This week has been super busy developing many new features. One of the biggest new features under development is the new farming system.
The Farming system is coming along really well. You can use a hoe to place a plot on suitable land, once placed the plot can be seeded with many types of vegetables and food. We were inspired by Harvest Moon for Farming.
When a plot is placed right next to another, they will align on a grid. When you attempt to place a plot near blocks, the plot grid will “snap” to the block grid, allowing you to line up with structures if you so choose. This system allows you to place farm grids at any angle, allowing for an organic feel of placement. The plots the same size as a block. Plots can be watered by the player via a watering can and by rain. Using a scythe to harvest hay is more efficient, as it does not require replanting the hay. It takes time for your plants to grow. You will want to protect your farms from other players as well.
Seeds can be found naturally throughout the world or in crates in the plague village. We are also re-balancing all the food items in the game to be more sensible. Berries will respawn at a much slower rate, be less numerous, and have less nutrition.The animation to eat & drink will also be sped up a fair amount. These changes have been a long time coming, as we wanted to wait until farming was in so we could really focus on it and do it all at once.
Farming, Hunting, Fishing, or Bread Making + Watering Well are both very viable options to keep yourself and your guild mates fed well.
Work on females is going well. You will be able to select the female character in the character customization screen. There will be 2 different head types, alongside some different voice packs. Females will have a unique underwear, and the lower end gear accommodates the female body type. Higher end gear will remain the same (leather, iron, steel) as it is generally unisex.
Were also working on many new Steel helmet types to give players much more variety. Jester hats are also being implemented.
EAC also released a new update to combat the a new hack that cropped up over the past couple weeks. Hundreds of accounts have also been perma-banned for hacking.
The next update is on track to release 3 weeks from now, as we need extra time due to the complexity and large amount of new features.
Enjoy your weekend of gaming,
- The Code}{atch Team
ROK Update Alpha 21
This update introduces some new systems in the game. Kicking and fishing have been fully implemented. This update will require a wipe on official and community servers due to changed internal paging systems.
The fishing system has been fully integrated into the game. By crafting a fishing rod, you can take to the ocean or lake and go fishing. Fishing is done off the coast or on a player made dock. You can cast, reel, and wiggle your line in hopes of snagging that amazing fish. When the line is cast, you can see it underwater, and try and target the fish by moving the rod or raising/lowering your lure. Different fish are more attracted to different baits. Upon a fish biting, you will want to move the rod quickly to snag it, and then start reeling it in. Fish will fight the player to escape, so you will need to keep the line tension at a happy medium while reeling in.
Kicking has also been implemented. A swift kick will break through another players defenses, giving you the opportunity to land a blow to the head. But be careful, a poorly timed kick can leave you vulnerable! A kick will also apply a satisfying knockback force.
Players can also now properly report other offending players using the ESC menu. A number of bug fixes have also been put in. The paging backend system also had some changes done to help make the loading process more stable, so players hopefully no longer have a chance of falling through the terrain on load.
We also fixed a major exploit with the plague village that was brought to our attention. Thanks to everyone who takes the time to email us an exploit report. We take exploits, bug fixes, and optimization seriously, and if you want to report an exploit, or hacker, and learn about our process, please read this thread:
There has been some increased hacking issues lately, EAC is working on an up-front fix, and is currently banning any players detected for using it. Please remember that any hackers caught will have their access to the game perma-banned.
Please follow this guide for updating your community server:
We are working on many new things for the next update. The next update is expected to be our final alpha update, and it will be 4 weeks away due to the massive amount of features we will be implementing in it. After the next update, the beta period will start. We believe the beta period will run until December, which is outlined in the earlier path to completion post:
Some of the new features & content that will be in the final alpha update - Female Character Option, Farming System, Spears, Hunger/Thirst/Food re-balancing, Player Hit Reactions, Ability to connect to a dedicated server with a remote console (Rcon), Anti-Hack Report System, Long Drawbridge, Jester Hats, New Steel Helmets, More Guild Icons, and more. We are excited about finishing and releasing these new features and then focusing on polishing, fixing bugs & balance, and adding further server customization, during the beta period.
Features:
- Implemented kicking. Can kick using "T".
- Similar to swords, kicking uses trace-based hit detection against hitboxes.
- If you kick a player who is parrying or blocking with a shield, you may immediately swing a melee weapon if you are holding one. Otherwise, like all other attacks, you have to wait for the kick to finish completely.
- There are two kicking styles - a roundhouse kick for when you are holding a two-handed weapon, and a forward kick for all other situations. They both have similar reach and timing, and were implemented for visual variety.
- Kicking will apply a knockback force to players.
- A player performing a kick will not be able to run at full speed until the kick is completed.
- Melee attacks also apply force, though not as much as a kick.
- Armor and shields make different impact sounds when kicked
- Added Koi fish to game
- Added Salmon fish to game
- Added Bass fish to game
- Added Amberjack fish to game
- Added Fishing Rod
- Players are given a tutorial for fishing on first use
- Fish have different colors
- Fish have different weight and sizes
- Fish can be caught, and then eaten
- Fish can be carried around
- Added Bug Net which can catch insects
- Caught insects are used as bait in fishing
- Added Wasp bait to game
- Added Fly bait to game
- Added Fire Fly bait to game
- Added Butterfly bait to game
- Added Worm bait to game
- You can find worms when hitting dirt resource nodes
- Insects are found in swarms around the map
Changes:
- Made paging wait for the terrain to be present before starting to page in to help prevent load order issues
- Made paging wait for other loaders before starting
- Updated the /question [question] command so everyone can see the results of the question.
- Menus such as 'Options' and 'Controls' now show solid backgrounds when displayed on-top of the main menu.
Bug Fixes:
- Fixed an issue with bows using the wrong ammo type if ammo is switched out
- Crests now eat the proper amount of wood when trying to place more than accepted in it
- Whip stamina boost uses same UI as other effects.
- Fixed an issue that sometimes caused players to get stuck as a ragdoll forever after being put in a cage.
- Cages will hold onto prisoners when the server restarts immediately after prisoners are placed in them.
- Players will release captives when logging out, sleepers can no longer hold ropes
- Fixed a bug in the simple-event system that would cause problems with certain commands.
- Fixed the report button not working in the logout(esc) menu and the right click chat context menu.
- Sleepers will now spawn on logout for players who previously died while asleep.
- Items that cannot be dropped on death will no longer be found on sleepers.
- Items located in multiple containers (Duplicates) will now attempt to exit their parallel universe and join us back in reality.
- The game will now break focus more effectively when using the Windows key.
- The game will no longer unexpectedly grab focus when it comes back into the foreground.
Thanks for Playing,
- The Code}{atch Team
Progress Report A.21 #2
This past week we've been working on many new features, bugs, and a couple exploit fixes.
Work on the kicking feature is coming well. You will be able to kick another player and break his defenses. As well, you can thrust another player by kicking them. Just be sure not to kick someone else in the face, as they may not take kindly to that. ;)
The fishing gameplay feature is coming along well. By crafting a fishing rod, you can take to the ocean or lake and go fishing. Fishing is done off the coast or on a player made dock, we do not intend to put boats in the game. We were inspired by Zelda: The Ocarina of Time for our fishing gameplay style. You can cast, reel, and wiggle your line in hopes of snagging that amazing fish. When the line is cast, you can see it underwater, and try and target the fish by moving the rod or raising/lowering your lure. Different fish are more attracted to different baits, and it can become a very fun and time consuming past-time to try and snag the biggest fish! A snagged fish will try and pull away, so it's best to reel in as quick as you can, and move the rod opposite to the tension. Once you pull the fish out, you can hold it in your hands and run around the world to show off how big it is, or just simply eat it.
Different bait can be found in multiple sources. The fireflies, flies, butterflies, and wasps can be caught with a bug net. And worms are found randomly in dirt nodes.
Were still working on the anti-hack report systems. They will not be ready in time for the next update, as were still working on some of the relationships and stats tracking to support the system.
We will also be implementing a longer drawbridge option, and a few Jester Hats. But not yet sure if they will be in for the next update.
As a heads up, there will be a wipe with the update. The next update is on track for the end of next week.
Thanks for Playing,
- The Code}{atch Team
Progress Report A.21
During this past week, we've been busy working on new features, bugs, and looking into a couple glitches reported this past weekend.
One of the features we have been working on is kicking: In addition to being a sneaky way to throw off your opponent, it can really come in handy against players who are cowering behind a shield or who are constantly parrying your attacks. A swift kick will break through his defences, giving you the opportunity to land a blow to the head. But be careful, a poorly timed kick can leave you vulnerable! A kick will also apply a satisfying knockback force - perhaps over a cliff or into Felicia the Bear's death pit.
Fishing is also in development. You will be able to catch fish of different species depending on what sort of bait you are using, which can be caught by swinging a net through swarms of insects. Or, you may get lucky and find a worm while digging through dirt piles.
Fish come in different sizes, so it is important to try find the best fishing location. We are setting up the fishing rod and its animations, and plan to re-balance the food/hunger/thirst design when fishing and farming are fully implemented, as there will be many new food options. We welcome your thoughts on hunger/thirst in ROK, and how you feel about the current equation of bread, berries and meat.
The anti-hack report systems are going well. We are looking into systems which monitor gameplay for suspicious activities, as a supplement to player-generated reports. There are also some bugs being fixed when using the reporting system through the "Esc" menu.
We’ve been monitoring threads and discussions related to our recent design changes to siege mechanics. At this time it seems like most of the community is responding favorably toward these recent changes. However, we're still keeping a careful eye on how it plays out, as it may need some more tweaking yet. As always, we appreciate everyone’s opinions and suggestions.
Thanks for Playing,
- The Code}{atch Team
ROK Update Alpha 20
The team has been hard at work implementing the decal and buff system into the game.This update will require a wipe on official servers.
The decal system has been fully integrated into the game. This system allowed the addition of footprints, cut marks, and additional blood splatter.
Players may now buff other players and themselves using a variety of musical instruments. Some groups may want to have a dedicated war drummer. Others may want to blow the bone horn in order to reduce their thirst.
A crest tutorial has been added so players can fully understand how the systems of decay, crest decay, totems, and crests work. Players can now mute other players selectively in the chat.
We also fixed some major exploits recently brought to our attention. We take exploits, bug fixes, and optimization seriously, and if you want to report an exploit, or hacker, and learn about our process, please read this thread:
Going forward we will be further fixing bugs and exploits found. We are now working on fishing, kicking, the rest of the hacker reporting system, and some further server configuration options. We expect the next update will take 3 weeks, so expect another wipe to be possible then.
Features:
- New Signs: Small Iron Signpost, Medium Sticks Signpost, Small Wood Hanging Sign, Small Iron Hanging Sign, Medium Iron Hanging Sign, Large Wood Billboard, Wood Picture Frame, and Iron Picture Frame
- Added Decal System: Blood pools, slices and bruises on characters, blood on weapons, resource gathering and footprints
- Particles added for walking on sand, clay and dirt
- Bloom effect more prevalent
- Tweaked tree billboards to more accurately represent their model counterparts
- Added additional high quality shadow setting
- Added Buff System for instruments
- Added Announcement button
- Invitations will now show up in the announcement feed
- Added crest tutorial
- The ping system now assumes that a missed ping is average until received, and may 'forgive' the anomalous ping if previous results were reliable.
- Players will now be warned about a server's ping limit when within 35% of the maximum
- Administrators using the wildcard permission "*" can now manipulate their GUI with the "/menu" and "/hud" commands.
- You can now mute players' chat and voice locally.
- You can now see a list of players in the logout(esc) menu with buttons to mute.
- Clicking players' names in the logout(esc) menu will open a context popup menu with actions such as "Copy Name", "Report", "Mute Chat", and "Mute Voice".
- Right-Clicking a message in the chat console opens a context popup menu with actions to "Copy Message" and if the message was from a player, "Copy Name", "Report", "Mute Chat", and "Mute Voice".
- Administrators get additional buttons to mute chat and voice globally. This means they are muted on the server and nobody will be able to hear them speak.
- Administrators also get additional buttons to kick and ban players. Note that this cannot possibly be abused by non-admin players even if they somehow enabled the ban and kick buttons. This is because the kick, ban and global mute buttons are just quick ways to enter the /kick, /ban, or /mute commands.
- A new /mute command has been added. Type /help mute for help with the mute command.
- You can now see every player's ping in the logout(esc) menu beside their names.
- The server name and greeting message now display in the logout(esc) menu.
- Administrators or any players who have the 'codehatch.ui.chat.colors' permission will be able to chat with color tags.
EX: [FFFF00]My chat is yellow![-]
Changes:
- Captured sleepers can be released by holding down the fire button
- Captured sleepers won't sometimes freeze
- Many material improvements throughout the world. Including weapons and props.
- Collider improvements on rocks
- Terrain heightmap and splatmap improvements
- Pressing the Enter or Return key on the direct connection fields of the lobby will submit the connection as in previous versions.
- Inventory and Guild menus now have proper key binds, so that they can be re-bound.
- Doors should be less violent when the player is inside the collider
- Setting up trebuchet stage now has audio
- Blocks will no longer be collected when right clicking with the repair hammer
Optimizations:
- All graphics quality defaults adjusted to perform better / look better, can still be manually adjusted to preference
- Small optimizations to forest spawning
- Ambient and direct light rendering model changed slightly to support decals and improve the look of low quality settings
Bug Fixes:
- Fixed some bugs in the permissions system, specifically with the permission commands.
- Fixed a bug that would prevent a popup from showing when you were disconnected.
- Fixed a bug where the Server Console would get stuck if a server failed to connect to steam to check for an update.
- Fixed a bug that would cause the ConsoleSetting.cfg to get overwritten if it was changed in the OnPreUpdate.bat script.
- Fixed a bug where you could be forced off drum when someone else dies
- Potential fix for ambient sounds and rain sounds cutting out unexpectedly
- Hopefully eliminate loot sack bouncing
- Crossbow wont eat ammo when switching
- Fixed weirdness with ballistas causing damage for each client in some cases
- Fixed an issue with crests not having the correct light color from totems
- Fixed an issue with the crests eating a stack of 7 wood
Design Changes:
- Bent Horn (Sonnet of Protection) 10 sec - +30% Defense 40 sec
- Bone Horn (Ballad of Subsistence) 20 sec - 30% Less Consumption of Food & Water 10 mins
- Long Horn (Sonnet of War) 20 sec - 25% Attack Damage 30 sec
- Dejembe Drum (Rhythm of Invigoration) 10 sec - x4 Health Regen 15 sec
- War Drums (Beating Heart of Resolution) 20 sec - x2 Stamina Regeneration 30 sec
- All weapons have been further balanced with unique values for, “pain duration”, “feign duration”, “collision duration” and “collision block duration”.
- In order for a block to be successful, the defending player must now be parrying their sword while the attacker is in the "swing" phase of his attack. Previously, it was possible to block an attack if it was in the "buildup" phase.
- It is now possible to block attacks made against other players if you are close enough to the attacker's sword and react quickly enough.
- Increased the blocking angle of tower shields from 50 to 60 degrees, as to better match the visible geometry of the shield. In other words, when the attacker's weapon is within 60 degrees of the center of the screen, it can be blocked, whereas previously it needed to be within 50 degrees.
- Trebuchet Stones do 1500 damage (was 900).
- Trebuchet Stones are crafted from 2 stone slabs (was 1).
- Trebuchet can only fire 1 stone at a time (was 10).
- Trebuchets firing distances have been tweaked.
- Trebuchet max firing range has been reduced, can now only hold 30 stone counter weight. (New fire range is about half way across Crown land map)
- Repair hammer does much less repairing when area being repaired is under siege
- Lowered the crest light range and made the torch fire audio quieter
- Drawbridge can no longer be lock picked.
Thanks for Playing,
- The Code}{atch Team
Progress Report A.20 #2
This week we were working hard to try and have the update ready, but unfortunately, a new list of bugs appeared in our last couple days of testing due to all the new integration. And they will need to be fixed before the release is ready. We believe it will be ready for sometime mid-end of next week. There will be a wipe required when the update is ready as well.
We've been integrating a decal system into the game. This type of system allows for footprints, cut marks, and blood splatter. It helps improve the immersion in the game. You might get some blood on your weapon when attacking others, or see the whip marks or bruises if you get hit.
The buff system is also nearly done. Different musical instruments, when played, will offer the player or other players around them unique buffs for a short period of time. This way a guy playing the war drums in a group can continue to play them to give his nearby guild mates extra stamina. There will also be 7 new objects to paint on. These include hanging signs, a billboard, a town sign, art canvas with frames, and a signpost.
Players will also be able to mute other players in chat. Part of our hacker report system is going to be integrated for the update as well. This allows players to very easily report players using the (esc) menu and right-clicking on their name and selecting "report". Were also putting in an announcement button, so when players get invites, etc. they are notified about them. Guild Crest's will be getting a text tutorial added to them to help teach new players how everything functions in the areas of decay, crest decay, crests, and totems.
The team has been working on re-balancing some of the siege design. This includes limiting the maximum trebuchet shots to one at a time, increasing the cost of a trebuchet stone to 2 slabs instead of 1, increasing the damage of a single trebuchet stone to 1500 from 900, limiting the maximum range of a trebuchet, and slowing down repairing in areas under siege. We hope this will help make siege battles less confusing, more engaging, and more balanced. As well, the combat system is undergoing some design changes, primarily the driftwood club will stun it's owner for a longer period if the owners attacked is blocked, and also stun the owner if they've been hit while holding a driftwood club for a longer period. We intend wood weapons to have more stun penalty and steel to have less.
Many of the exploits reported are also being tested against and worked on. Please continue to send in any exploit reports you have:
Hope everyone has a great weekend of gaming,
The Code}{atch Team
Progress Report A.20
This past week we've been working on many new features and have been monitoring this past release for bugs, exploits and balancing issues.
We've been integrating a decal system into the game. This type of system allows for footprints, cut marks, and blood splatter. It helps improve the immersion in the game. You might get some blood splatter on your weapon and the ground when attacking others. And you'll see the whip marks or bruises on the body of the person you hit. Resource tools will also leave marks on the resources and terrain.
A tutorial button for guild crests is being added into the game. This button will bring up a pop-up style menu tutorial that players can flip through to learn how guild crests work, and how totems and decay works. As we find there can be a fair bit of confusion from new players when their base is destroyed or decayed that might not understand the systems in the game.
We've also been hearing from players is that they run into players that they find annoying or offensive in the chat box. We've decided that a good way to tackle this is to allow players to mute other players selectively in the chat. As well, give admins the ability to mute certain players on the server all-together. This will give players and the server operators the control they might need if someone is becoming particular offensive or spamming the chat. Aside from this, we are also putting in more server-side admin options for seeing the ping of players, easier to ban/kick players, and more.
We are improving the ping-detector to be more reliable. And work on the hack report system is also now getting underway again, some of you may remember we were working on this system some time ago, but it had to take a back seat while it's programmer worked on the ping-detector. This system will make it easier for players to report other players. And eventually, down the line, will have options for auto-banning of highly reported players (configurable) using internal statistics and formulas to determine the likelihood that they are an offending player or not.
Some of the new content in the works is 7 new objects to paint on. These include hanging signs, a billboard, a town sign, art canvas with frames, and a signpost.
Please visit this thread for info on how to report exploit + hacks, it also explains how we deal with exploits:
Enjoy your weekend of gaming,
- The Code}{atch Team
ROK Looking Forward
Hi Everyone,
We think it’s a good time to talk about our future plans for ROK (Reign of Kings).
When we first launched ROK, we listed it as a late-alpha game, as it had many of the core systems we originally set out to develop and produce. It was well received on Steam, and since its release, we’ve worked hard to launch 18 updates to the game, and helped inform the community about its development with weekly progress reports. During this time we incorporated many community- suggested features, and many of our own features, so long as they kept the core vision of the game intact.
As mentioned at launch on our Early Access store page, we plan on fully releasing the game this year. We are now nearing an internal milestone when we will consider the game to be “feature complete” in October of this year. This will signal the start of the “Beta” phase of development. At this point, there will be no new gameplay systems or content introduced, as development will transition to bug fixing, exploit fixing, additional anti-hack prevention, balancing, optimization, stability, and general polishing of the current systems.
We believe the beta period will run until December. At which point we believe the game will then be ready for full release (and exit Early Access). Afterwards, any future updates will be on further bug fixes, exploit fixes, and balancing.
Let me explain a bit more about what “feature complete” means. It means that we have put all the systems into the game that we originally planned to include. Some of these features may still have bugs and balancing needed upon entering beta, and that is what the beta period is for. The vision of the game was always about base building, raiding, and gaining power by becoming king. It was a squarely tight-PVP focused game, hence our decisions to leave out mounts, and keep the maps small and strategic. We feel the game plays very competitively, and succeeds at providing engaging scenarios depending on each server.
We also figured this would be a good time to tell everyone about the major features & content we hope to add before we hit beta:
Farming – We are currently working on a basic farming system in the game. This will allow players to plant seeds, water it, and grow plants of different types.
Fishing – This peaceful past-time will allow you another source of food and bragging rights in the game. The fish will spawn in fresh water lakes, and will come in various sizes.
Spears - The final addition to our diverse weapons system. Spears are a melee weapon that have a longer range.
Kicking – Players will be able to boot other players to break their blocking. This will be one of the final additions to the combat system aside from bug fixing and further balancing.
Decal System – An integrated decal system will add polish to the game. The gore system will be much more satisfying and realistic. Axes will also make marks on trees when they are hit. Other surfaces may also be affected.
As well, here is a list of FAQ’s we believe you may be wondering about:
Q: Are you stopping development on ROK?
A: Definitely not! We still have much development to finish. We just wanted to let everyone know our future plans for ROK.
Q: Until Feature X is implemented, I will not consider ROK Complete!
A: We understand that there are many requests for all kinds of different features, however, we have always done our best to listen to community suggestions, and have already implemented many features that aligned with the vision for the game. The problem with many suggestions is that they either divide the community, change the game to a point that it no longer reflects the pillar it was developed on (PVP focus), or are well beyond the original scope and budget set out for the game. Hence why every feature requested can not be implemented.
Q: There is not enough content in the game!
A: We feel everyone deserves a good deal of entertainment for their dollar, and we do our best to try and gauge this. At this time, the average play time of the game equals about 20 hours per player who purchased the game. Many players have even played hundreds of hours, some over a thousand hours. We feel this is fair given the price of the game. Additionally, we plan on adding a few more features between now and beta, but we are very careful not to add anything that will erode at the core design.
Q: Is it the end after full release comes out?
A: Nope. While the game will be exiting Early Access, we will still be monitoring the game and fixing bugs, exploits, and balancing.
Q: Are updates going to continue to be released on a regular interval?
A: We’ve always released updates every 2-3 weeks. This will not change until beta, and then full release. After full release, updates will be on a non-regular basis and will be dependent on any bugs, balancing, and exploits that need to be fixed after launch.
Q: I still feel concerned about ROK? What about the major bugs & exploits?
A: We understand there is still work to be done, and we hope you understand that we are not in beta yet, and there are many updates to come between now and beta, and even more updates between then and full release. Even after that, the game will be supported with further bug fixes, exploit fixes, and balancing. We don’t want to have anybody run into surprises, so that’s why we’re currently announcing our completion plans. We look forward to the work ahead of us, and hope you’ll enjoy what is coming.
Q: What about mod support?
A: We hope to open up more server configurability to further enable different playstyles of the game. However, we cannot promise exactly what type of additional mod support may be added.
We really want to thank everyone for all of your support and suggestions throughout the Early Access period. We look forward to finishing the game, and we hope you look forward to playing the full release.
Thanks for playing,
The Code}{atch Team
RoK Update Alpha 19
For this update, the team has focused on fixing many exploits, bug fixes, and added many features requested by the community. This update requires a wipe on all official and community servers.
Players may craft totems which can then be consumed by their guild crest in order to grant it a period of invulnerability. A protected crest will have blue flames, an unprotected crest has the standard orange flames. Crests cannot have invulnerability when conquering. Crest invulnerability on a crest will remove if it is picked up. Crest Protection will not stop someone from raiding your base, but it can stop them from simply destroying your crest, placing their crest, then deleting your entire base if you protect your crest using totems. Please keep in mind, this feature may under-go balance or further design changes in the future.
Crests and objects will still undergo decay, but that is a separate system added previously. Players will still have to add wood into their crest to stop them from decaying and protect their crest area from decaying, but the wood is now consumed upon entering the crest.
We also changed the block collapse system to be require blocks to be connected face to face. This means no more unsightly, poor performance inducing checker patterned walls seen everywhere. The higher tiers of blocks are also now about 25% cheaper to craft.
The ping detector has also been added in. Half of the official servers have it turned on. You will noticed in the lobby screen under the ping column which servers have it turned off, and which have it turned off. If you have trouble staying connected to a ping-detected server, you will need to play on servers without ping detection turned on. Servers with this option turned on, will detect your average ping over-time, and kick you from the server if your ping is over the average limit (150ms on official servers currently). You can enable this and edit it on your community servers via the config file.
We also fixed 5 major exploits recently brought to our attention. We take exploits, bug fixes, and optimization seriously, and if you want to report an exploit, or hacker, and learn about our process, please read this thread:
Going forward we will be monitoring this update, and further fixing bugs and newly reported exploits. We are working on a buff system for the musical instruments, an hacker reporting system, a decal system for more realistic gore and harvesting visuals, better server console, and more.
Features:
- Totems can now be added to crest making crest invulnerable for a set amount of time.
- Crests will have blue fire when they are protected.
- Totems will remove from a crest when it is picked up.
- Crests invulnerability will not work when a crest is in the conquering stage.
- Improved the appearance of water visuals.
- You can now collect water and swim in rivers
- Swimming animation added
- Player pings are now recorded by the server, and can be used by ping-limited servers.
- Servers can now enable a ping limit.
- Servers can define a ping limit in milliseconds.
- Servers can define a port for ping communications.
- Servers can define the length of time that a player's ping is averaged over.
- Players may be granted the permission "codehatch.ping.kick.immunity", which omits the player from ping-based kicks.
- Administrators using the wildcard permission "*" are omitted from ping-based kicks.
- The lobby now returns a different data record for ping-limited servers.
- Old versions of ROK will not see ping-limited servers.
- New versions of ROK will still see all servers.
- The lobby now displays ping-limited servers with a unique icon.
- The lobby now displays a ping limit in the ping column for relevant servers.
- The lobby now displays a warning when connecting to a ping-limited server where your ping is either undefined or near the limit.
Changes:
- 5 Major Exploit Fixes
- Blocks must now connect face-to-face, not corner-to-corner, to be considered attached and not collapse.
- Increased no build zone size around throne room on both maps
- Increased no build zone for prefabs only on CrownLand (roughly anywhere under/around the throne room)
- Dialogues with an input field will now automatically select the end of the input field when they open.
- Opening the console with the "/" key will no longer place the caret to the left of the slash.
- Throwable items, blocks, etc... can now be unequipped by pressing their hotbar key again.
- Sleepers have friction and don't slide around.
- Rope can break when strained by wrapping around objects
- Re-added missing "Log Fence" blueprint to Work Bench.
- Removed security warning when picking up crest
- You must now collect all the stone from a Trebuchet before it can be picked up
- Players banished from a guild will receive a banishment notice
- Can repair invincible objects
- Damage counter for invincible objects doesn't show as damage done
- Increased distant terrain detail on higher settings
- Removed visible lake bottom edge on Crownland
- Resource nodes on StormWall scaled to normal size, reduced hay texture on bottoms
- Blocks now collapse properly if door holding them is destroyed
Optimizations:
- Water has better handling of close draw distances
- Optimizations in the networked event code.
Bug Fixes:
- Fixed some code that may be the cause of the multiple character and camera switching bug
- Fixed a bug in the networked events that may have caused unexpected behavior.
- Made some changes to Server.exe to help servers restart automatically if a server crashes.
- Fixed bug with Loot sacks falling through the terrain
- Destroying/Picking up a seat that someone is sitting on won't permanently lock them
- Fixed issue while spamming name change button
- Interaction prompts won't flicker.
- Fixed bug where some attacks could penetrate through blocks.
- Potential fix for being stuck on foliage loading screen
- Fixed specular artifacts on Tribal Mask
- Fixed Crownland swamp's water collection, mud is less shiny
Design Changes:
- Shields had block angle & block look speed values tweaked. This adds further gameplay variety to the different shields.
- Crests will now consume wood/stick fuel as soon as it is added to the crest.
- The crafting cost of blocks above tier three have been reduced by 25%
- Crests now under root category “Area Protection”.
- Increased the time window in which attacks are blockable to include the latter half of the attack's "buildup" phase.
Thanks for Playing,
- The Code}{atch Team
Progress Report A.19
This past week was super busy and we were swamped with gathering all the issues, bugs, and exploits found in the latest update. We thank everyone for sharing on the forums and via email any issues you faced, it is always appreciated! Aside from that, we've been working on the auto-ping detector, and the guild crest totems.
We hope to have the next update ready for mid - end of next week, it will most likely require a wipe as well. At this point, we believe the next update will include the auto-ping detector, guild crest totems, fixes to major known exploits, and some bug fixes.
Hope everyone remains patient, and were sorry if this past update caused you some frustrations with your play experience. The alpha period of game development introduces more content and systems, and bugs are a natural by-product of this, sometimes there is bugs that we just do not see before release. We've noted all the new bugs introduced, including the "C" orbit cam bug switching between different players (please log in and out a few times as temporary fix this). We cannot make guarantees when a bug will be fixed, as it takes time to reproduce, find it, and fix it, especially if the bug is random in nature. But understand that we are always working towards a better more polished game.
Please visit this thread for info on how to report exploit + hacks, it also explains how we deal with exploits: