In Memory of Kouji

Kouji, one of the KAG Forum Administrators has passed away as a result of a stroke.

Kouji will be sorely missed by all of us and impossible to replace. You can learn more about what happened and pay your respects in this forum thread.

Max/Geti

 

[soldat] SWC 2014 Sign Ups Are Open

My fellow Soldateers all around the world,

I am happy to announce that Soldat’s World Cup is about to return for it’s 2014 version.

The most important information comes first: Sign-ups will open today, 17th of June and the cup will start on 1st of August.

Mixed national teams

As we are pretty much aware of the activity loss in Soldat we decided to be a bit more lenient with “mixed national teams”. However, this does also depend on the level of activity and the amount of signed up countries. We will make a final decision regarding this once we reach the final stage of the sign-up time which probably is around the start of the final week of sign ups (starting friday, 25th of July). Yet the chances are good that we might allow people to merge, even if they’re not from the same country. We don’t know any details yet, but we will keep you updated.

Multiple teams

Of course we will allow multiple teams once again this year. The way we deal with multiple team will not change significantly compared to last year, which means:

- Pre-qualification matches will be played until the start of the cup, 1st of August. This deadline is final. We will not allow these matches to interfere with our schedule. Additionally, signing up multiple teams for a single country is limited to until friday, 25th of July to ensure that all matches are played in time

That means if you have multiple teams in your country they should all sign-up as soon as possible in order to allow as fluent as possible a run for the cup.

Example:

Poland A signs up in the first week of sign-ups.
Poland B signs up in the second week of sign-ups.

Poland B is too late, hence Poland A will be considered as Poland’s official representive. Poland A could then decide whether they would want to recruit members of Poland B.

Poland A signs up in the first week of sign-ups.
Poland B signs up in the first week of sign-ups.

In this case both teams will face each other before the end of the sign up phase. The winner is also allowed to take in players from the other team if they want to.

That’s it for now. Now get on IRC and search for all those country-mates of yours and gather them to participate in SWC. Let’s hope for an active and enjoyable world cup!

Good luck to everyone.


//Original post by ymmees can be found here.

Cheers,
Furai

 

Build 1180 - Shop, Boat, Map, Coin Tweaks and Many Fixes

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.

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  • 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.
  • Map Changes
    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"

Have Fun!

Geti/Max

 

Sangfroid Montage - Tender is the Knight

For anyone wondering about the current state-of-the-art in knighting, this is it, set to nice music courtesy of KAG Player Sangfroid! Sick keg drops, massive streaks, and an unbelievable capture denial make this a must watch.

Enjoy!

 

Trench Wars Preview

Alpha gameplay of our current project, working title “Trench Wars”.

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Despite the run and gun gameplay shown here there’s also a healthy amount of humour mixed in with the class based fighting and epic explosions.

 

Play - experience - transcendence

Transhumanism is the movement towards becoming a better human. It achieves this with the use of technology. I see computer games as an important tool that can aid us in evolution and the development of our consciousness.

Transhuman Design’s goal is to aid everybody in their evolution by providing experiences that make them better, faster, stronger and more conscious human beings.

By playing games you can become a better woman or man. You can have experiences you would never have had in your normal waking life. You can become faster by playing games – think faster and have better reflexes. You can become stronger in your will and your logic. You can learn the joy of competitiveness and the usefulness of collaboration.

Games are a gym for the mind. A gym that can be shared with people from around the world from all cultures. The ultimate lesson games provide is that all of humanity is sewed from the same cloth. We all like fun, we all have the same emotions when playing good games. This is what unites us all and what games can teach us.

The challenge is to create such experiences that provide emotions in an impactful way, whether it is joy, sadness, happiness, fear or love. Transhuman Design strives to spark these emotions by making better games everyday. This is what makes us and people that play our games better humans. This is how we become – Transhuman.

MM

 

Update on the THD.VG story + Patch estimates for KAG

Currently thd.vg is still not available, and the plan is for it to be re-aquired by us following the previous registrar going bust. We’re looking for ways to speed this up, considering that we’re the previous owner.


thd.vg emails will still not work as a result and will reply with that annoying MAILER DAEMON - FAILURE message. There’s nothing we can do about this in the short term. The most important thing to remember is you can email support@kag2d.com for support queries.


transhumandesign.net, transhumandesign.org and transhumandesign.pl have been registered (amidst quite a lot of intra-company debate about what domain to go with), and we’re talking with the owner of transhumandesign.com about acquiring it - we’re still debating what we should use as a core domain to avoid this big mess happening again; ideally we’d like a core domain that’s short and uses a time-proven top level domain - the issue with thd.vg is a result of political issues surrounding the .vg TLD.


Our build server has been unavailable through this time, though Ryan/FliesLikeABrick and Joe/jrgp have been working on getting it going again so we can test and release updates.


A patch for KAG should make it out next week, luck withholding. Included in the patch are some boat changes (increased speed, ramming ability moved from war boat to long boat), some more CTF Map changes, votekick improvements (can abstain from voting, and the message is a bit smaller), a crash fix or two, a handful of community fixes to things like workshops and spike kills, and some minor modding fixes; more modding fixes will come in a later patch as a result of some side project development.


Max/Geti