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Devlog Weekly News – KAG Update for Halloween

Discussion in 'Announcements' started by Geti, Oct 30, 2015.

  1. Geti

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

    Messages:
    3,730
    Original: http://thd.vg/weekly-news-kag-update-for-halloween

    Hey guys, trying to keep up the rhythm of the weekly updates! Let’s get to it!

    Trench Run News:

    We’ve got some big news about the future of Trench Run, but we’ll save it for next week. This week has been huge for KAG, so I won’t steal their thunder!

    King Arthur’s Gold News:

    This next patch coming is a double-whammy of requested features and fixes and halloween spookiness. This is probably the biggest release largely handled by the interns, so please, give them your support!

    [​IMG]
    We had a lot of laughs testing out the spooky event features!


    Verra has merged in a plethora of modding and server hosting enhancements.

    • Fixed the infamous “infinite mod redownloading” bug
    • Render account avatars in-game
    • Lots of AngelScript error improvements (errors in #includes output correctly, lines matched to errors correctly)
    • Memory leaks and file handle leaks investigated + fixed where possible.
    • Limited the size of the backlog kept in console (very important for stability of long-running servers)
    • Removed the printout of blob creation (-> drastically reduced log size)

    Other miscellaneous fixes and extensions to the engine include:

    • Sound volume getting set 100% all the time
    • Music “bursting” at the start of each track
    • primitive character name tab-complete in the chat box
    • extended TCPR functionality

    Skinney and Verra have worked together on several gameplay changes as well:

    • Halloween content and a new “holiday” framework for recurring events.
    • Trampolines now cannot be folded, have a “reset time” before they can bounce something else, and work while held.
    • Mines do substantially more damage to tiles, ignore shields, and can be converted between teams if you pick them up before they deploy.
    • Arrows do not collide with other projectiles.
    • Spawning issues in CTF are mostly fixed, including spawn timers resetting and spawning at contested points.

    As always, these changes are not final or inflexible, but we’d like you to give them a good thorough play before giving any feedback.

    Full Changelog:

    [modified] scoreboard name color
    [modified] Holiday.as, increased holiday length of all holidays
    to 3 days (one day either side).
    [added] gregs, and necromancer tricks.
    [updated] madracoon head
    [fixed] builder placing blocks will inventory open.
    [added] spooky ghosts.
    [fixed] another case for spawning on converting vehicles.
    [added] Mine icon to kill feed
    [modified] Arrow.as, arrows don't collide with other projectiles
    [modified] mine; blob_damage(+0.5), map_radius(+8.0),
    damage ignores shields, can be picked up by
    enemies while not primed (changes team and owner)
    [added] new common script, GenericDestruction.as
    [updated] CTFShops to use new script, GenericDestruction.as
    [fixed] spawning at old spawn if under raid.
    [modified] repsawns menu closing after one click.
    [modified] respawn menu locks with under 2 seconds to spawn.
    [fixed] type missmatch in ctf gui
    [modified] trampolines now setVelocity to a flat value
    [fixed] path resolution for interactions icons on linux.
    [added] server browser minimaps
    [fixed] infinite redownloading bug.
    [fixed] swapping to spectator messing with votekicks
    [fixed] sound getting set 100% all the time
    [added] primitive tab complete to chat console
    uses usernames of all connected players (as lowercase)
    [fixed] music is too loud for a split second on starting
    [fixed] interaction icon path resolution on linux.
    [added] player avatar image access
    [added] CDriver::hasShaders for testing if you should bother
    doing shader related stuff (or avoiding doing stuff
    that relys on them to look good)
    [added] tcpr() function to print just to tcpr (with optional
    debug stuff to print it too) to control bandwidth
    [script][added] bool GUI::hasIconName( string iconName )
    [fixed] File lock causes assert if applog hasn't been initialized.
    [modifed] added library linking to nolauncher/forceupdate/runlocalhost
    for linux clients.
    [modified] filelock to have an option to turn off error reporting.
    [script][modified] default scoreboard doesnt render if script scoreboard used
    [fixed] file permissions issue.
    [fixed] Mods folder path.


    Have Fun!
    Max
     
  2. Potatobird

    Potatobird Bison Rider Forum Moderator Tester Official Server Admin

    Messages:
    772
    AAAAH soo happy, wish I could play right now but I have to sleep :P

    The mine changes are interesting, I think they'll do a good job of giving the mine a clearer role (and stealing people's mines is gonna be a lot of fun)
    And there are also a lot of good fixes in there! The respawn timer bug always pissed me off.
    Nice work guys

    :eek:
     
    RadioActive likes this.
  3. EhRa

    EhRa Ooooooof Staff Alumni Donator
    1. KRPG

    Messages:
    804
    TIME 2 FLY TO PARIS
     
    FuzzyBlueBaron and toffie0 like this.
  4. Chrispin

    Chrispin KAG Guard Tester

    Messages:
    380
    How are those trampoline tweaks supposed to stop tramp cannon towers though? It's about time mine explosions went through shields, but damaging tiles even more? I guess it prevents them being spammed in the flag room, sorta.
     
  5. Darknighte9

    Darknighte9 Drill Rusher Staff Alumni
    1. KAG Competitive League

    Messages:
    89
    Just checked it out. Update looks great! ::D:
    After actually dealing with the new mines though, I'm not sure how fair it is that knights can't shield mines anymore. They've entered the realm of water bombs now, where people are going to argue against them because they don't require skill.
     
    Last edited: Oct 30, 2015
    PUNK123 likes this.
  6. Verrazano

    Verrazano Flat Chested Haggy Old Souless Witchy Witch Witch THD Team Global Moderator Forum Moderator Tester
    1. Practitioners of War Extreme Revolution - POWER

    Messages:
    477
    P.S. you can click on names in scoreboard to spectate them ;)
     
  7. Chrispin

    Chrispin KAG Guard Tester

    Messages:
    380
    I like most of the changes. Nice bug fixes for making modding a bit less stressful.

    FYI Bugs?:
    -you can pick up neutral trampolines in TDM now.
    -CTF is stuck in dawn mode
     
    Last edited: Oct 30, 2015
  8. BarsukEughen555

    BarsukEughen555 Drill Rusher

    Messages:
    434
    Uhuh, mines going thru shields now makes the trampolined mines very OP as noone would beat them while those are flying.
    RIP Garry's who do not dodged from those mines
     
  9. Skinney

    Skinney THD Team THD Team Forum Moderator Tester

    Messages:
    468
    Thanks for the report, adding it to my list.

    The current time of day is a result of the Halloween event and will go back to normal once the holiday ends, enjoy it while it lasts :D.
     
    bru-jaz and Chrispin like this.
  10. Mazey

    Mazey Haxor Global Moderator Forum Moderator Staff Alumni Donator Official Server Admin

    Messages:
    1,915
    Until Halloween is over, that is.
     
    Chrispin likes this.
  11. BarsukEughen555

    BarsukEughen555 Drill Rusher

    Messages:
    434
    Played CTF, this is just a minefest now - the one who will first spam mines will win the fight, bcuz everyone is runnning from mines or is jumping on the mines with shield and dying.
    Mines are so OP, I just seen a newb just buy a mine and randomly drop it, - 5 experienced players in other team. Its worse then boulders, bcuz boulders at least needed skill, required stone (= classswaps and mining stone, = its not just get 60 coins to earn 120), and the boulders were takeable o_O
    --- Double Post Merged, Oct 30, 2015, Original Post Date: Oct 30, 2015 ---
    And you can't even use a trampoline cannon to jump over the mine madness .n.
     
  12. Bint

    Bint Bison Rider

    Messages:
    536
    Including bombarrows? ::(:
     
  13. 8x

    8x Elimination Et Choix Traduisant la Realité Forum Moderator Tester Official Server Admin
    1. The Young Blood Collective - [YB]

    Messages:
    1,310
    Including bomb arrows :wink:

    The scores, at CTF at least, are a bit noisy with these white thick lines, it was cleanier before in my opinion; plus you can't see how many players are in each team.
    Scores.png
    (Keeping this post to feedback)
     
    Last edited: Oct 30, 2015
  14. Bint

    Bint Bison Rider

    Messages:
    536
    What's the idea behind that? It's not as if shooting a bombarrow out of the sky is easy, makes for a glorious moment, now you have to watch helplessly.
     
    Blue_Tiger likes this.
  15. Snake19

    Snake19 RIP Staff Alumni Donator
    1. [AG#] - Ancient Gear

    Messages:
    439
    I'm glad kag redone updates compared to the events of the periods of the year like the old days. (Christmas : everyone was with the santa head automatically/ valentine, hearts falling from the sky)
    I hope see an update Special Christmas / winter with snow soon :D

    about the update ... I've always been a big fan of mines, I am very happy that now it can destroy more blocks, but I am pessimistic about the fact that the shield of the knights is now ineffective against them ...
    which would mean that we can't use a corps throw on the mine without dying ?
     
  16. toffie0

    toffie0 is sweeter than you <3 Global Moderator Forum Moderator Tester

    Messages:
    345
    Forget about sword fighting just load mines and watch as your opposition struggles to play the death game of leap frog with mines!

    ^basically sums up my opinion on mines.

    If mines became a tad more like kegs in the way when they explode they kill everyone may help.... Just at the moment it's more of a game of dodging the mines them fighting in my opinion.
     
    PUNK123 and Solaris like this.
  17. Bint

    Bint Bison Rider

    Messages:
    536
    Found a bug; if a mine's on the same tile as a platform it does no damage to you, works with all orientations and classes:
    platformoverlords2.gif
    I kind of like how you have to toss corpses at your mine from a distance now btw, explosion radius isn't too big either.
     
    DeM3, Magmus, Gurin and 1 other person like this.
  18. Nighthawk

    Nighthawk gaurenteed shitter

    Messages:
    793
    Not sure how I feel about arrows not colliding with other projectiles. While this does mean that mutually assured destruction will occur more often in Archer v. Archer situations instead of silly arrow-colliding stalemates, it also means some really uncommon but cool things are lost... like sniping explosive ballista bolts out of the air.

    I suppose I'll have to try it before I judge, though.
     
    DeM3, kodysch and SirDangalang like this.
    • Mines do substantially more damage to tiles, ignore shields, and can be converted between teams if you pick them up before they deploy.
    the scumbagginess begins
     
  19. GreyHCK

    GreyHCK Shark Slayer

    Messages:
    82
    time to spam mines like mothafuckas and play some minevoleey with the other team