Hey Everyone,
This is a minor build with a small pass of fixes for issues that came up with the last build.
The terrain resolution stuff has been replaced (again!) as the previous approach was causing lots of troubles. This one basically tries a widening search for a "safe" location, but because an exhaustive search would be incredibly CPU-intensive, it tries a stochastic (partly random) search. This means it will not always find optimal solutions and there's still "jumping"/"teleporting" - but hopefully it's "good enough" for the rare cases you get stuck in terrain anyway.
Let us know if you have new troubles with this new approach! If there's still major trouble, we'll go back to the original solution. Finding a good, reliable solution for this that works with the existing physics implementation and over the network is a nightmare. If it turns out to be a beehive, we'd rather go back to a known-tolerable solution than keep kicking it.
Other Fixes and changes in this build:
Vote pass/fail rules changed
there's been a lot of complaints about this one, so we've tried another system suggested by the community. To pass, the yes votes must at least outnumber the no votes by 2. This still works with low participation (2 votes vs 0, or 3 votes vs 1) but requires a firm majority. We'll open discussion on a better solution for this long term as soon as we can.
Boulders not attributing kills has been fixed.
Arrows no longer collide with hearts
There's some disagreement within the team about exactly how these should behave, but for this build at least, arrows do not collide with hearts, and have a smaller collision shape as well.
A few GUI tweaks to fix things that were out of alignment and hard to read.
Fixed crates falling through platforms.
Let us know what you think, and Have Fun!
Max
Full Changelog:
Game Changes:
[fixed] crate falls through platform
[fixed?] potential fix for "stun stuck" bug - not certain!
[modified] vote pass rules - now requires yes > no + 1
[removed] arrows colliding with hearts
[reduced] size of heart collisions
[fixed] boulder doesn't attribute kills
[modified] ctf respawn time drawn in bigger font
[modified] centred inventory amounts printout
Engine Changes:
[added] different (stochastic) stuck-in-map resolution
[ 2016-11-25 10:08:54 CET ][ Original post ]
If you like total freedom in the way you conquer the enemy this is the ultimate war game for you. Build freeform constructions as a medieval Builder, fight in sword duels as a Knight or snipe with your bow as an Archer. KAG blends the cooperative aspects of Lost Vikings, mashes them with the full destructibility of Worms and the visual style and action of Metal Slug, brought to you by the creators of Soldat.
Build Defenses With Freeform Building
Destroy the enemy castles with physics and explosives
Freedom to move by land, water, dig tunnels or fly in the air
Use the environment to burn or drown enemies
Interact with a living animal and plant world
Drive siege machines with your teammates
Fight with 32 unpredictable humans in multiplayer
Freely change to one of 3 distinct classes
Singleplayer, cooperative and competitive game modes
Customize with 60+ unique heads
Create your own adventure with community created mods & scripts
MINIMAL SETUP
OS: Ubuntu 20.04 or later
Processor: 1.5 GhzMemory: 1 GB RAM
Memory: 1 GB RAM
Graphics: 64MB IntegratedNetwork: Broadband Internet connection
Storage: 256 MB available space
RECOMMENDED SETUP
OS: Ubuntu 20.04 or later
Processor: Intel Core i5 2.1GHzMemory: 2 GB RAM
Memory: 2 GB RAM
Graphics: 512MB DedicatedNetwork: Broadband Internet connection