KCDS 1.0.0
Voice chat that knows when you are indoors, smoother horses on a lead rope, other players' bodies that keep up with them, a sturdier connection, and a TypeScript tab beside every example in the docs.
Servers and players both need 1.0.0: 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, the new packages or the Docker image ghcr.io/kcd-synced/kcds-server:1.0.0. Scripts
written for 0.4.3 run as they are.
Voice chat
- Indoors is indoors: voice inside a house sounds like a room again. The game's own knowledge of whether you are in a building now decides it, so the houses of Kuttenberg no longer sound like the open street.
- The voice state reaches scripts:
kcds.ui.LocalVoiceand thelocalVoiceTransmittingevent now follow your microphone, range and talking.
Horses
- A horse led on a lead rope keeps up with a walking player instead of walking a metre and stopping: it aims where you will be a moment later, and jogs or runs after you when you move faster.
- The lead rope is tied where the horse's reins start, at the bit.
Other players
- Another player's body that got stuck at a doorway or the foot of the stairs while they walked on is put where they really are, also a floor up or down.
Connection
- A passing network error no longer ends your connection: the game drops that one packet and goes on, where before the session and every later join lost the server until the game restarted.
Docs
- Every example in the docs is shown in JavaScript, TypeScript, Lua and C#. The TypeScript tab is checked as a strict TypeScript project checks it.
- Instructions for AI assistants that write KCDS resources:
CLAUDE.mdandCODEX.md, linked from the docs.