We’ve been working with modders this week on getting some specific issues fixed and a few examples of “how to do X” in preparation for that modding showcase. Particular thanks to Norill, Skinney, and Rayne along with the rest of the testers and anyone posting in that call to arms thread.
Other changes this build are mostly minor, with a gameplay focus.
Pictured: Common fear of many Australians, now tweaked for more balance despite my fondness for crying enemies.
[modified] gold stacks to 500, not 1k per inventory slot [added] increased burn time - fire arrows now do 1heart damage + 1heart burn [script][fixed] getPlayer(i) should return null now when player count is 0 or index is wrong [fixed] mod loaded only on 1st time game launched [fixed] mods not loading or crashing on 2nd server join [modified] water bombs don't stun through shield unless on a direct hit [added] water arrows stun shielded knights only on direct hit [fixed] tresflags map being "cut off" by the no build zone at the top [fixed] mods not updating by force downloading every time [added][fixed] can load maps from Mod folders by adding map name to mapcycle without need for extension [added] example for new block in scripts [script] made it a bit easier to handle custom tiles in mods (use a modded CustomBlocks.as) [modified] arrows cannot be jabbed, only slashed. [modified] just first day of playing won't show modded servers (was 2) [fixed] joining modded server 1st time resulting in crashes [modified] joining server only preloads used files (significantly faster joining)
Due to a small typo in the patcher code, some files may have been moved outside of your KAG folder with the last build. While this won’t be undone with this patch, it should prevent any new files from ending up there.
While this should not cause any harm whatsoever to your computer, it will have caused a little bit of clutter in your folders that you may want to clean up.
To undo the clutter caused by this:
Steam users should be unaffected. I have no concrete knowledge of if Desura users will be affected or not, but I think they probably will be. Users with a “normal” standalone install will definitely be affected, including servers.
As there is no version number change for this patch, server availability should be more or less unaffected (though servers will automatically restart themselves as usual normal).
THD apologises for this mix up.
I can shed more light on any individual concerns you may have in the forum thread for this announcement.
No more endless love I’m afraid.
This build also contains a few bugfixes and an exciting community addition, the storage cache. Thanks to Skinney for this nice object.
This fancy storage has a “drop all” button and a way of accessing the stuff that’s inside. We may be tweaking the interface just a little (making the drop all button vanish if you’re not carrying anything), but it’s functional and fun, so no more dinghy storages in CTF.
There’s also no build zones at the edge of the map to avoid “infinite jump” cheats, and some minor fixes for admins and modders.
[removed] valentines event code. [added] CTF storage from Skinney [added] Extra "no build" zones on the edge of the map from Skinney [added] camera rotation and position is cleared on disconnect. [fixed] /restartmap actually nextmapping [fixed] some bugs in file replacer
It must be the time of year for crazy sales again, cause you can get KAG “50% off” (including a steam key!) and 9 other games on top of that! Even if you’ve already got a copy of KAG, check it out, there are some other great games there and you can always gift the code to a friend.
Attention any modders keen for exposure!
We’re planning on doing a modding showcase video to be posted to youtube and steam, and are interested in fun mods to show. Mods suggested should have some graphical changes that would be evident in video, and ideally a PG-13 compatible name to be overlayed on the video ;^)
Mods need to either be simple to set up for offline recording or have a server hosting them (post a resources link or the name of the server in the thread). We’ll post a list of displayed mods along with a link or server name in the video description.
I’ll be approaching a few of the modders I’m closer to directly but I’m sure I’ll miss a few gems out there. This is also probably a good time to clean up and “publish” any mods you’ve had in development for a while if you want some extra “free” attention. Looking forward to seeing your best!
Spread the love this valentines! Even to filthy reds!
Special thanks to community member norill for the event scripts.
This build the mapcycle randomisation has also been improved, with maps now being taken from/added to a “stale pool” that comprises 50% of the list of maps, so there should be no repeats and an otherwise very random cycle giving a more unpredictable play experience. I can go into this more in the thread in case people don’t understand what’s going on behind the scenes.
Build should be out in the next hour or so - build server has been slow at the moment, sorry folks!
A hotfix is slowly rolling out that should fix a bug resulting in everyone being disconnected from servers. An upgrade isn’t mandatory but will obviously benefit server owners. We apologise for the games likely ruined occasionally by this bug over the past few days.
This build has many nice new features for all:
[modified] drop items on class change at shops (consistency purposes) [added] a bunch of tdm maps from the community [fixed] random map shuffle is more random now [fixed] people being able to "cheat" unique/blank heads. [fixed] game auto-restarting even when noautoupdate set [fixed] ban reason strings not getting applied correctly ("/ban Sedgewick -1 Relentless griefer" should work properly now) [fixed] IP banning local IP addresses (omits 178.etc block at the moment) [fixed] whitelist/blacklist/ignorelist getting corrupted on load [added] ability to color servers list box [added] links to script docs in some txt files [added] modded and official servers are marked with color [added] non-vanilla servers should be disabled only for first day of playing [fixed] massive typo bug in checking blacklist [fixed] reloading security would not automatically "expire" any already expired bans for a few minutes [fixed] ban time not checked at the time of joining, so bans lasted longer than they should [added] script to automatically kick AFK players - thanks norill! (note: doesn't work on TDM or any gamemode with rounds shorter than about 5 minutes) [added] Lanterns, Crates, Buckets, Boulders, Sponges automatically decay if spammed, adapted from script by ZeroZ30o [fixed] no_shadowing bool in gamemode.cfg [added] no_shadowing to TDM [added] no "spikey" script CPU usage by staggering based on blob network ID [added] 2 more 8x maps [modified] maps are randomised each 15 minutes (previous over-randomisation was causing too much doubling up)
We’re working towards releasing a new build of KAG this week, with many improvements for the average player, modders, and server admins.
There are a couple of miscellaneous fixes in the mix as well, but you’ll have to wait for the changelog for those. Should be out on Friday if testing goes smoothly.
We have set up a server for cheaters, griefers and abusers - it doesn’t mean that we encourage such behaviour, though.
The banflags are disabled on it and everyone who was flagged for breaking the KAG rules (bad, bad KAGgers they are). Its name in the server browser is: KAG Official TTH EU (No banflags)
We’re currently moving our repositories around, and to check everything’s working we need to trigger new builds, potentially more than once as everything goes ahead.
These new builds have no new content in them (sadly!), we just figured we should keep you in the loop regarding why they’re happening. Better safe than sorry and all that jazz.
It’s official, we’ve crossed the 1000 build mark!
This marks more than a thousand days since we started working on KAG, quite a journey! We’re currently looking into things to do to celebrate, but in the meantime we’ve got another bugfix and maintenance patch to get things back in gear.
King Arthur’s Gold APIs, site, forums and other dev-hosted services have been offline for approximately the last hour due to a large DDoS targeting our ISP. This DDoS was not targeting KAG but was large enough (tens of gigabits per second) to take our ISP entirely offline.
The network has now recovered and all KAG resources are once again available. We apologize for the disruption, this is not an incident we have a means to avoid nor is it something that has occurred in the past.
This is a maintenance patch, just fixing a few issues.
I couldn’t fix some of the crashes people are experiencing. I need more information that’s why the crash reporter will now provide me with more info on the crashes. So if you get a crash send it and I’ll try to help.
Verra made some nice tweaks to the spectator cam. Shouldn’t cause nausea now :).
This patch fixes a big issue modders were facing. The file matcher in scripts was soft matching wrong files when using mods. These issues should be fixed. To fix it I had to make numerous changes, namely:
- sprites and sounds are not loaded randomly when there’s a couple matches - the best one is picked
- if you want to play random sounds use blob.getSprite().PlayRandomSound(“Pluck”) which will play Pluck01 or Pluck02 or Pluck03
- the file matcher takes the file extension into consideration and searches for the proper extension even if you didn’t provide it
[fixed] soft file-matcher taking similar files from Mods instead of Base
[scripting][modified] sounds and textures aren't loaded randomly with filematcher by default
[scripting][added] Sprite.PlayRandomSound(filename) for loading random sounds
[fixed] crashrpt not attaching logs
[added] last script calls to crashrpt
[fixed] death cam being too sudden and jerky (Verra's updated PlayerCamera.as)Tweet