A quick one, so only a few changes this time around.
We're hearing you on the archer shotgun changes This has been a strongly dividing issue - some like it, some hate it, there are certainly more archers and more arrows flying.
To counteract this we've made the outer arrows of overcharged shots disintegrate after a moderate distance; you can still use them for support and CQC, but cant rain them in big arcs.
If this isn't enough to stabilise the opinions around it and result in a good archer meta we'll take a vote on where to go next. So far we're seeing more archers, which we take as an indication that the class is currently more fun for the average joe - we've just got to find a balance that appeases the higher tier players and those maining other classes.
Fix and Tweak Summary
Potential Fix for invisible mines This one has been clamoured about for a while - we thought this was fixed a few builds ago but
Fixed Builders getting half materials This was a hard to catch typo bug that slipped in halfway through the last round of changes; was good that it was caught early after the release though and has been fixed now.
Fixed some spike network sync issues at the cost of a little latency in the spikes reaction
Removed archer ignoring fixed camera setting We decided to just let players choose properly; some people have been complaining about this both ways so we removed the conflicting setting.
Clantag re-added to character name in scoreboard Adding a new column would take too long, so the clantag was just added to the name column again.
Clantag colour is same as name colour on mouse hover
Removed "invalid utf8 spam" for people with invalid names should just cleanly replace bad characters now.
Siege Engine Conversion Tweaks Siege engines can't be converted in 0 seconds flat any more, and in fact cannot be sat into before conversion; This should make defending a forward ballista a little simpler and mean a little less "hot potato" seat swapping.
We'll see how it goes over the weekend, thanks for bearing with us with some of these more experimental changes!
Another balance and fix build, this time addressing builders and archers much more than knights.
Be wary of falling spikes!
Builders can now repair damaged blocks for the cost of a full block, which helps avoid structures collapsing and makes maintenance much more convenient. Doesn't work on doors/platforms/traps/spikes etc yet - just solid wood/stone blocks.
Spikes Spikes now pass cleanly through 1 wide holes, and shouldn't get "stuck" on background walls any more.
Buggy Hitting A few more bugs have been fixed in builder hitting - there are a few more that will be getting attention in the next build, but most notably you should be able to attack enemy structures through team-mates again (no more asking knights "please move i cant hit the door")
One Hit Kill Mines Builders can now more easily defuse mines without mishap to allow offensive mines to be sensibly countered without interfering with their utility elsewhere.
Triple Shot Changed The triple shot is no longer an inaccurate streaming 3 shots, instead it's a 3 shot "shotgun". Charge times are the same.
This serves 2 purposes:
a little easier to use in support and CQC, as there's more tolerance missing with a cone of shots than 3 relatively straight shots.
Reducing tower spam, as the enforced cone of fire means that firing mindlessly from a tower is hopelessly inefficient - firing at groups still works but you need to focus your single shots if you want to snipe, not just mindlessly overcharge.
No "pierced" sprites We felt that this was just unneeded clutter and took the opportunity to remove the "stuck in arrows" - they were hurting FPS and sometimes obscured the team of various units (not to mention had crazy results with siege engines and boats)
Can climb arrows in all structures Arrows should stick into all structures in such a way that you can use them as arrow ladders, this includes platforms, traps and doors.
Only real knight relevant change is very slightly slower jabs - they may be able to be slowed more but they're almost back to the previous build rates currently, going to move slowly on this one.
Fixes and Tweaks
Clantags displayed differently They'll show up in chat and on mouse hover, but not in the scoreboard; this is an experiment to see if it helps player identification, we might need a separate column in the scoreboard for clantag, feedback here is welcome, leave it in the forum thread. Clantags are also accessible by script for modders now.
Arrows hit mines again (this was a bug).
Flag blocks building in slightly smaller space.
Fixed water stunning teamies on direct hit.
A lot of stuff doesn't decay or decays much more slowly.
"Recent Damage" is tracked a little longer - no more missing kills for fire arrows.
Pickup priority tweaks - still not perfect by any stretch but should be more predictable now at least, as it's based on your position instead of a weird combination of cursor and player.
New build for KAG - potentially a little rough around the edges but what's there needs to be tested with the public before we can move much further.
Now with extra flammable platforms!
New build is going out at the moment, should be a long build but out in 30 minutes or so from this post. There will be the usual lull as servers patch over between maps and the client builds aren't done, and again as the steam build propagates out - don't panic if you see lower than average numbers in the next few hours.
Here's a summary of the more serious changes, split by section:
Knight Rebalance There have been some long-standing complaints about the knight; this should help to address a lot of them and help reign in some of the more obscure parts of current knight play.
Shield Glide is no longer infinite Your shield glide will gradually lose its effectiveness as you fall through the air - you can put more wind into your sails with multiple bomb jumps, but this alone makes knights a lot more prone to gravity (like every other class). You can also no longer infinitely climb up walls with wall jumping.
Jab does minor stun Players from classic era will remember "slash cancelling" with jabs - while this is very ping dependent, we've decided to try it out again. It lets you get a quick, reactive cancel to someone charging a slash or double slash in front of you with jabs.
Slash doesn't break shield for as long Slashes will not break a knight's shield stance for as long, giving them a chance to attack back with jabs if you're "slash surfing" them.
Circle of Power All of this together helps enforce a circle of power in knight combat options: slash > double slash > shield > jab > slash - there's still the wildcard of shield bashing and bombs in the mix to keep things fresh of course, but this should make knight combat a little less slash-heavy.
Reduced stun range The range at which arrows stun players has been reduced a little.
Special Arrow spam discouraged When firing special arrows with legolas, you will automatically switch to normal arrows for the 2nd and 3rd shots. This is to further encourage actually aiming with special arrows instead of just spamming 3 bomb arrows at a tower with triple shot.
Drills builder only At the request of the community by poll, drills have been made builder only for now. We'll see how this change affects their use and the builder's place in the game.
Map Borders The map borders are active on all edges, including the top of the map - this prevents simply "jumping over" tall structures.
Weaker Wall-run Wall running has been reduced from 3 tiles to 2, making smaller structures more significant.
Fixes and Smaller Changes:
Platform Fixes Lots of issues with platforms have been cleaned up, most notably grappling them, wallrunning on them, and fire spreading through them. They also got a small sprite facelift.
Mine Fixes and balances Mines explode with much smaller radius, collide with platforms, don't explode with materials on them, and shouldn't go invisible any more.
Spawning timer no longer resets on click This only really applies to CTF - TTH still has wave respawning and some limitations there, though it should fare a little better than it did.
Server Fixes A memory leak in the server was identified (finally) and fixed.
The storage is a little more attractive, has damage frames and responds to lantern containment - thanks to community member Skinney for these changes.
The saw spews out a slightly more reasonable amount of wood.
Spectator Fixes Several fixes to the spectator mode have been made, most notably including it getting "stuck".
Thanks to community member norill for these fixes.
Some discrepancies with the TDM and CTF spawn time interfaces have been cleaned up.
Stun Fixes Stun is now respected for picking up/throwing items, and for using drills.
Builder Hitting Fixes
Builders should have a slightly easier time hitting what they want to hit - theres still a few finicky edge cases but overall it should behave more sensibly, especially when trying to mine tiles near objects.
Tips on Death Some helpful, community sourced tips are displayed while you're waiting to respawn - you can turn these off (along with other ingame help) with f1.
Fixed Builder digging in no-build zone. No more undermined tents or halls.
Fixed CTF HUD not showing for 1 flag maps.
Speaks for itself, annoying little bug.
Emoticon bindings in Entities\Common\Emotes\EmoteBindings.cfg.
If you need faster access to some of the emoticons you can now rebind them clientside, though it is a little fiddly.
"No Chat Bubble" option and some options fixes For those sick of seeing chat hovering over someone obscuring the action, you can now turn these off in the options menu.
Some other options that were having issues being saved should be fixed now too; let us know if any options still fail to be saved after quitting the game normally.
Fixed lots of Larger Resolution Issues Larger resolutions now have fixed size cursors and can aim accurately, and work for vertical aspect ratios too if you're that way inclined.
Lots of other fixes and tweaks - changelog too big! I'll put together a changelog to include in the forum post, though it may take a little more time.
Archer may be too strong
We're well aware of the potential for balance changes like this to swing power too far "the other way". We'll be watching very closely in the coming week and adjusting things as need be in a follow-up build.
A focus has been put on Gravity
A lot of the changes here have put a focus back onto gravity - we want structures to have more of a purpose, people to need builders a little more, and vertical play to be a little more dicey; we also want to see less of people building giant turtle towers behind their base and flying all the way across the map :^) Keep this intent in mind when you're cursing at not being able to jump up "measly" 8 high tile walls - players are going to have to adjust to more "grounded" play, and that may take some time (at least a few games).
Looking forward to seeing you guys in game to put these changes through their paces! I'll be around tomorrow to make hotfixes if necessary but hopefully they can wait until next week - after the game re-stabilises.
Pretty big build - lots of small changes accumulating over time. We would have liked to have made this as several separate builds but each week the build server had something else wrong with it. However, the more troublesome nodes have been moved to more stable hardware and things have gone along smoothly this week.
Shop Changes Largely a community sourced change, shops now have a nicer button layout, show damage (using the frames that were previously unused), and are generally a little more polished. Notably, quarters now allows sleeping in a bed inside the structure for free, time based healing.
Tunnel Changes Tunnels are now able to be used by both teams - this means that you need to build a vault around any tunnels inside your base to prevent getting invaded through them. This change should make tunnels a more strategically important building for both teams, and help prevent cheesy flag rushes.
Voting Changes Players can now abstain from votes they don't want to have a say in (to get rid of the box), and admins can now cancel the vote if they have the right seclev set.
Boat Changes Boats have been reworked a little - dinghies and longboats are faster now, warboats do less ramming damage to blocks, and longboats do more (especially with multiple rowers). This should help with the boat's utility in game, we'll see if we need to take more measures in this direction after the build has been in circulation for a while.
Many CTF maps should be less prone to stalemates or extreme early rushes, and a few maps have been retired completely.
Coin Tweaks There's fairly dramatically increased coin income from damaging siege weapons and enemy vehicles - this especially applies to archers as an alternative revenue stream from frontline support.
New Example Mod - M16 A simple example mod by MM (sprites by me) adding an M16 to the archer in TDM.
Fixes and Misc Changes
No more getting into crates As fun as it might be for you, we're quite tired of complaints about players effectively wasting a team slot by spending the entire game asking their team to carry them into battle. The code is still in there, just commented out for those who want this in modded servers.
Fixed minimap sometimes getting "stuck" off.
Fixed m_seed defaulting to wrong value - old servers will have to manually change this though (/rcon /m_seed 0, or set it in autoconfig)
Static blobs with attachments falling. You know how flags sometimes "weirdly" fall through the ground? This should fix that.
"Quick Double Slashing" bug fixed. If you've ever been surprised by a double slash that "probably shouldn't have happened" but not been quite sure what was causing it, this fix might help there.
Spikes give kills Builders can now see their kills (or lack thereof) from placed spike traps.
See changelog for the rest!
[added] abstaining from votes
[fixed] wierd downward-floating desync for static blobs with attachments
[fixed] knight "quick-double-slash" bug
[added] rayne chicken head (fear the chicken)
[fixed] potential overflow issue with the minimap not showing
[fixed] issue with wood vehicle damages getting passed on for projectiles
[modified] coin income from building workshops (less) and hitting siege (more)
[removed] getting into crates
[fixed] using halls as tunnel as enemy
[modified] removed tunnel travel team limitation
[fixed] broken code in defaultbuilding relying on overlap functions that was breaking for quarters (now uses AABBs)
[added] dinghies cost 100w and 25c (spam mitigation)
[modified] mazey head (5th time now, hopefully last. looks less like a tumour)
[modified] new german official server IP
[fixed] sleeping head frames for people with unique heads
[modified] community fix: spikes give the builder kills (thanks Skinney)
[modified] community fix: ctf shop buttons are laid out horizontally (thanks Skinney)
[fixed] community fix: ctf shops use appropriate damage frames (thanks Skinney)
[modified] community fix: quarters allows free sleeping with a time-cost to heal (thanks Skinney)
[modified] community fix: ctf flags collide with blob blocks where appropriate (thanks Skinney)
[modified] builder cant put wood backwall on stone backwall
[modified] updates to newtortuga - mid more resilient, less redundant base stuff, more room for tunneling under mid
[modified] addressed a few concerns with EjMap (stalling, horizontal movement)
[modified] feedback on JTG Aqueduct and BoulderLake taken into account (less gimmicks, more terrain polish, etc)
[modified] moved flags out of terrain on fellere map
[modified] dinghy and longboat faster
[modified] can't get into carried dinghy
[modified] longboat better at ramming tiles
[modified] mine doesn't take fall dmg
[modified] mine has knockback on hit
[modified] mine has double hp for slightly longer "defuse"
[fixed] sound scrollbars up button not working
[added] new mod example M16 as extra class action for archer
[modified] steps on the sound sliders
[fixed] crash when trying to perform "reload" command on local server
[added] new seclev "vote_cancel"