If you like total freedom in the way you conquer the enemy this is the ultimate war game for you. Build freeform constructions as a medieval Builder, fight in sword duels as a Knight or snipe with your bow as an Archer.
Data de lançamento: 5 Nov 2013
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Build 1120 - Balance, Modding and Fixes

12 maio 2014

Hey guys, kinda small build this time but there's some nice little changes in there that will help server owners tweak their play experience how they like, and hopefully see a rise in novel modes.

  • Config Vars
    TDM especially has benefited from the addition of more variables exposed through a config file - even the old RTDM mode is now possible through simple config file changes. CTF has also had most of its costs exposed through a config, though some of the more involved ones were left out. We'll see how much use they get before going the extra mile. Older players keen to play some RTDM again should be happy about this one anyway!
  • TDM Tweaks
    TDM economy has been tweaked a little bit (as part of getting the config working) - there is a minimum of coins each round, but you can also save up in between rounds to help reward good play and allow for maps without a trader on them. The round plays a little more like counter strike now, on maps with a trader at least. We're seeing more item use overall, but not too much spamming of any one item (except maybe bomb arrows ;)
    Shops can be turned off completely from within the config file as well, and all costs can be adjusted.
    Traders are also always neutral, so they don't protect one team and hinder another (though they can be used as makeshift cover).
  • Swap Channels Option
    Linux users rejoice! Lucas has added a swap channels option for those suffering the flipped audio bug.
  • Spectator cam kicks in faster
    Small tweak, but those sick of looking at their corpse for 5 seconds after dying are in for a treat :^)
  • Fixed "Corner Hitting"
    The longest standing bug still in KAG has been fixed! Hitting through corners is no longer a thing.
  • Keg Tweaks
    Bombjumping with kegs has been fixed, and the keg is lighter. The keg dropping on hit is still in, as we feel this provides a much more interesting mechanic. It's been moved a little backwards to help with it getting shot off your back by arrows. Keg explosions are now also symmetrical, the "down" line of the explosion isn't strangely weak any more.
  • Knight Shield Direction Unlocked
    The shield direction in air has been fully unlocked to allow shielding to the side while in the air more easily. The shield angle has also been subtly increased (not anything like what it was though)
  • Longer CTF Build Time
    By default, the CTF build time is now 180 seconds instead of 120, so the pre game castles should be a little better prepared. We'll be observing the issues this might introduce with rushing being non-viable, but it shouldn't make <span>too much</span> of a difference.
Build should be out across all platforms within the hour. Be sure to leave your comments in the build thread on the forums.
As always, have fun!
Max/Geti

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Build 1110

2 maio 2014

Quite a big balance patch this time, with a few experimental changes in the mix too. Let the changelog begin:

  • Knight Shield
    The Knight shield angles have been tweaked a lot - they should provide less cover overall, meaning that more arrows and explosions are likely to hit their mark. Specifically, the shield angle has been reduced from a whopping 220 degrees to somewhere between 130 and 160 degrees, depending on what you're doing specifically with the shield at the time. Be a little more careful, knights.
  • Kegs
    Kegs now can take much more of a beating, leading to less premature detonation. There's a catch, however - kegs now get dropped when they're hit, meaning someone can shoot or smack the keg off your back. People with kegs will need to be a fair bit more careful if they want to keep a hold of it; try to provide support for anyone on your team carrying them! Kegs also change their owner on getting picked up now, rather than on throw, so that the correct person gets the kills.
  • Explosives
    Explosives now can't actually destroy ground blocks - they'll chew structures just fine, but will not remove any blocks The blocks will need to be removed by other means (sword, pick, drill, bolt, boat, pick your poison).
    This should help reduce the background terrain erosion a lot, and give builders more control over the flow of the battlefield, while still allowing blockades to be bombed down. Bedrock "eating" keg explosions should also be a fair bit better, and kegs should _not_ kill through walls that absorbed the explosion - of course, some dirt walls will not absorb the explosion even though they are not destroyed. This is experimental: we'll see how this goes, it might need a bit of tweaking, but we're tired of the massive erosion that happens to every map, every game.
  • More Heads
    6 new heads (3 for each gender) have been added; Gurren Lagann heads for everone sporting kamina glasses or anime avatars on the forums, messy red hair heads to service that niche, and sk8r boi/gurl heads for those who miss the bad old days.
  • More Killfeed Icons
    No more Keg causing "fall" icon! The drill and saw icons are stlil missing though..
  • Traps and buildings
    Traps and buildings should be a little more viable long-term, as platforms and wooden doors take less damage from swords, and trap blocks cannot be damaged by swords at all.
  • Optimisation
    The way the run flags for each script are calculated has been optimised so that the checks are only carried out a maximum of once per frame per blob. We'll work more on optimising this as well, because there's still overhead associated with checking all of them even when they aren't needed.
  • Cost Tweak
    Bombs now cost 25c in CTF; an even 100 for 4. Mines are now 60c so they see more use. Burgers are now purchaseable from the quarters/inn/kitchen, and the cost of healing items has generally been decreased. Archers can now shoot burgers to make ranged support via healing more possible (it works with fish too, but they can be tricky to come by in some games).
  • Weight tweaks
    Corpses are now medium weight, so that lugging one around slows you down a little. Kegs are now heavy weight, so they slow you a lot.
  • Run Through Doors Exploit Fixed
    Self explanatory.
  • Fixed Smooth Shader First change by our long time support guy Lucas/Furai - the smooth shader should now work properly for all resolutions instead of just the default!
  • No Light from Buildings
    This facilitates underground stealth bases more easily, and encourages lantern use.
  • Modding
    Joining modded servers has been made less "scary" and annoying - the warning window only shows up on your first day of play. Servers are also flagged as modded less frequently, most notably maps, mapcycles and config files wont trigger a server as modded. Script changes will trigger a server as modded, as will any loaded mods (naturally). Hopefully the increased ease of joining and increased exposure in general will help kick the modding scene into gear :^)
    Mods verified with and uploaded to the API should now Auto-Update, though I'll leave it to Tom to explain the specifics in the thread as I'm not 100% clear on them.
I think that's about it - quite a lot so there might be a few issues, but it should be fine for the weekend. Have fun!
Max

9 comentários Leia mais

Análises

“No other game allows you to build a castle, actively fight off invaders, and then jump onto a catapult to be flung over the walls of your rival’s castle to claim its inner sanctum as your own.”
4.5/5 – http://indiegamereviewer.com/review-king-arthurs-gold-build-destroy-and-storm-the-castle/

Sobre o jogo

If you like total freedom in the way you conquer the enemy this is the ultimate war game for you. Build freeform constructions as a medieval Builder, fight in sword duels as a Knight or snipe with your bow as an Archer. KAG blends the cooperative aspects of Lost Vikings, mashes them with the full destructibility of Worms and the visual style and action of Metal Slug, brought to you by the creators of Soldat.

  • Build Defenses With Freeform Building
  • Destroy the enemy castles with physics and explosives
  • Freedom to move by land, water, dig tunnels or fly in the air
  • Use the environment to burn or drown enemies
  • Interact with a living animal and plant world
  • Drive siege machines with your teammates
  • Fight with 32 unpredictable humans in multiplayer
  • Freely change to one of 3 distinct classes
  • Singleplayer, cooperative and competitive game modes
  • Customize with 60+ unique heads
  • Create your own adventure with community created mods & scripts

Requisitos do sistema – PC

    Minimum:
    • OS: Windows XP
    • Processor: 1.5 Ghz
    • Memory: 1 GB RAM
    • Graphics: 64MB Integrated
    • Network: Broadband Internet connection
    • Hard Drive: 256 MB available space
    Recommended:
    • OS: Windows 7
    • Processor: Intel Core i5 2.1GHz
    • Memory: 2 GB RAM
    • Graphics: 512MB Dedicated
    • Network: Broadband Internet connection
    • Hard Drive: 1 GB available space

Requisitos do sistema – Mac

    Minimum:
    • OS: OS X Leopard
    • Processor: Intel Core 2 Duo 2.1GHz
    • Memory: 1 GB RAM
    • Graphics: 64MB Integrated
    • Network: Broadband Internet connection
    • Hard Drive: 256 MB available space
    Recommended:
    • OS: OS X Lion
    • Processor: Intel Core i5 2.1GHz
    • Memory: 2 GB RAM
    • Graphics: 512MB Dedicated
    • Network: Broadband Internet connection
    • Hard Drive: 1 GB available space

Requisitos do sistema - Linux

    Minimum:
    • Processor: 1.5 Ghz
    • Memory: 1 GB RAM
    • Graphics: 64MB Integrated
    • Network: Broadband Internet connection
    • Hard Drive: 256 MB available space
    Recommended:
    • Processor: Intel Core i5 2.1GHz
    • Memory: 2 GB RAM
    • Graphics: 512MB Dedicated
    • Network: Broadband Internet connection
    • Hard Drive: 1 GB available space
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Eu preferia a versão antiga. Era mais limpa, mais engraçada...
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