing 2 teammates. connected spikes also break
     
    ValiantVoyager likes this.
  7. Really eager to learn how the mechanisms work!
     
  8. Blue_Tiger

    Blue_Tiger Haxor Tester

    Messages:
    899
    People didn't disable chat bubble after the first game they played?
    Just break them yourselves. New greifing method: kill yourself intentionally on well placed wood spikes.

    I'm looking forward to seeing how these new trap blocks work out.
     
  9. Darknighte9

    Darknighte9 Bison Rider Staff Alumni
    1. KAG Competitive League

    Messages:
    89
    I've dreamed of a stop building button since the day I joined the game. Super swaggy ::D:::D:::D:
     
  10. TheDirtySwine

    TheDirtySwine Haxor Staff Alumni Donator

    Messages:
    818
    I like the change with the new trap blocks but it prevents 2 things: Shield surfing and tunnel trapping.
     
    blackjoker77777 and CowboyDan like this.
  11. RadioActive

    RadioActive Guest

    Yeah, chat bubbles font -1/10. Could not be worse.
    Mechanisms - I took me only 10 minutes to find out how to connect lamp and lever, so one week or two and I'll be pro @ dis.
    I'll tell more after I test everything on the server. Update seems to be good.
     
    blackjoker77777 and PUNK123 like this.
  12. Thiamor

    Thiamor Horde Gibber
    1. Aphelion's Roleplay

    Messages:
    413
    The issue is that why should the rest of the team be punished for idiots spamming spikes on dirt? I kind of agree with them breaking WHILE on dirt but not on stone, and I kind of think they should make spikes on dirt take away less health so that people who spam them get a negative consequence.
     
  13. SirDangalang

    SirDangalang Lvl. 128 MissingNo. Donator

    Messages:
    235
    Spooky scary shopkeepers send shivers down your spine!
    So ghostly :eek:

    Always love the standard of living improvement updates. Mixing up the metagame with stuff like this is what I live for :X3:

    Whilst trap blocks operate as doors in a sense for your team is it actually possible to say coat a thick front wall in trapblocks like door ladders to make them scalable? Or does it still operate in the sense that passing through blocks you interact with activates all trapblocks in contact with the interacted ones?

    E.g

    Could I use trapblocks in this manner or would all blocks above the ones the friendly knight interacts with would also become intangible?

    :bridge: = trap block

    :castle_wall:
    :door:
    :door:
    :castle_wall::bridge::left: ???
    :castle_wall::bridge:
    :castle_wall::bridge:
    :castle_wall::bridge:
    :castle_wall::bridge::left::knight:
     
  14. PUNK123

    PUNK123 Hella wRangler Staff Alumni Tester

    Messages:
    1,275
    only the trap block you apply *pressure* to would deactivate
     
    SirDangalang likes this.
  15. SirDangalang

    SirDangalang Lvl. 128 MissingNo. Donator

    Messages:
    235
    Sod traps pits that work then, more importantly I think we have ourselves a explosive resistant door ladder alternative on our hands. Can't wait to try out some of the possibilities I'm thinking :rekt:
     
  16. GreyHCK

    GreyHCK Shark Slayer

    Messages:
    82
    y u nerf my arrowbomb eating traders :QQ::QQ::QQ::QQ::QQ::QQ::QQ::QQ::QQ::QQ:
     
    Last edited: Jul 6, 2015
  17. heX_

    heX_ Bison Rider

    Messages:
    193
    0 servers with 0 players? I can still connect to a server directly, but none show up in server browser when filtered for CTF. Without the CTF filter they show up (including the CTF servers)
     
    CapitanForceX likes this.
  18. Furai

    Furai THD Team THD Team Administrator

    Messages:
    3,124
    It seems that server browser isn't functioning well at the moment.
     
    CapitanForceX likes this.
  19. Lawrence_Shagsworth

    Lawrence_Shagsworth Joke Slayer Official Server Admin

    Messages:
    239
    Pretty cool update. I'm not sure about the 'surrender vote' however :/, because if people are getting stomped they usually cast a 'next map' vote.
     
  20. which gets rejected by the winning team.