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Steam News28 November 20178y ago

Build 2416 - Many Fixes, Improved Performance, New Emotes Can be Bound

A small "rolling" release on last build, fixing a few regressions and a small collection of fairly long-standing minor bugs. Nothing huge, but should set us up with a more clean slate for the next build.

Full notes

Full King Arthur's Gold update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix3 additions3 changes1 removal
  • Gameplay
  • Server
  • Store
  • Fixes
  • Maps
  • Performance
addedThe hero on their way to save the princess thinking about which of these bandits to shoot first Added:
removedEntities that are inside an inventory no longer have the option to collide, which should improve performance on maps (and modded servers) with lots of blobs lying idle in storages. We feel that this is the expected behaviour anyway, but any modders affected by this please get in touch ASAP.
addedNew emotes work from the emote bindings config file, and emotes can be input there by name instead of by number (check EmotesCommon.as for the names). The emoticons have also been slightly reworked based on community feedback, though there's still a bit more work to do there! Note: they are not yet added to the emote menu because of an unresolved issue with the menu growing too large with so many emotes. We'll be looking at a few options soon.
fixedFixed:
addedTDM map loading issues introduced by the map loading optimisations last build - no more missing chests or spikes, sorry about that folks!
changedUnreliable crash on exceptionally small maps with minimaps turned on.

King Arthur's Gold changes

addedThe hero on their way to save the princess thinking about which of these bandits to shoot first Added:
removedEntities that are inside an inventory no longer have the option to collide, which should improve performance on maps (and modded servers) with lots of blobs lying idle in storages. We feel that this is the expected behaviour anyway, but any modders affected by this please get in touch ASAP.
addedNew emotes work from the emote bindings config file, and emotes can be input there by name instead of by number (check EmotesCommon.as for the names). The emoticons have also been slightly reworked based on community feedback, though there's still a bit more work to do there! Note: they are not yet added to the emote menu because of an unresolved issue with the menu growing too large with so many emotes. We'll be looking at a few options soon.
fixedFixed:
addedTDM map loading issues introduced by the map loading optimisations last build - no more missing chests or spikes, sorry about that folks!

A small "rolling" release on last build, fixing a few regressions and a small collection of fairly long-standing minor bugs. Nothing huge, but should set us up with a more clean slate for the next build.

The hero on their way to save the princess thinking about which of these bandits to shoot first Added:

  • Entities that are inside an inventory no longer have the option to collide, which should improve performance on maps (and modded servers) with lots of blobs lying idle in storages. We feel that this is the expected behaviour anyway, but any modders affected by this please get in touch ASAP.

  • New emotes work from the emote bindings config file, and emotes can be input there by name instead of by number (check EmotesCommon.as for the names). The emoticons have also been slightly reworked based on community feedback, though there's still a bit more work to do there! Note: they are not yet added to the emote menu because of an unresolved issue with the menu growing too large with so many emotes. We'll be looking at a few options soon.

Fixed:

  • TDM map loading issues introduced by the map loading optimisations last build - no more missing chests or spikes, sorry about that folks!

  • Unreliable crash on exceptionally small maps with minimaps turned on.

  • Forever-broken emote menu if it was left open upon nextmap. This one had been in game since at least classic days, possibly as long as the emote menu has been around. Good to see it laid to rest.

  • Map borders on "cave" TDM maps was incorrectly semi-transparent, which led to a strange seam at the top of the map. The semi-transparent border is still there for open-topped maps.

There are also a few under-the-hood networking optimisations, and we'll be investigating more soon. Have Fun! Max Full changelog:

[added] blobs inside an inventory skip their scripted doesCollideWithBlob checks and don't collide [fixed] leak in minimap code + optimised minimap update on nextmap [fixed] crash with small maps with the minimap on [fixed] broken emoticon menu on nextmap if it was open [added] g_forceresolution to deal with bad resolution detection (thanks asu) [fixed] fade area above map on "closed"/"cave" maps was incorrectly transparent [fixed] chests and spikes stopped loading from maps (thanks asu) [added] emote names for custom bindings + new emotes "work" [modified] some mote emote changes based on feedback - still work to do though!

Source

Steam News / 28 November 2017

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