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Community driven changelog [build 391]

Discussion in 'General Discussion' started by ArrowSteps, Mar 3, 2012.

  1. ArrowSteps

    ArrowSteps Catapult Fodder

    Messages:
    34
    So as we have no proper complete changelog I think we should make one. :)
    I'd like everyone post their observations of differences in build 391, I'll update this post accodringly in regular intervals. I'll mark things that need further clarification in red, so if you can explain those in a short manner please do so. If you notice something in the log is wrong, please say so.
    You can also state new bugs, I'll take care of a buglist too.


    • General
      • Emotes are visible at the edge of the screen for teammates who are out of your viewing area

      • Shopping in a workshop now opens up a radial menu

      • Logging in (and playing) with more than one account per IP temporary disabled because of a security hole


    • Maps
      • Randomly generated dungeons and castles

      • Rubble in ruins and collapsed castles
        (destroying it (either by mining or by simply jumping through it) gives stone)


    • Solo
      • Swordfight changed to team deathmatch

      • AI improved by a lot

      • Zombie Fortress™ introduced


    • Multiplayer
      • Exploit and security fixes

      • Netcode tweaked
        (a.E. knight combat feels a lot more comprehensible)


    • Balance
      • Cost reduction on workshops - do not require stone
        (clarification: building a specific workshop still costs stone but building the workshop matrix now only requires wood)

      • The maximum distance you can zoom out in gameplay is now the second zoom level
        (the third zoom level is only available when dead by clicking the right mouse button)

      • Lighting system introduced
        (interiors of castles as well as caves are now dark, quarters and some other workshops emit light (which specific workshops?), night and day cycle in Zombie Fortress™)

      • Player names on mouseover show only when you are close to the player and when the player is in full light
        (finally enables archers to really hide in a tree and makes players in dark areas a lot less visible unless there is a workshop nearby)


    • Physics
      • Bomb mechanics overhauled
        • Bomberman effect removed

        • The pattern of the tile-destroying explosion is now radial
          (a single bomb still destroys very few tiles in most cases)

        • Bombs killing radius decreased

        • There now seems to be a second radius that is slightly larger than the killing radius where a bomb explosion deals damage

        • Bombs are easier to throw
          (may actually be netcode related)

      • Bomb jump mechanics overhauled
        • Pushback effect reduced

        • Easy superman-bombjump (without throwing the bomb) removed
          (doing it will now kill you)

        • Hard superman-bombjump (with throwing the bomb) massively nerfed
          (doing it will gain very little to no height and a lot less horizontal velocity)

        • Height gain of a normal bomb jump slightly decreased
          (a normal bomb jump is considered as throwing the bomb onto the ground and blocking down)

      • Arrows now break on contact with trap bridges unless they were fully charged shots (only closed ones or open ones too?)
        (it does not matter if it is your own or the enemy team's trap bridge)

      • Collision bugs fixed (which ones?)

      • Door physics reverted
        • Going down horizontal double doors works properly again

        • Going up door elevators is a lot slower now and acts quirky at times

      • Movement physics overhauled
        • Moving upwards in a 2 block tall vertical tunnel without notches by pressing Move Left and Jump/Up is now impossible

        • Jump height decreased
          • Vaulting onto 4 block high structures is now impossible

          • Jumping up trap bridges vertically now requires a trap bridge at every other block

          • Jumping up door notches vertically now requires a door every other block


    • Controls
      • Tapping function keys reintroduced
        (tapping the key for a radial menu now performs a quickswap action to quickly swap tiles when building or the class when near an outpost or a tent, tapping the use key in front of a workshop with only one thing to buy will buy that one thing)

      • Keybind for Party Menu added
        (default key is R, the party menu is used to control teammates in Zombie Fortress™, has no function in other modes or multiplayer)


    • Graphics
      • New door graphics


    • Server
      • break_time_static changed so it works as expected - count is in seconds
        (set to off by default, overrides break_time, allows having a default build time instead of relying on the 'seconds multiplied by number of players' formula that break_time uses)

      • Localhosting temporary disabled because of a security hole


    Thanks in advance to everyone contributing. :)

    Post changelog:
    03.03.12 00:17
    First version
    03.03.12 12:33
    change to break_time_static added, workshop lights added, changed formatting, slightly improved syntax, commands are now purple, changelog is now hidden in spoiler
    03.03.12 13:02
    mechanics regarding arrows and drawbridges added
    03.03.12 17:38
    bomb and bomb jump mechanics clarified, shared IP security fix added, movement physics explanations expanded, several smaller changes/additions, added hard returns for increased readability, changed spaghetti-code from the rich text editor into proper bb-code :)
    03.03.12 17:55
    door graphics and mechanics added
     
    BlueLuigi and trelawney like this.
  2. trelawney

    trelawney KAG Guard Tester

    Messages:
    771
    [server] break_time_static working as expected - count is in seconds. Defaults to off, and overrides break_time.
    Allows having a default build time instead of relying on the Seconds multiplied by number of players break_time formula
     
    thebonesauce likes this.
  3. cykalu

    cykalu Shopkeep Stealer

    Messages:
    51
    Would it be better if function cycle on builder's build menu be cycling between currently used block and previous used block instead of cycling through all the building blocks?
     
    Foxodi likes this.
  4. ArrowSteps

    ArrowSteps Catapult Fodder

    Messages:
    34
    Imho there should be a special button for that. Similar to how 'last used weapon' works in the goldsrc and source-engines.

    I updated the changelog accordingly, thank you.
     
  5. keyofdoor

    keyofdoor Haxor

    Messages:
    679
    You can look through the files and find changes there, just a tip.