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KaM Remake development - r10xxx beta

PostPosted: 17 Nov 2019, 12:33
by sado1
After many obstacles and tireless work of our developers, recently the most annoying problems in Remake's beta were finally fixed, and currently the beta version available on Discord looks pretty playable. The gameplay crashes, including "quit crash" are fixed. There might be a few smaller issues left (chat issues, replay inconsistencies etc.) which won't affect the gameplay. We want to test it as much as possible, especially if the balance of the units is right, so please play with us, even if your skill is lower, it will not matter if we have enough people for a 6v6 :P You can find the latest beta version on KaM Remake Discord and Teamspeak.

We will also try to update the maps, so if you have any that should be included let us know.

Re: KaM Remake development - r10xxx beta

PostPosted: 18 Nov 2019, 02:48
by Ben
Is there a detailed or semi exhaustive changelog for feature additions and balance changes available somewhere?

Re: KaM Remake development - r10xxx beta

PostPosted: 18 Nov 2019, 11:14
by sado1
Ben wrote:Is there a detailed or semi exhaustive changelog for feature additions and balance changes available somewhere?

very detailed and maybe yet to be updated: https://github.com/reyandme/kam_remake/ ... uglist.txt
This will sooner or later require a write-up so people know why they will want it, for now short list off the top of my head would be:
  • 12 players (+ 2 specs) in lobby
  • various improvements to game speed/engine (better FPS, better network code etc.),
  • added Townhall
  • statistics screen also available live, in-game through F3 (statistics) menu button
  • quick statistics overlay on the right of the screen (for spectators)
  • you can click on allied units/buildings (ie. look inside an ally's Barracks)

plus what I wrote on Discord long time ago regarding map editor changes:
some new tiles (mainly transitions, for example stone/snow etc.), universal tile transitions using masks, universal delete button (to remove objects, units, roads, buildings... with a single button); menu for editing map description and basic parameters; tile eyedropper/rotate tools, objects palette, objects hints (blocks building/walking/diagonal walking), resize map, color codes, Quick Play (test a map from within editor)


Main balance changes as I remember: slightly reduced shooting speed for bowmen, slightly increased shooting speed for rogues, bigger view area for scouts.

Re: KaM Remake development - r10xxx beta

PostPosted: 19 Nov 2019, 03:46
by happywb
How can i join r10xxxx beta?

Re: KaM Remake development - r10xxx beta

PostPosted: 20 Nov 2019, 21:36
by Rey
Join KaM Remake discord channel at https://discord.gg/9gCUE7

Re: KaM Remake development - r10xxx beta

PostPosted: 05 Dec 2019, 21:06
by The Knight
I have a little questions about new releases. What is the difference in difficult of campaign missions?

Re: KaM Remake development - r10xxx beta

PostPosted: 07 Dec 2019, 11:47
by sado1
The Knight wrote:I have a little questions about new releases. What is the difference in difficult of campaign missions?

You need to ask Strangelove for details, but I think the difficulty levels make the enemy have more or less troops (and different equip rates?) than normally.

Re: KaM Remake development - r10xxx beta

PostPosted: 10 Dec 2019, 18:51
by Rey

Re: KaM Remake development - r10xxx beta

PostPosted: 31 Jan 2020, 07:58
by mambo668
Iooks like in 10745 version AI is crap or bugged. I am playing campaign an empire destroyed and enemy soldiers are sleeping. I can use 1 archer and lure enemy squads one by one and rest of them do nothing.
In original cam remake last version 6xxx when i inniciate the fight the whole enemy army immidiately responds and really huge battle beggins. It was way more fun, interesting and challenging.
Sleeping army is problem in newest beta or maybe it was only in an empire destroyed campaign?