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[428] General Knight Discussion

Discussion in 'Knight' started by killatron46, May 14, 2012.

  1. killatron46

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

    Messages:
    808
    Discuss being a Knight in general, discussion here is related but not limited to the changes of build [428].

    Full Changelog:
    “zf” = zombie fortress
    - u_shownames now uses new player name style instead of big stupid one
    - spectators with u_shownames see all player names
    - spectators now see unit counters
    - Fixed single character player names no longer crash the server (and are therefore allowed) (#327)
    - Fixed full name not showing on linux/mac when someone changes teams (#151)
    - Fixed username is not cased correctly after successful authentication. (#237)
    - dropped the materials counter delay
    - the blinks still take a while to go away but the counter is always up to date
    - Fixed broken Connect To…. (#148 and #1)
    - Fixed Looks like red builder is going to build blue tiles (#254)
    - Fixed breaking a shop that is on background tile doesn’t give mats (#253)
    - Fixed setting high duration results in ban for 0 seconds (#266)
    - large bans (longer than 2 years) and bans with -1 time now result in permbans.
    - Added expiry time to listbans
    - Made bans case-insensitive
    - Fixed - Archers deal massive damage to team catapults (#271)
    - really fixed trap door+back wall = free money (removed hack) (#198)
    - Fixed lost stone on removing trapbridge on background (#258)
    - Fixed GOALTICKS independent ticktime mod operation in director.cpp
    - Fixed Knights attack catapults when they use it (#81)
    - Fixed various potential server crashes while fixing (#327)
    - Various tweaks that may fix small bugs/instability - fixed
    - KAG crash when closing KAG with server browser open (#333)
    - addressed chat box/minibox background hardcoded, now takes center pixel colour. (#157)
    - Fixed the listPlayers() script
    - fixed abusable bug where spectators can block map start (#305)
    - fixed more meaningful autoupdate failure messages for libcurl (#306)
    - fixed the launcher menu text for the various sites sucked and fixed some of the URLs
    - fixed can repair trap bridges with backwall (#205)
    - fixed can repair other team’s door to be your own (only works blue->red) (#76)
    - fixed about 3 related bugs/exploits
    - fixed can’t slash shielded target sometimes (#276)
    - fixed jumping on someone and slashing hurts you (#309)
    - stomping does less damage to the stomper
    - Fixed quarters don’t heal when there’s less than 0.5 hearts to heal (#353)
    - fixed door breaking/fixing (#204)
    - updates to how paper rendering works
    - Fixed catapults dont hurt backwall enough, though haven’t done bridges etc yet (likely related to arrows) (#331)
    - Lowered chat spam timer and inserted anti-spam message if you exceed it rather than failing silently
    - Added sandbox room and tweaked sandbox to include it
    - sandbox now has free items and shops.
    - fixed server segfault due to API error conditions
    - fixed quarters light not acting like a light
    - fixed chests giving light by default
    - bomb in zf costs 10 coins (was 20)
    - more probability of zombie having coin
    - disconnect issue should be fixed, please playtest for a while and see
    - fixed client-side light in blob
    - added constructor to APIPlayer, too much non-initialized vars bugs
    - fixed free full version access
    - bots attack dead zombies
    - removed buildnum from launcher caption to avoid confusion
    - collapse anti-grief doesn’t work for outposts
    - fixed charged arrows dealing no damage when shot through bridge (#321)
    - fixed knights don’t stop when ordered to go to zombies
    - destroying castle blocks in zf doesn’t remove coins
    - bots try to jump over kegs
    - fixed bots not following orders when faced with zombies
    - fixed throwing kegs into walls
    - removed “buying” zombies from Portal
    Discuss.​
    Build 394 is out:
    - bomb timers counting down too fast randomly
    - falling too fast

    Build 415 Redirect.
    Build 420 Redirect.
    Build 421 Redirect.
    Build 424 Redirect.
    Build 428 Redirect.
     
  2. allknowingfrog

    allknowingfrog Bison Rider

    Messages:
    549
    I've noticed two big changes in knight combat in the last build or two:
    1. It's now possible to kill a shielded knight with a double-slash (charged slash + immediate second slash).
    2. It's very difficult to jab a knight while he is charging a slash. If he gets past half-charged or so, your only hope is to shield-bash or run.
    Combat feels much more consistent in the latest build, but it seems like the rules have changed significantly. Before, knight battles went back and forth with both guys trading slashes and jabs. Now, 90% of battles are decided by the first blow. Is this intentional?
     
    SARGRA13 and killatron46 like this.
  3. Boxpipe

    Boxpipe single, female, lawyer

    Messages:
    293
    A glaring problem I've noticed with knight combat is the act of power-slashing from anything higher then 1 block of height.
    You will most of the time stun yourself allowing the enemy to jab spam you to death.

    In fact, with this current MASSIVE reach of knight's swords, and the current 1 heart of damage per jab, jab spam seems the way to go, since power-slashing is more of a liability with it's tendency to stun you and force you to slowly charge it.
     
    Contrary likes this.
  4. Evan5567

    Evan5567 Shark Slayer
    1. SharSharShar - [SHARK]

    Messages:
    55
    It seems like knights can't attack beneath them in this build.
     
    3e0jUn and KnightGabe13 like this.
  5. Saverous

    Saverous Shopkeep Stealer

    Messages:
    418
    Just found a new glitch for knight, if done right, knights can fly across whole maps.
    ( For the sake of the game, i'm not going to tell you about it, only a select few know about it)
     
  6. Bunnyboy

    Bunnyboy Haxor

    Messages:
    599
    Really? I thought this was fixed?
    Is this when going up and down ladders? because the person on the bottom always has a massive advantage while chasing someone up a ladder.
     
  7. Creille

    Creille Base Burner

    Messages:
    621
    i like being a knight
     
    Cerbercre likes this.
  8. Riletyface

    Riletyface Horde Gibber

    Messages:
    280
    I think saverous may be talking about the new shield bashing, which is now semi-existent. If you try the old way of bashing, you need to have extremely great timing, and if done correctly, your victim will sometimes go flying half a map away.
    Or is this just me?
     
    Creille likes this.
  9. Creille

    Creille Base Burner

    Messages:
    621
    it happens you tend to fly a fair way and come crashing to your doom :P
    also the new combat is good t involves the need for good timing :) tad bit easier to spam jab but oh well :P
     
  10. Saverous

    Saverous Shopkeep Stealer

    Messages:
    418
    That wasn't what i meant, I'm going to tell you the glitch and you can try it for yourselves.

    1: bomb jump onto a ladder
    2: POWERSLASH AND FLY LIKE HELL
    These images are on BC sandbox, so thanks BC.
     

    Attached Files:

    KnightGabe13 and Creille like this.
  11. Creille

    Creille Base Burner

    Messages:
    621
    i do like that one works well to surprise people :P
     
    Saverous likes this.
  12. Bunnyboy

    Bunnyboy Haxor

    Messages:
    599
    Its not flying if you come crashing down to your death and explode into a massive pool of blood... but still! its DAMN GOOD FUN! :D and anyway! stop taking all the credit, me and Voltagen showed you at school.
     
    3e0jUn likes this.
  13. Jomppexx

    Jomppexx Shopkeep Stealer

    Messages:
    40
    That is true! And it is veeery annoing... :(
     
  14. GloriousToast

    GloriousToast Haxor Donator

    Messages:
    1,463
    I noticed while bomb jumping the ground hurts more then a wall. what happens is while I'm bomb jumping to the right I hold left, hit the wall and I die. But if I don't hold any button i land on the ground not dead, still hurt but not dead.
     
  15. Bunnyboy

    Bunnyboy Haxor

    Messages:
    599
    Not sure about this update, but in the old one you used to die instantly if you bomb jumped into a wall, unless you shielded it. so maby if you shield the wall you might not take any damage at all?
     
  16. Ghozt

    Ghozt Haxor

    Messages:
    1,083
    I actually reported a bug following on from getting hurt from walls and the ground.

    What I found is no matter how far you fall and fast, as long as you only hit one surface, so just the ground, you only take two hearts damage, if you hit a wall you take damage from the wall and the ground.
     
    zombie_man and GloriousToast like this.
  17. Exid

    Exid Shark Slayer

    Messages:
    139
    This build has made shields useless in close combat, slashing is now the best thing to do (not including jab spam) if you want to kill somebody. Is it just me or is every build is making it less skillful to play knight, because I remember being able to do a 5 vs 1 and still live.
    But now I cant even go against two to three people because of how useless my shield is.

    This build makes me feel like a one armed samurai, well its time for me to practice my timing for slashing.
     
    3e0jUn and Contrary like this.
  18. Superblackcat

    Superblackcat baideist baide Staff Alumni Tester

    Messages:
    462
    LETS GO EXID... SLASH BATTLE!
     
  19. killatron46

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

    Messages:
    808
    New build!
    - fixed zombies squeezing through solid walls (although this makes it harder for them to climb some notched)
    - added list of players to the stats.txt output
    - shield bash changes
    - Shield bash re-implemented for runners, needs testing and suggestions from players
    - added stun and max cap vel to bash
    - Shieldbash vars: shieldbash_push_factor,max_shieldbash_push,min_shieldbash_horiz_vel
    - added clientside shieldbash variable
    - Added Map Water
    - Shield bash blobs
    - added water variables to map generator
    - Added Wooden Structures
    - fixed grass appearing under bloody spike
    - grass dissapears under room construction
    - added shieldbash vars to ctf rules
    - removed cc align from config.gm again
    - added up/side ratio for shieldbashing
    - added knockdown for sheildbashing
    - particle fall in water effect
    - added runner-block blob collisions
    - added genericblock blob
    - finished block 2 block collisions
    - made blocks ridable
    - added block crushing
    - added warning output to some GM commands when not executed serverside (rather than failing silently).
    - dropped blocks snap to grid
    - added ball_hit_momentum variable to blobs to control knockback power
    - fixed items that are not onground cant be picked up with key tap
    - blocks can be attached to backgrounds
    - fixed collider-runner collisions
    - added Door Block destruction anims
    - added pulley
    - only moving blocks hurt runners
    - added attachment component
    - attachment component loads from config
    - fixed building tiles over blob blocks
    - made wood blocks auto-tile properly
    - added wood blocks to minimap render
    - added wood blocks give mats back on destruction
    - changed splash effect
    - added warmup arrows for archer in ctf
    - synced water height (not tested)
    - fixed extra qualification in DrawRope
    - added drowning and gasp sounds
    - fixed missing casts on min, swapped to maths function for good measure and compile time safety with vs
    - added wood tiles to png map format
    - fixed blob components not being deleted
    - fixed building solid blocks above head
    - moved autostart.gm to OS/package - had to copy it into each folder separately, didn't put it in linux_dedicated
    - made it easier to get out of water
    - fixed sunlight not entering from out of screen areas
    - fixed crash on joining server without build blocks config
    - fixed linux server not defaulting build blocks
    - fixed getting coins while drowning from hitting self
    - fixed screen getting darker with henry drowning
    - fixed some retarded superbouncing particles thing
    - light passed through destroyed wood back
    - fixed colored pixels?
    - fixed #395 cursor changed when hitting R whenever.
    - fixed wraith particles going nuts when unlocked
    - changed order of rcon dumping to help protect server passwords from guards
    - logical error with last fix, should be actually fixed now..
    - added a space and comma into formatting in packet handling (useless output otherwise)
    - removed debug defines in director
    - fixed migrant names bug
    - skeletons destroy wood
    - only wood on start of zf
    - fixed migrant names bugimproved zombie movement on ladders, walls and Notches
    - skeletons only attack doors and wood when stuck or angry
    - skeletons attack doors and wood when angry too
    - fixed holes not working
    - disabled caves if cave_thickness == 0
    - disabled gold protection for debug build
    - added generator_ctf_lake
    - fixed corpse carry crash (on getCarryBlobPlace)
    - added conditions to prevent crash on 0 teams
    - runner corpse appears in front when carried
    - greg has half less health
    - fixed bedrock sparks not appearing
    - wood blocks can be upgraded to stone
    - stone back wall cant be downgraded to wood
    - white block cursor only appears when destroying (RMB) or when block can be placed
    - reworked support code to support different materials
    - added creak sound when cant build with enough support
    - fixed wood blocks cannot be repaired
    - fixed cannot actually build stone block over wood blocks
    - added start of enemy radius "cannot build" zone
    - hearts are now above head
    - hearts and name on mouse hover slowly fade out
    - hud elements scroll out instead of fading out
    - added air bubbles
    - classes have different air time
    - fixed explosions not dying underwater
    - bubbles show until air restored
    - everything can skip on water
    - catapultshot=false always in water
    - fixed spikes giving support
    - fixed spikes with background not giving support
    - spikes can be only placed next to solid blocks
    - fixed the merge
    - fixed #504 gold bullion gives +10 per hit.
    - fixed merged issues
    - fixed splashing when spawned in water
    - new Creak sound
    - water is lit by daylight/night
    - hitting tree once gives 6 wood
    - materials fall out on digging as eggs
    - fixed materials not joining in places
    - fixed wrong sound being played on material join
    - water sound effects play if listener is in water
    - fixed material collect sound played multiple times
    - materials have more gravity
    - materials have different sizes depending on amount of resources stored
    - fixed mat particles making egg mat
    - world.png work - wood is much more visible (still need to change dirt backwall)
    - added water_suddendeath and water_raise_time variables to game rules
    - fixed autotiling of wood against ground back
    - fixed stub giving -1 wood (1 commit earlier)
    - added rotation method for CAnimSprite
    - material eggs position from ground
    - water level can also lower
    - added water sudden death
    - removed unused LootGive function from runner
    - fixed stone mat pickup icon
    - added floating mat amount picked up
    - only builder can put mat into resources
    - removed moving away carried thing from other things
    - above head hearts are scaled 2x
    - added frames to above head hearts
    - remaining hud elements scaled 2x
    - fixed not being able to put block without support near inbetween blocks
    - tweaked resource number color
    - fixed hanging spikes on collapse
    - smaller names font
    - can drop mats during warmup
    - finished updating curl on mac
    - war map cycle addition
    - warmup materials appear next to tent
    - grass removed from tent front
    - removed option to add resource using C (can only carry in hand)
    - cant move tent materials
    - runners squeeze through window
    - added server script function waterLevel( tile_height );
    - timers are reset on join and pickup of materials to prevent timing out
    - no non-classic blocks can be used on non-gold servers
    - tweaked arrow water skipping
    - grass is destroyed if tile beneath is destroyed
    - fixed mats going crazy on pickup
    - fixed travel tunnels working for both teams
    - splash effects are made now before modifying velocity (for mightier splashes)
    - fixed bomb gravity
    - fixed picking mats immediately after dropping
    - fixed squeeze and building collisions
    - fixed teleporting into blocks (removed Geti's stuck "fix")
    - fixed not resources from mining
    - bridges cant be built against backgrounds
    - temp fix for pickup bomb crash (no icon will show up in menu for timed bomb)
    - fixed no wood blocks on clients

    - materials.png tweak for bombs
    - added temporary workshop build item spam prevention
    - increased min_shieldbash_horiz_vel
    - 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 (I think)
    - 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
    - catapult_shot = true only set if launched from cata
    - fixed cata not destroying wood
    - fixed spikes hanging after collapse on client
    - removed mat pickup sound if smaller than 10
    - water is not rendered if 0 height
    - water level change happens faster now (was incorrectly calced)
    - fixed water level rising on sudden death after map change
    - fixed seeing other peoples mat counters
    - shield bash sound plays only at higher velocity than bash
    - lowered default shield bash velocity
    - stomm stun doesn't happen for team mates
    - throwing objects more smooth on network
    - fixed mats not dying
    - added decay to materials, after 30seconds
    - water level can rise only when game has started
    - added new workshops to full ctf
    - added static material count to CTF
    - if workshop has bomb to build and upgrade - tapping E will make bomb
    - added upgradable rooms to FullCTF
    - removed cata from full CTF to prevent base camping while there aren't boats
    - added stone_amount and related vars to team configs for on-start mats
    - fixed infmats pickup
    - tweaked generator_ctf_lake.cfg
    - added generator_ctf_twolakes.cfg
    - added missing file
    - constrained arrow skipping to 10degrees.
    - reduced arrow skipping velocity because it was a bit mad
    - removed endmatch on everybody drowned (too buggy)
    - fixed materials dropping during break
    - fixed water level changing before map starts
    - player light decreased in Full CTF
    - removed mat points appearing above head
    - fixed picking up invisile other team heart
    - hud scrolls only on zoom out button
    - fixed FullCTF folder in team1.cfg
    - fixed splash when throwing out something picked up from water
    - fixed material wrapping to 65k
    - fixed mats given on tent when warmup amount = 0
    - less pause when trying to build unbuildable area
    - slowed down underwater bubbles
    - can regain air more easily if head above water and standing on solid or ladder
    - added tunnels to FullCTF
    - fixed tunnels in FullCTF
    - added armoury/archer range, made tunnel more expensive
    - fixed issue with team2 config (classes in different order)
    - fixed some server-side commands possible to launch on client
    - forced water sync every now and then
    - removed old/unused code
    - edited help texts in workshops
    - fixed pickup help text at tent with resources
    - increased arrow draw time and made sound reflect it
    - added show/hide hud tutorial text
    - fixed tapping class workshop
    - quarters can change to builder in FullCTF
    - fixed no cursor when hud scrolled out
    - renamed zoom out for archer as AIM MODE
    - hud scroll out acts as soldat style aim
    </br>--- merged: Jun 7, 2012 1:16 AM ---</br>
    I can actually say I'm impressed with knight combat this build, it seems a ton better.
     
    Beef likes this.
  20. Exid

    Exid Shark Slayer

    Messages:
    139
    My shield is working again :D