Difference between revisions of "Version history"

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(Public beta added)
(Added build 866)
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==Public Beta release==
 
==Public Beta release==
 +
 +
===[http://devlog.kag2d.com/post/59811114045/build-866-interim-patch-lots-of-changes Build 866] (13/Aug/2013) <span id="866"></span>===
 +
 +
Changes from build 847 to 866:
 +
 +
:* Archer changes:
 +
::* Legolas shot, grapple hook, more fragile health among others! Pew pew, swing swing. It’s a whole new feel for the class, and it’s just getting started. We’ll continue tweaking and hopefully adding a bit of power after its had some more thorough public testing!
 +
:* Boat changes:
 +
::* No more bashing team-mates with stolen boats before they convert! Dinghies don’t crush stuff! All sorts of good things.
 +
:* Hall Changes:
 +
::* Halls can be flooded to turn them neutral again! We’re working on a way to work units into the mix, but it didn’t stand up to testing so at the moment it’s turned off.
 +
:* Princess Mode:
 +
::* Currently in a half-finished port between the old huge huge map and the new level format there are some bugs (scores dont save or display properly properly) and some annoying map layout issues that will be fixed asap. Fortunately once the bugs there are ironed out the co-op challenge mode will be ready to rock in multiplayer!
 +
:* Death camera:
 +
::* Also currently work in progress, MM didn’t quite complete it before he left :^( very sorry to those stuck looking at trees over the weekend! We’ll be evaluating weather to keep some form of this or not in the next few days, it will need a lot of changes if it’s to keep though.
 +
:* Drill Changes:
 +
::* Doesn’t work particularly well under water, cools a bit slower, still doesn’t heat up when actually digging materials. This is to encourage using it for breaching and gathering instead of digging under the map for 20 hours in waist high water.
 +
:* Walljump Changes:
 +
::* You can now wall run vertically for quite some distance, and only jump if you aren’t pressing towards the wall. This means overhangs are mandatory on any wall you dont want people getting over, and means getting out of pits and over ledges is much simpler. We’re considering making this a hold jump option (and will be toning down the height you can make with it).
 +
:* Server Browser Changes:
 +
::* The server browser has been pre-emptively split into co-coperative and competitive tabs that sort on gamemode. This will be more relevant once the challenge multiplayer is released.
 +
:* Starter changes:
 +
::* The starter now looks nicer and doesn’t have an inside-out twitter feed.
  
 
===[http://devlog.kag2d.com/post/58146819492/b847-shark-noms-balance-tweaks-map-changes Build 847] (13/Aug/2013) <span id="847"></span>===
 
===[http://devlog.kag2d.com/post/58146819492/b847-shark-noms-balance-tweaks-map-changes Build 847] (13/Aug/2013) <span id="847"></span>===

Revision as of 23:32, 26 October 2013

Public Beta release

Build 866 (13/Aug/2013)

Changes from build 847 to 866:

  • Archer changes:
  • Legolas shot, grapple hook, more fragile health among others! Pew pew, swing swing. It’s a whole new feel for the class, and it’s just getting started. We’ll continue tweaking and hopefully adding a bit of power after its had some more thorough public testing!
  • Boat changes:
  • No more bashing team-mates with stolen boats before they convert! Dinghies don’t crush stuff! All sorts of good things.
  • Hall Changes:
  • Halls can be flooded to turn them neutral again! We’re working on a way to work units into the mix, but it didn’t stand up to testing so at the moment it’s turned off.
  • Princess Mode:
  • Currently in a half-finished port between the old huge huge map and the new level format there are some bugs (scores dont save or display properly properly) and some annoying map layout issues that will be fixed asap. Fortunately once the bugs there are ironed out the co-op challenge mode will be ready to rock in multiplayer!
  • Death camera:
  • Also currently work in progress, MM didn’t quite complete it before he left :^( very sorry to those stuck looking at trees over the weekend! We’ll be evaluating weather to keep some form of this or not in the next few days, it will need a lot of changes if it’s to keep though.
  • Drill Changes:
  • Doesn’t work particularly well under water, cools a bit slower, still doesn’t heat up when actually digging materials. This is to encourage using it for breaching and gathering instead of digging under the map for 20 hours in waist high water.
  • Walljump Changes:
  • You can now wall run vertically for quite some distance, and only jump if you aren’t pressing towards the wall. This means overhangs are mandatory on any wall you dont want people getting over, and means getting out of pits and over ledges is much simpler. We’re considering making this a hold jump option (and will be toning down the height you can make with it).
  • Server Browser Changes:
  • The server browser has been pre-emptively split into co-coperative and competitive tabs that sort on gamemode. This will be more relevant once the challenge multiplayer is released.
  • Starter changes:
  • The starter now looks nicer and doesn’t have an inside-out twitter feed.

Build 847 (13/Aug/2013)

Changes from build 844 to 847:

  • [fixed] vaulting is broken
  • [modified] archer fletches 2 arrows from trees etc
  • [modified] moved warboat to its own folder in boats
  • [removed] satchel
  • [fixed] knight can cut tiles he shouldn't be able to
  • [modified] background image for installer
  • [modified] kag.ico has updated knight in it
  • [modified] bombs and water bombs change team when picked up - so you can toss bombs back and damage enemies
  • [fixed] getting out of water
  • [modified] changed jump anims a little
  • [modified] a bunch of war maps have more bedrock now as temp measure vs extremeterrain erosion
  • [modified] updated PNG loader to include everything again (thanks jackitch)
  • [modified] boats make much more damage when hitting enemies from all angles
  • [added] attached vehicles convert too on capture
  • [fixed] archer climbing trees newly grown trees on network
  • [modified] easier to get out of water against wall
  • [added] shield sliding (point mouse down and use shield while dropping at high speed)
  • [added] visual indicator of vehicle capture
  • [added] logs can be used as catapult ammo against infantry
  • [removed] debug mode from regular players
  • [fixed] crates not unpacking in water and on boats
  • [fixed] autoupdate_ignore_custom.cfg (1231)
  • [fixed] able to log into someone elses account on a shared PC (1232)
  • [fixed] mine goes through doors
  • [added] shark chomp anim
  • [added] getDistanceTo(CBlob@ other) in CBlob

Build 844 (9/Aug/2013)

Changes from build 840 to 844:

  • [fixed] trampoline not bouncing objects online
  • [fixed] server crash for real now
  • [fixed] possible to cross red barrier in vehicle
  • [fixed] chat colors in console
  • [fixed] hitinfos missing some times, need to optimise a lot though
  • [modified] trees no longer hurt players when they fall on them
  • [modified] trees hit ground earlier to prevent logs jammed in walls etc.
  • [added] tags for things that block knight attacks instead of some obscure check - fixed #1096
  • [modified] knights can break dirt without having cursor too close
  • [modified] back ladder zone on warboat is visible
  • [fixed] knight can attack through doors/traps
  • [modified] fixed water not going to the edge of the map
  • [modified] satchel sprite to be less like bread, needs complete overhaul
  • [added] behind when attached script for blobs to appear behind parent when attached
  • [modified] bomb, satchel, keg appear behind character at shoulder (like classic)
  • [modified] keg fuse is easier to see
  • [added] autoupdate_ignore_custom.cfg to default installation
  • [modified] water bomb behind when attached too
  • [added] more smoke effects when stone and wood destructed
  • [modified] pick spawn menu is in lower part of screen
  • [modified] pick spawn menu vanishes after clicking
  • [fixed] server LAG warnings not appearing in console
  • [modified] trampolines are much better for construction and still allow big jumps, might need TDM maps etc modified though.
  • [modified] trampolines have controlled height - press down for less bounce up for more.
  • [fixed] annoying knight bombs changing when you still have some of the currently selected one
  • [modified] chatcommon can summon scrolls with names that have spaces
  • [fixed] incorrectly handled non-truncated links from twitter - launcher bug

Build 840 (6/Aug/2013)

Changes from build 837 to 840:

  • [fixed] trader material exchange
  • [modiifed] boats more reliably destruct doors
  • [fixed] spectator chat not being gray
  • [modified] blademire ridge has smaller distances between halls and is less jagged
  • [modified] more map tweaks and shortening
  • [modified] most maps have shorter water and distance to halls
  • [modified] shark and bison regens a bit longer
  • [added] EarthMoving WAR map
  • [modified] jungle map has lower halls, is smaller, has 2 underground halls (total 5)
  • [added] new map Voyager to WAR mapcycle
  • [added] first team hall added on WAR map has research
  • [fixed] reverted knight animation optimisation stuff, hopefully fixed "stuck" wallsliding anim
  • [fixed] infinite walljumping while shieldgliding
  • [modified] dinghy can be picked up when not on map if it's out of the water
  • [modified] cant pickup dinghy with someone in it
  • [modified] cant pickup dinghy unless its touching the map (ie at side of lake or on ground)
  • [modified] warboat ladder area now visible on sprite
  • [fixed] boulder breaking bedrock/other natural tiles
  • [modified] cant climb on held ladders (too many issues)

Build 837 (3/Aug/2013)

Changes from build 836 to 837:

  • [fixed] flooding in murkshire hills
  • [modified] autoupdate occurs before reading the news
  • [modified] knight super slash throws like regular slash
  • [modified] knight movement with sword is less slow (fixed old code)
  • [modified] double slash movement less restricted - allows lots of parkour
  • [modified] archers slightly faster while drawing arrow (0.7 slow instead of 0.6)
  • [removed] almost all slowness in air
  • [fixed] infinite walljumping

Build 836 (2/Aug/2013)

Changes from build 835 to 836:

  • [modified] increase bomb tech time and decreased pyro tech time
  • [modified] boats now have specific icons in minimap
  • [fixed] boat sprite goes skew when turning around and probably more related bugs
  • [fixed] fall damage and sounds
  • [fixed] stomping
  • [fixed] other issues because of getVelocity() fix in scripts
  • [added] keg explodes on impact when lit and launched from cata
  • [modified] lowered warmup mats a bit
  • [fixed] other builders not auto-picking dropped builder mats
  • [removed] trading mats for gold in TTH
  • [modified] boats dont collide with mats
  • [modified] faster decaying
  • LOTS of optimizations in scripts, physics and network code performance.

Build 835 (1/Aug/2013)

Changes from build 834 to 835:

  • [modified] necromancer orbs more dangerous
  • [modified] challenge level bugs fixed
  • [fixed] arrow does only 0.5 damage or sometimes none, and sometimes misses shield
  • [added] special case ignore parent facing code for layers that shouldn’t turn when parent sprite turns
  • [fixed] arrow turns wrong way when shot blob turns around
  • [modified] stun from arrows only when they’re full charge (less flinch from weak arrows)
  • [fixed] cata rocks doing piss weak damage
  • [fixed] workbench expiring in 2 seconds
  • [modified] trees dont clip tilemap so much (or at least look nicer while doing it, and provide more places to hide)
  • [fixed] walljump fumbling
  • [fixed] building spikes in no build zone
  • [script] fixed crash in sprite onTick when blob had an error
  • [modified] faster hall capture in single
  • [modified] hopefully better boat collisions
  • [added] easier access to warboat rear
  • [fixed] bomb destroying bedrock
  • [added] camera centers to middle ofmap on map change
  • [modified] reshuffled default map cycle
  • [fixed] unable to pack catapult
  • [modified] can’t pack catapult with ppl inside of it
  • [fixed] drill sound in inventory

Build 834 (31/Jul/2013)

Changes from build 830 to 834:

  • [fixed] twitter feed messages ignoring escapes like '
  • [fixed] spikes stacking
  • [fixed] saw animation
  • [fixed] mounted bow cant shoot backwards on vehicle
  • [modified] arrows smash into smaller gibs rather than big wood ones
  • [fixed] gib randomisation sucks
  • [fixed] mounted bow jitter in 2 high spaces
  • [fixed] saw rotation inconsistencies
  • [added] way funnier princess name >:^)
  • [modified] warboat hp buffed +50%
  • [modified] bombs can go through 1x1 holes again
  • [fixed] water bombs collide with people again
  • [fixed] bombs dont go through shielded enemies now (makes it easier to bombjump enemy bombs reactively)
  • [modified] single player section quite a bit, necromancer section is a little harder but more straightforward
  • [fixed] support issues when building on doors
  • [fixed] trap blocks not destructing when fallen on trap blocks
  • [added] trap block gibs
  • [fixed] flying when suicide
  • [removed] put in backpack help text
  • [fixed] help texts wrapping counter and showing again after some time
  • [fixed] can’t destroy blocks where ladder is
  • [fixed] ladder water leak
  • [fixed] not being able to destroy block under ladder
  • [modified] hall class change and factory buttons are unavaiable unless you are inside the room
  • [fixed] can access hall inventory as other team
  • [modified] hall buttons except research dont work from outside (so you can still vote when far away)
  • [modified] stronger longboat
  • [added] saw scroll to trader
  • [fixed] door collapses sometimes not happening
  • [fixed] spikes invisible bug
  • [modified] spikes more visible when retracted
  • [modified] spikes do 0.5 damage
  • [modified] spikes auto-restab (dont get trapped in spike pit)
  • [modified] spikes have delay on their stab
  • [modified] challenge map some more

Build 830 (27/Jul/2013)

  • First Public Beta release (build 830 made public)

Silent Beta release

Build 830 (27/Jul/2013)

Changes from build 827 to 830:

  • [fixed] game mode wierdness in browser
  • [fixed] player chat not appearing when dead
  • [fixed] chat text overlapping to the right
  • [modified] ATTACK/DEFEND signs disappear after 10 secs after respawn
  • [fixed] knight shield not going down from mounted bow
  • [modified] bread to be a burger (graphic was too similar to satchel)
  • [fixed] stuff falling our of corpses
  • [modified] keg can't be put into inventory
  • [script] added shape.checkCollisionsAgain to check collisions once again - fixes corpses sticking and boulder traps not falling
  • [modified] more burgers
  • [added] knights can damage doors and platforms
  • [modified] wooden doors are a bit more resistant to bombs
  • [modified] new players join in nearest hall not at edge
  • [modified] improved knight dirt digging
  • [added] knight can destroy broken/cracked wood tiles
  • [modified] builder hitting is 200x better
  • [fixed] vehicle name always appearing when riding it
  • [fixed] anims getting frozen on (removed wallsliding anims)
  • [script][fixed] blob.setVelocity( blob.getVelocity() );
  • [fixed] drill can drill no build zone
  • [fixed] "minty" tears caused by wrong team specified for emote bubble sprite
  • [modified] saw has team colour
  • [added] saw is only pickable from underneath if you are enemy

Build 827 (24/Jul/2013)

Changes from build 825 to 827:

  • [modified] renamed WAR to Take The Halls
  • [modified] halls take twice as long to capture
  • [added] very frequent supplies shipment during warmup
  • [modified] increased warmup to 4 mins
  • [added] game mode and server name display on join game
  • [removed] collision with platforms for boats
  • [fixed] trader buy help
  • [fixed] hall pick menu staying after team change
  • [fixed] menu windows title position
  • [fixed] modded and passworded buttons appearance in server browser
  • [removed] buggy migrant screaming
  • [fixed] 2 same types of help messages appearing
  • [modified] trader isn't invincible when not on post
  • [modified] can't build under trading post
  • [added] Q button to help image

Build 825 (22/Jul/2013)

Changes from build 813 to 825:

  • new SINGLE PLAYER CHALLENGE called "SAVE THE PRINCESS"
  • DRM single player
  • lots of scripts optimizations to increase server performance
  • improved spikes collision
  • possible to avoid spikes retracting when moving very very slowly
  • trap blocks open trap blocks above them - eg. can build ceiling traps with boulder
  • fixed platforms and materials taking jab/slash damage
  • new help image in ESC menu
  • lots of tweaks to help messages (F1)
  • minimap dissapears on mouse hover
  • trader is invincible (just a temporary solution)
  • bison AI fixed a lot (he still jumps insanely though)
  • added health bars to shark and bison
  • boulder crushes when on top of player

Build 813 (10/Jul/2013)

Changes from build 808 to 813:

  • can pick spawn point while waiting for respawn
  • fixed twitter feed in launcher
  • it says "no spawns available" available instead of "respawning in..." when no halls
  • fixed archer arrow selection
  • added fire emoticon
  • fixed duplicating wood on workshop build

Build 808 (5/Jul/2013)

Changes from build 806 to 808:

  • [modified] factory can have tech set by anyone (really annoying when you're knight and builder didn't finish the job)
  • [fixed] a few issues with bomb arrow stick
  • [fixed] pause in menu in singleplayer
  • [fixed] not able to build backwall on some objects
  • [added] bomb arrows stick in visually
  • [added] archer can detach bomb arrow with knife
  • [fixed] bomb arrow hitting bomb resets bomb timer
  • [modified] bomb only collides with shielding enemy knights, less "OMG" acciental griefing
  • [modified] can carry less ammo - especially for special ammos (spam/ammo hog reduction).
  • [added] Arcrave's bombjumping
  • [fixed] hilarious/idiot scoreboard getting frozen on screen then bugged gone forever
  • [fixed] mine doesn't collide with door
  • [removed] underwater sound effects (lags for some ppl)
  • [added] keg explosion is thicker and meatier
  • [added] keg explosion dominates even stone doors
  • [modified] drill is more expensive and less durable
  • [modified] trap is a bit more expensive
  • [fixed] vehicles unpacking in the air
  • [modified] crises map a little
  • [fixed] knight firing bomb when something in hands and Space pressed
  • [modified] picking up bomb will set that for knight
  • [dev] tweaks to pickup
  • [fixed] warboat mast climbing
  • [added] corpses don't collide with arrows and dont interfer with building
  • [modified] tweaked priority pickups
  • [dev] cursors back in videorecording mode
  • [fixed] possible bug for workshops not producing on client
  • [added] scroll of carnage and drought to trader
  • [fixed] scroll with drill not working in hall
  • [fixed] hall helps overlapping GUI
  • [removed] factories from GUI
  • [added] missing derp and note emoticons
  • [modified] hall underwater captures fast
  • [added] bomb doesn't damage dirt tiles as much
  • [fixed] accidental archer
  • [fixed] dead migrant wasn't replaced until it gibs or decays (also known as lazy human resources department)
  • [modified] way ballista collides with map (no more warping through)
  • [fixed] red barrier after game end
  • [added] bomb kills you if it goes off in your pocket

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