Posts Taged king-arthurs-gold

Plans for This Week and Next – Big Modding Example!

Hey guys!

For the next two weeks we’re going to make a mod for KAG to demonstrate a ground-up total gameplay conversion of the game, and provide examples of how we’d accomplish various things in the engine.

The game we have in mind is a multi-teamed top down ship building game, with a sprinkling of tetris. Each team starts with a “core” that spawns random blocks for building with – these blocks need to be hooked together to protect the hull and provide offensive capabilities to your ship.

Some planned possible configurations include torpedoes, detachable raiding ships, and scrap melee machines. The limit of these configurations will be luck of the parts-draw and your imagination!

Mockup: torpedo hurtles towards an unprepared team.

There will be no direct player-to-player combat, no classes and no swimming – if you’re in the water you’ll either need to be picked up by a nearby boat or will swiftly drown, and if you make onto an enemy ship you’ll need to use their guns or bombs to do any damage (or take their controls and crash them into something). We think this will provide a unique form of versus play, and involve a lot of strategy.

Perhaps more importantly, over the next few weeks we’ll be forced to fix any bugs that get in the way of us accomplishing this goal, which will mean an easier time for modders down the road!

We’ll be keeping you posted with frequent updates and pictures :^)

Have Fun!


KAG Stream for the charity!


Our friends from the “Who’s Gaming Now?!” are hosting the LAN party event during which they rise the money for the charity. More details can be found here (the event has already started):

Charity: Naomi House
Stream link:
Date/Time: Saturday 15 March, 3pm to 1am GMT

Donation link:

Help the good cause!

Build 1057 – Mod verification

So, this update is what build 1053 was meant to be about – mod verification.

Its all working now, and you may notice some thumbs up/down icons on the server browser now. These only show for modded servers and they indicate whether or not a server is running mods that are verified (thumbs up = verified, thumbs down = not verified).

What does it mean for a mod to be verified? It means that a mod is confirmed to have come directly from the developer that it claims to have been written by, without having been tampered with. If every mod currently active on a server is verified and the server has mod verification turned on, then the server will get a thumbs up icon in the browser.

So how do you turn on mod verification? With the sv_mods_verified – set it to 1. Note that it is 0/off by default and will be turned off if any of your active mods fail verification.

How does a mod get verified? It needs to first be registered – currently the simplest way to do this is with this app, and then it needs to have a registration.json file generated and distributed with it. Mod devs should therefore generate a new registration file every time they make a new release. This can be done with the same app used to register the mod in the first place, or alternatively a script like this can be used to do it over the command line.

This might seem a little tedius at first, but once you’ve done it once its really quite straightforward. Additionally, this is only the first phase in a move towards a more managed system of mod distribution. For example, it’ll soon be possible to setup your servers to auto-update their active mods whenever a new release of them is made.

I think I’ve covered the broad strokes of the system, but let me know in the forums if you have any questions.


Build 1053 – Not a lot happening! Check back in a day or two :)

Sorry for the late post. Been trying to push out a hotfix for something that needs changing in this update before the changes are ready to be made proper use of – that’ll have to wait till Monday now, unfortunately.

Basically, this update marks the first inclusion of the mod verification/distribution system I’ve been working on for the past few months.

This first update only caters to the first part, verification: it lets mod devs register their mods and then when servers/clients load up mods they can verify that those mods have come from the developer they claim to have come from, without being tampered with.

Future updates will involve a more robust mod distribution system that will (I hope) please both mod devs and server owners alike (allowing for things like auto-updates of mods as devs push out new releases).

That said… I’m not going to tell you how to use it properly yet, because as I mentioned at the start of this post I still have to make a change to it (hopefully released on Monday) and it’d be best if folks didn’t make use of the new stuff till then. As the new verification stuff is turned off by default, this means that everything is working like normal for now – no changes required.

Anyways, aside from that stuff there were also a couple of minor changes from Geti that you can find in the changelog below.

Full Changelog:

[added] builder cant build backwall/ladders/etc in the edge 2 tiles of the map.
[modified] no build zones are 3 tiles at edge, not 5 and 10.
[added] some changes to maps
[added] initial mod verification integration


Build 1047 – Tweaks and Modding Fixes

We’ve been working with modders this week on getting some specific issues fixed and a few examples of “how to do X” in preparation for that modding showcase. Particular thanks to Norill, Skinney, and Rayne along with the rest of the testers and anyone posting in that call to arms thread.

Other changes this build are mostly minor, with a gameplay focus.

Pictured: Common fear of many Australians, now tweaked for more balance despite my fondness for crying enemies.

  • Water ammo only stuns through shield on a direct hit
    This prevents water spam from being too detrimental and counter-competitive; It’s a change that’s been on the list for quite a while, but as expected it was somewhat fiddly to do properly over the net.
  • Arrows take no damage from jabs, only slashes.
  • Water arrows splash when killed rather than turning into one bit of wood.
  • Fire arrows do 2 full hearts of damage instead of 1.75 hearts (1 heart on hit, 1 heart of burn)
  • Fixed mods not downloading new files the next time.
  • Fixed not being able to load maps from Mods/ folders.
  • Added example custom tile mod – note that this is only the tip of the iceberg, to have a tile that takes damage, animates etc you have to roll a lot more of your own code, which is not for the faint of heart.
  • Fixed joining modded server the first time often crashing.
  • Joining modded servers only preloads used files (much faster joins for small/simple mods)

Full Changelog:

[modified] gold stacks to 500, not 1k per inventory slot
[added] increased burn time - fire arrows now do 1heart damage + 1heart burn
[script][fixed] getPlayer(i) should return null now when player count is 0 or index is wrong
[fixed] mod loaded only on 1st time game launched
[fixed] mods not loading or crashing on 2nd server join
[modified] water bombs don't stun through shield unless on a direct hit
[added] water arrows stun shielded knights only on direct hit
[fixed] tresflags map being "cut off" by the no build zone at the top
[fixed] mods not updating by force downloading every time
[added][fixed] can load maps from Mod folders by adding map name to mapcycle without need for extension
[added] example for new block in scripts
[script] made it a bit easier to handle custom tiles in mods (use a modded
[modified] arrows cannot be jabbed, only slashed.
[modified] just first day of playing won't show modded servers (was 2)
[fixed] joining modded server 1st time resulting in crashes
[modified] joining server only preloads used files (significantly faster joining)

Have Fun!


Build 1043 Hotfix – Patcher Typo

Due to a small typo in the patcher code, some files may have been moved outside of your KAG folder with the last build. While this won’t be undone with this patch, it should prevent any new files from ending up there.

While this should not cause any harm whatsoever to your computer, it will have caused a little bit of clutter in your folders that you may want to clean up.

To undo the clutter caused by this:

  • Navigate to the directory above your KAG directory (if you have KAG installed at C:KAG, check C:)
  • Check if there is a folder called “old” – if there isn’t, no clutter was caused.
  • If there is, check that the only contents of “old” are KAG related (usually a folder called “Base” with some “storage” files in it).
  • If that’s all that’s in there, you can safely delete “old” to be clear of clutter. If not, use your best judgement for the other files, as they may belong to some other program.

Steam users should be unaffected. I have no concrete knowledge of if Desura users will be affected or not, but I think they probably will be. Users with a “normal” standalone install will definitely be affected, including servers.

As there is no version number change for this patch, server availability should be more or less unaffected (though servers will automatically restart themselves as usual normal).

THD apologises for this mix up.

I can shed more light on any individual concerns you may have in the forum thread for this announcement.



Build 1043 – Back to Reality

No more endless love I’m afraid.

This build also contains a few bugfixes and an exciting community addition, the storage cache. Thanks to Skinney for this nice object.

This fancy storage has a “drop all” button and a way of accessing the stuff that’s inside. We may be tweaking the interface just a little (making the drop all button vanish if you’re not carrying anything), but it’s functional and fun, so no more dinghy storages in CTF.

There’s also no build zones at the edge of the map to avoid “infinite jump” cheats, and some minor fixes for admins and modders.

Full Changelog:

[removed] valentines event code.
[added] CTF storage from Skinney
[added] Extra "no build" zones on the edge of the map from Skinney
[added] camera rotation and position is cleared on disconnect.
[fixed] /restartmap actually nextmapping
[fixed] some bugs in file replacer

Have Fun!


Blink Bundle – Pick up KAG and 9 other games for five bucks or more!

Visit the Blink Bundle site HERE

It must be the time of year for crazy sales again, cause you can get KAG “50% off” (including a steam key!) and 9 other games on top of that! Even if you’ve already got a copy of KAG, check it out, there are some other great games there and you can always gift the code to a friend.

Have fun!


Modding Showcase Applications

Attention any modders keen for exposure!

We’re planning on doing a modding showcase video to be posted to youtube and steam, and are interested in fun mods to show. Mods suggested should have some graphical changes that would be evident in video, and ideally a PG-13 compatible name to be overlayed on the video ;^)

Mods need to either be simple to set up for offline recording or have a server hosting them (post a resources link or the name of the server in the thread). We’ll post a list of displayed mods along with a link or server name in the video description.

I’ll be approaching a few of the modders I’m closer to directly but I’m sure I’ll miss a few gems out there. This is also probably a good time to clean up and “publish” any mods you’ve had in development for a while if you want some extra “free” attention. Looking forward to seeing your best!



Build 1033 – Valentines!

Spread the love this valentines! Even to filthy reds!


Special thanks to community member norill for the event scripts.

This build the mapcycle randomisation has also been improved, with maps now being taken from/added to a “stale pool” that comprises 50% of the list of maps, so there should be no repeats and an otherwise very random cycle giving a more unpredictable play experience. I can go into this more in the thread in case people don’t understand what’s going on behind the scenes.

Build should be out in the next hour or so – build server has been slow at the moment, sorry folks!

Have Fun,


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