King Arthur's Gold - Furai
Hello my fellow KAGians,

Long time no devlog from me. Don't worry, I haven't started crunching bugs. As always, I'm just the guy behind the scenes.

Today I've moved the Base folder of KAG to GitHub! For many of you it's probably nothing special, but to the guys like @Fuzzle, it might actually mean a lot. Because of this change people who want to help fixing the game and have been submitting fixes to scripting part of the game via bugreports - can do so now directly*. Amazing, isn't it? (Geti was just lazy and didn't want to include your fixes by hand over and over again. It's actually quite tedious so forgive him, I did. He asked me and jrgp to create this.)

Rejoice!

May the KAG be with you,
Furai

INB4 - no, we're not open sourcing KAG, just the Base folder part that was anyway publicly available to any of you who have downloaded and installed the game.

* - via pull requests.

P.S. If there will be demand for such thing as README in this repo on how to contribute - I might create it. Better yet, one of you can create it and submit it via pull request!
King Arthur's Gold - Max
Hey Folks

Minor Release, just a few fixes and additions.

I'm pushing this out in a relative hurry to revert to old behaviour for knight attacking - the new code allows attacking through doors in some instances, and the old code is more conservative, so I'm going with that. We'll look at a more robust solution soon.

There's also a fix for a TDM exploit, an added scripting constant, more modder-friendly collapse behaviour and a fix for the radius being reported incorrectly for non-circular shapes. It's still an approximation, but it's now a correct approximation instead of twice what it should be.

We'll be keeping an eye on the release to make sure there's no more funny business with attacking ːkag_yesː

Have Fun,
Max

Full Changelog:

[added] air count is copied when changing class [fixed?] modding-unfriendly isTileSolid was used for collapse block solidity testing. [fixed] approximate radius for polygon shapes was twice what it should be [added] Maths::Pi constant [fixed] more dirt vulns on pressurecooker [reverted] to old knightlogic to patch hitting issues
King Arthur's Gold - Furai
Hey,

Just pushed small hotfix to the build fixing some build specific stuff on linux. Also now you should be able to run KAG on linux without library problems. Just use rungame.sh
cd <your_path_to_kag> ./rungame.sh <any_parameters_you_want>
Steam is now using that as well so this should fix issues with KAG on linux run via Steam as well.
Tested on Ubuntu 16.04 x64

Cheers,
Furai
King Arthur's Gold - Max
Hey Folks!

Largely a fix-heavy build this time, but a few community-requested look and functionality changes as well:
  • Top border of the map is semi-transparent for any maps with an open sky - this helps you see projectiles that have left the map vertically so they are less surprising when they re-enter the map.
  • Siege firing can be cancelled by right-clicking
  • Catapult has some cooldown time after firing
  • Bindings for controlling minimap colours for custom tiles in mods

The main fixes are:
  • Dirt "camping" vulnerability fixed on PressureCooker map
  • Sync for chest open/closed on join
  • Fall damage "eating" spike damage
  • Knight attacking near doors behaviour changed (see this thread for details - feedback and suggestions for further development are welcome)



The Official Modded Server has also been updated with a new mod (The Waste Kind) with another coming "soon" (Zombie Fortress Plus), and the rotation time has been upped to every 3 hours. We'll be getting modded servers up in other regions over the next month or so, but we want to get the USA server rock solid and make sure the mod list is fun and suitable before going through the pain of setting up another 2 of them!

The current mod list is as follows:
  • The Waste Kind
  • Attack and Defence
  • Custom Heads CTF
  • Shiprekt
  • Laser Wars

We're still very keen for feedback on the modded server - what you love, what you hate about it.

Have Fun!

Max

Full Changelog:
Game Changes: [fixed?] warning and potential crash in console cmd /kick [added] engine-side functionality and script bindings for CMap::SetBorderColourLeft CMap::SetBorderColourRight CMap::SetBorderColourTop CMap::SetBorderColourBottom CMap::SetBorderFadeWidth [added] semitransparent sky border using new map border binds [added] borders set semitransparent only when there's a clear sky, to prevent the appearance of "floating" edges [added] minimap colour calculation bindings can be overridden just for tiles >255 or for all tiles has fallback for (simple) no script case [fixed] knight attacks around very-close doors can still be blocked potentially more than they should but not by much/only compared to tiles needs lots of feedback [fixed] pressurecooker dirt camping vulnerability [added] properly scaled vehicle cooldown bar vehicle.max_cooldown_time for anything implementing the custom firing methods + using vehicle gui [fixed] catapult ignoring cooldown [added] can right-click (action2) to cancel vehicle shot charge and incur half-second cooldown [added] sync for chest open/closed on join [fixed] fall damage "eating" spike damage (colliding with terrain took away the velocity before the spikes could read it) [added] tdm has tdm_vars.cfg control for mapcycle scramble or not - defaults to letting autoconfig decide if missing from cfg, but value in default config is 1 [added] setdamagetocarrier.as to food/heart/boulder to fix achievements [modified] made yagger/makmoud head invisible [modified] file send chunk size reduced to decrease load on running modded game when someone's joining (todo: consider autoconfig var for it) Official Modded Server Changes: [updated] mod server config with some new tweaks, still waiting on working tcpr bridge as part of the gshost api but it's more or less ready to be plugged in. [added] waste kind to official modded server + changed cycle time to 3hr
Community Announcements - Max
Hey Folks!

A small build to ease into February - it's going through the build server now and should be out on all platforms within the hour.

As mentioned in the January Round Up, we've been looking into the crashes that have been happening for the last few builds, and working on some minor content changes.

The Official Modded Server was also put into beta in the USA - this build should make it the same colour in the list as the rest of the official servers. We'll be opening up a thread next week to get feedback on it, talk through any issues and start sourcing new mods for it now that it seems to be working - particularly mods compatible with the custom heads mod!

This build has a tentative fix for a nasty memory corruption bug that was causing occasional issues with deltas, as well as crashing servers on join if certain conditions were met. We hope to see improvements to server stability, and we'll be monitoring it in the weeks to come.

There have also been changes to the TDM map cycle - a few smaller changes as well as 3 new maps.

Dichotomy - one half of the map is randomly closed off each round.

Pressure Cooker - The map slowly floods from outside in, forcing players to engage.

Craggy Outlook - Cliffs overlook a central treasure trove with randomly selected entrances.


As a result of community feedback, sponges are now 15 coins in CTF, as they weren't seeing much use.

The "Mines Not Showing Activated on Join" bug may also be fixed, but this needs more attention - if it's not fixed this time around it'll need a reimplementation of how the animation is synced.

Last but not least, Norill has received his honorary special head for service through the THD intern program.
Congratulations Norill, and thanks for your work!

Have Fun,
Max

Full Changelog: [added] New RTDM maps + fixed some "bugs" in old ones [fixed?] mines not showing activated on join (issue with cmds vs sync(), if not fixed might need reimplementation) [modified] sponge is 15 coins [fixed] memory corruption due to race condition on join [added] USA modded server to official server list [added] norill head (king of horses) - congrats
Community Announcements - Max
Good News, Everyone!

We've been working over the holidays to bring you something people have been hanging out for since the release of achievements!

As some of you have already noticed, Steam Trading Cards support has been added to King Arthur's Gold. The set includes:
  • 6 Trading Cards
  • the usual 5+1 Badges
  • 6 Backgrounds
  • 10 (!) Emoticons.

First, a warning: the Cards and Backgrounds share art - and are probably the most boring part of the content. We only have incredibly-tiny-pixel-assets to work from, and the required sizes are enormous by comparison. Sorry in advance to anyone who was hanging out for 1080p pixel tapestries, but this was one aspect of the system we simply didn't have the time for.


The badges are all unique, new art with a KAG-themed progression - all the way from humble, wooden beginnings to a glorious victory, with King Arthur's Gold still being conspicuously missing from the game. We all know the real gold is the friends we made along the way, right? Guys?

Anyway, we're very happy with how they turned out and hope to see some of you displaying them soon!

Those who don't mind spoilers can see the badges over here! Those who do can collect them for themselves and feel smug, whatever floats your boat!


The Emoticons have been faithfully ported from the game, with a few touch-ups to make them fit with the dark chat and community background. We tried to pick the most widely-usable and fun faces. As animation was not allowed, you'll have to unlock the ːkag_smileː and ːkag_tongueː emotes separately. I know, I know, the injustice, but that's just the way the system works.

We're keen to know what you think of them, so hit us up in the comments and get collecting!

Have fun,
Max
Community Announcements - Furai
Hey,

Just pushed a minor hotfix that addresses the issues with the maps not properly loading on some of the servers. Nothing else has really changed.

Cheers,
Furai
Community Announcements - Max
There are no game-side changes this build; this is just to help with servers whose stability has been affected by the recent changes.

Cameron has been working directly with the affected users trying to debug the problem and we're fairly confident this should clear them up, though as always there might be unexpected nasties lurking. The affected hosts know who they are - be sure to pipe up if you have any issues, though.

Have Fun!
Max
Community Announcements - Max
Hey Folks,

This build is a pure fix build, with fixes for steam accounts getting "stuck" authenticating or creating an account forever, and for the game freezing for OSX users, as well as some server lock-up issues with some hosts, particularly with mods.

If you have any further issues with the new build, please let us know ASAP!

Have Fun!
Max
Community Announcements - Furai
Hey,

I've just pushed a small hotfix that addresses the issue where old not connectable any more servers would appear in the server browser.

Cheers,
Furai
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