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BUILD 262-263 RELEASED!

THIS BUILD IS A PREPARATION BEFORE THE NEXT BIG UPDATES INCLUDING ZOMBIES & WAR MODE

This means the goodies aren’t yet here but if you consider bug fixes and game improvements goodies then you’ll be really satisfied with this release. The most important changes in this build are:

  • Changed workshop building to an UPGRADE MECHANISM using USE KEY [E]
    All rooms are 3×3 grids that you build with the generic room block. After you have an empty room, press [E] on the room and select the workshop you want to build.
  • Outposts and catapults are built in the SIEGE WORKSHOP
  • KAG map format which saves everything on the map (/loadmap /savemap commands eg. “/savemap plaza”)
  • Faster network code. Many optimizations in this area you’ll notice a slightly lower ping.

That’s the tip of the iceberg, here is a detailed list. Read this (especially if you’re on a Mac).

Changes 228-262:

– new Swordfight map
– fixed some collision bugs
– fixed tents spawning underground
– map format changed to .KAG
– loadmap savemap – loadssaves .KAG files
– loadbitmap NAME – loads PNG map format from Maps/
– packet compression is back on
– arrows stick to bodies
– fixed rules time counter and display
– changed to larger font for catapult health and blocks menu resources display
– builder rectangle cursor doesn’t appear if not buildable and not diggable
– fixed ping times in server browser
– fixed favorites in server browser
– fixed server browser password prompt display
– fixed sort types list box
– fixed most bottom blocks on map indestructible bug
– added speedhack detection and prevention
– units are decreased on spawn not death
– Mac: fixed ingame web browser
– Mac: fixed screen options not saving
– Mac: changed team chat switch to Ctrl
– Mac: improve graphic performance on
– Mac: fixed game crashing when window larger than desktop
– fixed authentication mix up when two players from same host connect
– improved network code – slightly lower pings
– added server check for knight slashing
– slash takes 5% longer
– sv_compression variable works again
– fixed throw sound being played if trying to drop materials during warmup
– fixed client crash on map restart
– fixed trying to connect to full server
– units aren’t decreased in build time
– added nextmap command (restartmap works as it should now)
– Mac: fixed clipboard pasting Cmd+V
– Mac: fixed mouse button / shield problem
– fixed head config hack
– fixed bomb killing teammates
– improved offscreen objects netcode
– autoupdate can be canceled with ESC
– new linux dedicated executable works w/o batch file “./KAGdedi”

Changes 262-263:

– fixed kick and swap menus not scrolling
– arrows don’t stick to shields
– fixed unpredictable bomb throwing on high ping
– fixed unit_count=0 in gamemode.cfg (one life for all)
– fixed warmup counter display
– fixed quarters not healing if something in front of it

DOWNLOAD NOW

LINUX AND MAC USERS ARE ADVISED TO DOWNLOAD AND MAKE A FRESH INSTALL OF THIS BUILD.

Linux server needs to be launched manually with ./KAGdedi after autoupdate (chmod +x KAGdedi too)

New Release Imminent

We’ve been toiling to get everything converted for an interim release before the zombie release soon – We’re as keen for it to be out the door as I’m sure you guys are to play it.

We’re working out the last of the bugs at the moment and collating everything, so be sure to keep your eyes on the devlog so you know when to patch your game.

If you’d like to help out with testing, download the test build from this thread and be sure to report any bugs that you notice in the test build subforum!

Geti

Test build available

The testing build of the next KAG patch is available for testing for all 3 platforms.

http://kagforum.com/index.php?threads/test-build.216/page-75#post-47021

General testing notes:

Be warned that there might be unexpected bugs that won’t allow to play the game.

Please post bugs/opinions about the test version on that forum topic ONLY.

READING THE CHANGELOG IS MANDATORY. Asking stupid questions about the changes will result in kick. The changelog is located in the KAG directory in the file readme.txt, it will also be available here when I post it.

Zombies are switched off because this patch isn’t about zombies. They will come after this I promise.

MM

Merry Xmas!

We’d like to wish everyone following KAG development and playing the game a happy and wonderful xmas. May you have power in your sword, aim in your arrow and strength and wisdom in your hammer to build the best unpenetrable castles.

Got some good news. The IndieDB Awards for 2011 have ended and King Arthur’s Gold got a really significant award. Despite being still in alpha stage it captured IndieDB’s founder attention. It seems it is his favorite game. I know why, because it is awesome fun!

We’ve got a lot of good stuff coming after holidays in a few days. As you probably see there won’t be any release right now. We aimed to release a little something before Christmas but unfortunately I got a bad cold and was out of service for 3 days. Bad timing, but things like this happen. I’m a little sad because we have a ton of stuff done and it could be shared but I don’t want to release anything untested and then leave it for the holidays. So we are aiming now for something before New Year’s.

Once again Merry Xmas and stay tuned. Exciting times ahead of us!

MM 

PS. Read the rest of IndieDB’s Editor choices

Little zombie survival screenshot

We’re gonna just publish little bits of things from the new gamemode because we want this game mode to be a surprise.

 

When was the last time you said “holy shit!” in a video game? We’re aiming to bring you that experience back.

MM

KAG Tournament!

While we’ve been busy getting this round of goodies together, the community have put together a tournament, set to kick off December 26 or 27!

The forum thread has the needed info: currently sign ups are closed but if you get onto IRC and hassle Carver, Stevedog, and anyone else involved with the organisation they might allow another team to participate, if you’re interested in doing that I’d suggest you get in quick before everything’s been timetabled and set in stone.

There’s a gold account to be won if you’re after some motivation 😉

It’ll be quite exciting to see how this turns out, there have been a few well organised clan matches in the past but nothing so formal as a tournament, props to Carver and Stevedog for getting this sorted and to the community for being keen enough to participate!

Geti

Lighting!

The next release (which should be out in time for christmas!) is looking to be chock full of features! Insofar we’ve talked mostly about zombies, but also the new level format.

Now, the next feature to talk about (and the first thing that we’re going to give you some visuals for) is lighting! Days and nights will cycle in the next version and at night time, lighting will be important for making out anything and thus make wandering in the field a very dangerous thing to do!

Lanterns will be vital to coordinating a working, safe castle at night-time, but will also give your position away to the enemy should you use them during a night-time raid! They might also prove to be a fire hazard if left lying around in wooden forts 😉

Workshops are going to have a quick overhaul to all fit into 3×3 and use a unified interface of construction and destruction – this means less potential clutter in a builder’s F menu as we add more workshops, and that we can add more workshops in less time – the quarters with lantern in the shot above is an example of how the workshops are being converted graphically.

Sorry to all the people who’ll have to wait it out with crashing 228 KAG – we’re looking into the crash issues and have fixed most of them but we wont be able to release fixes until we have this build completed.

Know that we’re working our butts off on this release, and we’re making up for lost time for sure!

Keep the bugs flowing to bugs.kag2d.com as you find them – though please check for duplicates before reporting!

Geti

New map format

Today I’m creating a new map format called simply .kag. Right now map saving is done via PNG files. So each map is in fact a bitmap that you can edit in a paint program. This is cool and easy to edit however it is very limited because you can only save tiles and simple objects. The new map format will be able to save and load the entire world with all map objects and their current state. This means we’ll be able to create little single player maps with zombies on them, make multiplayer campaigns with “stories”, put catapults with specific amount of rocks in them, save castles with rooms, drop items and make them available for discovery and much much more. The old PNG format will remain for compatibility and ease of use.

In other news..  we crossed over 2500 full version sales. Thanks everyone for supporting us! We have a terrific community and as you can see we are working hard now to deliver that full version content.

MM

[youtube http://www.youtube.com/watch?v=82E7vhtLxNs?feature=oembed&w=500&h=374]

Grrrrrr… mmmmh…

The sounds of grrrrr, mmmmh and “brains!” are filling my room. Guess what I’m working on?

Gonna post more soon.

MM

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