Posts on Oct 2012

The great KAGoween Tournament

Some higher-ups in the community have been working hard to get together a Tournament between 4 of the larger and better known clans – MOLE, YB, BoW, and POWER.

Its a 5v5 fast CTF tournament with rules similar to the Action Servers (vanilla with better bomb jumps), with some extra restrictions on class changes, class numbers and a small number of units.

The action will start today (or tomorrow, depending on where you are), the 27th of October, at 21:00 UST

The games will be streamed and commentated on by WanderMark and Contrary via twitch tv »here«! This will help take the load off the servers that a pile of open spectator slots would create, at the cost of a few seconds of latency for the audience.

There is a forum discussion thread for those that want to smack talk, place wagers on who’s best (actual gambling not endorsed by us in any way, etc etc), here.

If this goes well, WanderMark is confident they’ll be hosting more open and larger contests in the future, with the possibility of gold accounts and of course a dramatic ego “extension”, so be sure to show your support and say you want more of them 🙂


♫♪ I’m a lumberjack and I’m okay, I sleep all warmup and I work all game! ♫♪

Behold – the Saw! Turns logs into wooden planks, and knights into sushi
(mileage my vary on quality of sushi)

Dev Peek: Boat and Shop Art and Discussion


We’ve committed to a few large changes for the default setup for rooms.

Firstly, they’re 8×4 tiles in size now.

Secondly, they come in a few subtypes rather than there just being a whole discrete workshop for each task. This lets us ensure construction flow a little more strictly; we’re debating whether tech will be needed for workshop upgrades or not at the moment.

Most of the subtypes will have some default functionality – for example, a carpentry room will always have a carpentry bench and be able to perform basic carpentry stuff, but will require an upgrade to build siege weapons, or boats. An agriculture room will always have a nursery, but may have a larder for storing food/spawns or may have its seed generation output doubled.

The subtypes are:

  • agriculture
  • barracks
  • library
  • carpentry
  • masonry
  • quarters

Most of these are visible below:

Quarters are an exception to this – they’ll come with a bed, and can be claimed by one player. From then on, they’ll act as a spawn for that one unit – this means a team will have to construct infrastructure for its players to have a regular forward spawn point (you’ll be able to spawn back at the home port after ~30s otherwise).

This applies for WAR mode only of course.

Note that because all of this is implemented in the scripting language, server owners can mod it back to the old 3×3 style of shops if they like. We want to structure the game a little more and focus on making one mode work very well rather than trying to make a lot of content work across the board.


Here’s the 5 basic boats we’re planning on implementing  (There may be one larger “Galleon” boat but we’re having trouble figuring out how it’d actually get in game being so huge… So we’ll see)

I’m going to drop their (current) names, and you can speculate about their functionality 😉

  • Log Raft
  • Dinghy
  • Arrow Dingy
  • Covered Launch
  • Support Boat

That’s all for this week, hope you’ve enjoyed the peek 🙂

Discuss here.


Build 548 – Classic ~Final

Classic Update:

We’re coming up to a very large release of KAG, but in the mean-time theres been a lot of stuff addressed in classic (the current playable iteration of the game) that warrants a new release! There are likely to be a few bugs slipped through the net, but it’s felt very solid the last few test rounds. Be sure to report bugs in the thread and on mantis.

Full Changelog:

  • fixed extra spike and gurgle sounds occuring after getting spiked or drowning, then getting hit.
  • fixed 120 stone in catapult from bomb bug
  • fixed trees leave copies of their top behind when blocks have been placed above them
  • fixed lighting is team biased
  • fixed attack timer reset upon getting hurt
  • bombs now hurt through the holes they make, and through bridges
  • all damage goes through bridges now
  • fixed “vote next map is actually vote reload map”
  • fixed cant attack around corners (tentative fix)
  • fixed bottom line of map is empty
  • fixed % causes issues in chat window
  • added no_shadowing boolean in gamemode.cfg (defaults + forced to true in non-gold servers and false in gold servers )
  • fixed crash in security if a null player was present

Hopefully the number of fixes is re-assuring to those that seem to think we’re not listening to bug reports – Some of these fixes have been sitting in the repo for a good 30 days now, and were just never pushed by accident 😉

What’s coming next?

We’re working hard on the scripting side of things – combat is coming together again, a lot of things have been re-animated and re-polished, most of the syncing issues have been abated, and the API should be handling multiple games soon, if it isn’t already 🙂

We’ll do another round up of things we’ve been working on and give some more pretty pictures next week, collating that kind of stuff takes too much time for me to set aside at 11:22 PM, heh.

Discussion here



A wonderful “Lets play” style video starring Andy, Darcia (the not so best knight) and Dave/SirSalami. More dev info coming, there’s some in there from dave if you listen carefully 😉 Enjoy!


This is a glimpse of how the all new vehicles will look like in the full version of King Arthur’s Gold. Work in progress.

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