





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
Hey Folks!
Quite a big build this time around!
This build coincides pretty closely with the release of the Fantasy Heads Pack DLC, as voted by the community! This pack will be available on steam here from 8pm PST on the 27th of July if all goes well with valve release certification - it may become visible before then for pre-orders if it gets certified earlier.
The pack provides 34 new exclusive heads; 17 for each gender. We hope you will enjoy these new customisation options, and welcome any feedback on the pack!
All the bounties that the community voted for this month were filled very quickly, thanks to PotatoBird, Pirate-Rob, and GoldenGuy - and everyone who pitched and voted for the bounties! The bounty system is ongoing, and you can participate in voting through github and discord.
The crates are probably the star of the show, with numerous changes made; mostly by PotatoBird with some collaboration with Pirate-Rob. They can be purchased from the builder shop, hidden inside, provide protection from some explosions, contain booby traps, and can conveniently pick up resources en masse. They also provide a valuable avenue for teamwork, with archers or knights carrying builders safely in crates to the front. There's plenty more to note in the changelog for the curious. We are quite excited for the amount of attention the crates have gotten to make them an interesting, viable addition to the game! tl;dr: "I r8 cr8/8 m8"
The other big bounty was the addition of visible gold to the minimap. Gold now appears as a yellow area with a subtle outline, which should prevent it being missed on some maps, and avoids the need for silly workarounds like saving the map for competitive play. This was somewhat contentious in the community discussion, so there is a config file which allows disabling the gold rendering completely. The code also serves as a very good example of a minimap handling script for mods to build on. Thanks to Pirate-Rob and GoldenGuy for this contribution!
The final bounty was a fix for inconsistent bomb arrow damage in some edge cases. This may still have some rough edges, but it seems more stable now and Rob is happy to follow up as needed on any further fixes. Thanks to Pirate-Rob for this contribution. Looking forward to seeing it tested out in "prime time".
Thanks again for your contribution to all those who took on bounty work!
There have also been some important in-house developments, as well as some other contributions and reports from the community.
Full Changelog
[added] huge crate rework + crates in CTF (see below) (thanks PotatoBird and Pirate-Rob)
[added] gold visible on minimap (thanks Pirate-Rob and GoldenGuy)
Bonus: configurable serverside for gold or no gold, see Rules/MinimapSettings.cfg
[fixed] bomb arrow damage consistent (thanks Pirate-Rob)
[modified] bomb arrows "hit through shield" fix (thanks Franek for the report)
[added] spanish translation (thanks Vikhenzo)
[added] quarry remainder change (quarry gives resources in multiples of 5)
[fixed] the message for vote kicking (thanks Vikhenzo)
[added] support for fantasy heads DLC
[added] runnerheads script automatically supports new dlcs via engine-side heads pack definitions
[added] red barrier sync (fixes desync on levels with custom red barriers)
[modified] red barrier aligned to a tile boundary
[modified] top border collision moved down 1 tile
[modified] widened fade border on map
[modified] female pitch modifier reduced (less "shrill" sound)
[added] isInventoryAccessible checked on server before putting stuff in/taking stuff out of inventory
[added] void CMap::EditMiniMap(int x, int y) function to trigger a minimap pixel update
(for custom minimap special cases)
[added] forced a periodic sync that may help with "infinite stun on join" glitch
(or may not - please report if you notice any change in the frequency of the bug)
[fixed] various script download issues + double download of mods (thanks Asu)
[fixed?] timeout on joining servers with big mods
[added] official sandbox server port numbers (so they are gold in the server list)
[added] batched rendering (thanks Asu)
[modified] increased number of particles available
[added] better net graph (thanks Asu)
[added] raised snapshot cap (relevant for some mods with extreme packet numbers possible)
[added] n_file_simultaneous console variable for setting maximum simultaneous mod file downloads
[modified] default simultaneous mod file downloads lifted to 8
[modified] default n_file_chunk_size lifted to 32k (ATTN admins: update this variable for faster mod downloads)
Crate Changes:
[added] Crate to builder shop: either 150 wood or 20 coins
[added] Players autopickup most items into carried crates
[added] Crate autopickup when touching most items
[added] Activate held crates w/ spacebar to dump items
[modified] Logs now stack to 2 (and crates pick them up)
[modified] Crates yield 100 wood on hitting a saw
[dev] Crates make thud noise when storing an item
[added] Crates can be booby-trapped with mines
[added] Crate hiding: hold crate and press E to get in / out
[fixed] You can now use emotes from inside crates
[modified] Crate w/ hidden player breaks + stuns an enemy that tries to interact
[added] Players hidden in exploding crates are launched + damaged
[modified] You can remove allies from crates by pressing E near them
[modified] You can enter a crate that has other items
[modified] On entering crate, some items pop out if necessary to make room
[modified] Crates break on player exit, not when last item removed
[modified] Entering/leaving crate keeps momentum
[modified] Players jump up out of crates they were hidden in
[modified] Players/corpses are 2x2 in inventory, to fit more in crates
[fixed] Attacking out of crate: now get brief stun
[added] half of the explosion damage taken by crates will also be taken by player inside
[added] Kegs kill crates and the players inside them
[added] When getting out of crate, players say hullo
Crate properties:
[modified] Crates more team-specific, accessibility tweaks (can put item into occupied crate)
[modified] Crates can only store 9 items (3x3 inventory)
[modified] Crates are now heavier when there's a keg inside
[modified] Crates have less drag for better throwing
[modified] Crates have 2x health, take 4x builder damage
[modified] Crates cannot be stored in any inventory
[modified] Now you should be able to mill people in crates with saws somewhat more consistently
[modified] Kegs can't be launched as far as other items out of crates by dumping them
[modified] Crates with lit kegs in them are even heavier
Fixes / Minor:
[fixed] No more perpetual screaming from crates (cured claustrophobia)
[fixed] Opening own inventory while inside crate
[fixed] Taking players into own hand/inventory, etc
[fixed?] Entering dead crates to vanish/levitate
[dev] Normal crates appear carried on the back
[dev] Crate tweaks: can't jump out of fast falling crate
[fixed] Crate destruction sprite
[dev] Crate item popout velocity tweaks
[fixed] Bombs/items stashed in crate keep original team/owner
[fixed] Translatable crate buttons
[fixed] Explosions destroy crates from inside + fling items further
[fixed] Items now pop out of dying crates consistently
[fixed] Players can't use pickup key to escape crate without breaking it
//EDIT by Furai:
Released a hotfix addressing issues with:
[ 6081 ]
[ 1481 ]
[ 2067 ]