This build marks a return to progress on KAG - it's been a few months between releases, and I'll give a refresher on why that's been the case later, but first, a warning: KAG has had a LOT of changes in the past hundred days and a lot of engine-side stuff has happened, probably more than we can test completely. Please bear with us and calmly report any bugs in the thread and we will fix them as soon as we can.
Without further ado, let's jump right into what's changed this time around, as there's a lot of it! Buckle up!
Prepare to see a little more of this going on!
A lot of engine changes
- Crash Fixes
A long-term crash in the camera system (causing a common crash on rejoining servers) was found and fixed. This should dramatically improve the game's long-term replayability. Be sure to let us know if any other crashes on rejoin persist! A few other miscellaneous crashes including a hard-to-trace one in one of the network synchronisation routines were also fixed.
- Archer Changes
- Inventory Management
Archers no longer automatically pick up a full inventory of arrows, so you'll have some space left over for special ammo.
- Less Slippery
Archers are slowed more when charging arrows, making it a little easier to catch that backpeddalling nuisance archer, and a little easier to aim while running.
- Knight Changes
- Increased Shield Angles
Shield angles have been slightly increased to help deal with fighting through lag.
- Increased Glide Time
Shield glide time has been increased to about two seconds, allowing longer jumps and bigger falls without injury.
- Builder Changes
- Decreased Spike Damage
Spikes must be dropped from a higher place to deal insta-kills, damage ramps up with distance.
- Added nicer building sounds
Lots of blocks now have individual building sounds.
- Fixed "buggy" ladder rotation blocking stuff
Ladder rotations have long caused incorrect blocking of tiles, that's fixed.
- Health Changes
Swapping class can no longer be used for "free heals" as health is kept in proportion each swap. Archers are still cheaper to heal to full health but the added inconvenience should prevent most of the abuse.
- Inventory Fixes
A hard-to-track bug causing all your arrow stacks to go missing right when you needed them has been fixed. Items are also automatically taken from the smallest stack in your inventory, rather than the first one found, meaning picking up small stacks off the ground clogs your inventory for less time.
- Inventory Interface Improvement
Archers and Knights start with their cursor over their inventory after pressing F - builders start with it over their tiles. The rationale here is that knights and archers can easily swap weapons by tapping F and want precision access to any auxilliary items in their inventory, while builders are more likely to want to swap tile types quickly.
- Balancing Changes
Auto-Balancing should be less "mean" to any one person, and is based on the median score rather than the mean.
- Maploader Changes
A small set of changes but important for some specific mods and maps, community member jackitch has updated the png map loader to include specific colours for the two types of trees, various mossy tiles, and fixed a bug where the purple team spawn was the same colour as the necromancer.
- Votekick changes
We're actually on the fence about these changes, but the community have been pushing for something, and norill contributed changes. Votes can no longer be inconclusive, the vote gui has changed, enemy team cant vote unless it's a hacker, and map votes use a global cooldown to prevent spam. Voting is now done via the O and P keys, and the box is much smaller. Leave your thoughts in the thread.
from work on Trench Run also makes it back into KAG with this release for modders to play with and for future use in KAG. However - this does mean that there's a body of changes so wide that we're unlikely to have tested everything! Let us know quickly about any drastic bugs
and we'll get onto them asap! Here's a small run-down of the most exciting changes:
- Post-Processing Shaders!
Shaders can be used for postprocessing both before and after gui rendering, with multiple shaders able to be set up and layered on each other. Shader options are significantly extended, including per-shader variables (and textures!) to be set from script.
- Gamepad Control Extension
Gamepads and the foundations needed for local multiplayer have been added - modders should not consider this part of things stable, but it does open up possibilities for local multiplayer (perhaps co-op? sandbox?) and gamepad play (for those allergic to mice).
- GUI code exposed
This paves the way for new menus for KAG, and nicer, less rigid in-game menus in mods.
There are a lot
of miscellaneous fixes as well, check the full changelog for the details there.
The following generous donors have received custom heads in-game:
Still to come:
Congratulations to the generous!
The delay between builds has been due to wide-sweeping changes in our code-building and repository system. These changes allows us to work on multiple games utilising the same engine (in this case, KAG and Trench Run) while neatly feeding relevant changes from one into the other. While we'll be "off work" over Christmas and new year, this will allow us to get back to timely development on KAG throughout the coming season!
Attention modders - breaking script changes:
If your mod breaks with this version it is most likely one of these changes:
* onRestart isn't called automatically now after onInit (solution: call onRestart manually in onInit)
* key_zoomin and key_zoomout are no longer part of blob controls (solution: you can still access these buttons from controls like this http://prntscr.com/5k4yaw)
* weird sounds? - disable effects in script: s_effects = false