Community Announcements - Max
Hello folks!

Last night (or during the day for anyone in the EU), much of our infrastructure went down again. Most that went down is back online now.

We're currently still working to get everything back running properly, but since there's some waiting involved (and only so much staring at a black box you can do in one morning) I'm going to use the time to explain the cause of all of this to you, the players. Transparency is a good thing, and our new host has given the all-clear to discuss the situation.

THD infrastructure has been the target of a large, ongoing DDoS attack, of the order of >10 GB/s for some hours each day. This has completely overwhelmed our servers and taken our services out. Our main host for all our web infrastructure, who is a long term community player, host, and friend, is not able to continue hosting us as a result - it has been an incredibly expensive week for him and we are very sorry for the damage and expense caused.

However, we have negotiated new web hosting - which we were already using for game servers - and started moving everything there. Moving has been slow because a lot of the databases have to be restored from damaged backups, a lot of specialised software needs to be installed and configured, and the attacks have been ongoing. The attacker is definitely targeting THD because the attacks have followed us to the new host.

We have taken the option of DDoS protection with our new host, which has come into effect this morning, but that has required migrating almost everything behind new IP addresses, so there's a lot of reconfiguration involved. It also adds some latency to every request and costs money each month, but it's basically our only option at the moment.

If worst comes to worst and the attacks don't stop, we should be able to get a good service out anyway, once everything has been properly configured. Until then, only some services will be available. In particular, steam authentication is currently not available.

We've received no claim or threat or demand from whoever is performing these attacks. If anyone knows anything certain about them or wants to confess (and stop doing it), feel free to get in touch; however this is no time for a witch hunt in the community.

We ask our players to continue to show patience as we deal with this frustrating issue.
Thanks from everyone at THD
Community Announcements - Max
Hey guys, steam-specific update at the moment.

Last night, parts of our system went down again.

I'm sorry to report that the part of the API that handles steam logins is currently unavailable. We're investigating what exactly has gone wrong there at the moment. Standalone logins will function just fine.

If you would like to play offline, you'll need to open up your steam apps folder and run the game directly (ie without the "steam" command line argument). Alternatively, you can download the client from the official site and run that (and just click play offline when it asks you to log in).

We're aware that the offline experience is nothing compared to the online play, but for steam-linked accounts this is currently the best we can do. We'll be working on getting the authentication fully functional ASAP.

We'll explain more about what's been causing these server troubles soon, at the moment our focus is on fixing the problem.

Cheers, and sorry again,
Community Announcements - Max
Hey Everyone!

So, as promised, we've been working hard on getting everything running again. jrgp and Furai in particular have been working crazy long hours setting everything up at the new host.

All in all, KAG is playable online again. This should appease a lot of you, but there's still quite a lot to do before things at THD are "back to normal".

If you'd like to know more about specifics, please see the THD homepage.

Thanks again for your patience and support,
Love from everyone at THD
Community Announcements - Max
THD Web Servers are all currently down and being migrated. Due to circumstances outside of our control, we're required to change hosting for all our major infrastructure.

This means that the KAG Site, TR Site, Soldat Site, THD Site, Game Servers for all games and the API are all out of action for the time being, which will make online play of King Arthur's Gold, Trench Run, and Soldat temporarily impossible.

At the moment we are working to get a minimal service back underway; a static website with information about the current state of things first, followed by the authentication and server list system so people can play again. We are working hard to get a full service back as soon as possible.

Thank you for your patience in this trying time,
Love from everyone at THD
Community Announcements - Furai

Due to networking issue with our ISP our servers are unreachable right now. This situation has been ongoing since the early morning (EU time).

We are terribly sorry for any inconvenience caused by it and with huge regret have to inform you that we have no ETA on when the issue will be resolved.

I know that the timing couldn't have been worse (duh, summer sale) but there is literally nothing we can do right now.

I'd like to apologise once again on THD's and my behalf.

Best regards,
Community Announcements - trainchaser
Hey KAG Folk!

Just a small build today, fixing a few bugs and tweaking one map in particular. There’s also an experimental change in there for water-haters, so pay attention.

Clean yourself up quick-smart against water-spam tactics with sponges.​

Sponges now “absorb” most of a water-stun if they’re in your inventory. The sponge is destroyed, and the stun time is reduced to 0.5 seconds from 1.5 seconds. This allows you to counter particularly water-heavy players. If it becomes particularly important, we might need some sort of visual indicator that you’re carrying sponges, but as it stands we see it as a similar “ace in the hole” to whipping out a bomb mid-fight (or a water bomb).

Full changelog:
  • [modified] some changes to CerberosRift following community feedback
  • [fixed] shield-bashing multiple overlapped boulders sending you to space
  • [fixed] tunnel-grapple "archer fling"
  • [removed] a heap of unused maps
    (from maps/, that had been around since classic)
  • [fixed] bug in kickafk that _could_ (but generally wouldn't) crash the server, plus disabled kicking local player (no more disconnect when you leave sandbox to get a cup of tea)
  • [added] carrying a sponge partially protects you from water stuns (1 sponge per stun, sponge is destroyed, stun is reduced from 1.5s to 0.5s)
Have Fun!
Community Announcements - Max
There was a serious bug that resurfaced today and was pulling down servers, the hotfix rolling out everywhere fixes that, as well as an infinite-fly exploit involving trampolines. Nothing else is in the patch.

Have fun, and thanks for bearing with us through the technical difficulties,
Community Announcements - Max
Hey guys! With the Trench Run release out of the way, we've been able to spend a little bit of time rounding out a KAG release.

It should be out in the next hour or so on all platforms. This release features a round of bugfixes and "finally" some balance measures on the ballista!

Still deadly, but less spammable!

  • Ballista and bolts now cost quite a lot more. The upgrade is also more expensive.
    This is intended to allow them to keep their role of dominating the battlefield in short bursts, without being prone to bolt-spam and spawn spam.
  • Several bugs fixed with overlapping multiple Ballistae.
  • Chat "..." bubble is now back - except for team-chat, which can be used for stealth tunnel planning
  • BunnieTDM lighting has been modified by 8x after community complaints
  • The "Surrender" vote is no longer bugged - please check this is indeed fixed but all investigations we've done show it working as expected. It seemed to be relying on a bad seclev. Hopefully this means less end-of-game griefing and gives players a better "gg" out than nextmapping - a team can decide to throw it in together rather than relying on the enemy accepting.
  • TDM no longer "soft locks" when everybody dies at the same time
  • v_camera_ints setting saves now for those who prefer the camera working that way

Officially extending the hand to KAG players everywhere to try Trench Run!

There is also a one-time popup window which we will use for giving important information as required - we're currently using it to plug an offer extended to KAG players for 30% off Trench Run!
Use the code KAGLOVE30 when buying Trench Run here to claim your discount.
As always, you can retrieve a steam key from the panel should you prefer to play your games through steam.

Have Fun!
Max & Michal
Community Announcements - Max
Hey there, just rounding out a turbulent week of KAG with a final build before the weekend.

This build should curb some of the issues people have had with the graphics code, adds a few more achievement fixes, fixes a few menu issues, and makes localhost mods work again, which is important for testing them and for offline modded play.

Let us know here asap if you continue to have issues, please!

Here's the full changelog:
[fixed] save the princess fade out
[fixed] save the princess flashing screen
[removed] eternal love (princess kissing after death)
[added] achievement unlock sound
[fixed] servers browser and settings overlapping esc menu
[modified] servers browser and settings center on screen
[fixed] problems with CTF mapcycle
[fixed] crash on warboat unpack
[fixed] warboat unpack counting as cap
[added] achievement unlock sound
[fixed] localhost mods not working
[modified] no border forced on windowed mode (too many complaints)
[modified] screen forcibly resized is just a warning now, doesn't change any values

Have Fun!

Community Announcements - Max
Hey everyone!

First up, the major change this time around is the addition of Steam Achievements! If after the build is out you have trouble seeing progress on the achievements, please get in touch with us on the forums! If not, for the completionists out there - get collecting! There are 64 achievements total including 4 super secret achievements. Huge props to Norill and Skinney, our two interns who have been behind this massive workload!

Some of the sweet achievement art! 64 of these bad boys to unlock!​

Secondly, the game has been changed from a 4:3 ratio by default to a more modern widescreen layout - the default resolution has changed from 1024x768 to 1280x720 (720p). This should increase the appearance of the game at most modern fullscreen resolutions, and allow the use of KAG on some laptop screens with a small vertical resolution. The game will also no longer allow the specification of a window size very close to the desktop resolution - the reason for this is that the OS will resize the window anyway in those cases and cause the game to render badly.

This change may cause some teething pains and graphical issues, please report them on the forums and we'll look into the ASAP. We're still working on some of the "black screen" issues introduced recently, but it seems that a lot of these issues are actually caused by out of date graphics drivers. Please update your drivers before reporting any graphical issues on any OS!

Game side, a few small things have been added and fixed:
[fixed] mines will reliably deploy in all settings as long as they are still
(note - this does mean that they wont deploy when on a moving boat, but they can be moved once deployed and wont retract)
[fixed] fire kills not credited correctly
[fixed] several crashes
[added] SURGE head - congratulations for winning MLK2!
[modified] flowers more colourful
[removed] Warboat decaying when left alone
[fixed] ramming kills not credited
[added] drill hitter type
[fixed] several tutorial placement/graphical bugs (thanks makmoud98)
[added] sync to faketech methods (may fix desync on ballista bomb bolt tech)

Have Fun!

Max, Michal and all the THD Team!

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