Difference between revisions of "Version history"
From King Arthur's Gold Wiki
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==Silent Beta release== | ==Silent Beta release== | ||
− | ===[https://forum.kag2d.com/threads/build- | + | |
+ | ===[https://forum.kag2d.com/threads/build-806-tweaks-fixes-mad-ballistas-poll.14791/ Build 806] (3/Jul/2013) <span id="806"></span>=== | ||
+ | |||
+ | Changes from build 800 to 806: | ||
+ | |||
+ | :* Red square | ||
+ | ::* The fabled red square of yore is back to give some much needed breathing time at the start of matches. We know this will dampen the spirit of a few rushers, but we think most will agree that the game ending in the first 30 seconds due to a stray knight capturing the first hall is pretty annoying. | ||
+ | :* Support is back | ||
+ | ::* Hooray! | ||
+ | ::* Michal mentioned some changes to it so I'm not really sure what the skybridging situation will be, I'm sure it'll be better than wood tiles all the way across the sky though. | ||
+ | ::* We're looking into a system based on the thickness of the building as well, but it didn't get finished for tonight. | ||
+ | :* Ballista changes | ||
+ | ::* Ballista bolts do less damage now. Their collision with terrain is kinda janky, that will be fixed soon. | ||
+ | ::* Explosive bolts are more like a shaped charge than a mini keg. | ||
+ | ::* We're thinking about making them stationary when firing, so they'd either be a packed mobile spawnpoint or an unpacked spawn and artillery unit | ||
+ | :* Spikes changes | ||
+ | ::* Spikes will only retract if they're built on stone blocks. They're also more expensive. This should make them more of an asset and less of something you want to FILL THE FIELDS with, as well as much more expensive to maintain away from the base. | ||
+ | :* Tech tree overhaul | ||
+ | ::* Two separate branches with a few choices for simpler voting and display and less unpredictable meta | ||
+ | ::* Random weighting upon match start so the same items dont happen every single game - voting overrides this weighting so you still have control over what you research. | ||
+ | :* Minimap Tweaks | ||
+ | ::* Dead guys dont show up on the minimap. | ||
+ | ::* Out of screen halls have some special behaviour so you can see if its under raid. | ||
+ | ::* Out of screen unimportant entities dont stick to the edge of the minimap. | ||
+ | ::* Ballistae and War boats have a little flag icon on minimap. We might make specific icons for all vehicles in the future, for now just knowing where spawns are is important. | ||
+ | ::* Scripting API for the minimap stuff has got some more options now | ||
+ | :* War boat tweaks | ||
+ | ::* The inside of the warboat has a ladder now so you can get over the thing with 30 tries. | ||
+ | :* Pointing animations and taunts | ||
+ | ::* The pointing animations when performing emotes are back, with a slight twist | ||
+ | ::* The builder has flex taunts instead of points, so you can flex while you flex (or 2525). | ||
+ | ::* Archer has a pointing anim with a bit of camp flair. I think this will annoy some people, but I also think those people take themselves too seriously. | ||
+ | ::* Knight point anims are largely unchanged so you can still spin your sword right round baby right round. | ||
+ | :* Misc Fixes and Tweaks | ||
+ | ::* The game should have fewer script crashes, and a few minor gameplay things have happened. | ||
+ | ::* Something to note is a bomb in your pocket will now (rightly) kill you instead of helping you reach new heights. Be advised. | ||
+ | |||
+ | ===[https://forum.kag2d.com/threads/build-800-control-the-halls-no-osx-build-yet.14691/ Build 800] (28/Jun/2013) <span id="800"></span>=== | ||
+ | |||
+ | Changes from build 781 to 800: | ||
+ | |||
+ | :* [fixed] vehicle layers do a wild flip the first frame after turning around | ||
+ | :* [modified] ballista is rather huge | ||
+ | :* [modified] ballista bolt sprite less ugly | ||
+ | :* [added] flag to ballista (same as war boat) | ||
+ | :* [added] ballista is spawn and change class | ||
+ | :* [modified] archer and arrow sprites - work in progress, will need tweaks :) | ||
+ | :* [fixed] migrant cant open door | ||
+ | :* [fixed] knight picks up burning satchel (hilarious bug) | ||
+ | :* [modified] moved crate up in pickup priority | ||
+ | :* [fixed] warboat missing from factory on some occasions and magic scroll in there | ||
+ | :* [fixed] arrows not colliding with mines | ||
+ | :* [modified] cheaper dinghy | ||
+ | :* [modified] first tech takes time | ||
+ | :* [modified] a bit faster mounted bow | ||
+ | :* [modified] menus close by default click outside window | ||
+ | :* [modified] drill can drill everything except team stuff | ||
+ | :* [modified] heart fall out probability is 3/4 | ||
+ | :* [modified] if player has food/bread his heart doesn't fall out | ||
+ | :* [added] re-packing catapult into crate | ||
+ | :* [fixed] some research paths not searched | ||
+ | :* [modified] water doesn't stun team players | ||
+ | :* [fixed] annoying sound when someone else tries to build in no build zone | ||
+ | :* [fixed] research didn't care if it repeated items that weren't voted on. | ||
+ | :* [modified] satchel and fire arrows don't burn stuff near team buildings and doors | ||
+ | :* [modified] removed redundant scrolls from trader and rearranged a bit | ||
+ | :* [fixed] archer controls cancelling shots when they shouldn't | ||
+ | :* [modified] reduced burn time for players (not other objects) | ||
+ | :* [modified] tech tree | ||
+ | :* [added] clearer path indication in research | ||
+ | :* [added] hall capture point / spawn / class change / migrant dorm | ||
+ | :* [modified] added minimap / moved chat console | ||
+ | :* [added] neutral capturable hall | ||
+ | :* [fixed] fishy flipping being buggy/stupid (was annoying me) | ||
+ | :* [added] hall has storage and research | ||
+ | :* [modified] builder builds workshops not buildings | ||
+ | :* [added] new war hud | ||
+ | :* [added] water and fire to minimap | ||
+ | :* [modiifed] smoother catapult movement | ||
+ | :* [fixed] halls not sorted in hud | ||
+ | :* [fixed] research techs not working for items | ||
+ | :* [modified] chat console to the right | ||
+ | :* [modified] cata and ballista stronger | ||
+ | :* [fixed] arrows going thru cata and ballista | ||
+ | :* [fixed] hall taking damage | ||
+ | :* [modified] taking stuff out of inv goes into inv | ||
+ | :* [added] fade out on hover chat | ||
+ | :* [modified] enemies are visible on HUD unless hidden in darkness | ||
+ | :* [modified] enemy players dont appear on HUD | ||
+ | :* [modified] look of hover player text | ||
+ | :* [fixed] reusing scroll | ||
+ | :* [added] working hall capture win condition | ||
+ | :* [script] new onBlobChangeTeam onBlobDie rules hook | ||
+ | :* [fixed] scripts with errors having error even after recompiling on client | ||
+ | :* [added] hall gives spawn mats | ||
+ | :* [fixed] capture hall team change sync | ||
+ | :* [modified] better vehicle capture | ||
+ | :* [modified] ballista doesn't show change class near another spawn | ||
+ | :* [dev] neutral stuff doesn't show on minimap | ||
+ | :* [dev] M key is a toggle for minimap | ||
+ | :* [added] using team storage resources is explained in workbench | ||
+ | :* [modified] spawn time and shipment time are multiplied by player counts (less players - faster) | ||
+ | :* [added] inventory shows full sign | ||
+ | :* [modified] materials can stack | ||
+ | :* [dev] adjusted HUD to work with mat stacks | ||
+ | :* [modified] arrows destroy ladders | ||
+ | :* [modified] support requirement is practically removed | ||
+ | :* [modified] ladders are stronger | ||
+ | :* [fixed] door not opening bug? | ||
+ | :* [modified] mounted bow arrows are fast but desintegrate fast | ||
+ | :* [modified] mounted bow arrows knock knight shields | ||
+ | :* [modified] moved boulder into workbench | ||
+ | :* [added] retracting spike traps (!!!) | ||
+ | :* [added] hover message for stuff added to inventory and kills (thanks Splittingred) | ||
+ | :* [added] hall workers | ||
+ | :* [disabled] migrant collisions | ||
+ | :* [disabled] migrant brain | ||
+ | :* [added] factory powered by claimed migrants | ||
+ | :* [added] hall spawns migrants inside self | ||
+ | :* [added] migrants work in factories and are passed between factories when one is destroyed | ||
+ | :* [added] minimap appearance setup function for use in onInit | ||
+ | :* [added] MinimapIcons.png | ||
+ | :* [modified] minimap rendering system | ||
+ | :* [added] default icon for runner | ||
+ | :* [added] icon for hall | ||
+ | :* [fixed] offset issue in hud | ||
+ | :* [removed] all lame drowning stuff | ||
+ | :* [modified] bison is more aggressive | ||
+ | :* [modified] bison and shark regen slower | ||
+ | :* [added] not picking any block will remove build mode | ||
+ | :* [added] help lines for building | ||
+ | :* [added] if can't build on blob or sector it shows | ||
+ | :* [modified] builder help lines show only when pressed button | ||
+ | :* [added] saws destroy other saws (fixes multiple saws together causing crashes) | ||
+ | :* [added] migrants flee from factories and are properly "disowned" by their factories | ||
+ | :* [added] peasant says "hellow" on moving to factory - super important | ||
+ | :* [added] peasant decays when outside owner building and not static | ||
+ | :* [added] new hall capturing based on time + GUI for it | ||
+ | :* [fixed] migrants go completely awry when scared out of a factory | ||
+ | :* [fixed] annoying sound and red area shown when building back walls | ||
+ | :* [modified] teamless migrants don't do anything | ||
+ | :* [modified] converted migrants calm down | ||
+ | :* [fixed] factory startingproduction sound when no tech picked | ||
+ | :* [removed] builder cycling blocks with F | ||
+ | :* [fixed] starting with backwall as builder | ||
+ | :* [removed] stacking gold in trading shop | ||
+ | :* [fixed] spikes retracting on teamy | ||
+ | :* [dev] some build block req text fixes | ||
+ | :* [removed] migrant minimap icon | ||
+ | :* [fixed] migrants + saw = bad news, a bit of a hack though | ||
+ | :* [fixed] migrant forever stun | ||
+ | :* [fixed] migrant respawn too early - requires migrant to be calm for 10s | ||
+ | :* [fixed] migrants dont go back to factories after being spooked | ||
+ | :* [fixed] "this vel" spam in arrow | ||
+ | :* [added] WIP better help texts | ||
+ | :* [fixed] bugs in migrants updating at hall fix (order of operations...) | ||
+ | :* [added] migrant random facing | ||
+ | :* [fixed] potential divide by zero crash in juxta hud | ||
+ | :* [added] work to migrants to make them actually die instead of exploding to spontaneous meat | ||
+ | :* [fixed] migrant corpses count as "able workers" | ||
+ | :* [fixed] needs checking: worker-workshop double-claim issue | ||
+ | :* [modified] trampoline starts unpacked | ||
+ | :* [added] return of the kill log | ||
+ | :* [modified] on spawn you only get ammo if already made in workshop | ||
+ | :* [fixed] hall radius check being on some stupid gigantic distance | ||
+ | :* [removed] a lot of hall update logic on client | ||
+ | :* [added] neutral hall converts instantly | ||
+ | :* [fixed] cannot capture hall cause of migrants | ||
+ | :* [fixed] spawning in halls | ||
+ | :* [added] light to all buildings | ||
+ | :* [added] more self damage from bomb arrows | ||
+ | :* [added] health bar to vehicles | ||
+ | :* [modified] shipments only bring wood | ||
+ | :* [fixed] fix for large width blobs on client | ||
+ | :* [fixed] ammo not taken from factories on warboat | ||
+ | :* [added] better explanation of research | ||
+ | :* [fixed] migrants pickable when static/in hall | ||
+ | :* [fixed] migrants taking too long to go static or respawn (now 1 second) | ||
+ | :* [modified] improvements to tech tree + added temp bakery for healing / mil supplies = bomb + arrow | ||
+ | :* [added] migrants are scared of animals | ||
+ | :* [added] new nicer help msgs | ||
+ | :* [fixed] trampoline is 1px above ground | ||
+ | :* [modified] migrant will still show dead anim if frozen | ||
+ | :* [added] simple ATTACK/DEFEND tasks on Hall | ||
+ | :* [fixed] can't place block on workshop roof | ||
+ | :* [fixed] can get by tunnel to raided hall | ||
+ | :* [fixed] research notifications | ||
+ | :* [fixed] neon player board | ||
+ | :* [modified] drill fits in inventory | ||
+ | :* [modified] tweaks to tech tree | ||
+ | :* [modified] drill does NOT get hot when drilling stone or gold veins (allows collecting mats quickly) | ||
+ | :* [added] extended no build zone for the hall floor | ||
+ | :* [fixed] neutral hall researching | ||
+ | :* [modified] hovering on researched item doesn't highlight it | ||
+ | |||
+ | ===[https://forum.kag2d.com/threads/build-781.14399/ Build 781] (11/Jun/2013) <span id="781"></span>=== | ||
+ | |||
+ | Changes from build 780 to 781: | ||
+ | |||
+ | :* [fixed] player spawning elsewhere than at edge on join game | ||
+ | :* [modified] keg doesn't blast downwards | ||
+ | :* [fixed] ladder eating away mats when placing background wall | ||
+ | :* [added] time threshold for team balance (to prevent poor MM playing as builder from being balanced) | ||
+ | :* [modified] migrants won't spawn when there is a raid | ||
+ | :* [modified] dorm has twice less health | ||
+ | :* [modified] drowning doesn't force you down until the very very end; you can swim longer without speed penalty; dying is faster | ||
+ | :* [added] fire extinguish sounds for fire arrow extinguished | ||
+ | :* [modified] fire arrows bounce off shield | ||
+ | :* [added] knight can protect themselves from fire with shield | ||
+ | :* [fixed] can't unpack crate on no build zones | ||
+ | :* [added] cycling knight bombs with tapping F | ||
+ | :* [added] cycling building blocks with tapping F | ||
+ | :* [added] archer arrow cycling with F | ||
+ | :* [modified] bomb arrows deflect from shields | ||
+ | :* [removed] arrows sticking in shield | ||
+ | :* [modified] swapped barracks and military supplies tech | ||
+ | :* [modified] factory requires 1 dorm to work | ||
+ | :* [modified] mine can't be picked up by enemies; priming time lower | ||
+ | :* [fixed] dinghy, barracks tech requirement description | ||
+ | :* [fixed] sandbox fixed scrolls and research | ||
+ | :* [dev] better ladder fly bug hack fix | ||
+ | :* [added] fire anim to dorm | ||
+ | :* [added] female migrant | ||
+ | :* [fixed] fly ladder bug (hack) | ||
+ | |||
+ | ===[https://forum.kag2d.com/threads/build-780-beta-remade.14373/ Build 780] (10/Jun/2013) <span id="780"></span>=== | ||
Changes from build 762 to 780: | Changes from build 762 to 780: |
Revision as of 22:10, 26 October 2013
Contents
Silent Beta release
Build 806 (3/Jul/2013)
Changes from build 800 to 806:
- Red square
- The fabled red square of yore is back to give some much needed breathing time at the start of matches. We know this will dampen the spirit of a few rushers, but we think most will agree that the game ending in the first 30 seconds due to a stray knight capturing the first hall is pretty annoying.
- Support is back
- Hooray!
- Michal mentioned some changes to it so I'm not really sure what the skybridging situation will be, I'm sure it'll be better than wood tiles all the way across the sky though.
- We're looking into a system based on the thickness of the building as well, but it didn't get finished for tonight.
- Ballista changes
- Ballista bolts do less damage now. Their collision with terrain is kinda janky, that will be fixed soon.
- Explosive bolts are more like a shaped charge than a mini keg.
- We're thinking about making them stationary when firing, so they'd either be a packed mobile spawnpoint or an unpacked spawn and artillery unit
- Spikes changes
- Spikes will only retract if they're built on stone blocks. They're also more expensive. This should make them more of an asset and less of something you want to FILL THE FIELDS with, as well as much more expensive to maintain away from the base.
- Tech tree overhaul
- Two separate branches with a few choices for simpler voting and display and less unpredictable meta
- Random weighting upon match start so the same items dont happen every single game - voting overrides this weighting so you still have control over what you research.
- Minimap Tweaks
- Dead guys dont show up on the minimap.
- Out of screen halls have some special behaviour so you can see if its under raid.
- Out of screen unimportant entities dont stick to the edge of the minimap.
- Ballistae and War boats have a little flag icon on minimap. We might make specific icons for all vehicles in the future, for now just knowing where spawns are is important.
- Scripting API for the minimap stuff has got some more options now
- War boat tweaks
- The inside of the warboat has a ladder now so you can get over the thing with 30 tries.
- Pointing animations and taunts
- The pointing animations when performing emotes are back, with a slight twist
- The builder has flex taunts instead of points, so you can flex while you flex (or 2525).
- Archer has a pointing anim with a bit of camp flair. I think this will annoy some people, but I also think those people take themselves too seriously.
- Knight point anims are largely unchanged so you can still spin your sword right round baby right round.
- Misc Fixes and Tweaks
- The game should have fewer script crashes, and a few minor gameplay things have happened.
- Something to note is a bomb in your pocket will now (rightly) kill you instead of helping you reach new heights. Be advised.
Build 800 (28/Jun/2013)
Changes from build 781 to 800:
- [fixed] vehicle layers do a wild flip the first frame after turning around
- [modified] ballista is rather huge
- [modified] ballista bolt sprite less ugly
- [added] flag to ballista (same as war boat)
- [added] ballista is spawn and change class
- [modified] archer and arrow sprites - work in progress, will need tweaks :)
- [fixed] migrant cant open door
- [fixed] knight picks up burning satchel (hilarious bug)
- [modified] moved crate up in pickup priority
- [fixed] warboat missing from factory on some occasions and magic scroll in there
- [fixed] arrows not colliding with mines
- [modified] cheaper dinghy
- [modified] first tech takes time
- [modified] a bit faster mounted bow
- [modified] menus close by default click outside window
- [modified] drill can drill everything except team stuff
- [modified] heart fall out probability is 3/4
- [modified] if player has food/bread his heart doesn't fall out
- [added] re-packing catapult into crate
- [fixed] some research paths not searched
- [modified] water doesn't stun team players
- [fixed] annoying sound when someone else tries to build in no build zone
- [fixed] research didn't care if it repeated items that weren't voted on.
- [modified] satchel and fire arrows don't burn stuff near team buildings and doors
- [modified] removed redundant scrolls from trader and rearranged a bit
- [fixed] archer controls cancelling shots when they shouldn't
- [modified] reduced burn time for players (not other objects)
- [modified] tech tree
- [added] clearer path indication in research
- [added] hall capture point / spawn / class change / migrant dorm
- [modified] added minimap / moved chat console
- [added] neutral capturable hall
- [fixed] fishy flipping being buggy/stupid (was annoying me)
- [added] hall has storage and research
- [modified] builder builds workshops not buildings
- [added] new war hud
- [added] water and fire to minimap
- [modiifed] smoother catapult movement
- [fixed] halls not sorted in hud
- [fixed] research techs not working for items
- [modified] chat console to the right
- [modified] cata and ballista stronger
- [fixed] arrows going thru cata and ballista
- [fixed] hall taking damage
- [modified] taking stuff out of inv goes into inv
- [added] fade out on hover chat
- [modified] enemies are visible on HUD unless hidden in darkness
- [modified] enemy players dont appear on HUD
- [modified] look of hover player text
- [fixed] reusing scroll
- [added] working hall capture win condition
- [script] new onBlobChangeTeam onBlobDie rules hook
- [fixed] scripts with errors having error even after recompiling on client
- [added] hall gives spawn mats
- [fixed] capture hall team change sync
- [modified] better vehicle capture
- [modified] ballista doesn't show change class near another spawn
- [dev] neutral stuff doesn't show on minimap
- [dev] M key is a toggle for minimap
- [added] using team storage resources is explained in workbench
- [modified] spawn time and shipment time are multiplied by player counts (less players - faster)
- [added] inventory shows full sign
- [modified] materials can stack
- [dev] adjusted HUD to work with mat stacks
- [modified] arrows destroy ladders
- [modified] support requirement is practically removed
- [modified] ladders are stronger
- [fixed] door not opening bug?
- [modified] mounted bow arrows are fast but desintegrate fast
- [modified] mounted bow arrows knock knight shields
- [modified] moved boulder into workbench
- [added] retracting spike traps (!!!)
- [added] hover message for stuff added to inventory and kills (thanks Splittingred)
- [added] hall workers
- [disabled] migrant collisions
- [disabled] migrant brain
- [added] factory powered by claimed migrants
- [added] hall spawns migrants inside self
- [added] migrants work in factories and are passed between factories when one is destroyed
- [added] minimap appearance setup function for use in onInit
- [added] MinimapIcons.png
- [modified] minimap rendering system
- [added] default icon for runner
- [added] icon for hall
- [fixed] offset issue in hud
- [removed] all lame drowning stuff
- [modified] bison is more aggressive
- [modified] bison and shark regen slower
- [added] not picking any block will remove build mode
- [added] help lines for building
- [added] if can't build on blob or sector it shows
- [modified] builder help lines show only when pressed button
- [added] saws destroy other saws (fixes multiple saws together causing crashes)
- [added] migrants flee from factories and are properly "disowned" by their factories
- [added] peasant says "hellow" on moving to factory - super important
- [added] peasant decays when outside owner building and not static
- [added] new hall capturing based on time + GUI for it
- [fixed] migrants go completely awry when scared out of a factory
- [fixed] annoying sound and red area shown when building back walls
- [modified] teamless migrants don't do anything
- [modified] converted migrants calm down
- [fixed] factory startingproduction sound when no tech picked
- [removed] builder cycling blocks with F
- [fixed] starting with backwall as builder
- [removed] stacking gold in trading shop
- [fixed] spikes retracting on teamy
- [dev] some build block req text fixes
- [removed] migrant minimap icon
- [fixed] migrants + saw = bad news, a bit of a hack though
- [fixed] migrant forever stun
- [fixed] migrant respawn too early - requires migrant to be calm for 10s
- [fixed] migrants dont go back to factories after being spooked
- [fixed] "this vel" spam in arrow
- [added] WIP better help texts
- [fixed] bugs in migrants updating at hall fix (order of operations...)
- [added] migrant random facing
- [fixed] potential divide by zero crash in juxta hud
- [added] work to migrants to make them actually die instead of exploding to spontaneous meat
- [fixed] migrant corpses count as "able workers"
- [fixed] needs checking: worker-workshop double-claim issue
- [modified] trampoline starts unpacked
- [added] return of the kill log
- [modified] on spawn you only get ammo if already made in workshop
- [fixed] hall radius check being on some stupid gigantic distance
- [removed] a lot of hall update logic on client
- [added] neutral hall converts instantly
- [fixed] cannot capture hall cause of migrants
- [fixed] spawning in halls
- [added] light to all buildings
- [added] more self damage from bomb arrows
- [added] health bar to vehicles
- [modified] shipments only bring wood
- [fixed] fix for large width blobs on client
- [fixed] ammo not taken from factories on warboat
- [added] better explanation of research
- [fixed] migrants pickable when static/in hall
- [fixed] migrants taking too long to go static or respawn (now 1 second)
- [modified] improvements to tech tree + added temp bakery for healing / mil supplies = bomb + arrow
- [added] migrants are scared of animals
- [added] new nicer help msgs
- [fixed] trampoline is 1px above ground
- [modified] migrant will still show dead anim if frozen
- [added] simple ATTACK/DEFEND tasks on Hall
- [fixed] can't place block on workshop roof
- [fixed] can get by tunnel to raided hall
- [fixed] research notifications
- [fixed] neon player board
- [modified] drill fits in inventory
- [modified] tweaks to tech tree
- [modified] drill does NOT get hot when drilling stone or gold veins (allows collecting mats quickly)
- [added] extended no build zone for the hall floor
- [fixed] neutral hall researching
- [modified] hovering on researched item doesn't highlight it
Build 781 (11/Jun/2013)
Changes from build 780 to 781:
- [fixed] player spawning elsewhere than at edge on join game
- [modified] keg doesn't blast downwards
- [fixed] ladder eating away mats when placing background wall
- [added] time threshold for team balance (to prevent poor MM playing as builder from being balanced)
- [modified] migrants won't spawn when there is a raid
- [modified] dorm has twice less health
- [modified] drowning doesn't force you down until the very very end; you can swim longer without speed penalty; dying is faster
- [added] fire extinguish sounds for fire arrow extinguished
- [modified] fire arrows bounce off shield
- [added] knight can protect themselves from fire with shield
- [fixed] can't unpack crate on no build zones
- [added] cycling knight bombs with tapping F
- [added] cycling building blocks with tapping F
- [added] archer arrow cycling with F
- [modified] bomb arrows deflect from shields
- [removed] arrows sticking in shield
- [modified] swapped barracks and military supplies tech
- [modified] factory requires 1 dorm to work
- [modified] mine can't be picked up by enemies; priming time lower
- [fixed] dinghy, barracks tech requirement description
- [fixed] sandbox fixed scrolls and research
- [dev] better ladder fly bug hack fix
- [added] fire anim to dorm
- [added] female migrant
- [fixed] fly ladder bug (hack)
Build 780 (10/Jun/2013)
Changes from build 762 to 780:
- Dorms
- are built for a migrant / worker to live in them. Migrants are now basically a resource which factories work on. One factory requires 2 dorms with migrants in them. Dorms are also spawns. So if you build a dorm on the frontline, somebody can spawn inside it. It has a limit to the number of spawns however, so you must build more for more people to spawn in the area. Dorms also heal like quarters in classic.
- Research
- there is one research room per-team. Defend it at all costs. Use [E] to vote on the techs you want to get. Not all of them will be research so make smart decisions! The progression of the tree is a WORK IN PROGRESS! It might change.
- Factory
- doesn't require scroll, it just needs tech unlocked in Research Room.
- Trading posts
- still remain on the map. You can still buy tech scrolls for gold and put them in research room. This is a secondary route you can take if your team didn't research a certain technology. Prices are much higher, but there is an additional possibility of exchanging wood/stone for gold
- Warboat
- is now a moving base. you can spawn in them and change class.
- Win condition
- a team loses if their population (migrants + players) goes down to zero and the enemy takes their land. You can see the population counter on HUD and "UNDER ATTACK" when they are on your land.
And many more changes for which there's no public changelog.
Build 762 (24/May/2013)
Changes from build 758 to 762:
- [fixed] splashes not happening sometimes
- [added] fast fatigue and drowning in water
- [added] possibility to save drowners (touch->grab->bring to safety)
- [modified] slower dinghy
- [added] not modded servers filter is on by default (for noobs)
- [added] modded server filtering
- [modified] defaulted file reloader vars are 0 by default (test if this affects performance)
- [fixed] dubstep longboat
- [modified] boat hit stuff force / also doesn't hit materials
- [modified] improved water splash effects
- [fixed] workbench anti-spam bugs
- [fixed][script] some warnings in WAR.as and TDM.as
- [fixed] 0001118: Take Stuff Out Of Storage From Far Away
- [fixed] 0001121: Game Crash when going from one crate to the other while holding C
- [script] scripts cannot get any engine dead or net killed objects
- [fixed] get inside icon not appearing on empty crate
- [fixed] boat hitting and hurting team players
- [fixed] beep playing for all when anti-spam in workbench
- [fixed] stone technology not being team based
- [fixed] shark being a feather and flying away on boat hit
- [fixed] cake not having cake icon
- [modified] warmiddleisland map to have a proper big middle island
- [modified] WAR spawn times increase if killed near map edge
- [modified] WAR spawn times increase if all barracks destroyed
- [fixed] trader menus appearing empty sometimes on map change
- [added] stone construction technology scroll for building stone stuff
- [fixed] empty strings going into chat/console history
- [fixed] Siege Weaponry can be detached from boats (1105)
- [modified] kegs and bombs bounce less so they dont suck when throwing at a wall
- [fixed] admin collapse messages
- [fixed] drill not assigning kills to owner
- [fixed] buttons of destroyed objects still remaining (1049)
- [fixed] able to team kill with boulders and dinghies
- [fixed] archers can't make arrows out of trees in certain positions (1091)
- [modified] less range for archer stab, slightly faster
- [fixed] When scrolling down the disclaimer, the text will stop at "NO WARRANTY" (1110)
- [fixed] Trap blocks do not stop light (1113)
- [fixed] can ride shark while being in crate (1116)
- [fixed] warboat water sounds and splashes
- [added] knight sword attack distance is dependent on speed and direction of jab/slash
- [modified] can steer shark a bit while riding him
- [added] riding shark onto surface will result in picking the shark in hands
- [added] action2 (RMB) cancels archer arrow charge
- [fixed] vehicle bullets not counting as player kills
- [added] bison
- [script] refactored some aquatic animal scripts to use with land animals
- [fixed] Workbench will fit in three tile space but a block on either side will not be able to be mined (1087)
- [fixed] tooltips appearing for unreachable objects (1079)
- [modified][fixed] can't put crate in another crate now
- [fixed] being able to use scripts from previous modded server
- [fixed] not being able ride shark in water
- [added] crate with building icons
- [fixed] being able to turn warboat singlehandedly
- [modified] builder doesnt get gold on spawn
- [modified] builder inventory icon less ugly
- [fixed] workbench taking mats but not building (for real now)
- [added] anti-spam for building/buying too much stuff in the same place
Build 758 (17/May/2013)
Changes from build 753 to 758:
- [modified] added custom frames for scrolls
- [modified] pickup is dependent on mouse cursor distance to picked object
- [modified] the highlighted object is the one that is gonna get picked up
- [fixed] aim cursor not appearing when in gunner seat
- [fixed] ballista aiming animation not showing when pressed fire
- [fixed] ballista bolt sprite direction
- [modifed] boats destroy doors and blocks easily
- [added] greetings texts in Sandbox and Skirmish
- [modified] dinghy pickup offset
- [fixed] not being able to fill bucket after 1 or 2 splashes (1099)
- [fixed] selecting block too fast results in no selection (1106)
- [added] crates use factory/scroll icon
- [fixed][script] not being able to setframe of object if has no anims
- [added] spawn immunity in TDM for 3 secs when on spawn
- [fixed] crate collision lameness
- [fixed] 1056 crate falls through most things
- [script] new Rules hook "f32 onPlayerTakeDamage( CRules@ this, CPlayer@ victim, CPlayer@ attacker, f32 DamageScale )"
- [modified] TDM: coins are given for damage
- [modified] decreased arrow pack amount to 20
- [fixed] losing inventory on class change in TDM
- [modified] TDM time limit increased to 3 mins
- [fixed] trader animation wrong when dead
- [fixed] being able to get inside vehicle/bow that was carried
- [fixed] able to buy from trader when he is dead
- [fixed] space cancels building blob
- [modified] sprite lighting to be black at night
- [fixed] rcon %s crash
- [fixed] builder anim overrides fire anim
- [fixed] fire anim z offset
- [added] working billboard layer for factory
- [added] action3 [SPACE] eats food in inventory or hands
- [fixed] satchel help apearing for all
- [added] can press space to activate inventory objects (minikeg, eat food)
- [added] shark riding
- [added] scrolls go out of stock for 10 mins when bought
- [modified] all TDM maps include trading shops
- [modified] full power arrow doesn't knock shield down
- [added] buying items from trading post for coins
- [added] coins to HUD if available
- [fixed] Seclevs don't work. (Only tested on solo!)
- [modified] HUD in the bottom displays exact inventory items
- [added] weapon items to TDM shop
- [modified] trading post does not dissapear after being destroyed
- [modifed] new revised TDM Ommadawn map
- [modified] more red flash on hit
- [fixed] no spawns on next map
Build 753 (12/May/2013)
Changes from build 752 to 753:
- [added] priority pickups - (explosives > combat items > regular items > materials)
- [added] support for cyclical item category pickup [/COLOR]
- [modified] more red flash on hit
- [fixed] no spawns on next map
- [fixed] infinite resources when building doors, traps...
- [fixed] knight bot AI
- [fixed] infinite respawn on match start
Build 752 (11/May/2013)
Changes from build 748 to 752:
- [added] AUTOBALANCE HANDLING SCRIPT
- [modified] knight slash is faster; smaller double slash window
- [fixed] autoupdater failing to copy version.txt
- [modified] catapult costs more
- [fixed] Storages are shared between teams (1017)
- [fixed] alt+f4 making screenshot
- [dev] trying a fix for the box2d aabb
- [added] boat sinking sound
- [modified] archer stab plays stabs ound only if hit something
- [fixed] annoying sound played when holding bomb and pressing action1
- [fixed] light up sound played when firing normal arrow
- [fixed] being able to modify scripts and join with them on server (1050)
- [added] audio cues for bombs/kegs about to explode (hiss speeds up)
- [modified] archer is slower while charging (.7 -> .6 factor)
- [modified] run speed now scaled more when going backwards
- [fixed] dead knights can still block attacks (shield hit now fails if blob is dead)
- [modified] dynamic foreground every 10 ticks instead of 3
- [fixed] default tdm time 2 minutes now
- [modified] stabilized boats on surface movement
- [fixed] !bot cmd working for everybody
- There were a lot more changes between these two builds but there is no public record about it...
Build 748 (3/May/2013)
- First silent beta release