Repeated intro
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:
What changed
2 fixes1 addition1 change1 removal
addedHey 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:
changedVote 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.
fixedBoulders not attributing kills has been fixed.
removedArrows 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.
fixedFixed crates falling through platforms.
King Arthur's Gold changes
addedHey 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:
changedVote 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.
fixedBoulders not attributing kills has been fixed.
removedArrows 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.
fixedFixed crates falling through platforms.
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