King Arthur's Gold Changelog

What's new in King Arthur's Gold 0.98 Build 1591

Aug 28, 2015
  • [modified] LOTS of map changes - flags generally more exposed and further from tent to prevent stalemates and "base-raping"
  • [modified] arrow always hits burgers and fishies (and anything tagged food) - not hearts this time though (couldn't make it work cheaply)
  • [fixed] drill hitting through doors
  • [fixed] dead players taking gold with them to the afterlife (everyone drops everything on death)
  • [modified] water does not decay doors held in the hand (thanks Obione5256__)
  • [modified] corpse collisions - should be less snagging!
  • [added] synced-based rendering of time to end of match
  • [fixed] tiny chat font (still some tiny fonts to fix still!)
  • [modified] boulders take 50% damage from swords and arrows
  • [modified] reverted trap blocks changes - will need more real discussion about a solution or alternative block, hit the forums folks
  • [modified][experimental] reduced bomb radius by two tiles to reduce bomb spam and reward aiming with them
  • [updated] engine, polygonal bodies removeshape fix, tcpr re-implementation, API "maybe fix" from MM
  • [fixed] voting for surrender as spectator
  • [fixed] news not being read properly (now we use custom solution with json)

New in King Arthur's Gold 0.98 Build 1537 (Jul 13, 2015)

  • Major Changes:
  • Mechanisms in Sandbox:
  • That’s right, mechanisms are finally available for building in sandbox and mods; along with a fancy “paged” building menu. There’ll be a guide coming in future about how the mechanisms system works with examples, but for now they’re there to play with and can be saved into custom image maps with the usual /savemap setup - this works for loading (for example) an unpopulated TDM map and adding in traps to the design. Be sure if you do later editing of the image that you use an image that can handle transparency - no MSPaint for mechanisms maps I’m afraid!
  • Surrender Vote:
  • There are some games that end up very one-sided - rather than having 5 players yelling “please cap, please” and the entire enemy team destroying your base for twenty minutes before they finally realise theres a flag to take, you can now “gg” out of the game with a vote. We’ll be monitoring abuse of this currently experimental feature but we earnestly hope it’ll help ease the frustration of a stomp.
  • Vehicle Conversion:
  • There’s a new GUI and better mechanics for vehicle conversion, based on live players within a generous radius - this allows capping siege engines from a little further away, but also allows defending them; the time to convert is also a bit longer. We’ll address the issues with spawning on contested engines soon.
  • Trap Block Behaviour:
  • Trap blocks now can be opened by same-team players, much like doors, which prevents them from team-trapping people and limits the amount of damage a new builder can do in building their “genius trap”.
  • There is also a simple way to disable the new trap block functionality, which it utilised in TDM because some map designs rely on the old functionality.
  • Materials Back from Many Blocks:
  • In particular, doors and trap blocks give a fair percentage of the materials used for construction back, which punishes misclicks less and allows counter-tunnellers to get rewarded for their trouble. Plaforms do not give material back at this point due to them already being ubiquitous and not being team-biased.
  • Wood doors decay Under Water:
  • A suggested counter-tunneling mechanic that we’re trying, stone doors and U-bends will have to be utilised more to defend against flooding in tunnels, rather than simply spamming cheap wood doors every few blocks.
  • Minor changes:
  • New Mechanisms:
  • A motion sensor source block, directional wires for packing in dense designs, and a new appearance for the light component!
  • Cancel Building Button:
  • Oddly this is one of the most-requested functionalities of new players coming to KAG from minecraft and the like; a way to put away any block. While it may not really affect you, a lot of players have a simple mental disagreement with it, so we’ve added a button to allow you to cancel building completely. Old players may or may not wish to use it.
  • Traders aren’t in the way:
  • Traders are now no longer able to block arrows, explosions etc at their posts.
  • Nicer TDM Scoreboard:
  • More changes will inevitably follow, but we took the feedback recieved about the TDM Scoreboard to heart and made some changes; clan tags and usernames can now be seen, the spectators list renders correctly, and colours are back to indicate various user types.

New in King Arthur's Gold 0.98 Build 1500 (Jun 3, 2015)

  • 1500 days since we started KAG, who knew? A medium-size patch today, more mechanisms/TDM stuff but we’re sorry to say that building them is gonna have to wait until next time. There’s lots of fixes and tweaks inbound and a couple of things for modders to watch out for, so let’s get cracking!
  • More TDM maps:
  • There are quite a few more maps in the TDM pool, often utilising the new mechanisms stuff. If you haven’t already, give TDM another go, it’s quite a fresh mode now and the mechanisms help avoid maps becoming samey too fast.​
  • New TDM Scoreboard:
  • There’s a new TDM Scoreboard as an example of the new scoreboard override functionality! Let us know if there’s any issues with it and see the script TDM_Interface for a code example - be sure to set showscoreboard to false in the corresponding gamemode.cfg if you do anything with it!​
  • Various Mechanisms Bugs Fixed:
  • A few of the new maps and some of the old ones brought out bugs in the mechanisms we hadn’t seen before, these have been fixed this time around. Keep the reports coming if you see anything fishy!​
  • Boulders Fixed:
  • Boulders have had this a long time coming and you know it. Boulder-fu is still possible, but significantly less insta-kill. They also bounce off a bit which makes it much harder to chain, and a lot funnier to look at.​
  • Slash Cancelling Bug Fixed:
  • Only a few people knew about this, thankfully, but it’s been removed. It won’t be re-added if we can help it.​
  • Buttons Fixed:
  • A long standing issue with the activate buttons has been found and fixed, which was a combined effort between myself and Skinney; they are now activated based on world distance and blob position, not screen distance, which means that zooming in and out isn’t necessary for very small buttons to work any more! Let us know if we’ve missed any buttons that are unaligned as a result of this ASAP!
  • A heads up to modders: this will break the positioning of anything that uses the activate buttons! Please revisit your mods and adjust the offset vectors, they’re now in world space.​

New in King Arthur's Gold 0.98 Build 1492 (May 19, 2015)

  • Mechanisms:
  • A whole host of mechanisms to build the dynamic structures of your dreams! From randomisation and memory to routing and logic to multiple inputs and outputs, Skinney’s work on mechansisms is finally getting a fully networked public release!
  • This is the intial testing release, so we’re not quite ready to give you the keys to the car - we’ll be doing another build very soon allowing you to build with these mechanisms in sandbox, but we want to do a pilot release with them just in TDM for testing that they work on a bigger scale!
  • Be sure to check out the TDM servers and report any and all bugs in the forum thread and let us know what you think of the potential!
  • Balance Tweaks:
  • Resupply:
  • You can now resupply at your matching class shop in CTF without switching class. This allows more forward builder action, and easier archer resupply on the frontlines as well. Hopefully we’ll be seeing more forward expansions as a result!
  • Maps:
  • Some maps with balance/fun issues have been removed from CTF and TDM, and a “simple” map has been added to the CTF pool. This should give a taste of the straight-up, no-gimmicks play that’s been very popular on the flat maps server - the map isn’t a completely flat line like the ones there, but it’s as close as we’d like to come without stealing their thunder.
  • Better Drowning:
  • Drowning has long been a sore point for many people - the sync issues have been fixed and the interface has been replaced with bubbles that indicate how much air you have left. Let us know what you think of the changes
  • Anti-Hack:
  • Work has been done on detecting the most common form of speed-hack for KAG, Cheat Engine’s Speedhack. Upon detection the game will disconnect you, issue a warning to the server, and the server will log the event for administrator action. This can result in your account being permanently flagged as a hacker, so don’t do it.
  • This Anti-Hack is by no means unbeatable, but should definitely spoil the fun of several repeat offenders. Enjoy.
  • Translation:
  • Work has been done on making translation of the game possible by simple substitutions from json files - this is currently not utilised throughout the game code but will be in time, and will allow translation work to be done by anyone interested - modders in particular can look into the getTranslatedString function and the g_locale setting, as well as checking out the new locale files.
  • Bug Fixes:
  • The following bugs have been fixed:◦Cant bind up/down arrow keys
  • Cant double-bind keys (will warn you now)
  • Crash on removing server from favourites
  • News reader broken

New in King Arthur's Gold 0.98 Build 1453 (Apr 22, 2015)

  • Slashes Visible:
  • Knight slash range is now shown with an overlayed animation, showing the approximate arc, duration and distance of slashes. We’ll listen to feedback on this one and may be tweaking the effect, but it’s something we’ve had ongoing confusion about exactly how far you can reach, how aiming works and so on, and this should help with that.
  • Swear Filter:
  • Turning on kids safe mode will also turn on a rudimentary swear filter; this might be split out to its own setting if there’s enough demand. It can be activated serverside (ie “on for everyone”) by setting g_kidssafe on in autoconfig or the console.
  • Door Mechanics Revised:
  • The door visible orientation no longer matters for doors opening angle - if you press “towards” the door, it will open now. You can still rotate doors for aesthetic purposes, but this is intended to lead to fewer mistaken placements of expensive doors costing the team time throughout the game, or resources to remedy.
  • Doors are also more prone to damage from builders and explosives, making countering tunnels and opening the front of bases easier to accomplish.
  • Map Extension Issues Fixed:
  • The map extensions that were incorrectly identified from the mods folder and elsewhere should work, and savemap should append the assumed .png extension correctly again.
  • “Jab Spam” Nerfed Forever:
  • Mostly kidding, but the shield is more of a hard counter to jabs than it used to be, with extra stun time from jabbing a shield, giving ample time to punish spammers.
  • :Miscellaneous Changes
  • Most of these fixes are community sourced or inspired, thanks again for your continued outreach of inspiration and support.
  • Can’t farm team-mates
  • A bug in the coin allocation script was fixed that allowed you to farm coins by teamkilling each other with spikes. Thanks to Cameron1010 for picking it up.
  • Scripts Reformatted:
  • A bunch of inconsistent formatting throughout the scripts was fixed; this results in quite a large patch all things considered, but will only have to be done once. Thanks to Rayne and IceDragon for bringing it up.
  • Fixed TDM Mapcycle Issues
  • Specific settings could cause the TDM Mapcycle to break and play the same map over and over; this has been fixed.

New in King Arthur's Gold Build 1453 (Apr 22, 2015)

  • Slashes Visible:
  • Knight slash range is now shown with an overlayed animation, showing the approximate arc, duration and distance of slashes. We’ll listen to feedback on this one and may be tweaking the effect, but it’s something we’ve had ongoing confusion about exactly how far you can reach, how aiming works and so on, and this should help with that.
  • Swear Filter:
  • Turning on kids safe mode will also turn on a rudimentary swear filter; this might be split out to its own setting if there’s enough demand. It can be activated serverside (ie “on for everyone”) by setting g_kidssafe on in autoconfig or the console.
  • Door Mechanics Revised:
  • The door visible orientation no longer matters for doors opening angle - if you press “towards” the door, it will open now. You can still rotate doors for aesthetic purposes, but this is intended to lead to fewer mistaken placements of expensive doors costing the team time throughout the game, or resources to remedy.
  • Doors are also more prone to damage from builders and explosives, making countering tunnels and opening the front of bases easier to accomplish.
  • Map Extension Issues Fixed:
  • The map extensions that were incorrectly identified from the mods folder and elsewhere should work, and savemap should append the assumed .png extension correctly again.
  • “Jab Spam” Nerfed Forever:
  • Mostly kidding, but the shield is more of a hard counter to jabs than it used to be, with extra stun time from jabbing a shield, giving ample time to punish spammers.
  • :Miscellaneous Changes
  • Most of these fixes are community sourced or inspired, thanks again for your continued outreach of inspiration and support.
  • Can’t farm team-mates
  • A bug in the coin allocation script was fixed that allowed you to farm coins by teamkilling each other with spikes. Thanks to Cameron1010 for picking it up.
  • Scripts Reformatted:
  • A bunch of inconsistent formatting throughout the scripts was fixed; this results in quite a large patch all things considered, but will only have to be done once. Thanks to Rayne and IceDragon for bringing it up.
  • Fixed TDM Mapcycle Issues
  • Specific settings could cause the TDM Mapcycle to break and play the same map over and over; this has been fixed.

New in King Arthur's Gold Build 1390 (Feb 14, 2015)

  • This build is mostly a fix build on 1381, with a couple of little documentation changes here and there.
  • Shader Issues Fixed:
  • Some big issues with the smooth shader (and other shaders) have been fixed, with emotes and the builder cursor rendering properly with them on again.
  • Uncapped Framerate Issues Fixed:
  • Uncapped framerate will no longer cause flickering or ghosting. Keep in mind that the game updates are limited to 30fps anyway, but uncapping the framerate with vsync on can help ensure rendering is synced up with your monitor, and can appear smoother for those that care.
  • Map Changes:
  • A few minor changes here and there, but especially to the 8x_fest_pass map (the one with the cave cieling) - the cave system above has been shrunk and the central flags are less of a nightmare to capture.
  • Simple Join Bugs Fixed:
  • The simple join “selection” buttons could get stuck in a “wide” state and didn’t work well at different resolutions. This has been fixed.

New in King Arthur's Gold Build 1239 (Sep 9, 2014)

  • This build only contains a hotfix for a crash bug in 1236 related to the unicode changes - servers should be more stable and people should be able to enjoy more uninterrupted play.

New in King Arthur's Gold Build 1236 (Sep 6, 2014)

  • Potential Fix for invisible mines:
  • This one has been clamoured about for a while - we thought this was fixed a few builds ago but
  • Fixed Builders getting half materials:
  • This was a hard to catch typo bug that slipped in halfway through the last round of changes; was good that it was caught early after the release though and has been fixed now.
  • Fixed some spike network sync issues:
  • at the cost of a little latency in the spikes reaction
  • Removed archer ignoring fixed camera setting:
  • We decided to just let players choose properly; some people have been complaining about this both ways so we removed the conflicting setting.
  • Clantag re-added to character name in scoreboard:
  • Adding a new column would take too long, so the clantag was just added to the name column again.
  • Clantag colour is same as name colour on mouse hover
  • Removed “invalid utf8 spam” for people with invalid names:
  • should just cleanly replace bad characters now.
  • Siege Engine Conversion Tweaks:
  • Siege engines can’t be converted in 0 seconds flat any more, and in fact cannot be sat into before conversion; This should make defending a forward ballista a little simpler and mean a little less “hot potato” seat swapping.

New in King Arthur's Gold Build 1233 (Sep 3, 2014)

  • Another balance and fix build, this time addressing builders and archers much more than knights.
  • Builders:
  • RepairingBuilders can now repair damaged blocks for the cost of a full block, which helps avoid structures collapsing and makes maintenance much more convenient. Doesn't work on doors/platforms/traps/spikes etc yet - just solid wood/stone blocks.
  • SpikesSpikes now pass cleanly through 1 wide holes, and shouldn't get "stuck" on background walls any more.
  • Buggy Hitting. A few more bugs have been fixed in builder hitting - there are a few more that will be getting attention in the next build, but most notably you should be able to attack enemy structures through team-mates again (no more asking knights "please move i cant hit the door")
  • One Hit Kill Mines. Builders can now more easily defuse mines without mishap to allow offensive mines to be sensibly countered without interfering with their utility elsewhere.
  • Archers:
  • Triple Shot Changed:
  • The triple shot is no longer an inaccurate streaming 3 shots, instead it's a 3 shot "shotgun". Charge times are the same.
  • This serves 2 purposes:
  • A little easier to use in support and CQC, as there's more tolerance missing with a cone of shots than 3 relatively straight shots.
  • Reducing tower spam, as the enforced cone of fire means that firing mindlessly from a tower is hopelessly inefficient - firing at groups still works but you need to focus your single shots if you want to snipe, not just mindlessly overcharge.
  • No "pierced" sprites:
  • We felt that this was just unneeded clutter and took the opportunity to remove the "stuck in arrows" - they were hurting FPS and sometimes obscured the team of various units (not to mention had crazy results with siege engines and boats)
  • Can climb arrows in all structures:
  • Arrows should stick into all structures in such a way that you can use them as arrow ladders, this includes platforms, traps and doors.
  • Knight:
  • Only real knight relevant change is very slightly slower jabs - they may be able to be slowed more but they're almost back to the previous build rates currently, going to move slowly on this one.
  • Fixes and Tweaks
  • Clantags displayed differently
  • They'll show up in chat and on mouse hover, but not in the scoreboard; this is an experiment to see if it helps player identification, we might need a separate column in the scoreboard for clantag, feedback here is welcome, leave it in the forum thread. Clantags are also accessible by script for modders now.
  • Arrows hit mines again (this was a bug).
  • Flag blocks building in slightly smaller space.
  • Fixed water stunning teamies on direct hit.
  • A lot of stuff doesn't decay or decays much more slowly.
  • "Recent Damage" is tracked a little longer - no more missing kills for fire arrows.
  • Pickup priority tweaks - still not perfect by any stretch but should be more predictable now at least, as it's based on your position instead of a weird combination of cursor and player.

New in King Arthur's Gold Build 1215 (Aug 18, 2014)

  • Balance Changes:
  • Knight Rebalance:
  • There have been some long-standing complaints about the knight; this should help to address a lot of them and help reign in some of the more obscure parts of current knight play.?Shield Glide is no longer infinite
  • Your shield glide will gradually lose its effectiveness as you fall through the air - you can put more wind into your sails with multiple bomb jumps, but this alone makes knights a lot more prone to gravity (like every other class). You can also no longer infinitely climb up walls with wall jumping.
  • Jab does minor stun
  • Players from classic era will remember “slash cancelling” with jabs - while this is very ping dependent, we’ve decided to try it out again. It lets you get a quick, reactive cancel to someone charging a slash or double slash in front of you with jabs.
  • Slash doesn’t break shield for as long
  • Slashes will not break a knight’s shield stance for as long, giving them a chance to attack back with jabs if you’re “slash surfing” them.
  • Circle of Power
  • All of this together helps enforce a circle of power in knight combat options: slash > double slash > shield > jab > slash - there’s still the wildcard of shield bashing and bombs in the mix to keep things fresh of course, but this should make knight combat a little less slash-heavy.
  • Archer Tweaks:
  • Reduced stun range
  • The range at which arrows stun players has been reduced a little.
  • Special Arrow spam discouraged
  • When firing special arrows with legolas, you will automatically switch to normal arrows for the 2nd and 3rd shots. This is to further encourage actually aiming with special arrows instead of just spamming 3 bomb arrows at a tower with triple shot.
  • Drills builder only
  • At the request of the community by poll, drills have been made builder only for now. We’ll see how this change affects their use and the builder’s place in the game.
  • Map Borders
  • The map borders are active on all edges, including the top of the map - this prevents simply “jumping over” tall structures.
  • Weaker Wall-run
  • Wall running has been reduced from 3 tiles to 2, making smaller structures more significant.
  • Fixes and Smaller Changes:
  • Platform Fixes
  • Lots of issues with platforms have been cleaned up, most notably grappling them, wallrunning on them, and fire spreading through them. They also got a small sprite facelift.
  • Mine Fixes and balances
  • Mines explode with much smaller radius, collide with platforms, don’t explode with materials on them, and shouldn’t go invisible any more.
  • Spawning timer no longer resets on click
  • This only really applies to CTF - TTH still has wave respawning and some limitations there, though it should fare a little better than it did.
  • Server Fixes
  • A memory leak in the server was identified (finally) and fixed.
  • Storage Changes
  • The storage is a little more attractive, has damage frames and responds to lantern containment - thanks to community member Skinney for these changes.
  • Saw changes
  • The saw spews out a slightly more reasonable amount of wood.
  • Spectator Fixes
  • Several fixes to the spectator mode have been made, most notably including it getting “stuck”.
  • Thanks to community member norill for these fixes.
  • Interface Fixes
  • Some discrepancies with the TDM and CTF spawn time interfaces have been cleaned up.
  • Stun Fixes
  • Stun is now respected for picking up/throwing items, and for using drills.
  • Builder Hitting Fixes
  • Builders should have a slightly easier time hitting what they want to hit - theres still a few finicky edge cases but overall it should behave more sensibly, especially when trying to mine tiles near objects.
  • Tips on Death
  • Some helpful, community sourced tips are displayed while you’re waiting to respawn - you can turn these off (along with other ingame help) with f1.
  • Fixed Builder digging in no-build zone.
  • No more undermined tents or halls.
  • Fixed CTF HUD not showing for 1 flag maps.
  • Speaks for itself, annoying little bug.
  • Emoticon bindings in Entities\Common\Emotes\EmoteBindings.cfg.
  • If you need faster access to some of the emoticons you can now rebind them clientside, though it is a little fiddly.
  • "No Chat Bubble" option and some options fixes
  • For those sick of seeing chat hovering over someone obscuring the action, you can now turn these off in the options menu.
  • Some other options that were having issues being saved should be fixed now too; let us know if any options still fail to be saved after quitting the game normally.
  • Fixed lots of Larger Resolution Issues
  • Larger resolutions now have fixed size cursors and can aim accurately, and work for vertical aspect ratios too if you’re that way inclined.
  • Lots of other fixes and tweaks - changelog too big for tumblr! I’ll put together a changelog to include in the forum post, though it may take a little more time.

New in King Arthur's Gold Build 1180 (Jul 15, 2014)

  • Shop Changes:
  • Largely a community sourced change, shops now have a nicer button layout, show damage (using the frames that were previously unused), and are generally a little more polished. Notably, quarters now allows sleeping in a bed inside the structure for free, time based healing.
  • Tunnel Changes:
  • Tunnels are now able to be used by both teams - this means that you need to build a vault around any tunnels inside your base to prevent getting invaded through them. This change should make tunnels a more strategically important building for both teams, and help prevent cheesy flag rushes.
  • Voting Changes:
  • Players can now abstain from votes they don't want to have a say in (to get rid of the box), and admins can now cancel the vote if they have the right seclev set.
  • Boat Changes:
  • Boats have been reworked a little - dinghies and longboats are faster now, warboats do less ramming damage to blocks, and longboats do more (especially with multiple rowers). This should help with the boat's utility in game, we'll see if we need to take more measures in this direction after the build has been in circulation for a while.
  • Map Changes:
  • Many CTF maps should be less prone to stalemates or extreme early rushes, and a few maps have been retired completely.
  • Coin Tweaks:
  • There's fairly dramatically increased coin income from damaging siege weapons and enemy vehicles - this especially applies to archers as an alternative revenue stream from frontline support.
  • New Example Mod - M16:
  • A simple example mod by MM (sprites by me) adding an M16 to the archer in TDM.
  • Fixes and Misc Changes:
  • No more getting into crates
  • As fun as it might be for you, we're quite tired of complaints about players effectively wasting a team slot by spending the entire game asking their team to carry them into battle. The code is still in there, just commented out for those who want this in modded servers.
  • Fixed minimap sometimes getting "stuck" off.
  • Fixed m_seed defaulting to wrong value - old servers will have to manually change this though (/rcon /m_seed 0, or set it in autoconfig)
  • Static blobs with attachments falling.
  • You know how flags sometimes "weirdly" fall through the ground? This should fix that.
  • "Quick Double Slashing" bug fixed.
  • If you've ever been surprised by a double slash that "probably shouldn't have happened" but not been quite sure what was causing it, this fix might help there.
  • Spikes give kills
  • Builders can now see their kills (or lack thereof) from placed spike traps.
  • [added] abstaining from votes
  • [fixed] wierd downward-floating desync for static blobs with attachments
  • [fixed] knight "quick-double-slash" bug
  • [added] rayne chicken head (fear the chicken)
  • [fixed] potential overflow issue with the minimap not showing
  • [fixed] issue with wood vehicle damages getting passed on for projectiles
  • [modified] coin income from building workshops (less) and hitting siege (more)
  • [removed] getting into crates
  • [fixed] using halls as tunnel as enemy
  • [modified] removed tunnel travel team limitation
  • [fixed] broken code in defaultbuilding relying on overlap functions that was breaking for quarters (now uses AABBs)
  • [added] dinghies cost 100w and 25c (spam mitigation)
  • [modified] mazey head (5th time now, hopefully last. looks less like a tumour)
  • [modified] new german official server IP
  • [fixed] sleeping head frames for people with unique heads
  • [modified] community fix: spikes give the builder kills (thanks Skinney)
  • [modified] community fix: ctf shop buttons are laid out horizontally (thanks Skinney)
  • [fixed] community fix: ctf shops use appropriate damage frames (thanks Skinney)
  • [modified] community fix: quarters allows free sleeping with a time-cost to heal (thanks Skinney)
  • [modified] community fix: ctf flags collide with blob blocks where appropriate (thanks Skinney)
  • [modified] builder cant put wood backwall on stone backwall
  • [modified] updates to newtortuga - mid more resilient, less redundant base stuff, more room for tunneling under mid
  • [modified] addressed a few concerns with EjMap (stalling, horizontal movement)
  • [modified] feedback on JTG Aqueduct and BoulderLake taken into account (less gimmicks, more terrain polish, etc)
  • [modified] moved flags out of terrain on fellere map
  • [modified] dinghy and longboat faster
  • [modified] can't get into carried dinghy
  • [modified] longboat better at ramming tiles
  • [modified] mine doesn't take fall dmg
  • [modified] mine has knockback on hit
  • [modified] mine has double hp for slightly longer "defuse"
  • [fixed] sound scrollbars up button not working
  • [added] new mod example M16 as extra class action for archer
  • [modified] steps on the sound sliders
  • [fixed] crash when trying to perform "reload" command on local server
  • [added] new seclev "vote_cancel"

New in King Arthur's Gold Build 1120 (May 14, 2014)

  • Config Vars:
  • TDM especially has benefited from the addition of more variables exposed through a config file - even the old RTDM mode is now possible through simple config file changes. CTF has also had most of its costs exposed through a config, though some of the more involved ones were left out. We’ll see how much use they get before going the extra mile. Older players keen to play some RTDM again should be happy about this one anyway!
  • TDM Tweaks:
  • TDM economy has been tweaked a little bit (as part of getting the config working) - there is a minimum of coins each round, but you can also save up in between rounds to help reward good play and allow for maps without a trader on them. The round plays a little more like counter strike now, on maps with a trader at least. We’re seeing more item use overall, but not too much spamming of any one item (except maybe bomb arrows
  • Shops can be turned off completely from within the config file as well, and all costs can be adjusted.
  • Traders are also always neutral, so they don’t protect one team and hinder another (though they can be used as makeshift cover).
  • Swap Channels Option:
  • Linux users rejoice! Lucas has added a swap channels option for those suffering the flipped audio bug.
  • Spectator cam kicks in faster:
  • Small tweak, but those sick of looking at their corpse for 5 seconds after dying are in for a treat
  • Fixed “Corner Hitting”:
  • The longest standing bug still in KAG has been fixed! Hitting through corners is no longer a thing.
  • Keg Tweaks:
  • Bombjumping with kegs has been fixed, and the keg is lighter. The keg dropping on hit is still in, as we feel this provides a much more interesting mechanic. It’s been moved a little backwards to help with it getting shot off your back by arrows. Keg explosions are now also symmetrical, the “down” line of the explosion isn’t strangely weak any more.
  • Knight Shield Direction Unlocked:
  • The shield direction in air has been fully unlocked to allow shielding to the side while in the air more easily. The shield angle has also been subtly increased (not anything like what it was though)
  • Longer CTF Build Time:
  • By default, the CTF build time is now 180 seconds instead of 120, so the pre game castles should be a little better prepared. We’ll be observing the issues this might introduce with rushing being non-viable, but it shouldn’t make too much of a difference.