KCDS 0.4.3

Card games at any table, doors and gates of your own in World Architect, NPCs that walk around each other, a new HUD with the server's name and a voice indicator, and every resource language documented: JavaScript, TypeScript, Lua and C#.

Servers and players both need 0.4.3: a client and a server of different versions refuse each other when joining. The launcher updates itself on the next start; servers update from their update channel or the new packages. Scripts written for 0.4.2 run as they are.

Card games and tabletops

  • Playing cards (kcds.world.TabletopDeck, DeckPiece): a deck at any table, dealt to the players' hands. A hand is held as a fan in the left hand, cards are thrown with the right hand onto piles, and the deck can be shuffled, restocked and played short. Players draw and pass with keys, and holding E looks closer at the hand.
  • The game's own first-person view at the benches of a table, also at the game's own benches.
  • Two example resources: the card game Prší and chess, at any table of the level.
  • Props for every player or some: Prop.hideFrom hides a prop from chosen players while everyone else sees it, and Prop.glideTo moves it smoothly to a new pose.

World Architect

  • Doors and gates of your own: any prop opens and closes on a hinge, lifts or slides, with its own timing and an automatic close.
  • A press on your own prop picks it even with a level object behind it, and the level's objects keep their own boxes when hidden.
  • The map choice is a scrolling list, and Play as player starts where the camera looks.
  • A saved project loads your own assets before it builds its props.

NPCs

  • Walking NPCs step around players and other NPCs, and no longer cut through a body while still turning onto their way.
  • The level's people are spread more naturally: crowded storage spots are thinned, stand-ins are left out and walkers spread around their stops. Npc.setPopulation sets the share of them, in percent.
  • Npc.brain = false switches the game's own AI of an NPC off completely: it stays put and does not think, perceive or fight.

HUD and voice

  • A new watermark shows the server's name and your ping.
  • The voice indicator next to it shows your voice range and lights up while you talk; servers show or hide it with Voice.setIndicator.
  • While knocked out the whole HUD is hidden.

Scripting

  • World.addInteraction works on a resource's props too, up to 255 per player; each player gets the nearest ones, picked again as they move.
  • Inventory rows can carry their own name and description, shown in the inventory and on the item panel in every category (Inventory.editCustom).
  • Fights between players no longer call the guards.
  • Lua and C# resources are fully documented: every example in the docs is shown in JavaScript, Lua and C#, and the KCDS-Types download carries the Lua annotations and the C# SDK with a starter project. The Asset/Animation Studio has its own guide.

Fixes

  • A dialogue row is picked only by a fresh press of E, not by the press that opened the list.
  • The free camera shows no mouse pointer while it turns with the mouse.
  • The lead rope hangs as one smooth rope from under the horse's head.
  • Leaving a server to the main menu no longer crashes the game when you then open the Asset/Animation Studio.