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BUILD 80 RELEASED

Official forums thread for discussion

Lots of changes in the new version. A brief explanation:

There is a lot done in terms of gameplay balance in this version. Please see the changelog for details.

  • Archer works a bit differently (slight tweaks to Knight & Builder)
  • Catapult is different
  • Outposts should be easier to capture

New block added: Gold Bullion

Used for storing gold. This feature is temporary so it might be removed once I add gold (and other materials) being dropped as items.

New block added: Drawbridge

This bridge block works similarly to doors but the other way around. Team members can freely walk on it but if an enemy steps on it, the whole bridge retracts. It is fragile though so you will have to think carefully how to use it for traps and such.

To prevent matches that last 1 minute and that are no fun I introduce a 2.5 minute warmup time before the match starts. In this time you cannot go past a red barrier in the middle of the map. You also can’t build catapults and outposts. On the other hand you get free 100 stone & wood in the tent at this time, so this is ideal to put up a nice defense. This makes the game much more interesting when there is something to attack when the game has started. The match countdown starts by default when there are 3 players on each team (modifiable in Rules/CTF/gamemode.cfg)

Changes build 71-80:

– fixed network map load memory leak
– fixed more network memory usage
– changed camera so it is less sensitive close to player
– fixed auto_bots spamming lots of bots
– added archer bow & catapult progress bar
– “friendlydamage_modifier” in gamemode.cfg works as it should (multiplies friendly damage)
– remade arrow damage
  * the faster the arrow the more damage it inflicts
  * max velocity arrow always kills (unshielded)
– added half second draw arrow time for archer (jumping is suppressed while drawing) 
– fixed arrow hits not registering against wall
– knight shield goes down after powerful hit (fast arrow, explosion)
– fixed random disconnecting on map restart
– fixed spawning on enemy respawn
– auto team balance shuffles only new players
– auto team balance doesn’t allow to change teams if teams are unbalanced
– modified no vote time to 5 minutes
– empty servers are kept alive on master
– gold is at least 7 blocks underground
– minimum_players_inteam set to 3
– warmup/break time (increased to 2.5 minutes)
– can’t build outpost or catapult until match started
– barrier set (at 1/3 to 2/3) of the map until match started
– tent has automatically placed bedrock beneath
– fixed outpost capturing bugs
– more rock parts/debris to pick up after collapse (and they stay longer)
– new wooden parts after destroyed wood structures (pickable)
– builder can’t give materials to knight or archer (only bombs and arrows)
– fixed scroll lock in chat box
– bomb block damage is based on distance (the farther the less damage)
– outposts and catapults slowly regenrate damage
– fixed background castle destruction exploit
– added gold bulion block [temporary]
– knight jump velocity is same as other classes
– rearranged block menu so castle wall and ladder are closest to mouse
– removed pilar castle background wall change
– added drawbridge
– arrows can destroy catapults and outposts
– new team emblems
– fixed crash on outpost destruction
– fixed spike stone collecting exploit
– resupply happens automatically on team tent (every 10 secs)
– during warm up time builder gets 100 wood and 100 stone in tent [temporary]
– player labels are a bit higher
– fixed knight gore machine bug
– fixed catapult creation displacement
– door requires just 40 wood now
– scoreboard sorted by kills instead of deaths
– map is restarted on server after 1 minute of being empty and only after match has started
– archer can’t collect arrows while charging bow
– archer can’t jump with fully charged bow
– remade catapults to work more as close siege weapons
  * cost half (120 wood)
  * deal twice more damage
  * range is smaller (1 screen)
  * arrows damage
– captured outpost restores health
– respawning on outpost being captured take 2 times longer
– builder jump smaller down when placing blocks

hotfix:
– fixed outpost not resupplying on change class
– fixed castle background not depleting materials when placed on ladder
– castle blocks placed on castle background can’t be placed if nothing below

Team chat usage poll

New test build

I welcome you to playtest a new Test version. Details are here. Please be sure to read the changelog as to not confuse features/bugs. I’ll be on the Dev Server.

Please post bugs/suggestions from test version with [TEST] prefix on forums or google moderator.

Google Moderator suggestions

I must say I’m not entirely satisfied with GetSatisfaction (there’s too much discussion there were you can do it on the forums; you can’t moderate or vote ideas in the free version etc.). I’ve looked into Google Moderator which is a simple and clean way of posting suggestions or voting on ones you like. Let’s try it!

A collection of recent epic battle screenshots.

Linux client fixed

I’ve made a terribly stupid mistake, that’s why the Linux client didn’t work for some time now. It should all be fixed now. I packed it with TAR to preserve executable rights.

Download

Build 71 hotfix

This is a hotfix release compatible with the current build. It will download automatically.

Hotfixes:

– fixed Windows XP startup crashing
– fixed respawn counter crash
– fixed initializing text not appearing in console-XXX.txt
– game window automatically is set to smaller resolution if desktop is smaller
– added fail safe methods when video driver is not supported

If these are still a problem please report.
Additionally if you run the Linux version now it will download a debug version. So please post any debugger output if you can.

—-

If your game resolution got screwed please open KAG/Base/Scripts/autoconfig.gm and replace these lines:

global v_width = 1024;
global v_height = 768;

I had a few days off but am returning to work on KAG Monday. Geti is on vacation a bit longer. I will be fixing most important issues, like the dreadful crash on startup bug and memory leak on servers. I’ve also taken first steps to compile KAG on MacOSX.

We’re currently thinking of implementing some new interactive stuff – stockpiles and rock pots. Both of these will likely be making an appearance in the next major build.

Stockpiles will allow teams to set up supply routes from the mines to the front line without having to run it there themselves. Workers (any anyone with some looted resources) will be able to drop off resources at a stockpile, which through the magic of videogames will be available at any other team stockpile. The catch is that if a stockpile is destroyed by the enemy, then a proportion of your stored resources will be lost along with it.

Rock pots should make defending doors less traumatic. Dumping rocks on the enemy’s heads will have the same effect as firing a catapult at them.

Next build will also contain some fairly notable nerfs unless someone can find a large hole in our plans:

  • Builders will be slowed whilst placing blocks
  • Knights will have to “reshield” after being hit, essentially reducing their ability to be a walking fortress. This means less futile struggles in doorways and potentially more frustrating melee, so this will need tweaking.
  • Archers will have extra warm up time on their arrows, preventing any effective arrow spam – especially at close range. We’ll be tweaking the length of this “zero force” warmup (think of it as putting an arrow to the bowstring) to get a good balance in but the point is archers will be more or less useless at close range.

Hopefully this will encourage a more defensive/support role for archers without making them fall prey to knights >80% of the time.

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