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King Arthur's Gold

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Community Announcements - Max
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
Community Announcements - Furai
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 too much 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
May 2, 2014
Community Announcements - Furai
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
Community Announcements - Furai
Hey,

We've recently been working on our website in order to bring you this promotion! This is an amazing offer - for only $12.99 you can get two copies of KAG!

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All you need to do is to go to our main website and buy the game from there. 

This promotion together with the newly released mod "Shiprekt" will make the best gift you can ever do to your friend!

Don't hesitate. Buy the game and play this amazing mod with your friend!

Cheers,
Furai/Lucas
Community Announcements - Furai
Incoming Big Build!
Lots of KAG Tweaks, and AUS Official Servers!
First of all, the example mod "Shiprekt" is having its first public release! It's a bit rough around the edges but demonstrates a complete total conversion to top down ship building carnage!
List of "Shiprekt" Features:
  • Full total conversion in a simple KAG mod. Join a server and play, no bullshit!

  • Top down block based ship building, with per-block destruction!

  • Totally Moddable! Want more blocks in the game? Add them!


image
image

A handful of KAG tweaks have gone ahead at the same time, either driven by Shiprekt development, community feedback, tester suggestions or sudden inspiration to change things up.
List of the major KAG tweaks:
  • Spikes changes
    Spikes now stun on hit
    Spikes now hit when wallsliding or wall running
    These combine to allow some devlish 1 hit kill traps and a lot more vertical control when placed on wood blocks and mixed with trap blocks to save them from hurting your team. I'm very keen to see where this takes the building meta.

  • No arrow slashing
    I decided I didn't have strong feelings about this and the majority opinion is that it's luck based and hurts competitive play, even if it does look cool.

  • More Particle Functionality
    Modders will be happy to know that as part of Shiprekt development we added a heap of nice new functionality to particles, such as scripted callbacks and being able to get a handle to pixel particles. BV contains good examples of this new functionality, check out humangibs.as in particular as it demos all 3 of these.

  • Various annoying exploits fixed
    A coin duplication bug and the infinite spawning traders bug should both be fixed, pending confirmation from public testing. The coin dupe fix is temporary, a proper solution will be done over the next week.

  • TDM Tweaks
    -Trader menu in TDM stays open after purchase
    -TDM prices reshuffled to prevent a million spec arrow spams.
    Anyone who regularly (or even irregularly) plays TDM should be pleased with these changes.

There are also now Official Australian Servers, have a look for them in the server browser! Only took 3 years!
These are the result of some collaboration with the guys hosting the major community Aus servers to move their ever competent admins over to an official capacity, and keep the Aus community strong in the face of them running low on funding. As always the official servers are hosted by Joe/jrgp. We'll be working hard to keep these servers up to the same quality as the old community ones.
Have Fun!
Max/Geti
Community Announcements - Furai
This update is about mod verification.

You may notice some thumbs up/down icons on the server browser now. These only show for modded servers and they indicate whether or not a server is running mods that are verified (thumbs up = verified, thumbs down = not verified).

What does it mean for a mod to be verified? It means that a mod is confirmed to have come directly from the developer that it claims to have been written by, without having been tampered with. If every mod currently active on a server is verified and the server has mod verification turned on, then the server will get a thumbs up icon in the browser.

So how do you turn on mod verification? With the sv_mods_verified - set it to 1. Note that it is 0/off by default and will be turned off if any of your active mods fail

How does a mod get verified? It needs to first be registered - currently the simplest way to do this is with this app, and then it needs to have a registration.json file generated and distributed with it. Mod devs should therefore generate a new registration file every time they make a new release. This can be done with the same app used to register the mod in the first place, or alternatively a script like this can be used to do it over the command line.

This might seem a little tedius at first, but once you've done it once its really quite straightforward. Additionally, this is only the first phase in a move towards a more managed system of mod distribution. For example, it'll soon be possible to setup your servers to auto-update their active mods whenever a new release of them is made.

I think I've covered the broad strokes of the system, but let me know in the forums if you have any questions.

Shadlington
Community Announcements - Furai
We've been working with modders this week on getting some specific issues fixed and a few examples of "how to do X" in preparation for that modding showcase. Particular thanks to Norill, Skinney, and Rayne along with the rest of the testers and anyone posting in that call to arms thread.
Other changes this build are mostly minor, with a gameplay focus.
image
Pictured: Common fear of many Australians, now tweaked for more balance despite my fondness for crying enemies.
  • Water ammo only stuns through shield on a direct hit
    This prevents water spam from being too detrimental and counter-competitive; It's a change that's been on the list for quite a while, but as expected it was somewhat fiddly to do properly over the net.

  • Arrows take no damage from jabs, only slashes.

  • Water arrows splash when killed rather than turning into one bit of wood.

  • Fire arrows do 2 full hearts of damage instead of 1.75 hearts (1 heart on hit, 1 heart of burn)

  • Fixed mods not downloading new files the next time.

  • Fixed not being able to load maps from Mods/ folders.

  • Added example custom tile mod - note that this is only the tip of the iceberg, to have a tile that takes damage, animates etc you have to roll a lot more of your own code, which is not for the faint of heart.

  • Fixed joining modded server the first time often crashing.

  • Joining modded servers only preloads used files (much faster joins for small/simple mods)

Full Changelog:
[modified] gold stacks to 500, not 1k per inventory slot
[added] increased burn time - fire arrows now do 1heart damage + 1heart burn
[script][fixed] getPlayer(i) should return null now when player count is 0 or index is wrong
[fixed] mod loaded only on 1st time game launched
[fixed] mods not loading or crashing on 2nd server join
[modified] water bombs don't stun through shield unless on a direct hit
[added] water arrows stun shielded knights only on direct hit
[fixed] tresflags map being "cut off" by the no build zone at the top
[fixed] mods not updating by force downloading every time
[added][fixed] can load maps from Mod folders by adding map name to mapcycle without need for extension
[added] example for new block in scripts
[script] made it a bit easier to handle custom tiles in mods (use a modded CustomBlocks.as)
[modified] arrows cannot be jabbed, only slashed.
[modified] just first day of playing won't show modded servers (was 2)
[fixed] joining modded server 1st time resulting in crashes
[modified] joining server only preloads used files (significantly faster joining)

Have Fun!
Max/Geti
Community Announcements - Furai
No more endless love I'm afraid.
This build also contains a few bugfixes and an exciting community addition, the storage cache. Thanks to Skinney for this nice object.

image

This fancy storage has a "drop all" button and a way of accessing the stuff that's inside. We may be tweaking the interface just a little (making the drop all button vanish if you're not carrying anything), but it's functional and fun, so no more dinghy storages in CTF.
There's also no build zones at the edge of the map to avoid "infinite jump" cheats, and some minor fixes for admins and modders.

Full Changelog:
[removed] valentines event code.
[added] CTF storage from Skinney
[added] Extra "no build" zones on the edge of the map from Skinney
[added] camera rotation and position is cleared on disconnect.
[fixed] /restartmap actually nextmapping
[fixed] some bugs in file replacer

Have Fun!
Max/Geti
Community Announcements - Furai

Visit the Blink Bundle site HERE


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It must be the time of year for crazy sales again, cause you can get KAG "50% off" (including a steam key!) and 9 other games on top of that! Even if you've already got a copy of KAG, check it out, there are some other great games there and you can always gift the code to a friend.

Have fun!

Max/Geti
Community Announcements - Furai

Hey,


We've just added 2 new official servers hosted in Japan. This patch changes their colour in the server browser. 


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Regards,
Furai/Lucas

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