KAG

KAG Build 1830 – A Few Weeks’ Tweaks and TR Offer

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

    Steam Achievements, latest update, sale on Steam

    Hey everyone!

    The build we released before the weekend should curb some of the issues people have had with the graphics code, it also 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 if you continue to have issues, please!

    KAG Achievements

    Also, to celebrate the Steam Achievements update, you can now grab KAG for 15% off on Steam.

    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!

    Max

    KAG Build 1792 – Steam Achievements, Fixes and Resolution Changes

    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 resolution has been changed from a 4:3 ratio by default to a more modern widescreen layout – the default resolution has changed from 1024×768 to 1280×720 (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!

    Weekly News – KAG Update for Halloween

    Hey guys, trying to keep up the rhythm of the weekly updates! Let’s get to it!

    Trench Run News:

    We’ve got some big news about the future of Trench Run, but we’ll save it for next week. This week has been huge for KAG, so I won’t steal their thunder!

    King Arthur’s Gold News:

    This next patch coming is a double-whammy of requested features and fixes and halloween spookiness. This is probably the biggest release largely handled by the interns, so please, give them your support!


    We had a lot of laughs testing out the spooky event features!

    Verra has merged in a plethora of modding and server hosting enhancements.

    • Fixed the infamous “infinite mod redownloading” bug
    • Render account avatars in-game
    • Lots of AngelScript error improvements (errors in #includes output correctly, lines matched to errors correctly)
    • Memory leaks and file handle leaks investigated + fixed where possible.
    • Limited the size of the backlog kept in console (very important for stability of long-running servers)
    • Removed the printout of blob creation (-> drastically reduced log size)

     

    Other miscellaneous fixes and extensions to the engine include:

    • Sound volume getting set 100% all the time
    • Music “bursting” at the start of each track
    • primitive character name tab-complete in the chat box
    • extended TCPR functionality

     

    Skinney and Verra have worked together on several gameplay changes as well:

    • Halloween content and a new “holiday” framework for recurring events.
    • Trampolines now cannot be folded, have a “reset time” before they can bounce something else, and work while held.
    • Mines do substantially more damage to tiles, ignore shields, and can be converted between teams if you pick them up before they deploy.
    • Arrows do not collide with other projectiles.
    • Spawning issues in CTF are mostly fixed, including spawn timers resetting and spawning at contested points.

     

    As always, these changes are not final or inflexible, but we’d like you to give them a good thorough play before giving any feedback.

    Full Changelog:
    
    [modified] scoreboard name color
    [modified] Holiday.as, increased holiday length of all holidays
    			to 3 days (one day either side).
    [added] gregs, and necromancer tricks.
    [updated] madracoon head
    [fixed] builder placing blocks will inventory open.
    [added] spooky ghosts.
    [fixed] another case for spawning on converting vehicles.
    [added] Mine icon to kill feed
    [modified] Arrow.as, arrows don't collide with other projectiles
    [modified] mine; blob_damage(+0.5), map_radius(+8.0),
    			damage ignores shields, can be picked up by
    			enemies while not primed (changes team and owner)
    [added] new common script, GenericDestruction.as
    [updated] CTFShops to use new script, GenericDestruction.as
    [fixed] spawning at old spawn if under raid.
    [modified] repsawns menu closing after one click.
    [modified] respawn menu locks with under 2 seconds to spawn.
    [fixed] type missmatch in ctf gui
    [modified] trampolines now setVelocity to a flat value
    [fixed] path resolution for interactions icons on linux.
    [added] server browser minimaps
    [fixed] infinite redownloading bug.
    [fixed] swapping to spectator messing with votekicks
    [fixed] sound getting set 100% all the time
    [added] primitive tab complete to chat console
    			uses usernames of all connected players (as lowercase)
    [fixed] music is too loud for a split second on starting
    [fixed] interaction icon path resolution on linux.
    [added] player avatar image access
    [added] CDriver::hasShaders for testing if you should bother
    			doing shader related stuff (or avoiding doing stuff
    			that relys on them to look good)
    [added] tcpr() function to print just to tcpr (with optional
    			debug stuff to print it too) to control bandwidth
    [script][added] bool GUI::hasIconName( string iconName )
    [fixed] File lock causes assert if applog hasn't been initialized.
    [modifed] added library linking to nolauncher/forceupdate/runlocalhost
    			for linux clients.
    [modified] filelock to have an option to turn off error reporting.
    [script][modified] default scoreboard doesnt render if script scoreboard used
    [fixed] file permissions issue.
    [fixed] Mods folder path.

     

    Have Fun!

    Max

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