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Buy 3 Copies Get One Free

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We just added a 4-Pack to the Steam store page so you can buy 4 copies and get one free! Ideal to play the game coop with your 3 friends.

+++ Because of the release there’s still more discounts!

-10% until November 12. So when you buy the 4-Pack it’s total -35%
Only on Steam!

Enjoy the game. We are having a busy time but exciting with all the new players coming :).

Have fun!
MM

New Quick Join Buttons

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After you update your game to the latest version you’ll see some new things in the Multiplayer tab. I added 4 Quick Join buttons, one for every official multiplayer game mode. This is intended mostly for people that don’t wanna use the server browser or don’t know how.

The quick join prefers low ping, non-empty but less than 12 people, building time servers.

More patches and customizable quick join is coming, have fun!
MM

Other changes in this hotfix:

[added] materials decay much faster on crowded servers

[modified] closing servers browser brings you back to multiplayer tab

[fixed] custom heads in singleplayer 

[added] spawn mats in sandbox

[modified] chat and scoreboard colors to less eye bleeding

[fixed] kill feed being very long (sometimes)

King Arthur’s Gold has hit Steam

It’s been a long journey but we are there. A lot more people can now enjoy our beloved game.

FAQ

For people that have purchased before Steam:

How do I get a Steam Key?

1. I bought the game on your website/gamesrage/IGS/somewhere else

2. I bought the game on Desura

We are having difficulties setting up redeeming a Steam code for Desura purchases. Please forgive us and be patient until we solve this issue. Hopefully within a day or two.

How do I redeem the Steam Key?

Follow these instructions to get KAG on Steam

Final note:

After you get your key and install KAG on Steam. Launch KAG and LINK your existing account (you might need to provide your credentials this one time).

That’s it and have fun. Enjoy the crowded servers!

MM

B932 – hotfixes for Steam

The changes in this patch were already live but we need to change the version number and make sure everyone is up to date. The game will be on Steam TODAY.

Stuff that was changed during the last 4 days:

[removed] old manual link from launcher
[removed] this is beta red text

[removed] console when launching with noconsole command (win32)

[added] afk kick reason

[modified] votes have possible inconclusive outcome 

(did not pass, did not fail, no action taken)

[fixed] can't click on last row of heads

[fixed] player name under hearts on HUD

[modified] login/passwords aligned to left in edit boxes

[removed] box2d limiter spam

[fixed] being able to imposter devs

[fixed] old files moved to Base/old

[added] message when not logged on Steam

[added] console logs for Steam errors

[youtube http://www.youtube.com/watch?v=zYorl5nCZMk?feature=oembed&w=500&h=281]

Funny beginners guide, check it out, especially if you just started and wanna learn.

[youtube http://www.youtube.com/watch?v=d6Eom7IGLRw?feature=oembed&w=500&h=281]

The official King Arthur’s Gold trailer is here. Enjoy.

Give a hand to Kyle Carter (TheDr) for the voiceover and Sebastian Krośkiewicz for the music. Montage by MM.

New interview with MM on GamingNexus.com

It’s been a while since I’ve talked about KAG in interviews. Expect more to come, enjoy:

http://www.gamingnexus.com/Article/Indie-Spotlight-King-Arthurs-Gold/Item4218.aspx

Build 928 – Pre-steam cleanup stuff + Heads

This build mostly has inaccessible steam-related fixes – HOWEVER

  • CTF Shops now keep their menu open – this is for quick buying, its a bit buggy in how it renders, but you can click multiple times to get multiple bombs now, enjoy!
  • Void Flag Fixed – no more void captures, naughty abusers.
  • Bashing Doors etc Fixed – No more bouncing off structures when shieldbashing.
  • Added Dwarf and Pirate heads – so you can be both kinds of gruff, hairy man, or strong independent woman ;^)
  • Fixed the HUD bug with the screen “freezing” on some computers – if you were plagued by that, enjoy!

We’ve got a bunch of steam things done too, and by all accounts it “should be out Monday”, so that’s great! It’s getting vetted by valve for release as we speak :^)

Of course, knowing our track record, MM will probably be frantically posting here on Monday, but fingers crossed things actually just go ahead as planned. In the meantime, enjoy the build! Servers should be up asap (sorry for the delay!)

Max/Geti

On Name Changes and Impersonation

We appreciate that this new name change facility is magnificent fun and it’s awesome to be able to call yourself cupcake mcdickinson, or to have a server full of peasants…

That said, anyone found impersonating developers or using the functionality abusively may receive a one-day ban while we figure out what needs doing in the long term.

We will probably not police this particularly fervently as it’s very, very subjective, but if you do something as blatant as jump on a server as “Geti” or “MM” and start trying to trick people into thinking you’re us, extorting money or similar, you can expect a short ban to think about your actions :^)

Max/Geti

Build 926 – Story behind the Build

It seems every game of KAG I play recently I have the same 3 nags :^)

  • “pls geti add mor heads 4 me and i luv u
  • "OMG I FELL THROUGH FLOOR!!! GETI FIX”
  • “geti pls fix votekick its still broken plsssss”

Here’s the meaning behind these, and how I’ve addressed them this build:

  • Even though each head is just 16×16 pixels with no gameplay benefit, apparently that means 16×16 pixels of joy to a lot of people. There are 6 new heads and the heads list has been rearranged to group them a little more sensibly. The new heads are Bomberman, a new “cut up” zombie head, a wounded knight from a distant land, a dubstep music man, as well as two new male hairs, female versions of the bandana and headband heads. A lot of heads have also been updated (check out the samurai head).
    Also: there’s a free slot in the menu just waiting for one last head before the steam release to be slotted in, if you see me ingame feel free to suggest something cool, as long as you get back to the game immediately afterwards ;^)
  • We’ve had a look at two things that might be causing the physics bugs – if it’s one of them, there’ll be spam in the console about a limit being exceeded every time it happens, please pass that on to us if that is the case. If it’s the other, it should be fixed or happen much less frequently. Either way, one step closer to less weirdness and more focusing on the game – report back in the thread with any changes noted. The fix that has been performed is likely to slightly degrade performance, but we can’t have such strange bugs just in the name of the game running quickly.
  • Votekick has been recoded entirely in scripts, check out the scripts for information on how to bind new buttons into the main menu (!!!) and how to kick players from inside a script (it’s as easy as a single function call!). You can now vote with just a quick click, and it should be a little more risky to abuse since if your vote fails you will be kicked out of the game. Vote next map has also moved to this new system as a simple example of fairly modular code – this means modded servers can use this system to make votes for anything they please – you could have a vote everyone turns into chickens if you really wanted! None of the legacy code should have any affect any more, if it does, please report it as a bug.

Hopefully this addresses those three main concerns directly and sufficiently; we’ll be looking into the next emerging concerns soon of course! (I expect performance to be the major one, sadly)

Other notable changes this build:

  • Chicken colour in map changed to hex 8d2614 – if you have custom maps with chickens, please double check you update them correctly or there’ll be some red doors there :^)
  • Can change your name – currently, only with /cl_name in the console. This is to facilitate the name changing feature in steam, we’ll have to figure out rules for abuse.
  • Platforms and doors have rotated versions available in png loaders now, for those intricately complex maps you’ve always dreamed of.
  • Script exceptions will not crash the game any more – they will show up in the console for debugging, but the script will be disabled and the engine will keep on trucking, resulting in “something weird” in game if something bad happens instead of KAG locking up.
  • Steam integration starting to be visible/causing issues, haha. The steam API stuff should be off unless you run the game with “steam” command line parameter (including overlay, etc) but some of it may not be checked properly, be sure to report any issues with this!
  • Lots of fixes, as always!

MM and Shadlington and FliesLikeABrick have all been working through the weekend and all this week on the steam stuff, it’s looking very close to ready, so that’s exciting. I’ll get MM to post more news as he has it since he’ll be better informed on exactly what’s going on than me.

Full Changelog in the previous post.

Max/Geti

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