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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.
Release Date: Nov 5, 2013
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Recent updates View all (30)

BUILD 1215 - Rebalance and Fix Central

August 15th, 2014

New build for KAG - potentially a little rough around the edges but what's there needs to be tested with the public before we can move much further.


Now with extra flammable platforms!

New build is going out at the moment, should be a long build but out in 30 minutes or so from this post. There will be the usual lull as servers patch over between maps and the client builds aren't done, and again as the steam build propagates out - don't panic if you see lower than average numbers in the next few hours.

Here's a summary of the more serious changes, split by section:

Balance Changes:

  • Knight Rebalance
    There have been some long-standing complaints about the knight; this should help to address a lot of them and help reign in some of the more obscure parts of current knight play.
    • Shield Glide is no longer infinite
      Your shield glide will gradually lose its effectiveness as you fall through the air - you can put more wind into your sails with multiple bomb jumps, but this alone makes knights a lot more prone to gravity (like every other class). You can also no longer infinitely climb up walls with wall jumping.
    • Jab does minor stun
      Players from classic era will remember "slash cancelling" with jabs - while this is very ping dependent, we've decided to try it out again. It lets you get a quick, reactive cancel to someone charging a slash or double slash in front of you with jabs.
    • Slash doesn't break shield for as long
      Slashes will not break a knight's shield stance for as long, giving them a chance to attack back with jabs if you're "slash surfing" them.
    • Circle of Power
      All of this together helps enforce a circle of power in knight combat options: slash > double slash > shield > jab > slash - there's still the wildcard of shield bashing and bombs in the mix to keep things fresh of course, but this should make knight combat a little less slash-heavy.
  • Archer Tweaks
    • Reduced stun range
      The range at which arrows stun players has been reduced a little.
    • Special Arrow spam discouraged
      When firing special arrows with legolas, you will automatically switch to normal arrows for the 2nd and 3rd shots. This is to further encourage actually aiming with special arrows instead of just spamming 3 bomb arrows at a tower with triple shot.
  • Drills builder only
    At the request of the community by poll, drills have been made builder only for now. We'll see how this change affects their use and the builder's place in the game.
  • Map Borders
    The map borders are active on all edges, including the top of the map - this prevents simply "jumping over" tall structures.
  • Weaker Wall-run
    Wall running has been reduced from 3 tiles to 2, making smaller structures more significant.

Fixes and Smaller Changes:
  • Platform Fixes
    Lots of issues with platforms have been cleaned up, most notably grappling them, wallrunning on them, and fire spreading through them. They also got a small sprite facelift.
  • Mine Fixes and balances
    Mines explode with much smaller radius, collide with platforms, don't explode with materials on them, and shouldn't go invisible any more.
  • Spawning timer no longer resets on click
    This only really applies to CTF - TTH still has wave respawning and some limitations there, though it should fare a little better than it did.
  • Server Fixes
    A memory leak in the server was identified (finally) and fixed.
  • Storage Changes
    The storage is a little more attractive, has damage frames and responds to lantern containment - thanks to community member Skinney for these changes.
  • Saw changes
    The saw spews out a slightly more reasonable amount of wood.
  • Spectator Fixes
    Several fixes to the spectator mode have been made, most notably including it getting "stuck".
    Thanks to community member norill for these fixes.
  • Interface Fixes
    Some discrepancies with the TDM and CTF spawn time interfaces have been cleaned up.
  • Stun Fixes
    Stun is now respected for picking up/throwing items, and for using drills.
  • Builder Hitting Fixes
    Builders should have a slightly easier time hitting what they want to hit - theres still a few finicky edge cases but overall it should behave more sensibly, especially when trying to mine tiles near objects.
  • Tips on Death
    Some helpful, community sourced tips are displayed while you're waiting to respawn - you can turn these off (along with other ingame help) with f1.
  • Fixed Builder digging in no-build zone.
    No more undermined tents or halls.
  • Fixed CTF HUD not showing for 1 flag maps.
    Speaks for itself, annoying little bug.
  • Emoticon bindings in Entities\Common\Emotes\EmoteBindings.cfg.
    If you need faster access to some of the emoticons you can now rebind them clientside, though it is a little fiddly.
  • "No Chat Bubble" option and some options fixes
    For those sick of seeing chat hovering over someone obscuring the action, you can now turn these off in the options menu.
    Some other options that were having issues being saved should be fixed now too; let us know if any options still fail to be saved after quitting the game normally.
  • Fixed lots of Larger Resolution Issues
    Larger resolutions now have fixed size cursors and can aim accurately, and work for vertical aspect ratios too if you're that way inclined.
  • Lots of other fixes and tweaks - changelog too big! I'll put together a changelog to include in the forum post, though it may take a little more time.
General Concerns:

  • Archer may be too strong We're well aware of the potential for balance changes like this to swing power too far "the other way". We'll be watching very closely in the coming week and adjusting things as need be in a follow-up build.
  • A focus has been put on Gravity A lot of the changes here have put a focus back onto gravity - we want structures to have more of a purpose, people to need builders a little more, and vertical play to be a little more dicey; we also want to see less of people building giant turtle towers behind their base and flying all the way across the map :^) Keep this intent in mind when you're cursing at not being able to jump up "measly" 8 high tile walls - players are going to have to adjust to more "grounded" play, and that may take some time (at least a few games).
Looking forward to seeing you guys in game to put these changes through their paces! I'll be around tomorrow to make hotfixes if necessary but hopefully they can wait until next week - after the game re-stabilises.

Have Fun!

Geti/Max

42 comments Read more

Build 1180 - Shop, Boat, Map, Coin Tweaks and Many Fixes

July 12th, 2014

Pretty big build - lots of small changes accumulating over time. We would have liked to have made this as several separate builds but each week the build server had something else wrong with it. However, the more troublesome nodes have been moved to more stable hardware and things have gone along smoothly this week.

  • Shop Changes
    Largely a community sourced change, shops now have a nicer button layout, show damage (using the frames that were previously unused), and are generally a little more polished. Notably, quarters now allows sleeping in a bed inside the structure for free, time based healing.
  • Tunnel Changes
    Tunnels are now able to be used by both teams - this means that you need to build a vault around any tunnels inside your base to prevent getting invaded through them. This change should make tunnels a more strategically important building for both teams, and help prevent cheesy flag rushes.
  • Voting Changes
    Players can now abstain from votes they don't want to have a say in (to get rid of the box), and admins can now cancel the vote if they have the right seclev set.
  • Boat Changes
    Boats have been reworked a little - dinghies and longboats are faster now, warboats do less ramming damage to blocks, and longboats do more (especially with multiple rowers). This should help with the boat's utility in game, we'll see if we need to take more measures in this direction after the build has been in circulation for a while.
  • Map Changes Many CTF maps should be less prone to stalemates or extreme early rushes, and a few maps have been retired completely.
  • Coin Tweaks
    There's fairly dramatically increased coin income from damaging siege weapons and enemy vehicles - this especially applies to archers as an alternative revenue stream from frontline support.
  • New Example Mod - M16
    A simple example mod by MM (sprites by me) adding an M16 to the archer in TDM.
  • Fixes and Misc Changes

    • No more getting into crates
      As fun as it might be for you, we're quite tired of complaints about players effectively wasting a team slot by spending the entire game asking their team to carry them into battle. The code is still in there, just commented out for those who want this in modded servers.
    • Fixed minimap sometimes getting "stuck" off.
    • Fixed m_seed defaulting to wrong value - old servers will have to manually change this though (/rcon /m_seed 0, or set it in autoconfig)
    • Static blobs with attachments falling.
      You know how flags sometimes "weirdly" fall through the ground? This should fix that.
    • "Quick Double Slashing" bug fixed.
      If you've ever been surprised by a double slash that "probably shouldn't have happened" but not been quite sure what was causing it, this fix might help there.
    • Spikes give kills
      Builders can now see their kills (or lack thereof) from placed spike traps.
    • See changelog for the rest!
[added] abstaining from votes
[fixed] wierd downward-floating desync for static blobs with attachments
[fixed] knight "quick-double-slash" bug
[added] rayne chicken head (fear the chicken)
[fixed] potential overflow issue with the minimap not showing
[fixed] issue with wood vehicle damages getting passed on for projectiles
[modified] coin income from building workshops (less) and hitting siege (more)
[removed] getting into crates
[fixed] using halls as tunnel as enemy
[modified] removed tunnel travel team limitation
[fixed] broken code in defaultbuilding relying on overlap functions that was breaking for quarters (now uses AABBs)
[added] dinghies cost 100w and 25c (spam mitigation)
[modified] mazey head (5th time now, hopefully last. looks less like a tumour)
[modified] new german official server IP
[fixed] sleeping head frames for people with unique heads
[modified] community fix: spikes give the builder kills (thanks Skinney)
[modified] community fix: ctf shop buttons are laid out horizontally (thanks Skinney)
[fixed] community fix: ctf shops use appropriate damage frames (thanks Skinney)
[modified] community fix: quarters allows free sleeping with a time-cost to heal (thanks Skinney)
[modified] community fix: ctf flags collide with blob blocks where appropriate (thanks Skinney)
[modified] builder cant put wood backwall on stone backwall
[modified] updates to newtortuga - mid more resilient, less redundant base stuff, more room for tunneling under mid
[modified] addressed a few concerns with EjMap (stalling, horizontal movement)
[modified] feedback on JTG Aqueduct and BoulderLake taken into account (less gimmicks, more terrain polish, etc)
[modified] moved flags out of terrain on fellere map
[modified] dinghy and longboat faster
[modified] can't get into carried dinghy
[modified] longboat better at ramming tiles
[modified] mine doesn't take fall dmg
[modified] mine has knockback on hit
[modified] mine has double hp for slightly longer "defuse"
[fixed] sound scrollbars up button not working
[added] new mod example M16 as extra class action for archer
[modified] steps on the sound sliders
[fixed] crash when trying to perform "reload" command on local server
[added] new seclev "vote_cancel"
Have Fun!
Geti/Max

32 comments Read more

Reviews

“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/

About the Game

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

PC System Requirements

    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

Mac System Requirements

    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

Linux System Requirements

    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
Helpful customer reviews
44 of 50 people (88%) found this review helpful
99 products in account
2 reviews
159.8 hrs on record
King arthurs gold is one of the most satisfying games i have ever played.
Nothing in this entire world beats the feeling of watching the frigtened, scattered and wounded faces of your enemies get clobbered in with a giant sword, or watching as the improvised wooden huts that your enemies used as a "base" burn quickly to the ground.
And the most amazing part is when you finally, after nearly an hour of constant struggle, getting the last flag and charging home with your team on your back.

and dont even get me STARTED on the swordplay.
The swordplay feels smooth as butter and is rather responsive and feels GOOD.
(did you get that? it feels GOOD. like, nutella sandwich good. yea, its that great.)

But i feel as if the archer class is a little weird to play, especially if you are planning to grapple on to a wall and snipe. Its still good, but it doesnt hold a CANDLE to the knight master race.

The builder is basically a fleshed out version of the TF2 Engineer. you can set up ballistas and catapults, you can make tunnels (teleporters) for your team to use, you can build workshops for your team to buy usefull things like kegs (big bombs), bombs (weaker bombs), mines (self explanitory), as well as water based bombs and arrows (stun bombs).

8.5/10 es rly gud
Posted: June 9th, 2014
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39 of 44 people (89%) found this review helpful
3 products in account
1 review
1,150.0 hrs on record
Great game. Involves skill & timing. Too many hours spent.
Probably the one game I've played the most in my lifetime
Posted: May 5th, 2014
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25 of 28 people (89%) found this review helpful
50 products in account
2 reviews
780.8 hrs on record
dont waste 500 hours of you life on this game, no wait, do, it has been some of the best hours of my life, knowing awesome people making friends and kicking ♥♥♥♥, ive gone through good and bad in this game for 2 years, i love it so much ;u; KAG is love! KAG iss life!
Posted: June 27th, 2014
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16 of 17 people (94%) found this review helpful
23 products in account
5 reviews
7.6 hrs on record
King Arthur's Gold. Where do we begin?

Let's say you just start in the game. You have no tutorials, you are just thrown into a random game. What do you do? You begin building a fort. You see someone else doing an entirely different thing. Are you doing it wrong? One guy is putting trap blocks over a hole, another is digging a large tunnel with water, another is creating rooms packed with traps and class shops. Who is right and who is wrong?

All of you are right! This game encourages creativity. Using what's around you and turning it against your enemies. A shark in a pit killing soldiers? Turn it into a trap. Enemies built a wall? Launch yourself in a catapult. It is all these different ways to play that make every game so fun.

Assume they are putting heavy siege upon your walls. Off the top of my head, you can:
- Build tunnels for a constant stream of defense.
- Fill a boat with explosives and ram it into them.
- Get a boat full of builders to destroy the small base they built.
- Build walls behind the wall that is under siege
- Dozens of more ways, for you to discover!
To counter these:
- Have builders climb up using ladders to destroy the tunnel.
- Sacrifice yourself by turning the boat back into their wall, toppling it over into their base.
- Knights to stab the builders.
- Put your catapult on a boat for a constant push on each wall.

TL:DR, King Arthurs gold is a fun game that encourages creativity to defeat your enemies.
9/10
Posted: June 19th, 2014
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26 of 41 people (63%) found this review helpful
131 products in account
5 reviews
5.0 hrs on record
ran into enemy team with lit bomb in hand, killed all including myself 10/10
Posted: June 25th, 2014
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253 of 284 people (89%) found this review helpful
230 products in account
2 reviews
34.0 hrs on record
This is absolutely brilliant! It's like a turbocharged multiplayer Lemmings. The insanity you get on a 20-player server is hilarious. It really is as crazy as the videos above suggest, but it's better than it looks.

Definitely my multiplayer game of the year 2013!
Posted: November 25th, 2013
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