Guess it would be a waste not to post it when we have video of it... http://www.youtube.com/watch?v=jLejaVgTiDE&feature=youtu.be Big thanks to Trelawney for recording this and not ignoring my find on irc... so much fun. And as for repairing bugs... we made 2 race tracks for drag race and I won... on my screen... I lost on Shadlington screen... MM could you fix synchronization on the racing feature? XD Trelawney made 720p version with no sound (for now?) if anybody wants. PS. Need new patch, can't find much more new bugs...
The epic part is when you move so fast that when you collide with enemy (builder/archer) at high speed he will be thrown up like in car hit & run.
You don't even need "tons" of flat land, any old stretch will do - just keep shielding. On this list of stuff to fix. MM's gonna do this: <_< as he's been away a few days and the bug list hasn't stopped growing.
*Wonkyth is tempted to edit all the posts related to the racing bug feature. Edit: one down, a few more to go!
Great thanks We can finally make underground racing and know who won And yes [joke] Geti means the synchronization bug not the AWESOME racing feature :p
By the way, I'm experience a bug when I join a server that can host 64 players. When there are around 50 out of 64 players on a server, and I try to join it, the game crashes. This has happened on multiple, time-spaced occasions.
The game isnt stable past 32 players currently. If you play on a server with more than that, you just have to accept the problems.
Fun build, as always! It took me quite some time to gather my thoughts on it. Overall, i think things are looking better than ever! As usual, these are just my thoughts, and are intended to be as constructive, not demanding, as possible. Knight Combat: Clashing is cool, but something seems off. It seems unpredictable, probably because ping and prediction are at odds for something that requires such exact timing. Perhaps a tiny stun (.2 - .5 sec) could help the players "feel" the clash, as well as slow the flow of combat a tad to lessen the need for ping prediction. The removal of stun after a poke seems unintuitive for both the attacker and victim. A small stun is, in my opinion, necessary to properly be rewarded / punished for a successful attack. I think this is most important when a poke has interrupted someone charging. In my opinion, getting interrupted while charging should have significant punishments no matter what form the attack was (sword, arrow, or hammer). However, The stun received outside of charging should be short enough to let a knight put up his shield before the next attack. Meaning: stun time < poke animation time unless it was a charge interruption. (When i refer to 'stun', i mean both movement and attacks are not available for a short time.) Archers: Trees have been very scarce due to a combination of bridge spam, and more importantly, the default server settings that were shipped with this build. Mountain maps do not grow trees on the mountain, which creates a tough time for archers regarding both ammo, and also limiting the ability to tree climb, something that i think archers need to have the opportunity to do more often. I would personally love a flat map generator, which has trees throughout, to be the default for next build. I've also always thought that archers should spawn with a few arrows by default (5-6?). Bridges: The new bridges have made ladders obsolete. It is very unintuitive, to me, that a player can cross these bridges vertically faster than a ladder. If possible, perhaps moving though them vertically should be very very slow in comparison to moving vertically on a ladder. This would reduce their usefulness as a ladder replacement, in turn, lessening the 'bridge spam'. I also think that being unable to break them as you do similar wooden blocks (doors) is also unintuitive.
This is the best suggestion I've seen for "fixing" drawbridges. I've been trying to wrap my head around why they seem OP and this is exactly it. I like being able to move through my own bridges, but it shouldn't be faster than climbing something specifically designed for verticle movement. Edit: This should move to Suggestions to get some attention/discussion.
Building one tile of outpost near bottom of map will create outpost, however it will also destroy the ground beneath your feet and kill you.
Sometimes (not sure the whys) bridges end up being dirt background (if you properly break them you can get this to make floating structures), I can try and reproduce it one of these days to recall the exacts, but basically that'll keep it floating.
http://kagforum.com/index.php?threads/build-203-released.1825/page-3#post-30438 If you can make this without spikes, that would be quite contribution for dev team.