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kjk v0.3.0

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@github-actions github-actions released this 31 Oct 08:20
· 182 commits to main since this release

Unsigned builds for macOS (Apple silicon), Windows and Linux (x86-64). Read README.txt in the package first; SHA256SUMS lists each file's checksum.

You need your own copies of

  • KOTOR (the game itself)
  • KOTOR II: TSL (its UI is used)
  • Jedi Academy (its combat animations are used)
    kjk ships no game files. Point it at your installs on first launch.

What's new in v0.3.0

This release is mostly the fixes from your playtests and the open GitHub issues. Both games are played start to finish by the automated playthrough on this exact build: KOTOR to both endings, KOTOR II to the end credits.

Your party

  • Talk to companions: aim at Carth, Bastila, Kreia or anyone in your party to see their name and health, then press E to start their conversation. This should work for a companion another player drives in co-op too.
  • Going down hands over control: when your character falls, you take over the next party member still standing, just as Tab would. In co-op, a companion another player drives is skipped. The new leader calls out one of their "ready" lines.
  • No more poison death loop: going down clears poison and other effects that tick over time, so you no longer die again the moment you get back up.
  • Proper get-ups: a downed character stands up from however they fell, on their back or front, for every death animation.
  • Companions level when you say: they no longer level themselves; you (or the co-op player driving them) choose when. They fight beside whoever you're leading, and your weapons go to your own character while you lead a companion.
  • Personal space: you bump and slide past characters the way KOTOR does, and the party keeps its distance in conversations (no more Mission standing inside Carth).

Combat and creatures

  • Gamorreans swing their axes the Jedi Academy way, including the ones that carry no weapon item. Jawas punch.
  • Beasts attack with their own animations, stand still to strike, and flinch when hit.
  • NPCs fight each other where the game sets that up: the Gamorreans and rakghouls in the Taris sewers no longer stand around staring at each other.
  • Big and floating creatures can be hit where you see them: the rancor, the sewer droids, sensor balls and the like are no longer hittable only at their feet. Punches reach big creatures such as bomas too.
  • Wounds are lit to match the body.

Exploring

  • Area names: facing a door or exit that leads to another area shows that area's name at the top of the screen, as in KOTOR.
  • Doors: you open a door from in front of it instead of walking into it. You can also close an open door again (KOTOR doesn't let you; this one is ours).
  • Mines: walking up to disarm a mine no longer sets it off. Disable and Recover Mine only show when you have Demolitions skill. The kneeling animation plays, and the result floats over your character as in KOTOR: success, failure or Skill Too Low. The same goes for Security on locks. Mines are also easier to aim at.
  • Give items to containers: containers have KOTOR's Give mode. Yes, the synthesized odor and frag grenade trick on the Taris sewer rancor works.
  • Medpacs, stims and shields play their animation and take effect when it ends, as in KOTOR.

Screens

  • Buff arrows: party portraits show blue up-arrows for buffs and down-arrows for debuffs, as in KOTOR II.
  • Quit: Quit now asks "Do you really want to quit?" first, and a new Quit to Desktop button closes the game.
  • Message boxes grow to fit their text and scroll the rest.
  • F12's bug form opens already filled in with the title, version and report name.

Saves

  • Quickload loads the save in place instead of restarting the game. A quicksave that isn't allowed right now (in a conversation, a cutscene or combat) tells you why on screen.
  • Saving works on Windows again.
  • Older saves load: saves from v0.2.0 are read by this version, and so are saves made with different game data. In theory.

KOTOR II

  • Automatic playtest can run KOTOR II from peragus to end credits
  • Characters wait and walk around each other as in KOTOR II, including at Malachor's academy and with Mandalore.

Co-op

  • Remote droid: a guest with no companion to drive flies a small remote droid with a few tools of its own. It can't change the story.
  • Levels are built the same way on every platform.

Up to 3 players. Everyone needs the same kjk version (v0.3.0 can't play with v0.2.0) and the same KOTOR mods/override folder.

  • Host: choose Host in the main menu (or kjk host). Forward UDP port 29170 on your router to your PC and allow kjk through your firewall. Give your friends your public IP (search "what is my ip").
  • Join: choose Join and enter the host's IP (or kjk join 203.0.113.5).
  • Can't forward ports? Use a virtual LAN like Tailscale, ZeroTier or Radmin VPN, and join on the host's VPN address instead.
  • Optional password: kjk host --password secret / kjk join <ip> --password secret (command line only for now).

Still open

  • You can't jump up onto beams and some ledges yet (issue 39).

THIS IS AN ALPHA BUILD! Expect bugs. Read KNOWN-ISSUES.md before reporting.

Please report bugs by opening an issue (F12 makes the zip to attach), or submit a pull request.