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
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
This build mostly has inaccessible steam-related fixes – HOWEVER
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
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
It seems every game of KAG I play recently I have the same 3 nags :^)
Here’s the meaning behind these, and how I’ve addressed them this build:
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:
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
I’m sure Geti will add more info concerning this build when he’s online. Right now I’m in a hurry so excuse my brevity. Come back later for more news on this build :).
The way voting works now is “lazy kicking”. This might change cause it’s an experiment, post your comments. Voting is now in scripts so you can modify it as you wish and add main menu items (cool!).
Your character name can be changed with the /cl_name command in console. This is part of preparing for the Steam release where players from Steam will use their Steam persona names in KAG. Your username will be visible in paranthesis in the scoreboard
The known issues about mod downloads have been fixed. If not let me know!
if KAG is taking extremely long to startup goto /KAG/Base and delete the /old folder.
I scheduled Steam release for Monday November 4th. This might still change because we need to finish the trailer and make sure everything is working, first with testers and then with public.
That’s right – if you bought KAG you will get pre-release access to a Steam code and will be able to play KAG from Steam before the official release. This should ease things up for everybody and deadline slips won’t be so bad :). Stay tuned for when this will happen (hoepfully this weekend).
Have fun!
MM
Changes 921-926:
[added] 6 new heads + updated some past heads
[modified] rearranged heads
[added] debug message "box2d limiter breach" to check if this is the source of warping through things
[modified] box2d iteration count increased (may have been source of warping through things
[modified] kick delay is lower
[script][added] binds for void KickPlayer(CPlayer@ player) and void BanPlayer(CPlayer@ player, int time_seconds) with obvious effects (automatically takes seclevs into account)
[modified] map files updated by jackitch
[added] script exceptions don't halt the engine (debugger removed in release/test)
[script][removed] unsafe function config.saveFile(); - use config.saveFile(filename) instead (only saves to KAG/Cache)
[modified] clearer mod downloading messages and colors in console
[fixed] modded include file scripts not loading properly after download
[fixed] /Mods scripts not updating ever again (there's still an issue because they will only update in memory not in the files)
[script][added] scripted main menu items
[removed] hardcoded vote kick + next map stuff
[added] lots of features to the vote nextmap stuff
[fixed] builder can build on himself (thanks Verra)
[modified] builder must be inside building frame to build new shop
[added] some flags to shop for banning building any more things - wip for fixing double-shops
[modified] buildings destroy if they are overlapping each other too much
[added] can't double build from the same building frame
[modified] spawn shield protects from knockback and lasts a little longer (not instantly cancelled)
[modified] progress bar is hard-capped to at least one percent to help prevent rendering bugs
[added] JTG and Monsteri Sol Badguy twins unique, congrats
[added] allowed to change character name with /cl_name in console
[modified] more space for player names in scoreboard
[fixed] not spawning when username empty and clicked offline
[fixed] challenges not progressing on time end
Instead, steam integration bugs that were merged into mainline have prevented release – while it isn’t essential to run KAG through steam, there have been a few integration points that have required changes to the “normal” behind the scenes stuff.
The funniest/most annoying of these currently is everyone’s name getting a 2 applied to it (locally and on net) as if they are the second to join. We had a good testing session with JTG2, sinnertie2, Monsteri2, Lieber2, Geti2, Mazey2 and bst Kouji (because clantags seemed to avoid the bug).
In a way it’s a good thing, because it means all the steam integration bugs are exposed to testers and can be fixed asap, but it’s bad because its another day without votekick, without modding fixes, without extra heads, and means that steam deadlines are again, quite dicey.
However, we’ve found that we’re able to give more or less whoever we want access to the game via steam, so we will probably do that this week for players who have already bought the game, to properly test the steam integration stuff before we launch it. We’ll tell you when and how you should request a key.
MM has set a tentative steam deadline for Monday, and these bugs shouldn’t prevent us from reaching that, though they sure to mean it’ll probably be a close shave.
Next build will have fixes or partial fixes for the 3 major repeated concerns I’ve been hearing from everyone:
As such, I’m as anxious for a patch as the next guy, very disappointed we couldn’t get it out tonight.
More as it comes; figured we should keep you updated while we try to get this thing out; bear with us.
Max/Geti
Of course, the most important news first ;^) 2 new heads have been added, templar heads that (while knight focussed) look cool on any class! Now you can enjoy your own crusade – minimising religious persecution, of course.

There have also been a nice plethora of misc fixes and tweaks:
Steam update: MM tells me that we’re waiting on valve for the release, there are a few minor things to complete but the integration is “mostly done” and the store page is more than functional, with flashy promo images like the following:

We’re working as hard as possible on getting the game released there; the waits from valve are a setback but nothing we’re unable to overcome. The game will be released ASAP – when exactly that falls is anyone’s guess, but for all intents and purposes we’re “ready” and just waiting for the checklist to be looked over and the big red button to be pushed.
We’re not 100% on the date because as mentioned above, we’re waiting on valve for this, so it’ll be done when they’re ready. ASAP is as honest an answer as we can give – that said, hopeful estimates are early next week if they get their act together.
Full changelog for 921
[added] turning saws on and off
[modified] pickup priotities have a few per-class modifiers and de-prioritise corpses a lot
[modified] boulders are 35 stone
[modified] warboat costs 130 coins, not 150
[removed] rayne_liquidate and rayne_flarellbridge1 from default ctf cycle
[modified] removed koujimap from default map cycle
[added] 2 "templar" heads, one bucket, one egghead, both definitely badass.
[added] MonsteriCTF3 map
[added] NewTortuga map
[added] catapult and ballista convert instantly when sat into
[modified] idle/still siege engines don't collide with you
[modified] siege engines need a bit more speed before they hurt you
[modified] updated felleres map
- named Fellere_FourRivers.png
- hopefully less stalemate
[fixed] catapult "steals" kills of people shot out of it
[fixed] map key binding not visible
[fixed] music volume slider not adjusting in real time
[fixed] some sound functions still doing processing with zero volume
[fixed] wrong menu song used (cut out too early)
[script][added] hasTileSolidBlobsNoPlatforms function to omit platforms
[fixed] can't build backwall over platforms
- note, this works like building stone "over" wood,
the platforms still prevent building "through" them
[added] crate changes team when picked up
[fixed] egg makes chomp chomp noise when not eaten
[updated] kag icons on windows
[fixed] big leak when music slider set to zero, and awful sound when turned up again
Max/Geti
Quite a few things, all of them somewhat minor but definitely worth mentioning:
Full changelog:
[modified] JTG Map changes:
- boulder lake map has fewer boulders
- removed bison from newgetisburgmines map
[modified] rearranged ctf mapcycle a little
[fixed] crash on null pointer in blobplacement script
[modified] kaggen has caves and ruins
[fixed] flagbase is not tagged invincible (may be causing it to die by other means)
[fixed] kaggen generates trees overlapping ruins
[modified] updated fellere valley map
[fixed] a few missing default variables in gamemode.cfg - caused crash on omission
[modified] sandbox map is kaggen
[added] player light radius (set in gamemode.cfg as player_light_radius) returned - default 32, limit 255
[fixed] sound glitch on OSX when jumping
[added] fire extinguish sound
[added] player_light_intensity to gamemode.cfg - range 0 to 255 , default 128
[added] kaggen ruins can have wood in them
[added] sandbox again
[fixed] wierd line through the sky in fast graphics mode
[modified] keg gets a team when picked up -> no more keg slashed off your back by friendly knights
[modified] coins for building wood blocks decreased to 1
[modified] coins for building stone blocks and structures increased to 4
[fixed] moving spectator camera uses keybinds for move left right up down instead of hardcoded WASD
[modified] floating islands now "allowed" at map design time
[added] sandbox uses default png loader
[modified] warboat has +50% hp
[added] 3 new heads - horse head, diving helmet, alchemist head
[added] JTF_FirstBadlands map
[added] undercooked egg to quarters for 30c
[modified] chicken breeding parameters a little
News on the steam release – as valve don’t work over the weekend, MM is currently slating the steam release for “Approximately Monday”. This is still subject to change, but we’re as anxious to get it on there as you are – trust me :^) We’ll keep you posted as things solidify, there have been some more frustrating issues on non-windows platforms. As usual, everything is just that little bit different.
Enjoy the build!
Max/Geti
I heard two inspirational stories about gifs and indie games yesterday and decided to dig out some old unused gifs that were meant on our website. These aren’t as good as the ones on the web page but still cool I think.
enjoy
MM





The rest is on http://kag2d.com/
Oh and we’re coming to Steam some time after the weekend. If you buy now you’ll get a Steam code once it’s out! (and we get the entire cut instead of % for Valve:p)
Edit: Considering that buying direct from us gives you a steam key, if its possible for you to buy direct then we’d appreciate it – if it’s not then don’t fret too much about it and just enjoy the game.
This build is another minor one as we’re mostly working on steam related stuff at the moment. That said, it’s always good to get a balance/tweak patch out before the weekend. Failing that, it’s good to do it at 2am on Saturday ;^)
Most importantly:
Changelog:
[fixed] excessive particle spam from catapult rock
[add] coin from killing/hurting siege and vehicles
[modified] builder gets coin from building almost everything
(ladders and backwall left out)
[modified] extra coin for building workshops
[modified] standard coin decrease during warmup (/3, rounded down)
[added] 2 more JTG maps
[modified] catapult can resist 1 bomb arrow (just)
[fixed] crash in server
[fixed] minimap crash
[fixed] nasty loadmap minimap bug
[modified] water doesn't treat the bottom of the map as solid
- allows waterfalls if you're into that
[fixed] dirt backwall going missing sometimes (particularly bad on client!)
[added] chat console keeps last channel when you press enter
- means you can hit Y once, and then use enter to team chat in the thick of battle
[modified] door sprite shows orientation a little better
[modified] more cata rock optimisations ... this shouldn't be so hard
[added] even fewer particle iterations and better cache performance
[modified] rock is even more optimised, avoids a lot of logic on client
Max/Geti
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