May 27, 2015
King Arthur's Gold - Max
Hey everyone!

1500 days since we started KAG, who knew? A medium-size patch today, more mechanisms/TDM stuff but we're sorry to say that building them is gonna have to wait until next time. There's lots of fixes and tweaks inbound and a couple of things for modders to watch out for, so let's get cracking!


Lots more dastardly contraptions await!

More TDM maps!

There are quite a few more maps in the TDM pool, often utilising the new mechanisms stuff. If you haven't already, give TDM another go, it's quite a fresh mode now and the mechanisms help avoid maps becoming samey too fast.

New TDM Scoreboard!

There's a new TDM Scoreboard as an example of the new scoreboard override functionality! Let us know if there's any issues with it and see the script TDM_Interface for a code example - be sure to set showscoreboard to false in the corresponding gamemode.cfg if you do anything with it!

Various Mechanisms Bugs Fixed

A few of the new maps and some of the old ones brought out bugs in the mechanisms we hadn't seen before, these have been fixed this time around. Keep the reports coming if you see anything fishy!

Boulders Fixed

Boulders have had this a long time coming and you know it. Boulder-fu is still possible, but significantly less insta-kill. They also bounce off a bit which makes it much harder to chain, and a lot funnier to look at.

Slash Cancelling Bug Fixed

Only a few people knew about this, thankfully, but it's been removed. It won't be re-added if we can help it.

Buttons Fixed!

A long standing issue with the activate buttons has been found and fixed, which was a combined effort between myself and Skinney; they are now activated based on world distance and blob position, not screen distance, which means that zooming in and out isn't necessary for very small buttons to work any more!
A heads up to modders: this will break the positioning of anything that uses the activate buttons! Please revisit your mods and adjust the offset vectors, they're now in world space.

There are quite a few other minor bugs fixed as well, check the full changelog for those.

Have Fun!

Max/Geti

Full Changelog: [updated] engine with fix for CButton stuff needs checking all instances of the interaction buttons [fixed][test] slash cancelling need opinions on if knights damaging stuff while using menus is a real issue [added] arrowdown.png - not sure why it went missing [added] new TDM scoreboard with kills, deaths, kdr, spectator list, and sorted by kdr :) [fixed] shop default button position [fixed] CTF shop button positions [fixed] trading shop button position [fixed] storage drop backpack and inventory button positions [fixed] OneClassAvailable.as default button position [fixed] CTF class button positions [added] enable radius to shop, and class change buttons (radius or mean of width and height, uses the larger of the two) [removed] Storage.psd [fixed] BasePNGColors.as alpha documentation example [fixed] TDM_Ruins.as button position [fixed] Warboat.as change class button position [fixed] Ballista.as class change button position [modified] Ballista.as conditions for creating class change button now requires !isFlipped so buttons don't weirdly overlap [fixed] PopWheelsOff.as immobilize button position [fixed] VehicleCommon.as flip button position [fixed] hall button positions [fixed] crate buttons [fixed] a few more hall buttons [removed] 8x_Level2.png from TDM mapcycle [removed] Torment.png from maps and TDM mapcycle [added] new TDM map, RumbleGround.png [added] new TDM map, RoyalTomb.png [added] new TDM map, ForgottenHero.png [added] new TDM map, BorgRuins.png [added] new TDM map, RattleCage.png [added] new TDM map, LonelyTreasure.png [modified] TDM mapcycle to include new maps [fixed] receiver not always being powered by emitters [modified] receiver sprite [modified] emitter sprite [fixed] obstructor sound bug [modified] increased emitter/receiver distance to 20 [fixed] boulders
May 27, 2015
King Arthur's Gold - Max
Hey everyone!

1500 days since we started KAG, who knew? A medium-size patch today, more mechanisms/TDM stuff but we're sorry to say that building them is gonna have to wait until next time. There's lots of fixes and tweaks inbound and a couple of things for modders to watch out for, so let's get cracking!


Lots more dastardly contraptions await!

More TDM maps!

There are quite a few more maps in the TDM pool, often utilising the new mechanisms stuff. If you haven't already, give TDM another go, it's quite a fresh mode now and the mechanisms help avoid maps becoming samey too fast.

New TDM Scoreboard!

There's a new TDM Scoreboard as an example of the new scoreboard override functionality! Let us know if there's any issues with it and see the script TDM_Interface for a code example - be sure to set showscoreboard to false in the corresponding gamemode.cfg if you do anything with it!

Various Mechanisms Bugs Fixed

A few of the new maps and some of the old ones brought out bugs in the mechanisms we hadn't seen before, these have been fixed this time around. Keep the reports coming if you see anything fishy!

Boulders Fixed

Boulders have had this a long time coming and you know it. Boulder-fu is still possible, but significantly less insta-kill. They also bounce off a bit which makes it much harder to chain, and a lot funnier to look at.

Slash Cancelling Bug Fixed

Only a few people knew about this, thankfully, but it's been removed. It won't be re-added if we can help it.

Buttons Fixed!

A long standing issue with the activate buttons has been found and fixed, which was a combined effort between myself and Skinney; they are now activated based on world distance and blob position, not screen distance, which means that zooming in and out isn't necessary for very small buttons to work any more!
A heads up to modders: this will break the positioning of anything that uses the activate buttons! Please revisit your mods and adjust the offset vectors, they're now in world space.

There are quite a few other minor bugs fixed as well, check the full changelog for those.

Have Fun!

Max/Geti

Full Changelog: [updated] engine with fix for CButton stuff needs checking all instances of the interaction buttons [fixed][test] slash cancelling need opinions on if knights damaging stuff while using menus is a real issue [added] arrowdown.png - not sure why it went missing [added] new TDM scoreboard with kills, deaths, kdr, spectator list, and sorted by kdr :) [fixed] shop default button position [fixed] CTF shop button positions [fixed] trading shop button position [fixed] storage drop backpack and inventory button positions [fixed] OneClassAvailable.as default button position [fixed] CTF class button positions [added] enable radius to shop, and class change buttons (radius or mean of width and height, uses the larger of the two) [removed] Storage.psd [fixed] BasePNGColors.as alpha documentation example [fixed] TDM_Ruins.as button position [fixed] Warboat.as change class button position [fixed] Ballista.as class change button position [modified] Ballista.as conditions for creating class change button now requires !isFlipped so buttons don't weirdly overlap [fixed] PopWheelsOff.as immobilize button position [fixed] VehicleCommon.as flip button position [fixed] hall button positions [fixed] crate buttons [fixed] a few more hall buttons [removed] 8x_Level2.png from TDM mapcycle [removed] Torment.png from maps and TDM mapcycle [added] new TDM map, RumbleGround.png [added] new TDM map, RoyalTomb.png [added] new TDM map, ForgottenHero.png [added] new TDM map, BorgRuins.png [added] new TDM map, RattleCage.png [added] new TDM map, LonelyTreasure.png [modified] TDM mapcycle to include new maps [fixed] receiver not always being powered by emitters [modified] receiver sprite [modified] emitter sprite [fixed] obstructor sound bug [modified] increased emitter/receiver distance to 20 [fixed] boulders
King Arthur's Gold - Max
Good news everyone!

The Trench Run Skirmish Demo is now available at:
http://trenchrun.thd.vg
The demo is available for Windows, Mac and Linux!



Trench Run development benefits KAG players as both games are built on the same engine, so improvements and features from one can easily be taken into the other. This also means that the work gone into the online multiplayer aspects of KAG can be reused for multiplayer for Trench Run to get that up and running soon.

Trench Run is a different pace of game to KAG, faster and less serious, and focused more on smaller, deeper games than big balls of chaos, but the overall style and open development attitude will carry across between them. We look forward to your support on this exciting new game.



Make sure to like Trench Run on Facebook to stay updated: https://www.facebook.com/TrenchRun


Up next for KAG is the initial introduction of mechanisms for TDM maps and sandbox, more bugfixes, some map fixes/tweaks as well, and sooner or later the introduction of new menus. Mechanisms in particular allow the creation of completely new structure behaviours from (relatively) simple building blocks, something that will help more creative members of the community explore new possibilities without touching any code. You can rest assured KAG will not be dropped too soon.

Have Fun!

Max/Geti

King Arthur's Gold - Max
Good news everyone!

The Trench Run Skirmish Demo is now available at:
http://trenchrun.thd.vg
The demo is available for Windows, Mac and Linux!



Trench Run development benefits KAG players as both games are built on the same engine, so improvements and features from one can easily be taken into the other. This also means that the work gone into the online multiplayer aspects of KAG can be reused for multiplayer for Trench Run to get that up and running soon.

Trench Run is a different pace of game to KAG, faster and less serious, and focused more on smaller, deeper games than big balls of chaos, but the overall style and open development attitude will carry across between them. We look forward to your support on this exciting new game.



Make sure to like Trench Run on Facebook to stay updated: https://www.facebook.com/TrenchRun


Up next for KAG is the initial introduction of mechanisms for TDM maps and sandbox, more bugfixes, some map fixes/tweaks as well, and sooner or later the introduction of new menus. Mechanisms in particular allow the creation of completely new structure behaviours from (relatively) simple building blocks, something that will help more creative members of the community explore new possibilities without touching any code. You can rest assured KAG will not be dropped too soon.

Have Fun!

Max/Geti

King Arthur's Gold - Max
Hey dudes and ladies, just a small accumulation of fixes here and there; getting it out before a bigger wave of community fixes are merged in and mechanisms and new menus are ready, which will be the next few big builds to make it out.


Knights have swanky new slash animations.

The fixes this time around largely focus on making it easier to get into and removing areas of confusion. They should result in clearer combat, easier to navigate bases, and fewer admin/hosting headaches.

An overview of the changes:
  • Slashes Visible
    Knight slash range is now shown with an overlayed animation, showing the approximate arc, duration and distance of slashes. We’ll listen to feedback on this one and may be tweaking the effect, but it’s something we’ve had ongoing confusion about exactly how far you can reach, how aiming works and so on, and this should help with that.
  • Swear Filter
    Turning on kids safe mode will also turn on a rudimentary swear filter; this might be split out to its own setting if there’s enough demand. It can be activated serverside (ie “on for everyone”) by setting g_kidssafe on in autoconfig or the console.
  • Door Mechanics Revised
    The door visible orientation no longer matters for doors opening angle - if you press “towards” the door, it will open now. You can still rotate doors for aesthetic purposes, but this is intended to lead to fewer mistaken placements of expensive doors costing the team time throughout the game, or resources to remedy.
    Doors are also more prone to damage from builders and explosives, making countering tunnels and opening the front of bases easier to accomplish.
  • Map Extension Issues Fixed
    The map extensions that were incorrectly identified from the mods folder and elsewhere should work, and savemap should append the assumed .png extension correctly again.
  • “Jab Spam” Nerfed Forever
    Mostly kidding, but the shield is more of a hard counter to jabs than it used to be, with extra stun time from jabbing a shield, giving ample time to punish spammers.
  • Miscellaneous Changes
    Most of these fixes are community sourced or inspired, thanks again for your continued outreach of inspiration and support.
    • Can’t farm team-mates
      A bug in the coin allocation script was fixed that allowed you to farm coins by teamkilling each other with spikes. Thanks to Cameron1010 for picking it up.
    • Scripts Reformatted
      A bunch of inconsistent formatting throughout the scripts was fixed; this results in quite a large patch all things considered, but will only have to be done once. Thanks to Rayne and IceDragon for bringing it up.
    • Fixed TDM Mapcycle Issues
      Specific settings could cause the TDM Mapcycle to break and play the same map over and over; this has been fixed.

That’s it for this time, let us know what you think of the changes in the forum thread!

Have Fun!

Geti/Max

Full Changelog: [added] working swear filter when kid safe mode set on - will also filter serverside if server has kid safe set [added] better door opening/closing that doesn't worry too much about directionality - thanks Cameron1010! [modified] doors easier to damage as builder and with bombs to counter door spam - thanks Cameron1010! [added] bigger indicator of slash distance [fixed] TDM not setting mapcycle to work (fixes "derp" setup issues, usually when swapping gamemodes) [fixed] can farm team-mates for coins with spike kills - thanks cameron1010 for the report! [modified] formatted every script for consistent tab indenting, bracket style, etc. Reduced file size a bit due to sheer reduction in space bytes [fixed] particles not created at edge of screen on different res aspect ration [modified] correct aspect ratio resolutions are at top of list in setup [fixed] pitch corrected sounds no playing if too many sounds played at once [fixed] issues loading maps with dots in the path instead of the filename [fixed] savemap broken by previous fixes

King Arthur's Gold - Max
Hey dudes and ladies, just a small accumulation of fixes here and there; getting it out before a bigger wave of community fixes are merged in and mechanisms and new menus are ready, which will be the next few big builds to make it out.


Knights have swanky new slash animations.

The fixes this time around largely focus on making it easier to get into and removing areas of confusion. They should result in clearer combat, easier to navigate bases, and fewer admin/hosting headaches.

An overview of the changes:
  • Slashes Visible
    Knight slash range is now shown with an overlayed animation, showing the approximate arc, duration and distance of slashes. We’ll listen to feedback on this one and may be tweaking the effect, but it’s something we’ve had ongoing confusion about exactly how far you can reach, how aiming works and so on, and this should help with that.
  • Swear Filter
    Turning on kids safe mode will also turn on a rudimentary swear filter; this might be split out to its own setting if there’s enough demand. It can be activated serverside (ie “on for everyone”) by setting g_kidssafe on in autoconfig or the console.
  • Door Mechanics Revised
    The door visible orientation no longer matters for doors opening angle - if you press “towards” the door, it will open now. You can still rotate doors for aesthetic purposes, but this is intended to lead to fewer mistaken placements of expensive doors costing the team time throughout the game, or resources to remedy.
    Doors are also more prone to damage from builders and explosives, making countering tunnels and opening the front of bases easier to accomplish.
  • Map Extension Issues Fixed
    The map extensions that were incorrectly identified from the mods folder and elsewhere should work, and savemap should append the assumed .png extension correctly again.
  • “Jab Spam” Nerfed Forever
    Mostly kidding, but the shield is more of a hard counter to jabs than it used to be, with extra stun time from jabbing a shield, giving ample time to punish spammers.
  • Miscellaneous Changes
    Most of these fixes are community sourced or inspired, thanks again for your continued outreach of inspiration and support.
    • Can’t farm team-mates
      A bug in the coin allocation script was fixed that allowed you to farm coins by teamkilling each other with spikes. Thanks to Cameron1010 for picking it up.
    • Scripts Reformatted
      A bunch of inconsistent formatting throughout the scripts was fixed; this results in quite a large patch all things considered, but will only have to be done once. Thanks to Rayne and IceDragon for bringing it up.
    • Fixed TDM Mapcycle Issues
      Specific settings could cause the TDM Mapcycle to break and play the same map over and over; this has been fixed.

That’s it for this time, let us know what you think of the changes in the forum thread!

Have Fun!

Geti/Max

Full Changelog: [added] working swear filter when kid safe mode set on - will also filter serverside if server has kid safe set [added] better door opening/closing that doesn't worry too much about directionality - thanks Cameron1010! [modified] doors easier to damage as builder and with bombs to counter door spam - thanks Cameron1010! [added] bigger indicator of slash distance [fixed] TDM not setting mapcycle to work (fixes "derp" setup issues, usually when swapping gamemodes) [fixed] can farm team-mates for coins with spike kills - thanks cameron1010 for the report! [modified] formatted every script for consistent tab indenting, bracket style, etc. Reduced file size a bit due to sheer reduction in space bytes [fixed] particles not created at edge of screen on different res aspect ration [modified] correct aspect ratio resolutions are at top of list in setup [fixed] pitch corrected sounds no playing if too many sounds played at once [fixed] issues loading maps with dots in the path instead of the filename [fixed] savemap broken by previous fixes

King Arthur's Gold - trainchaser
We've just released a new build, which is mostly a fix build on 1381, with a couple of little documentation changes here and there.

Full changelog: http://www.thd.vg/post/110228837800/kag-build-1390-rendering-fixes

Please report any bugs you find to support@kag2d.com. Thank you!
King Arthur's Gold - trainchaser
We've just released a new build, which is mostly a fix build on 1381, with a couple of little documentation changes here and there.

Full changelog: http://www.thd.vg/post/110228837800/kag-build-1390-rendering-fixes

Please report any bugs you find to support@kag2d.com. Thank you!
King Arthur's Gold - trainchaser
We've introduced new maps, fixes and tweaks, including a fix for the controls locking bug. If you find any bugs, please contact us at support@kag2d.com!

Detailed changelog:
http://www.thd.vg/post/109965530815/kag-build-1381
King Arthur's Gold - trainchaser
We've introduced new maps, fixes and tweaks, including a fix for the controls locking bug. If you find any bugs, please contact us at support@kag2d.com!

Detailed changelog:
http://www.thd.vg/post/109965530815/kag-build-1381
...