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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.
Date de parution: 5 nov 2013
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Acheter King Arthur's Gold

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

12 juillet 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

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Build 1120 - Balance, Modding and Fixes

12 mai 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

7 commentaires Lire la suite

Articles

“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/

À propos du jeu

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

Configuration requise (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

Configuration requise (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

Configuration requise (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
Évaluations intéressantes des utilisateurs
2 personne(s) sur 2 (100%) ont trouvé cette évaluation utile
4 produits enregistrés
2 évaluations
31.9 heures en tout
King Arthur's Gold est vraiment un bon jeu sa detend les combat en 2D sont bien fait les animation on de l'humour et surtout on s'en LASSE PAS ! Prenez 1 heure de votre temp pour jouer au jeu sa detend vraiment je vous le conseille fortement

Posté le : 24 juin 2014
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2 personne(s) sur 2 (100%) ont trouvé cette évaluation utile
21 produits enregistrés
1 évaluation
100.4 heures en tout
Bon, Donc, MEILLEUR JEU DE TOUT LES TEMPS! ADDICTIF, FUN ET DEMANDE DU SKILLLLLLLLLL! Bref, que tous ceux qui ne pensent pas l'acheter brulent en enfer.
Posté le : 13 juillet 2014
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3 personne(s) sur 4 (75%) ont trouvé cette évaluation utile
63 produits enregistrés
4 évaluations
9.6 heures en tout
This game is incredibly basic... and incredibly complex at the same time !
Many ways to play it, many tactics, it's very fun.
You can be a builder, who traps ennemies, build the healthy things for your team.
Or an ninja archer who can jump everywhere to snipe.
Or just a fat knight butchering people, throwing bombs, stomping ennemies and use your shield to fly with your bomb?
Haha there is so many ways to play it and the team play is at the center of the gameplay, which makes a fun and clever game.
The game is cheap and it's very very worth.
Posté le : 15 mai 2014
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2 personne(s) sur 3 (67%) ont trouvé cette évaluation utile
10 produits enregistrés
1 évaluation
0.3 heures en tout
Bon, par où commencer.
King Arthur's Gold est le jeu dont j'ai le plus joué au cours de ma vie. Impossible de savoir le nombre exact car j'y ai joué bien avant qu'il sorte sur Steam, mais 800-1000 heures ne m'étonnerait même pas.
Je le découvre je crois à la fin de l'été 2011 (il n'a alors que quelques mois) et je suis ebahit par les possibilités qu'offre KAG. Il avait et a encore, tout ce que je recherchais dans un jeu, une durée de vie élevée, grâce à sa rejouabilité infinie, de la stratégie pure et dure, et un look rétro que j'apprecie, le tout pouvant tourner sur une petite configuration qu'était la mienne.
Son début de vie était véritablement épique :
Pas de limites construction horizontale à partir d'un point au sol, pas de dommage de gravité, pas d'ombres et j'en passe. On tentait des embuscade avec des ponts géants d'échelles dans le ciel à partir de notre base et on se lançait sur l'ennemi directement à son camp. Ou bien des embuscades souterraines en creusant à une vitesse pas possible avec 4-5 builders. (Les maps étaient plus profondes.)
Bref que du bonheur.
Le temps passe et le jeu s'enrichit, cycle jour/nuit, mode zombie, au mon dieu le mode zombie était vraiment bien.

Ce qui me plaisait le plus, c'était d'avoir une grande liberté dans la stratégie puisque chaque bloc de pierre/bois/porte etc.. est posé par nos soins, à la différence d'un STR, où c'est des constructions pré-frabriquées à poser un peu partout.

Là tu fais tes propres pièges, tes propres tours de défenses, et tout ça à une repercussion directe sur la direction que prend la partie. Les builders avaient une importance plus accrue que maintenant, les batiments construis par les joueurs étaient vraiement plus sophistiqués.
Le temps a fait que j'ai progressivement laché le jeu, une lassitude tout a fait normale, en effet aucun jeu n'y fait exception.

Voilà que j'essaye de m'y remettre, mais un peu deçu. Le passage en béta a engendré de grands changements dans le gameplay. Avec les changement de physique de déplacement, maintenant le jeu est plus tourné hack'n slash avec des mouvements rapides et nerveux. Avant on retrouvait dans la majorité des cas plus de builders que de knights, maintenant c'est tout l'inverse et c'est ça qui m'a un peu dérangé.
Sa force se trouvait dans l'architecture et la reflection, désormais elle toujours présente, mais à un taux moins élevé, faisant place à une grosse baston de chevaliers.

Ceci est l'avis d'un joueur qui a suivit toute la progression de developpement du jeu. Mais pour quelqu'un qui commence que maintenant et qui n'a pas connu l'alpha, KAG reste un jeu magnifique et a absolument acheter.

19/20.
Posté le : 25 juin 2014
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2 personne(s) sur 3 (67%) ont trouvé cette évaluation utile
20 produits enregistrés
1 évaluation
23.3 heures en tout
fun
Posté le : 20 juillet 2014
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12 personne(s) sur 12 (100%) ont trouvé cette évaluation utile
103 produits enregistrés
10 évaluations
14.2 heures en tout
A good small game warrior in 2D. The multiplayer is rather cool (although there is not a lot of choice: warrior, archer, builder) .After the solo is well for the challenges but the solo mode is really too short..
Un bon petit jeu guerrier en 2D.Le multi est plutôt cool (bien qu'il n'y ait pas beaucoup de choix: guerrier, archer, bâtisseur).Après le solo est bien pour les challenges mais le mode solo est vraiment trop court..
Posté le : 9 janvier 2014
Cette évaluation vous a-t-elle été utile ? Oui Non