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[371] General mechanics discussion

Discussion in 'Classes & Mechanics' started by Acavado, Apr 5, 2012.

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  1. Acavado

    Acavado KAG Guard Tester

    Messages:
    246
    Discuss game mechanics in general.

    Oh, you should recall, as per the rules, when continuing discussion into another build, specify the number of the build you are referring to. Vastly outdated conversation may be archived; very specific conversations may be moved to their own thread.

    The build number of this thread will be updated to the current build. No new discussion threads will be created, but you can use the number as a reference while creating your own. That way you do not need to look it up everytime you want to create a new thread.

    Build at the time of this posting is 354.
    https://forum.kag2d.com/threads/build-353-released.5501/
    Links to newer builds (Click the newest!):
    > GOTO Build 354-360
     
    Kouji likes this.
  2. Kouji

    Kouji Cold, Uncaring, Sadistic, Evil and Cruel Meanie Administrator Global Moderator Forum Moderator Tester
    1. MOLEing Over Large Estates - [MOLE]
    2. REKINS OF SEAS: Super Crew of Ultimate Havoking 2: Return of King of KAG: Chapter 420blazeit - REKIN

    Messages:
    2,910
    Ignoring bugs, it's kind cool that you can throw someone for damage. It gives people another short range weapon. I plan on using this new weapon as a free hit by carrying a dead body around and trying to throw it at the right time to block an attack and provide damage hopefully.
     
  3. Wyeth

    Wyeth KAG Guard Donator Tester

    Messages:
    375
    I made a little bit about corpse flinging in the knight forum, CLICK HERE.
    If anyone got more info on that please post there. Thank you​
     
  4. Lancebringer

    Lancebringer Builder Stabber

    Messages:
    4
    I had epic fun with this last night, I was on a premium server, and I got this bright idea.
    Superkeg+catapult=no more map
    I must have obliterated 1/3 of the map with super kegs.
    Be warned, the catapult WILL not fire if someone is infront of it, your highly explosive death bringer and destroyer of worlds will stop, and become your newest way of death.
    anyone else got an idea or two on how siege warfare should be waged?
     
  5. Yeah, I have. Stop using super kegs, they are crap. They make giant holes in map which ruin game for both teams and lag the server.
     
  6. Lancebringer

    Lancebringer Builder Stabber

    Messages:
    4
    nah, im good, ill blow the red's to their version of god. blasted 'super towers' people are building irritate the crap out of me, Ill do what i must to destroy them >:) :flex:
     
  7. Gofio

    Gofio Gunwobbler x3

    Messages:
    1,090
    about the corpse carry thing,
    would'nt it be awesome if it provided some cover from arrows?
    I'd LOVE getting two extra hitpoints from enemy archers just by carrying one of them! (the irony! it burns!)
     
  8. Acavado

    Acavado KAG Guard Tester

    Messages:
    246
    We've reached the build 360 checkpoint. Discussion from this point forward will respawn at this build. Check out the change logs here.

    > OH GOD WHY?! I am not even supposed to be here!
     
  9. Miauw62

    Miauw62 Shipwright

    Messages:
    416
    Carrying corpses is quite nice, but wyth, shouldnt that thread be in general mechanics?
    Any class can carry corpses, after all.
    They can be very usefull to break a knights cover.

    (if only the bugs were fixed :()
     
  10. Wyeth

    Wyeth KAG Guard Donator Tester

    Messages:
    375
    Well corpse flinging is disabled now... corpses behave like pillows in 360... Also I thought that the knight had that launching thing going on and is generally most likely to throw corpses in battle... or was... but since we got pillow corpses now... forget it.
     
  11. Awww, I didn't really like wacky corpses but that was a really nice mechanic : (.
     
  12. Wyeth

    Wyeth KAG Guard Donator Tester

    Messages:
    375
    Here's the new changelog, they added spectator mode.

    Changes 360-370:
    The numbers in the changelog are bug tracker report numbers.

    - fixed builders pick up catapult stone in mid air (#250)
    - add per-gamemode modding of archer variables
    - fixed crash where lightmap was null
    - fixed some hud readout bugs (thick stone)
    - fixed some issues with #164's fix and tree chopping
    - fixed trees heal when reaching the bottom of the trunk (#164)
    - fixed crash in menu when no player exists
    - backspace menu when not playing game is the same as when playing game
    - Added previous bitstream compatibility through *force_bool methods
    - fixed zombie mode order crash
    - fixed no spawn as zombie when changed team to red
    - fixed disconnecting from server when launched server browser
    - singleplayer gamemodes get paused when in ESC menu
    - fixed crash after launching zombie mode after deathmatch mode
    - zombie/migrant bodies collide in air with players and hurt them
    - added sound when zombies fall or hit walls
    - added random pitch variation for most sounds
    - added resource drop amount on hud
    - fixed migrant-player colliding
    - fixed big particles not spawned when in solid block
    - tweaked zombie network syncing
    - added spectator mode
    - fixed bot archers not shooting arrows
    - fixed wraith explosion on net
    - fixed wall hugging on ladder
    - added "killed by zombie message"
    - builder only stays close to buddy and defends himself from zombies
    - synced migrant bubbles on net
    - creative/Sandbox servers are also add to beginner servers now
    - fixed disconnecting player message
    - fixed crash when closed ingame browser at a wrong time
    - fixed zoom out from editor affecting other games (246)
    - fixed arrows going through walls (125)
    - workshop blocks cost 2 wood now
    - all CTF workshops cost 50 wood (no stone required) (+30 gold siege workshop)
    - migrants now say hello on network
    - backwall on spikes gives materials resolved (#208)
    - moved body throw offset a bit to avoid self collision
    - archer can't hurt others when stomping
    - fixed shield adding velocity on ground
    - made inventory counters 50x more awesome (and they read the correct numbers for more cases too)
    - fixed coins from frozen players
    - dropped amount of coins from shooting catas (IRC request)
    - fixed custom heads for non-admins
    - made guard hat only apply to builder head and class default head
    - added custom head check in player (checks if name matches a custom head player or if is guard or admin)
    - added class modding to CTF rules
    - bound runner variables to rules
    - added falldamage vars to rules config (-> balancing ahoy)
    - fixed crash in starter caused by autoupdate not initialised
    - nerfed sheild push to help with desync and wall damage
    - fixed wall sliding + fixed notch jumping (related)
    - added server_setup_info.txt and readme.txt
    - modified readme.txt and server_setup_info.txt for nicer formatting
    - added stats format info to server_setup_info.txt
    - added /listbans function to list all currently active bans
    - fixed bug in bans (time was in seconds not minutes)
    - made bans more user friendly with their output
    - stats updated to more easily parsable format
    - fixed typo in tutorial (#197)
     
  13. BlueLuigi

    BlueLuigi :^) Forum Moderator Donator Tester

    Messages:
    3,620
    Backward sliding into a forward jump slash is fucking OP.
    Characters are still unnaturally 'circular' (Due to testing out new mechanics like zombies and 'balls' I assume), this leads to things such as shielding knights looking as if there is space between them, jumping on people acting stranger, sliding off.
    Throwing bodies into walls fucked me up like crazy, bounced off and straight up raped me was insane.

    Only messed around very little and skipped 360 and such, will do some more testing soon, especially with these new found powers we have :v

    Notch jumping is still wonky, noticed it in 360, you can't be smooth like you were able to before, so that can really suck sometimes.

    Falling seems stranger, not sure about sliding down walls will give it a try soon.
     
  14. Miauw62

    Miauw62 Shipwright

    Messages:
    416
    About the notch jumping thing.
    I guess jakkar finally won the 84654687645v1 discussion :(
     
  15. killatron46

    killatron46 Cata Whore Donator
    1. MOLEing Over Large Estates - [MOLE]

    Messages:
    808
    This thread is now out of date, See [393].

    Locked.
     
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