Reign of Kings is 50% off during the Steam Midweek Madness Sale! Will be on sale for 3 days (Tues - Thurs). -
http://store.steampowered.com/app/344760
RoK Update Alpha 18
This update features some major new things such as shields and throwing axes, it also hopefully adds better performance and less crashes. This update will require a wipe on both official and community servers.
We've added 9 different shields into the game separated by 3 different types. Shields are a unique way of protecting yourself. The Buckler shield is more nimble, cheaper, but offers less protection. The Heater is in bet-ween, while the Tower Shield is the largest shield in the game and is very heavy to control.
There will still need to be balancing and tweaking needed, but we look forward to seeing how shields are on live servers in different combat situations.
Throwing axes are very damaging, however, they throw at an arc and are harder to aim. High risk, high reward style of throwing weapon. They are also useful for targeting people behind tall walls.
Aside from the new items, there were major changes made to the back-end of the game regarding the interaction systems and inventory systems. These should result in better performance and a much more stable playing experience.
We also fixed some exploits brought to our attention. However, this is an ongoing effort. We take exploits, bug fixes, and optimization seriously, and if you want to report an exploit, or hacker, please read this thread:
We are working on Ping Detector (auto-kick based on average ping option), a buff system for the musical instruments, an hacker reporting system, guild crest protection totems, better server console, and more. These systems were not quite ready in time for this update due to the extra work needed on finishing the shield system and the major work to hopefully fix the crashing issue on Stormwall, so they will have to wait until the next update.
Features:
- Wood Buckler Shield
- Wood Heater Shield
- Wood Tower Shield
- Iron Buckler Shield
- Iron Heater Shield
- Iron Tower Shield
- Steel Buckler Shield
- Steel Heater Shield
- Steel Tower Shield
- Stone Throwing Axe
- Iron Throwing Axe
- Iron Throwing Battle Axe
- Steel Throwing Battle Axe
- Added a second hit reaction animation
-The jump animation alternates feet when jumping repeatedly.
- Added new loading screen wallpaper
- Can dual hold torches
- Can hold torch with a one handed weapon
Changes:
- Fixed different exploits
- Player Interaction redesign and re-write (fix for lag/crash on populated servers, general performance gain)
- Fix for floating beds that are deleted retaining their saved spawn points
- Characters minimum Height and Arm Length increased by ~30%
- Reduced Plague Village knock-back
- The user interface has been converted to 2D physics, removing the physics relationship between it and the world.
- Players will no longer receive a message that they were murdered by themselves through acts like drowning, starving, etc...
- The base speed reduction from an equipped shield now shows on the armor menu.
- Items can no longer be traded from a station output to your inventory, only collected or merged.
- The input slider seen on the crafting menu is now more predictable while dragging.
- The input slider seen on the crafting menu can now be text-edited more than once per play.
- Crest boundaries fade out after 100 meters, no longer see crest boundaries in the sky
- Extra checks for floating structures
Optimizations:
- Performance gains on using inventory system
- Performance gains in highly populated areas
- Gamer and Advanced default settings lowered
- Water shader fades out better at view distance
- View distance setting minimum lowered to 500m
Bug Fixes:
- Fixed bug allowing prefabs to be placed in the air
- Fixed throwing/equipping sounds with projectiles
- Crest security should now be set properly
- The lockpicking sounds will not repeat forever when trying to pick a player
- Cannot place floating beds
- Jumping is no longer silent
- Steel vest armor won't stretch when arms are cut
Design Changes:
- Assign your shields like you would weapons to your hot key slots, and then swap in and out your shields/torches via the 1-9 hotkeys
- Shields may block melee attacks using similar mechanics to parrying. The main difference is that shields can be held up indefinitely provided that your
character has enough stamina.
- Arrows and other projectiles are blocked by shields if the projectile collides with it.
- Projectiles will stick to shields when they are blocked.
- While in first person, shields partially fade when they are raised as to not give an advantage to players who prefer third person.
- Updated loot tables, added new armor and weapons to drops.
- Player only start with 1 torch.
- Torch & candle are no longer consumable and are no longer stack.
- Candle now takes 1 iron ingots & 30 fat to craft (was 3).
- Torch now takes 50 wood (was 10) & 10 flax to craft (was 1).
- Iron floor torch now fueled by wood & sticks (was oil).
- Iron dagger now requires iron ingot in crafting (was iron).
Thanks for Playing,
- The Code}{atch Team
Progress Report A.18 #3
Unfortunately the next update is not yet ready for release. However, it is getting really close. We hope to have it ready for Tues/Weds next week. As this is a large update, we'd like to be closely monitoring it after it's release in-case of any patch that may be needed as the code base has changed considerably. We will be doing full server wipes on the update, so keep that in mind for mid-next week.
The next update will contain shields, throwing axes, interaction overhaul, optimizations, crash fixes, and more.
Sorry about some of the servers going down this week, we were experiencing some issues with our console. They should all be up again.
Think I'll keep this progress report short as it's best to release the full list when the update comes out next week. In the mean-time the past 2 progress reports cover very well what we've been working on leading towards the update:
Have a great weekend of gaming,
- The Code}{atch Team
Progress Report A.18 #2
During the past week the team has been keeping busy working on the next update. We don't believe the update will be ready until the end of next week, or perhaps a few days past that as it changes many core systems and needs the proper time.
The work on shields is going well. We now have the shields integrated into the game, and working fairly well aside from some more balance. There was a number of bugs that came up as a result of the integration, but we are getting close. Players will swap out shields, swords, and other items via the 1-9 slots. We decided to go this route versus having players equip and unequip shields via the inventory screen, as we feel it is much faster and fluid to control. This way you can easily swap between just a shield, a sword and shield, or a two-handed weapon. Were also limiting players look rotation speed and movement speed depending on the shield they are carrying. Tower shields are very heavy and have a very high movement penalty, but they also have a very large protection area. Heaters are in-between, and bucklers are the most nimble shields.
Many of the shields will also display your guild emblem.
The hacker report system had to take a backseat while we work on the auto-ping detector/kicker system.
The auto-ping detector is still WIP. It is actually taking much more work than originally thought due to some work-around needed, as we were not getting reliable results using some built in network commands. Were not yet sure if this feature will be ready for the next update or not. We'll keep everyone updated on it.
The interaction system re-write is a good chunk of work. Results are looking very promising, including a hopeful fix to a crash that was plaguing us for a long time on Stormwall (we now think the reason it randomly shows up in Stormwall is due to it having more objects to interact with than Crownland, but it was very complex bug to find). This system being very integral to the game, so it is keeping our QA very busy. The new system will also give a performance boost in different situations.
Were also putting a few more options in the settings screen so that lower end computers can play our game better. As our internal QA showed that draw distance and LOD level can really impact performance on low-end computers. We actively test on save files we grab from the live servers you play on right now, this helps us track performance and optimize where we can.
Having read through and considering the community threads about the totems that you can bind into a guild crest in order to give it temporary protection. We've decided to go ahead and try doing it. And we'll see how it plays out. We understand some players may be worried on how much this will affect raids, but we must remind them that it doesn't stop your ability to raid, infact, you can still tear down an entire base using a trebuchet. It just gives the base owner the ability to spend resources to try and protect their crest so one cannot simply remove a couple walls, take down their crest, place their own down and remove his base. We never personally liked this mechanic in it's current form, as we felt it wasn't fully balanced, and the majority of the community seemed to reflect that. Reign of Kings was always intended as a game about base building & raiding, with a strong pvp type focus. This mechanic will be in the hopes of further refining the pvp experience to become more balanced.
Thanks for playing,
The Code}{atch Team
Progress Report A.18
This past week about half of the team was working hard on optimizations and tracking a crash that seems to still occur on Stormwall. We think we may have found the cause, and it will hopefully solve the random crash and give a smoother play experience. However, this fix will take some time as it will require us to re-write portions of our interact system (system that detects what can be picked up/opened/used etc.), so it most likely wont be ready until our next update. Were also working on fixing the slowdown that occurs when opening/closing inventory by migrating to a 2d based inventory physics solution. Were also finding a fix for the floating beds issue, and hope to have that ready for the next update as well.
Aside from this, the rest of the team is working on implementing shields, the anti-hack report system, average-ping detector, server console, and throwing axes. The shields are coming well, we now have them in the game art wise, but are now tweaking, balancing, and properly positioning them for good gameplay. We believe it may take another 2 weeks yet however for the next update, so we do not see a wipe at the end of this week, as we intend the next update to contain shields in all their glory! The implementation of shields brought upon some concerns with character customization, so we are now going to limit the player height and arm length fields by about 30% on the lower end. Aside from the technical limitations we seen, we gathered many opinions from the community via different channels, and the majority seemed to want this limit for gameplay reasons. You will still be able to create short characters, but not as short as once before.
We've also heard many opinions and suggestions from the community about having your base removed when your offline due to someone destroying your crest and placing their own. To find a good balance, we are considering a system where players may temporarily "shield" their guild crest from being attacked. We are considering players the ability to craft small totems either out of wood, stone, or iron, and binding them to their guild crest as a offering to the gods (totem is just an icon, you wont see it in-game). The gods will then protect the crest (make it invincible) for a time limit that the totems offer. You can bind extra totems to a crest to increase the shields time limit. This would allow players who are worried about their crest being destroyed while they are offline to gather enough totems and plan ahead for their departure. However, this will not stop any raiding, players will still be able to trebuchet your base, steal your belongings, etc. But if you properly shield your crest, it will temporarily stop people from simply destroying a small part of your base, destroying your crest, placing their own, then deleting your entire base. The crest shield time limit of course would be displayed to everyone who is near your crest, so they will know when they can come back and destroy it if they please. We would not allow shielding of crests in "disputed zones" which would be in and around the throne room, treasure tree, and on the sword bridge. In this system, you will be notified if you are about to place your crest in "disputed zone".
We also appreciate everyone sending in exploit reports to our email address support (at) codehatch.com - We do read your reports and try repro internally and look for solutions.
Thanks for playing,
- The Code}{atch Team
RoK Update Alpha 17
The update were releasing address's many issues and exploits brought up by the community, as well, a few small new features. This update will require a wipe on both official and community servers due to core changes to the guild crest system and ownership systems.
We've added a the ability for players to change their guild crest security settings. This allows players to determine whether family, guild members, or just themselves can pick up their objects within their crest area. Trebuchet's also now have an additional lever to further change the shots trajectory. A new rotation placement system was also added for prefabs, stairs, and ramps. Players can turn off this rotation placement system if they prefer the old auto-system in the settings screen.
There were fixes on certain exploits, and hopefully it is more stable now due to the Unity5.1 upgrade which included many fixes for PhysX. We take exploits, bug fixes, and optimization seriously, and if you want to report an exploit, or hacker, please read this thread:
We also now just host 32 official servers. As many servers were going unused.
We are working on Shields, Ping Detector (auto-kick based on average ping option), Throwing Axes, and an hacker reporting system. These systems were not quite ready in time for this update due to the focus on exploit prevention and the upgrade to Unity5.1, so they will have to wait until the next update. The work is coming really well, we now have a buckler shield working in the game, however there is still much design & balancing tweaks needed, and the integration of the rest of the shields into the game (buckler, heater, tower, at different tiers). We share a few screenshots below, but please keep in mind these are indev shots:
- Crests now have security settings which determine the status players must have in order to pickup objects in crest zones. This gives players more control over who is allowed to do what within their guild crest area.
- Added a new lever to the Trebuchet which allows changing of the trajectory.
- Implemented new Rotation System to aid in placing prefabs and ramps/stairs
- Rotation Keys can be rebound
- Block Rotation Hints can be disabled in Options
- You can switch to the Legacy rotation mode in Options
- Server console now supports automatic updating.
- Server.exe is able download all of the necessary files to run a server.
- A new Dedicated server app was created to download the build with anonymous login. The app id is 381690.
Changes:
- Block system will not save/serialize floating structures and objects
- Floating prefabs will not be saved
- Players who are released from capture while in a constrained space will now hit their heads and die
- Fixed a number of exploits
- Sleepers make less squishy noises when hit
- Lord's Bath can now be entered
- Lobby menu will now sort remaining selections when disabling a column sort.
- Added translation keys to most dialogues and generated UI text.
- Sawmill now shows a cool blue fuel bar, instead of the fiery red.
- Inventory has received multiple minor performance improvements.
- Re-added a message when players are banished from a guild
- Owners can now collect doors & gates with Q
Optimizations:
- Logging out process majorly optimized instead of taking upwards of 10 seconds in very built out worlds
- Small garbage collection optimizations in the network syncing system.
Bug Fixes:
- Potential PhysX fix for crashing on populated Stormwall servers near the throne room, upgraded to Unity 5.1
- Ducks don't make a clank sound upon impact
- Armor should now properly cast shadows
- Fixed audio issues with station upgrading
- Additional bug fixes related to the 5.1.1 upgrade
- Crests near map origin should have their boarders now display correctly
- A minor sound issue fixed for lockpicking
- Made the repair hammer and crest areas not show up in screen shot mode
- Shrunk iron reinforced door colliders slightly to allow players to walk through doors placed close together
- Doors will no longer ignore incoming state switches if currently animating
- Fixed an issue with poolables and health not being reset properly
- Fixed a bug in the unloading screen where the user would get stuck in the screen.
Design Changes:
- As requested by the community, Ancient Sword damage is now 19 (normal swing) was 20. This brings it just a notch above the Executioners Axe & Steel Battle War Hammer which do 18 damage.
Thanks for Playing,
- The Code}{atch Team
Progress Report A.17
We are currently working on making the game more stable, optimized, and fixing exploits. As well, working on the shields, throwing axes, and more. We do not plan to wipe this week, but plan a wipe at the end of next week.
There has been a crash that has been appearing randomly on Stormwall when approaching the Throne Room only on certain servers, and we are doing our best to try find what is triggering it. We believe it has to do with PhysX + Unity, as it resembles a past PhysX crash that we found a workaround for. So we decided to update our Unity 5 version to the latest patch which has more stable PhysX operations, and that seemed to have fixed our older PhysX crashes (they no longer need the workarounds), and so we assume it will also fix this one. But alas, the upgrade introduced a bunch of other issues in our codebase due to some changes the update made to the loading order in Unity that we now need to fix due to the updated engine version in order to actually properly test it. So in a nutshell, progress is being made and were doing our best to fix the crash, but it's taking a fair bit longer than we were hoping.
As soon as we find a fix to the crash, and fixes to some new exploits, then we'll put out a patch.
As mentioned earlier, we plan to have 3 different shields types (Buckler, Heater, Tower), and 3 different tiers (Wood, Iron, Steel), for a total of 9 shields. We're currently really close to finally start the design balancing and major QA testing of the shield system next week.
The work on a new hacker reporting system is also going well. The system is currently being integrated, and there is going to be a variety of server side tests to see how player behavior is, that way we can determine if someone looks to be hacking beyond just the amounts of reports they are getting. Server operators will be able to turn this system on or off in the config file.
If you wish to report an exploit please visit, we appreciate reports:
We plan to implement a ping detector that servers may turn on or off in the config file, that averages ping over 30 seconds of play and kicks a player if they averaged over 200ms+. We'd only turn it on half of our official servers, and players will be able to see in lobby screen via icon or something similar which servers have this option on or off and play on the servers they like better. This will help enable fair PVP gameplay on servers that have it turned on.
Our artists are also creating more signs for the game that can be painted on, and a jester hat.
The work on fixing exploits has kept the rest of the team busy during this time. We believe this type of work to be very important alongside bug fixing and optimization.
Thanks for playing, and hope you enjoy your weekend of gaming!
- The Code}{atch Team
RoK Update Alpha 16
We've decided to release the update a little sooner than expected. It is a smaller update as a result, but we managed to fix some exploits and performance concerns and wanted to push it as soon as possible. We don't think a wipe is required this time.
This update contains some new additions to the new map, and some changes to it as well. We've changed many of the rocks and their colliders for performance and visual reasons, and made additional alterations to the river bed and vegetation. The armor section now shows your total defenses to make it easier for you to gauge your characters stats. We've also released the Steam Trading Cards out into the wild, our concept artist really enjoyed working on them.
There were fixes on certain exploits, and additional optimizations. Blocks and pages should load in much more smoothly as a result now, and many server side memory leaks were fixed.
Please remember that any hackers caught will have their RoK Steam account perma-banned.
Please follow this guide for properly updating your community server:
Going forward, we are working on Shields, Throwing Axes, and an hacker reporting system. These systems were not quite ready in time for this update due to our main focus on exploit prevention and optimization, so they will have to wait until the next update which we hope will be two weeks from now. The work is coming well on shields, but it is indeed a much more complex system then we originally anticipated. But they are coming well, and were finally at a stage where we are integrating art, and ensuring all of our other systems properly work on the hot bar with this new system. Then will come an extended period of in-house QA, balance testing, and design integration as shields change the gameplay equation a fair bit.
Features:
- Release of Steam Trading Cards, have fun collecting them all!
- Added insect particle effects to the new map
- Added new type of high altitude coniferous tree to new map
- The armor menu now displays your total defenses per body region, including averages and movement penalties.
- Item categories (as seen in the manuscripts) will now grey out when minimized, properly maximize, and indent to clarify a sub-category.
Changes:
- Exploit fixes.
- Ropes collide with stuff better
- Ropes have smoother physics
- Rocks on new map are updated and have better colliders
- Minor heightmap changes on new map to river regions
- Improved and adjusted syncing behaviour for ragdolls.
- Improved ragdoll stability by limiting how quickly each body part can move relative to the ragdoll overall.
- Most menus / user interfaces will now refresh when the window is resized to avoid that blurry experience.
- Players can no longer trade items with a production station's output slots.
- Loot sacks have rejoined the physical world and now absorb the contents of sacks that fall upon them.
- Auto run now breaks from forward / backward input and emotes.
- Lobby type now sorts the proper column.
- Lobby version now sorts integers as a numeric value, instead of their alphabetic value.
Optimizations:
- Tree and grass unloading smoother to reduce frame drops
- Block loading smoothed out to reduce frame drops
- Expensive block trim shadows removed for performance
- Reduced the number of prefabs that are placed underwater
- Reduced dedicated server overhead from interactions, input, and UI.
Bug Fixes:
- Fix on audio priority where fires would drown out other audio sources
- Found and fixed various memory leaks with servers
- Fixed issue with crests not upgrading properly
- Trebuchets are no longer invincible and will take normal damage again
- Crest sieging should now be functioning as intended in which you cannot build while your crest area is under siege
- Issues fixed with ballista's and using initial ammo
- The loading screen now waits for the paging system to fully finish loading
- Fixed a bug that would prevent an admin from shutting the server down fully from in-game. It would restart the server instead. Now it shuts down and closes the server console properly.
- Removed some semi-spamming logs from the server console.
- Fixed a bug where the server console would not use the value in ConsoleSettings.cfg for connectionTimeout after the server has started.
- Fix for mossy rocks having flickering textures
- Fix for respawning with 0 hydration when the server restarts while a player is dead.
- Players gathering from the same water source will no longer experience an awkward sharing of interaction prompts.
- Loot sacks will no longer spin wildly.
Thanks for playing,
- The Code}{atch Team
Progress Report A.16
Were currently working on some new features, monitoring performance of new map, working on optimizations for it, and more. Were also looking into exploits being found and are working on fixes for them. We don’t expect the update to be at the end of next week, but will instead will be 2 weeks from now due to this work taking extra time.
Our programmers have been working on some extra optimizations of block loading. As well, were optimizing and polishing the new map, so it has better polygon distribution amongst the rocks, and should run faster as a result. Internally, we are also building a system that will allow us to process an update or patch automatically to our official servers, as currently it takes us a couple hours to process and update or patch to official servers manually.
We are still working on the shields. We have 2 torches now able to be held at the same time, but are currently working on the system we’ll be giving the player to be able to quickly equip a shield and single handed sword, and swap back between other items. Then comes the balancing of shields and the integration of different types. We plan to have 3 different shields types (Buckler, Heater, Tower), and 3 different tiers (Wood, Iron, Steel), for a total of 9 shields. Please keep in mind we are not doing duel-wielding of weapons, but we do plan to allow players to hold a torch with a one handed weapon.
The work on a new hacker reporting system is also going well. In this system players can report suspect players, and if the server receives enough reports, and it has a high suspicion rating of this player itself (using a number of algorithms we are working on for detecting hacking behavior), it may ban this player from the server. This system will hopefully give players control to ban any hackers that slip by our latest EAC protection.
Work on throwing axes is going well. We are making them so they travel along an arc similar as seen in Super Castlevania IV. They will be very high damage, but at the cost of being very hard to aim. They will also be effective at trying to hit someone behind their wall due to the arc.
Were also putting in some extra guild security options so you can pick the type of security your crest offers you (allowing only yourself to pick up blocks, only family, allowing guild members, etc.).
Thanks for playing, and hope you enjoy your weekend of gaming!
- The Code}{atch Team
RoK Update Alpha 15
This update contains many new features, design changes, and bug fixes. Official servers have been wiped, and unfortunately community servers will need to be wiped as well in order to fix a bad bug we've had with random character resets after log out being fixed. We've added many new features, such as a new map, a block collapsing system, Drawbridge, Tabard, Masks, Bone Longbow, new animals, and new weapons. Unless there is a problem, we do not plan not to wipe servers until our next update (2-3 weeks away).
This update contains the new block collapsing system. When someone builds a skybridge for example, if someone destroys the blocks on each end, the entire bridge will collapse. Basically any structure that is no longer in contact with the ground will collapse. Players will not be able to delete blocks that would cause a collapse while in build mode, this is to prevent frustration.
Trebuchets now must also be unpacked before use. This prevents people from "pocket trebbing" someones base in a few minutes.
All the melee weapons undergone major design changes. They will feel different in weight & feeling, scroll down is a slower, stronger, overhand attack, scroll up is a faster, farther reaching, less damage attack.
We've fixed a major memory leak with this update. As well, many known exploits were also fixed in this update.
Reign of Kings uses EAC. Any hackers caught will have their Steam account perma-banned. EAC will now also properly detect certain hacks on Win 8 computers.
Servers can now choose between playing on the new or on the old map. Please follow this guide for properly updating your community server:
Going forward, we look forward to fixing bugs discovered from this update. We are still hard at work on the shields, they weren't quite ready in time for this update. But the work is coming well. As well, we are working on a new hacker reporting system in which player reports will be much easier to handle, and the server will use a suspicion system to back up the reports so players don't abuse the system, this system will hopefully give players control to ban any hackers that slip by our latest protection. Throwing axes are also in the works, and we plan to further polish this new map.
Features:
- New map "Stormwall". This map is roughly 1.6x bigger than the last map, it has been designed with siege warfare in mind. Players will now have to completely build around the throne in order to protect it. We feel this map gives a very different feel from the current one.
- New song
- New loading screen wallpaper
- 3D Tileset system prevents building floating bases
- When blocks are destroyed, any unsupported blocks will collapse, as well as any placed objects on the blocks
- Destroyed containers drop their contents into loot sack (Collapsing buildings will give you all the loot!)
- Added wearable Tabard - shows your guild emblem and color, can be worn over any armor
- Added jumping animation
- Flying animals now spawn in the world again (seagulls, bats, pigeons)
-Added Crab to the game
- Added several Masks to the game
- Added Plague Doctor Helmet which reduces Plague damage by 75%
-Added Defensive Barricade
-Added Wooden Ledge
-Added Log Fence
-Added Wood Drawbridge
- Added in Bone Long Bow
- Added Executioners Axe
- Added Iron Dagger
- Crests are now upgradable no longer requiring a replace
- Haybale trebuchet ammo added
- Carrot & Cabbages now a gather-able item.
- Three types of dead harvest-able trees added to game.
- More variety of collectable rocks added.
Changes:
- Trebuchets must now fully unpack before you can use them. This prevents people from "pocket trebbing" someones base in a few minutes.
- Reduced hostile creature knock-back on attacks
- Can no longer place crests under water
- Increased maximum draw distance can change this in the settings screen
- Grass can now be disabled in settings for framerate increases
- 3D Tileset particle effects pooled for performance
- Water shaders improved
- 2 lights can cast shadows at a time (up from 1)
- The Ancient Throne is now a tiny bit more shiny.
- Added an auto-run key bind.
- Custom key binds have been reset.
- Station upgrades can now be cancelled, should you feel the need.
- Explosions should no longer: be square, kill players through walls, fail to damage objects when an entity escapes the blast radius.
- Item icons now position correctly when the same type or quantity are removed and added successively.
- Crafting stations are less likely to withhold items from players.
- The Granary and Well will now pinch more pennies for the king when paged out / in.
- The 'Censor Blood' option now disables violent loading screens.
- Siege ammunition can no longer be equipped to your hotbar.
- A simple message will display deaths / kills between the involved players.
- Selecting a 'History' versioned server in the lobby will notify players that entering a password is optional.
- New server console that starts and monitors it's server and restarts it if it freezes. (Server.exe)
- Added a /ping command.
- Added multi-level support to the server config files.
- Removed the Game Mode config value because it was not actually used.
- Fixed a bug that would ignore the server fps cap.
- Added a config option to adjust the server fps cap. (Higher fps caps will consume more cpu power)
- Previous saves are no longer compatible with the current version.
- Added a maze shape command - EX: /build maze 11
- Added a ball shape command - EX: /build ball 11
- Added a box shape command - EX: /build box 11
Optimizations:
- When there's a lot of lights around, lights further away will have a reduced emissive range using our new light LOD system
- Forest / grass spawning creates less stutters
- Did a lot of optimizations on the logging.
Bug Fixes:
- Fixed some bugs related to characters being reset or their inventory being reset after log in.
- Logging in and out 200 MB at time memory leak fixed
- Fix the sleeper and player falling through blocks on log out
- Fix an issue with paging where blocks could be consistently removed if non-existent block id was present
- Sign painting color preview accurate to actual paint color
- Face Bashing animation animates legs properly
- Fixed water gathering sound only playing once
- Oxygen levels are now saved/loaded on logout/login
- Fixed exploit where you could jump off your own torches (or candles)
- Patched more Kings Head hole exploits on small map
- Doors now have large colliders to prevent certain exploits
- If logout to far above the terrain or going to fast in the -y the player is killed to fix sleeper fall damage exploit
- Fixed an exploit with showing name tags.
- Character customization won't happen at origin
- Fixed some major bugs with the /permission command. It can now be used again.
- Fixed some bugs related to steam authentication.
- Fixed some bugs that made the screen black and made it impossible to logout.
Design Changes:
- All melee weapons where rebalanced. Overhand swings do more damage and take longer. Jabs are faster, have greater reach but do less damage. Stamina use between weapons types, blocking and feigning has be updated.
- Player now gathers 3 water at a time instead of 1.
- Resource nodes now spawn 250 resource instead of 100.
- Ramps and stairs now take the same salvage damage as blocks.