Includes four copies of King Arthur's Gold - Send the extra copies to your friends
1500 days since we started KAG, who knew? A medium-size patch today, more mechanisms/TDM stuff but we're sorry to say that building them is gonna have to wait until next time. There's lots of fixes and tweaks inbound and a couple of things for modders to watch out for, so let's get cracking!
Lots more dastardly contraptions await!
More TDM maps!
There are quite a few more maps in the TDM pool, often utilising the new mechanisms stuff. If you haven't already, give TDM another go, it's quite a fresh mode now and the mechanisms help avoid maps becoming samey too fast.
New TDM Scoreboard!
There's a new TDM Scoreboard as an example of the new scoreboard override functionality! Let us know if there's any issues with it and see the script TDM_Interface for a code example - be sure to set showscoreboard to false in the corresponding gamemode.cfg if you do anything with it!
Various Mechanisms Bugs Fixed
A few of the new maps and some of the old ones brought out bugs in the mechanisms we hadn't seen before, these have been fixed this time around. Keep the reports coming if you see anything fishy!
Boulders have had this a long time coming and you know it. Boulder-fu is still possible, but significantly less insta-kill. They also bounce off a bit which makes it much harder to chain, and a lot funnier to look at.
Slash Cancelling Bug Fixed
Only a few people knew about this, thankfully, but it's been removed. It won't be re-added if we can help it.
A long standing issue with the activate buttons has been found and fixed, which was a combined effort between myself and Skinney; they are now activated based on world distance and blob position, not screen distance, which means that zooming in and out isn't necessary for very small buttons to work any more!
A heads up to modders: this will break the positioning of anything that uses the activate buttons! Please revisit your mods and adjust the offset vectors, they're now in world space.
There are quite a few other minor bugs fixed as well, check the full changelog for those.
Good news everyone!
The Trench Run Skirmish Demo is now available at:
The demo is available for Windows, Mac and Linux!
Trench Run development benefits KAG players as both games are built on the same engine, so improvements and features from one can easily be taken into the other. This also means that the work gone into the online multiplayer aspects of KAG can be reused for multiplayer for Trench Run to get that up and running soon.
Trench Run is a different pace of game to KAG, faster and less serious, and focused more on smaller, deeper games than big balls of chaos, but the overall style and open development attitude will carry across between them. We look forward to your support on this exciting new game.
Make sure to like Trench Run on Facebook to stay updated:
Up next for KAG is the initial introduction of mechanisms for TDM maps and sandbox, more bugfixes, some map fixes/tweaks as well, and sooner or later the introduction of new menus. Mechanisms in particular allow the creation of completely new structure behaviours from (relatively) simple building blocks, something that will help more creative members of the community explore new possibilities without touching any code. You can rest assured KAG will not be dropped too soon.
“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/
King Arthur's Gold is Copyright © 2011-2013 Transhuman, All Rights Reserved.
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