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.
Análisis de usuarios: Muy positivos (2,502 análisis)
Fecha de lanzamiento: 5 nov. 2013

Inicia sesión para añadir este artículo a tu lista de deseados, seguirlo o marcarlo como que no estás interesado.

Comprar King Arthur's Gold

Comprar King Arthur's Gold 4-Pack

Includes four copies of King Arthur's Gold - Send the extra copies to your friends

 

Recomendado por mentores

"Build a gigantic fortress and smash people with boulders."

Actualizaciones recientes Ver todos (43)

5 de julio

Build 1537 - Quality of Life

Hey guys, mostly a "quality-of-life" build this time but also brings some important balance changes and content.


Prepare to get creative!

Before we get started, there are a few minor issues that have bled through from TR development into KAG, the "big" one is that fonts are smaller in various places - including the "Respawn In" dialogue and the loading screens. The old fonts will be back as soon as we find out exactly where they should be changed back properly (rather than a band-aid fix). If you notice any other strangeness please let us know ASAP so we can fix it!

Major Changes:

  • Mechanisms in Sandbox:
    That's right, mechanisms are finally available for building in sandbox and mods; along with a fancy "paged" building menu. There'll be a guide coming in future about how the mechanisms system works with examples, but for now they're there to play with and can be saved into custom image maps with the usual /savemap setup - this works for loading (for example) an unpopulated TDM map and adding in traps to the design. Be sure if you do later editing of the image that you use an image that can handle transparency - no MSPaint for mechanisms maps I'm afraid!
  • Surrender Vote:
    There are some games that end up very one-sided - rather than having 5 players yelling "please cap, please" and the entire enemy team destroying your base for twenty minutes before they finally realise theres a flag to take, you can now "gg" out of the game with a vote. We'll be monitoring abuse of this currently experimental feature but we earnestly hope it'll help ease the frustration of a stomp.
  • Vehicle Conversion:
    There's a new GUI and better mechanics for vehicle conversion, based on live players within a generous radius - this allows capping siege engines from a little further away, but also allows defending them; the time to convert is also a bit longer. We'll address the issues with spawning on contested engines soon.
  • Trap Block Behaviour:
    Trap blocks now can be opened by same-team players, much like doors, which prevents them from team-trapping people and limits the amount of damage a new builder can do in building their "genius trap".
    There is also a simple way to disable the new trap block functionality, which it utilised in TDM because some map designs rely on the old functionality.
  • Materials Back from Many Blocks:
    In particular, doors and trap blocks give a fair percentage of the materials used for construction back, which punishes misclicks less and allows counter-tunnellers to get rewarded for their trouble. Plaforms do not give material back at this point due to them already being ubiquitous and not being team-biased.
  • Wood doors decay Under Water:
    A suggested counter-tunneling mechanic that we're trying, stone doors and U-bends will have to be utilised more to defend against flooding in tunnels, rather than simply spamming cheap wood doors every few blocks.
Minor changes:
  • New Mechanisms:
    A motion sensor source block, directional wires for packing in dense designs, and a new appearance for the light component!
  • Cancel Building Button:
    Oddly this is one of the most-requested functionalities of new players coming to KAG from minecraft and the like; a way to put away any block. While it may not really affect you, a lot of players have a simple mental disagreement with it, so we've added a button to allow you to cancel building completely. Old players may or may not wish to use it.
  • Traders aren't in the way:
    Traders are now no longer able to block arrows, explosions etc at their posts.
  • Nicer TDM Scoreboard:
    More changes will inevitably follow, but we took the feedback recieved about the TDM Scoreboard to heart and made some changes; clan tags and usernames can now be seen, the spectators list renders correctly, and colours are back to indicate various user types.
Have Fun!

Geti/Max

Full Changelog:
[moved] traders into sprite layer rather than separate blob (thanks Verra)
[fixed] a few rules that were still using traders as blobs
[added] clantag/username support to the TDM scoreboard (partial thanks to verra)
[added] "admin colours" to TDM scoreboard (thanks Verra)
[modified] ctf_givespawnitems sets timers reliably at start of game
[added] water decays wooden doors quite quickly in CTF, Sandbox and TTH (not TDM to avoid breaking maps)
[updated] engine - fixed missing map edges, Maths::Clamp/Clamp01
[added] fire spreads on some blocks dying as well as over time
[added] materials back from some constructed blobs when destroyed as builder
[added] can move through trap-blocks like doors if they are like-team (prevents getting trapped in giant pits by "genius" teammates)
[added] old trap block behaviour to TDM (set with tag on rules "old trap blocks")
[added] Elbow and Tee Wires to BasePNGColors.as and BasePNGLoader.as
[added] elbow wire junction
[added] tee wire junction
[fixed] wire background layer
[modified] Wire.as to include functionality for elbow and tee wire junctions
[added] functionality in BlobPlacement.as for held blocks to ignore builder facing
[updated] Lamp component to be directional, and more visually distinct
[added] early opt tag checking for BuilderHittable.as, use "builder always hit"
[modified] CommonBuilderBlocks.as to add blocks based on gamemode
[MOD WARNING][removed] CTF_BuilderMenu.as, CommonBuilderBlocks.as inherited this scripts functionality
[MOD WARNING][removed] WAR_BuilderMenu.as, CommonBuilderBlocks.as inherited this scripts functionality
[added] Mechanisms to Sandbox
[updated] engine with changes for snapping camera to pixels + changes to minimap
[added] GamblersDen map for TDM
[updated] BuilderInventory.as to use CInventory::getInventorySlots()
[added] arbitrary costs to CommonBuilderBlocks.as for Mechanisms
[added] new mechanism component, motion sensor
[added] another constructor to the Component class
[added] Mechanical click sounds for mechanisms, thanks Rayne!
[fixed] connecting to non-LAN hosts while server is running (caused all sorts of weird bugs, thanks makmoud98)
[fixed] unsigned issue with fire_time (could cause lock-ups of vehicles)
[added] new vehicle conversion HUD + fixed vehicle convert sync + made rules more "fair" to both sides (defenders dont hard-reset the timer, but attackers can win by majority - both are displayed)
[added] Stop Building button and functionality to BuilderInventory.as
[added] ClearCarriedBlock(CBlob@) to BuilderCommon.as
[modified] BuilderIcons.png to include the new stop building icon
[MOD INFO][modified] CommonBuilderBlocks.as to include documentation for adding your own pages
[updated] GenerateFromKAGGen.as, fixes tile map hooks not working
[updated] BasePNGLoader.as
[added] LoaderColors.as, replaces BasePNGColors.as
[added] LoaderUtilities.as, holds tile map hooks
[added] vote surrender - experimental

10 comentarios Leer más

18 de junio

Issues with authentication

Hello,

We are terribly sorry for any problems that you're facing at the moment. It appears that due to KAG being featured in flash sale and some minor on-going issues with our ISP where the authentication server resides, many of you are having problems with logging in.

We are aware that timing couldn't be worse but please bear with us. We're doing our best to fix the issues.

Cheers,
Furai

10 comentarios Leer más

Críticas

“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/

Acerca de este juego

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 del sistema

Windows
Mac OS X
SteamOS + Linux
    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
    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
    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
Análisis útiles de usuarios
A 11 de 13 personas (85%) les ha sido útil este análisis
2 personas han encontrado divertido este análisis
1.1 h registradas
Publicado el 28 de marzo
Juegazo donde los haya. No habreis visto juego igual, lo aseguro. Tiene una curva de dificultad pequeña pero no sencilla. Cuesta un poco hacerse con el juego al principio pero despues .... es un puñetero vicio: sangre, soldados volando, talando, minando, construyendo, arqueros, balistas, catapultas, ... Yo lo tenía desde que salió en Desura y le metí unas cuantas horas. No puedo hacer otra cosa que recomendarlo. Finalmente decir que este juego en oferta se puede conseguir por 2-3 euros.

Aquí dejo un gameplay, por si a alguien le pudiera interesar:
https://www.youtube.com/watch?v=MD_r7CyjVHY
¿Te ha sido útil este análisis? No Divertido
A 7 de 8 personas (88%) les ha sido útil este análisis
413.1 h registradas
Publicado el 30 de marzo
Perfecto!
El juego es algo asi de tf2,aoe,y terraria,Los 3 forman una mezcla revoltoza pero dejandola en manos apropiadas saben que hacer con el juego,El juego no tiene historia,pero fijandote en varios detalles no hace falta una historia para que este juego sea perfecto,no necesita historia,El multijugador lo conforma casi todo en el juego,cada servidor,cada escenario,cada jugador hace su historia,Su aventura,Ya sea saltando con bombas,Haciendo trampas O con una lluvia de flechas,cada clase tiene algo muy carismatico,Ni que hablar de los emoticones,Esas cosas amarillas con caras ponen la mayor parte de la risa,componen cada emocion:Tristeza,Odio,Amor,Y demas,Las graficas no cuentan para que el juego sea realista,Basta con mirar el entorno y la jugabilidad para saber que el juego es realista,Cada que aplastas a un enemigo,Cada que cae un castillo,cada que dejas caer una bomba,cada que una catapulta derrumba todo,Es fascinante ver esos pequeños detalles puestos con cariño por parte de los desarrolladores,Para que nuestra experiencia no sea repetitiva o aburrida.
Aveces es lindo ver un juego,que solo quiere ser un juego.
Asi que mi recomendacion es:
Jugabilidad 10/10
Multijugador 1010
Perfecto,Pedazo de juego que han creado.
¿Te ha sido útil este análisis? No Divertido
A 2 de 2 personas (100%) les ha sido útil este análisis
2 personas han encontrado divertido este análisis
306.1 h registradas
Publicado el 17 de junio
Despues de mas de 250h, el juego me sigue pareciendo una de mis mejores compras y con amigos te lo pasas genial con tantas explosiones.
¿Te ha sido útil este análisis? No Divertido
A 2 de 2 personas (100%) les ha sido útil este análisis
19.2 h registradas
Publicado el 10 de marzo
buenisimo, una mezcla de chivalry y terraria con mucha sangre y explosiones :)
¿Te ha sido útil este análisis? No Divertido
A 1 de 1 personas (100%) les ha sido útil este análisis
12.3 h registradas
Publicado el 21 de junio
Viene a ser un Terraria x Chivalry para resumir.

Combates por equipos, distintos modos (capturar bandera, capturar puntos de control etc)
3 clases jugables:
-Caballero con espada, escudo y acceso a distintas clases de explosivos.
-Arquero con arco (duh) un garfio que le permite moverse por el terreno con libertad y acceso a flechas incendiarias.
-Constructor con pico y martillo, puede recoger distintos recursos para construir multitud de cosas desde murallas, fuertes, catapultas, barcos etc.

Las partidas suelen empezar con los dos equipos separados por un muro invisible durante cierto tiempo, tiempo que se debe emplear para preparar una base con muros trampas etc con idea de poder defender la bandera o lo que sea.

Cuando las partidas son desequilibradas son un poco meh porque acaban antes de que te de tiempo a hacer nada, pero cuando coinciden dos equipos más o menos igualados es de lo más divertido que he encontrado multijugador en bastante tiempo.
¿Te ha sido útil este análisis? No Divertido