Name | King Arthur's Gold | ||
Developer | Transhuman Design | ||
Publisher | Transhuman Design | ||
Tags | |||
Release | 2013-11-05 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  29  | ||
Steam Rating | Very Positive | ||
Steam store | |||
How long to Beat | |||
Completionist |  201 Hours  | ||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  500,000 .. 1,000,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 393 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 175 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | King Arthur's Gold Linux [63.09 M] | ||
DLC | King Arthur's Gold: Flags of the World Heads Pack King Arthur's Gold: Fantasy Heads Pack King Arthur's Gold: Community Heads Pack |
Hi folks, |
Hi folks, |
Hi folks, |
This is a minor update for the holiday season bringing the usual Christmas cheer, featuring some great new in-game music by dome to fit the mood! |
Hello everyone, |
Hi folks, Thanks again everyone who contributed to the updates & worked on the survey implementation! If successful we may use surveys such as these more often! |
Hi folks, |
Hi all, |
Hi all, |
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Hey everyone, |
This is a minor update for the holiday season bringing the usual Christmas cheer along with some minor QoL changes and an updated CTF map cycle.
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This build fixes the issue causing you to be able to earn gold by destroying boat shops, even though they did not cost any gold to build. |
It has been a while before the last update, but we're back with a load of improvements with more to come within the next few weeks!
Complete changelog: Big thanks to everyone who contributed to this update. Big thanks to Furai who fixed the build system, which will let us go back to doing somewhat regular updates for the game. Moreover, we're planning another patch in a couple weeks, which will be quite more significant balance-wise. At the moment we are considering some changes:
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Hi folks, |
Hey folks,
Furthermore, long time community member Nananas has joined the KAG Team as an internal contributor to work on the KAG engine, having pushed a lot of fixes and changes he definitely deserves a shout-out! Also thanks to Nananas there are a few new bindings for modders:
This update was made possible by people like YOU. Thank you everyone who has helped bring this update to the masses, and a big shoutout to Verra, Epsilon, TheCatWizard, Bunnie and Nananas. See you on the battlefield!
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[h2]Join our community on Soldat 2 Discord server! [/h2] See you in the battlefield... And remember to have fun! MM & THD Team |
[h3]Early Access Features:[/h3]
[h3]Soldat 1[/h3] Is a legendary multiplayer game and now it has a sequel after 18 years! https://store.steampowered.com/app/638490/Soldat/ Watch MM's story on how the game started 18 years ago: [previewyoutube=FpWuOOs0TMg;full][/previewyoutube] Don't forget to WISHLIST if you haven't yet to get notified about the game release immediately! See you in the game! And remember to have fun ;) |
Grab even more custom heads for 50% less. |
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I'm excited to announce Build 3333 is out! |
Hi folks, |
Hi everyone, |
Hey everybody!
Forum post: https://forum.thd.vg/threads/build-3320-match-end-map-vote-small-ctf-block-binder-better-3d-mod-support.28508/ |
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Hello everyone and Happy New Year! |
Hey folks,
Cheers, Furai |
The Community Heads Pack is out now! Check it out on steam here!
I'm proud to finally announce the long awaited stats collection program is ready and integrated with the official servers! You can go to kagstats.com and view various categories of leaderboards. There are also profile pages for each player with information like their best class, who their nemesis is and much more. Stats will be updated regularly, you can leave feedback and report bugs on the github repo. Here's a preview of some of the stats pages as they stand. We're keeping things clean for the moment but things will likely get more kag-styled and lively over time. Further integration including in-game stats info is coming. For now, it's awesome to have so many kills flooding into the server already, and to have an official record of bragging rights. Have Fun! THD |
Hey folks,
Cheers, Furai |
It fixes following things:
Cheers, Furai |
Hello folks!
Check the changelog for more! We hope you enjoy the update, THD
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Hello my beloved ones! Build 3007 is out!
Cheers, Furai
EDIT: Hotfix
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Hey folks! Been a bit more of a delay on this one as some bigger changes went into testing and had to come out again due to issues. Sorry for the delay on getting patreon heads, accolades and some important balance things through to release! |
Hey folks, |
Hey folks, |
Archers, knights, builders,
As always special thanks to our Patreon supporters and Github contributors. For those not aware, KAG development is community driven and we are funded by Patreon. People post features they'd like to see and bugs they want squashed on Github and the community votes on the favorites - the favorites will receive a monetary bounty: whoever implements the feature or fixes the bug, gets paid! Assists are an example of this. Our Discord Our Patreon page Our Github Forum discussion can be found here. Changelog: |
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Loyal Subjects, and New Friends,
For Returning Players: Players who owned the game before the F2P date will keep all their customisation options, will be golden in the scoreboard, and will get some surprise perks as well. We encourage returning players to consider supporting KAG on patreon. There are some great perks including unique custom heads and special armour sets - and supporting us there helps keep the game sustainable into the future. However, as a further thank you for your support, all returning players also get the in-game equivalent of tier 1 support for life! For New Players F2P is about accessibility - we want free players to be able to enjoy the full spectrum of KAG gameplay. The fast paced action of TDM, the tragedy and triumph of an hour long CTF match, and even the deeply complex role play mods and 3d total conversions. That means full access to all mechanics of the game, including all gamemodes and mods. The only limitation for free players is customisation - and free players will be able to unlock the full customisation options with DLC purchases or patreon support. All players are also still able to set their gender and clantag without restriction. We hope you'll give the game a look, and take part in our community. All aboard! To reiterate: as of this launch, the game will be solely supported by patreon and DLC purchases. DLC purchases are currently only available through Steam, a platform which has been hugely important to KAG over the years. That said, we expect patreon to be the major source of ongoing funding, and would really appreciate all players who want to see a sustainable KAG in the future to give the patreon a look. We look forward to welcoming everyone who hasn't had a chance to play KAG yet into the community - and hope to see some old friends back on the battlefield as well! Lots of love, from all of us at THD. |
Hey gals and lads,
Forum discussion can be found here. Cheers, Furai
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Hey folks,
Cheers, Furai
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Hey, |
Hey,
Thanks to everyone who worked hard on this release! All your contributions are highly appreciated! Forum discussion can be found here. Cheers, Furai
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Hey folks,
And other minor changes that can be found in changelog below. This is the first time when I'm doing KAG release, so be gentle on me and report anything broken. Sorry for no fancy image. Forum discussion can be found here. Cheers, Furai EDIT: I've just pushed hotfix for not being able to change class at workshops. Changelog: |
This build is a small juicy grab bag of miscellaneous changes since last build.
As always, if you'd like to be involved with #democracy or #mapcycle voting, become more a part of the community, or want to get involved in #development - you're welcome in the official discord server! Have Fun! Max Changelog: |
Hey Folks!
Still to come is the custom heads for top-tier supporters, and making sure the integration is production ready - but we won't know the latter until we've tested it at proper volume! kag_smile Free to Play is coming! This build is part of the march towards a Sustainable, Open, F2P KAG that has been happening behind the scenes. F2P should significantly increase the accessibility of the game and help the player population. All current paid players will retain all current access, all Steam DLC will continue to function, and there will NOT be pay to win microtransactions - nothing to fear kag_flex More info on that soon as details are worked out! There's an overview of our current plans on the patreon page for those interested. Business as Usual - More Improvements This build also contains several bounty, feature, tweak and translation changes, with more on their way soon! A quick overview (check the changelog for full details):
There's also a further 10 pull requests waiting on github for review before the next build, more mapcycle changes coming, and a lot of community development and discussion happening day to day. If you're not already, jump in The Official KAG Discord and get involved with #democracy, #development, #mapping and #testing! Have Fun! Max
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This build contains a few big ticket bounty items as well as a large number of small tweaks, fixes and improvements.
Italian Translation The Italian community, particularly Guardian-of-Irael, have contributed an Italian translation for the game. You can try this out by setting the language in misc options, same as any other language. We welcome feedback from the wider community on the quality of this translation, but thanks so much for your work on it so far! All the rest There are a lot of "miscellaneous" changes this build as well including fire arrow larger initial "catch" area, dinghy + sponge + fireplace + shop improvements, glitch exploits patched, map tweaks, cursor misalignment and more. See the full changelog for details! Thanks to the Community Thanks to all the contributors who helped out with developing and testing these updates, and all the folks involved with #democracy pitching and voting for these changes. Special shout outs to Epsilon, Asu, Vik, Shylie, GoldenGuy, Monkey_Feats, Bunnie, Cruxiat, Coroz, and Franek. All 4 of the big ticket items this build were developed through the community development bounty system, where we pay community devs to implement community-pitched and voted ideas. KAG is certainly becoming a community driven game, and it's wonderful to see. If you'd like to get involved with that, be sure to join the official discord and check out kag on github! We'd love for you to get involved. Have Fun! Max
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Hi Folks!
Half the bounties are already possibly filled because of activity over the holidays, which is pretty amazing! Thanks to all our lovely github contributors! Here's the vote history for the sticklers: Set 1 Set 2 Quick overview of how bounties work for the uninformed:
There are still a few outstanding from previous months as well, and a lot of non-bounty issues active, so if you're interested in contributing, head on over to github and jump into the #development channel on discord. Enjoy! |
This build brings a wintery look and feel to a lot of the in-game assets. It's a bit strange from down here in Australia, but honestly a pleasant enough reprieve from the heat. Don't worry, it's not permanent - we'll roll back the asset changes some time after the new year. Special Thanks to Mazey, Franek, Vamist, GoldenGuy, Ferre, and the folks who helped test it out over on discord, for their part in this cheerful event. |
Hey Folks!
Big thanks to all the github contributors that made this such a busy month, for everyone who voted in #democracy, and everyone involved in discussions over on Discord - your involvement is what makes this game so great! 3D rendering capabilities have been added for custom scripts. This can be used for in-world animated 3d objects, but also for fully 3d modded servers. Community member GoldenGuy has started working on a Doom/Wolfenstein inspired FPS mod using the changes - youtube preview here. We look forward to seeing what else the community does with these new capabilities. Several tournaments worth of accolades have been added, and some extra community and moderation accolades have been assigned. Congratulations to everyone, and thanks to the community for getting behind this system! We'll be trying to get another update out before we enter a mead-infused hibernation over the new year period, but hopefully this sates your hunger til then! Let me know if I've missed anyone's changes in the changelog, it was a big one - and as always, Have Fun! Max Full Changelog: |
Hey Folks!
Special thanks to everyone from the community involved with proposing, discussing, deciding, developing, and testing the features in this build! Have Fun! Max Full Changelog:
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Hi Folks!
As always, if you're intending on undertaking a bounty, it's good form to let people know on github and ask folks in #development about any implementation details or possible variations! 3 other proposals were voted on but did not garner enough support to warrant bounties. We've decided to treat both these bounties as "medium" and reallocate remaining $40 funds to be paid out for the development of the new community accolades system, to share the love. We'd like to see more proposals that both the team and the community can get behind - huge proposals are hard for the team to justify because they require far too much work for even the largest bounty to cover, and super niche proposals are hard for the community to justify because they only service a small number of players. This is a hard thing to get right, but we had to "overrule" a proposal that would have been at least multiple months of work. Also: there is a good amount of github contribution going on - but not enough input on the github pitch+voting side of things. Even if you're not interested in code, but you are interested in the future direction of the game, please spend some time each week or so going through and voting support for ideas that you like, and maybe even pitching ideas that you think would improve the game. It really makes a difference in the quality of the pitches that make it through, we'd love to see more participation there! There will be a writeup coming to ease confusion about the system soon - but the tl;dr version is:
Have fun! Max |
Hey Folks!
New Internal Contributor: We'd also like to publicly welcome our latest internal contributor, Vik. He will be able to help out with minor engine-side changes after developing a good track record of public contribution through github. Be sure to bother him if you need anything on discord kag_wink Enjoy! That's it for this time, Have Fun! Max
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Hey Folks!
If you're going to pursue a bounty, it is good form to post on the github issue ahead of time, to avoid doubling up work. We happily accept joint submissions and people sharing the bounties, and want to encourage a collaborative, rather than competitive, contribution environment. Congratulations to those who got their bounties through. It seems that people were at least somewhat interested in all of the bounties that made it to the voting stage. We'll be revisiting some of those who didn't make it next month, for another round of voting. As has become normal, the bounties are pitched through the issues page on github. They are discussed and voted on with upvotes, and often discussed further in the #development channel on discord. The pitches that seem promising are taken to discord for a wider, more accessible vote, and the top 3 have cash bounties placed on them, which are paid out by paypal at completion. Anyone is allowed to pitch, so please, share your good ideas on github. Making an account there is free, and posting pitches requires no code - it's similar to posting on a forum. If you would like to get involved with development, check out the github for the code, and get in touch over discord for help getting started and channeling your efforts somewhere helpful. Finally, as always, everyone is encouraged to be involved in the discussion and voting for features. That way, the community can decide the direction of the game. Have Fun! Max |
Discount Details: |
Hey folks; the bounties for August have been decided! Taunts were a feature in classic that allowed quickly sending pre-configured phrases for both team communication and taunting the enemy. Binding different emotes to the number keys has long been possible through a config file, but would be much more accessible through an in-game menu. Asu has started working on both of these features, as well as some refinements to the behaviour of the emote menu itself. Rather than dedicate two separate bounties to something already mostly "claimed" by an established contributor, they have been "combined" into one task. Bounty 2 - Remove Grief "Protection" - $30 Dont worry - this isn't as scary as it sounds! There are a number of anti-griefing mechanics in-game that lead to inconsistent effects. This is better addressed through moderation than code where possible, and a number of the anti-grief measures have been identified as good candidates for modification or removal. This bounty has no "active" participants so far, but a lot of community interest from frustrated players. Bounty 3 - Chat based Moderation/admin Interface - $20 Players will be able to report other players directly via chat, and moderators will be able to jump into spectator to follow a reported player to check if intervention is necessary. This is more faster, more convenient, and more "natural" to players than jumping into a mouse-based admin menu. Vik has made good headway on this popular pitch - a prototype has already been prepared, to be fleshed out through the month. Thanks to all the contributors and the community members who voted on these bounties. This system only works with participation, so please, get involved, vote on the pitches you want to see in-game, and consider contributing if you are able. Have Fun! Max |
Hey Folks,
As always keep the feedback coming, and keep an eye on discord for final voting on next month's bounties! Have Fun! Max |
Hey Folks!
Thanks to all the community members involved in developing, discussing, reviewing, and revising these changes! Engine side, there are also a few changes:
I think that's everything of note, but please let me know if something slipped under the radar! Have Fun! Max Full Changelog //EDIT by Furai: Released a hotfix addressing issues with:
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Hey Folks!
As always, discussion of bounties is best undertaken in #development on the official discord. We're looking for ways to get more voting participation to make the system more democratic, as there have been concerns that the system is "dangerously" susceptible to vote manipulation at the current population levels. We've got a few ideas for this for the coming month, but for the moment, we'll go by the same github +1 system, augmented with occasional polls on discord. If you have any suggestions on changes to voting, we're interested in your thoughts as well - particularly on what has been preventing you getting involved with the current github voting system. Please let us know below. Have fun! Max |
Hey folks! |
Hey Folks!
Other changes:
There's also a fair sized bucketload of fixes and modding improvements - see the full changelog for details. Longer Loading Times: This build is the first to feature a "proper" flush of all modded files, scripts and configs on switching servers. This fixes an enormous amount of bugs and exploits, but does somewhat increase loading times. We'll be working on optimising this process ASAP to get the best of both worlds. Github and Community Dev: We've been very pleased with the amount of engagement on github so far this month. 15 pull requests and 4 issues have been closed. 10 people have been involved in over 45 commits, with over a thousand individual changes, and many people have proposed features or fixes for the bounty system. Discussion happens both on github and in the #development channel on discord. If you haven't already, give it a look. It's very easy to get involved! It's quite interesting to see big changes like these proposed, voted for and actioned by the community. We're keen to work with you in a new era of KAG development. That's it for this build - we'll be back with more info about the July Bounties in a short while and will be keeping an eye on stability as this release makes it out. Have Fun! Max Full Changelog: |
Quick overview: For more info on the particulars, please read the previous post - here's the link again. We'll be looking at integrating this information into the repository soon, to have a consistent reference. This is your chance to say what you'd like to see in KAG next, and to direct and be involved in development. We've been pleased with the level of engagement so far, but would love to see even more! Bounty Notes:
We're looking forward to a small fix build with a few features, and updates on the situation with DLC heads, including some previews, in the next couple of weeks! Have Fun! Max |
Currently the main kag2d.com website is down; this means that online play, logins, and use of the various websites attached to that domain are inaccessible. The official forums are still accessible, as is the official discord. The latter is most likely to receive up to the minute news as this plays out. |
Hey Folks, |
Hey Folks,
Pitching Features:
For contributors:
Notes/Fine Print:
We're anxious to hear your thoughts, and looking forward to seeing how this goes. It'll probably work best if most pitches come from contributors with an idea of the scope they're capable of taking on in a month, and if there is as much voting activity as possible to ensure representative voting. We're quietly optimistic. Have fun! Max |
Hey Folks! |
Hey Folks, |
Eluded is hosting a New Player Friendly server to help new players learn the ropes in a friendly environment. New players are encouraged to drop in! ːkag_smileː |
This build rounds up a bunch of community changes and internal fixes, plus improved translation support and some modder-requested features. This build also turns on "60fps" by default. Some minor issues have been fixed, but keep reports of anything strange coming! We'll continue polishing up any rough edges this month, and you can help by providing a good way to reproduce the issue you're having. You can re-enable capping the framerate with the new "capped framerate" option in the video settings if you do have issues. We're looking at ways of capping the framerate to some variable target, for people with high frequency screens who's rigs cant quite manage 120hz, but who don't want to be stuck with 30hz. The TDM map cycle has been reworked a little, with 3 unpopular maps being removed from the rotation, and 1 new map being added. There's a little more translation support; particularly in the esc menu and the server browser. The RU translation has been partly updated, though there is still a little bit of google-translate in there. We're waiting on the translation teams to update each translation currently - if you'd like to contribute translations in your native tongue, you can do so through github. If you're having trouble figuring it out, get in touch with us on discord in the #development channel! The "fused mutator-accessors" are provided for modder convenience - they mutate a property field and return the modified value, which can save you some typing and a couple of function calls for things like timers and hit counters. This was added at the request of some modders in discord. Thanks to Asu, Diprog, Ni, and all the folks on discord, the forums, and github who prompted various changes! Have Fun! Max Full Changelog: |
King Arthur's Gold will be 50% off over Easter weekend, starting on good Friday (UTC+10) and ending the following Tuesday (5 days total). The four-pack is also discounted. Grab the game (or the 4 pack!) and make the most of the long weekend! Have Fun, Max |
Hey folks - it's been a bit of a wait on this one, I know, but hopefully the payload makes up for it! |
Hey Folks, |
The KAG API, Official Forums and various other THD sites are currently down, as a result of some network hardware maintenance. As a result, you cannot log into the game or play normally online until this is fixed, though offline and direct-connect play is unaffected. |
Hey Folks! |
A small "rolling" release on last build, fixing a few regressions and a small collection of fairly long-standing minor bugs. Nothing huge, but should set us up with a more clean slate for the next build.
Fixed:
There are also a few under-the-hood networking optimisations, and we'll be investigating more soon. Have Fun! Max Full changelog:
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Hey Folks! |
Hey Folks! |
Hey folks, Happy Halloween! Quite a big build this time around, all things considered.
GitHub: It's nice to see the This month, 91 commits were pushed across 21 merged pull requests, plus internal development. This includes contributions from Asu, Fuzzle, Diprog, tru0067, Panky123, BarsukEughen, Cameron1010, Mazey, and myself - thanks to everyone! Diprog actually overtook me in terms of raw commits to the base repo, with all the translation work from him and the RU translation team! Translations: Translation support has been expanded at a steady pace. Diprog, BarsukEughen, Basea, Voxez, and Grey Guard have been working on a full Russian translation. The menus translation is still underway, but many in-game things are translated, all tutorials are translated, and we're working on getting some missing engine support for more. This has really helped spur the translation support along as it's helpful to have external people testing (and breaking) existing support. Thanks a lot for your work, folks! Hopefully this provides a more comfortable environment for our Russian players. The RU translation team welcome any corrections or suggestions, and we'd love to know if this has helped you! The required support for full menu translations will be added ASAP. If you are interested in helping localise KAG to your language, please get in touch through the Official Forums, Discord or Github. Testing: Testing has been turned basically into an "opt-in" system. Anyone can apply and is very likely to be accepted for access to pre-release builds. We do ask if you're keen to test that you spend time to get familiar with the requirements and if possible, join the discord before jumping in. You'll need a forum account too, more info Discord: The #development channel has been a hub of real-time discussion for contributors, #modding has housed a lot of collaboration and is a good place to talk with modders about their productions, #testing has become a good go-to for jump-in testing sessions for the new testers, and #off_topic is still the usual glut of memes and irreverence. Thanks to the team over there for all their work keeping it up to date, up to standard, and cheerful as ever. If you haven't already, come and say hi! I'm there during work hours on Mondays and Tuesdays (Australian Eastern Time), and intermittently through the rest of the week. Modding notes: Modders, many scripts have been touched by the translation pass, and some things have changed which may cause mod breakage - particularly item costs and descriptions as there are extensive changes and moved files. If you need help updating your mods for compatibility, please jump on discord and start the conversation. We can help with either upgrading your existing code, or helping you find old versions of your dependencies on github to get your mod back up and running. We try to minimise these kinds of potentially-breaking changes, but sometimes it's worth ripping off bandaids. We're working towards some system for compatibility care packages with each build - possibly in the form of a zip of the old versions of changed files and notes on what has changed, why it changed, and how to work around that if it breaks your mod. We haven't quite got the infrastructure together for that yet though. I'm considering an interim solution of a compatibility notes file in the base of the repository with mandatory "reporting" of any of these breaking changes at the time they are committed to the repository. Where to next?
That's all for this month. Have Fun! Max
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This is a follow-up build to 2367, and brings in the map changes that were decided on by the community over the last month.
You can read more about each map decision here, and the map team are always happy to take feedback (in that thread or here) - be sure to let them know if they've axed one of your faves, or (more importantly) if you love one of the new maps! There are also a few minor changes, fixes and contributions from github and internally. Most notably:
That leaves retouched emotes, more performance work and further improved translation support for the next build. Looking forward to it. Have Fun! Max Changelog for Build 2374 |
Hello, |
This build is the first "big" build with a lot of changes from contributors, both via github and internally. |
Hey Folks,
The community has also been busy organising their own stuff:
Next month should involve another build with more community maps, a whole host of fixes and improvements game-side, and doubtless more community shenanigans. Can't wait! Max |
The WHD sale was a big success raising $1183 AUD for UNICEF. The donation was put towards their general pool funding programs for health, nutrition, clean water and sanitation, education, HIV/AIDS prevention and child protection across the world. |
World Humanitarian Day (WHD) is held every year on 19 August to pay tribute to aid workers who risk their lives in humanitarian service. It is also a day to remember those people who have lost their lives in the service of a humanitarian cause. |
Hey folks, Some maps are a little more quirky, like 4zk's Rorschach - but there are plenty of more standard maps as well. There are new maps in the "big 3" modes. TDM:
CTF:
TTH:
Please leave your feedback in the appropriate place so that map authors and moderators can get a handle on community sentiment and so we can remove any problem maps. We're looking to take a more "seasonal" approach to maps if we keep getting this high level of interest in mapping. The CTF mapcycle in particular is very large now (relative to game length) and we think that perhaps mixing up the cycle more regularly and maintaining a smaller pool of active maps could be most enjoyable going foward. We're open to opinions on this idea of course! Thanks to all the map moderators and to all who submitted maps! Congratulations as well to those who got maps in game. Have fun! Max
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This build is more of a "back on track" build rather than anything particularly groundbreaking, but there's a few gems in there and it's important that we keep the backlog small and manageable.
The last few months there's been a few community-side shakeups as well:
Next build will be about getting the recently accepted community maps in-game, and a bit of repo cosolidation - so that the pull request process is simpler for us and we can take more of them without hassle. Have Fun! Max
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Hey, |
Hey, |
Hey Folks, MM will be managing the release of the heads pack shortly, which will be available through steam over here. It should "just work" in-game once it's out, but please get in touch if you have trouble! We'll be looking at non-steam options for purchase if there's interest, let us know in the thread. Other changes:
Have Fun! Max Full Changelog: You can view and discuss the original post on the Official Forums here |
Hello my fellow KAGians, |
Hey Folks |
Hey, |
Hey Folks!
The main fixes are:
The Official Modded Server has also been updated with a new mod (The Waste Kind) with another coming "soon" (Zombie Fortress Plus), and the rotation time has been upped to every 3 hours. We'll be getting modded servers up in other regions over the next month or so, but we want to get the USA server rock solid and make sure the mod list is fun and suitable before going through the pain of setting up another 2 of them! The current mod list is as follows:
We're still very keen for feedback on the modded server - what you love, what you hate about it. Have Fun! Max Full Changelog:
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Hey Folks! |
Good News, Everyone!
First, a warning: the Cards and Backgrounds share art - and are probably the most boring part of the content. We only have incredibly-tiny-pixel-assets to work from, and the required sizes are enormous by comparison. Sorry in advance to anyone who was hanging out for 1080p pixel tapestries, but this was one aspect of the system we simply didn't have the time for. The badges are all unique, new art with a KAG-themed progression - all the way from humble, wooden beginnings to a glorious victory, with King Arthur's Gold still being conspicuously missing from the game. We all know the real gold is the friends we made along the way, right? Guys? Anyway, we're very happy with how they turned out and hope to see some of you displaying them soon! Those who don't mind spoilers can see the badges over here! Those who do can collect them for themselves and feel smug, whatever floats your boat! The Emoticons have been faithfully ported from the game, with a few touch-ups to make them fit with the dark chat and community background. We tried to pick the most widely-usable and fun faces. As animation was not allowed, you'll have to unlock the ːkag_smileː and ːkag_tongueː emotes separately. I know, I know, the injustice, but that's just the way the system works. We're keen to know what you think of them, so hit us up in the comments and get collecting! Have fun, Max |
Hey, |
There are no game-side changes this build; this is just to help with servers whose stability has been affected by the recent changes. |
Hey Folks, |
Hey, |
Hey folks, |
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Hey Everyone,
Let us know what you think, and Have Fun! Max
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Hey Folks,
The rest of the changes can be found in the changelog. Have Fun! Max Full Changelog: |
Hey, |
Hey Everyone!
Linux/OSX Potential Fixes: This build may fix the prevailing "crash bug" for Linux and OSX users - please let us know if you still have that crash, as we unfortunately haven't been able to get good coverage while testing it! Have fun! Max
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Hey everyone, |
Hello knights, builders, and scumbag archers!
Changes not in this build:
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Hi guys, |
Hey Everyone! |
Hello everyone! Here's the server list from the standalone client, with people playing and several active servers, taken ~11:32 am Monday 15th August, AEST. There are people spreading word that the game is permanently down, dying, or dead. This is (thankfully) untrue. We still see hundreds of games are played across the official servers alone, with many more hosted on community servers. There is a very active community drive for new maps for the official servers. Some new modders have joined the scene and there is work towards an official modded server. These are not the usual symptoms of a dead game. However, we are suffering ongoing attacks against the Game Servers, Site, Forums, and API*. Most of the time we are able to cope with these attacks, but sometimes a service will be down temporarily. Please be patient, and try again at another time. If the game is down you can still often access the Official Forums for extended discussions, or the IRC channel (webchat link) (#kag on quakenet) for instant messaging. The latter can be particularly helpful for troubleshooting if the right users are online. If you are unable to log in for an extended period of time, or if other players are able to get in but you are not, please get in touch directly with support@thd.vg or use the official contact form. You get personalised, direct support through these channels. We do not provide official support on the steam forums. Perhaps most importantly - we are working on hardening our services against these attacks! In particular we do have general DDoS Protection for the site and most ongoing DDoS shouldn't be an issue. However, some attacks and exploits can still bring the site or services down temporarily and we are working with our host to mitigate these as they come to light. Our new host has been working very hard on keeping everything running and updating our aging site codebase. We are still unsure about the reason for the attacks, but they certainly seem dedicated to causing us grief. Thank you for bearing with us through this trying time. Cheers, Max * The API is used for logging into the game and providing the server list, as well as updating mods and serving forum avatars. It being inaccessible is the most likely reason you cant get in-game. |
Hello folks! |
Hey guys, steam-specific update at the moment. |
Hey Everyone! |
THD Web Servers are all currently down and being migrated. Due to circumstances outside of our control, we're required to change hosting for all our major infrastructure. |
Hello, |
Hey KAG Folk!
Have Fun! Max |
There was a serious bug that resurfaced today and was pulling down servers, the hotfix rolling out everywhere fixes that, as well as an infinite-fly exploit involving trampolines. Nothing else is in the patch. |
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.
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 |
Hey there, just rounding out a turbulent week of KAG with a final build before the weekend. |
Hey everyone! |
Hey Everyone!
Sorry for the haphazard presentation of this build, we weren’t planning on making a release so soon but the crash issue has made it necessary. Thank you for bearing with us through this. We’ll be checking the build’s stability as much as we can but most of THD is out of the office over the new year period. Let us know on the official forums if you have any ongoing issues with the build! Have Fun! Max |
Other miscellaneous fixes and extensions to the engine include:
Skinney and Verra have worked together on several gameplay changes as well:
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: Have Fun! Max |
Hey everyone!
Changes for hosts Generally changes that wont affect most of you, but important for community server hosts to be aware of:
That’s it! Let us know what you think on the forums, facebook, twitter, and in-game! Have Fun! Max Full Changelog: [modified] LOTS of map changes - flags generally more exposed and further from tent to prevent stalemates and "base-raping" |
Hey guys, mostly a "quality-of-life" build this time but also brings some important balance changes and content.
Minor changes:
Have Fun! Geti/Max Full Changelog: |
Hello, |
Hey everyone! |
Good news everyone! |
Hey dudes and ladies, just a small accumulation of fixes here and there; getting it out before a bigger wave of community fixes are merged in and mechanisms and new menus are ready, which will be the next few big builds to make it out.
That’s it for this time, let us know what you think of the changes in the forum thread! Have Fun! Geti/Max Full Changelog: |
We've just released a new build, which is mostly a fix build on 1381, with a couple of little documentation changes here and there. |
We've introduced new maps, fixes and tweaks, including a fix for the controls locking bug. If you find any bugs, please contact us at support@kag2d.com! |
This build has quite a bit of minor tidying work here and there to make way for the fun new additions coming down the road (see the recent post on single player and menus for more info!). It also has some balance tweaks and a couple of new features, as well as crash and regression fixes.
Notes on the smooth shader: Some people have reported graphical glitches in the bottom right while using this. We'll look into why this is happening once we can reliably reproduce this on our machines - for now those people will have to play with smooth shader off. PLEASE let us know what sort of machine you're running if you're affected by this glitch, if it happens for you all the time, and so on. Full Changelog: [added] archer shop allows you to buy special arrows into inventory + displaces normal arrows down to a single stack. Thanks to makmoud98 for idea and partial implementation. [added] charge bar to catapult + angle bar for ballista (thanks makmoud98!) [added] connecting to server message on top of screen [added] gold does not decay, and shops using it (in CTF) drop a gold stack on death [added] progress bar for precaching files [added] progress bar when building downloaded scripts [added] progress bar when building md5 hashes ("Be nice to each other...") [added] Sasquash, Mek7/The_French_One (shared) and TheDirtySwine heads, Congratulations! We are now officially out of head slots, all remaining slots have been reserved. Thanks to all the donors and contributors! [added] vote fixes from norill: crashes, better seclev support, better menus, fixed broken cooldowns [added] warning when a config file isn't saved cause the location is unsafe [fixed] broken screenshot key [fixed] crash when player to be kicked leaves the game [fixed] fire rendering with rotated camera [fixed] helpful death tips too low on screen and dont show long enough [fixed] login window appearing after joining game from command line and going to menu [fixed] mines not being assigned owners reliably [fixed] missing collisions on tiles on bottom of map (they're still ugly though) [fixed] modded filter state being set to screwy values at times [fixed] no objects on localhost for the first map [fixed] non-bomb ballista hitting no-build/indestructible tiles [fixed] scripting interface not saving to manual/interface [fixed] shaders making the game render too light during any fade (was alpha-blending) [fixed] smooth shader not rendering [fixed] standard folder creation on first run (crash on first run) [fixed] tilemap rendering wrong when screen rotated [fixed] tiles on bottom of map have no collisions - they're still ugly though [fixed] trampoline "too weak" [fixed] various "help" bugs (showing when it shouldn't, not saving help settings...) [fixed] water rendering incorrectly for rotated camera [modified] archer is (very slightly) faster while charging shots (75% speed instead of 70%) [modified] materials fit in 1 tile holes [modified] Script Send limit is 2048 now - we wont go higher than this, optimise your script counts for heaven's sake! [modified] scripts send limit increased to 2048 [modified] security seclevs example files to include vote_cancel [modified] TDM menu is 3-wide instead of 4 (looks better with the header) [removed] scripts access through console as client [script] bound CBlob.wasOnLadder [script] bound int getJoysticksCount() [script][fixed] debug messages not appearing from script debug() and printInt. Have Fun! Furai/Lucas |
The new update has arrived! |
Hey, |
This build marks a return to progress on KAG - it's been a few months between releases, and I'll give a refresher on why that's been the case later, but first, a warning: KAG has had a LOT of changes in the past hundred days and a lot of engine-side stuff has happened, probably more than we can test completely. Please bear with us and calmly report any bugs in the thread and we will fix them as soon as we can.
A lot of engine changes from work on Trench Run also makes it back into KAG with this release for modders to play with and for future use in KAG. However - this does mean that there's a body of changes so wide that we're unlikely to have tested everything! Let us know quickly about any drastic bugs and we'll get onto them asap! Here's a small run-down of the most exciting changes:
There are a lot of miscellaneous fixes as well, check the full changelog for the details there. Custom Heads The following generous donors have received custom heads in-game:
Still to come:
Congratulations to the generous! Delays The delay between builds has been due to wide-sweeping changes in our code-building and repository system. These changes allows us to work on multiple games utilising the same engine (in this case, KAG and Trench Run) while neatly feeding relevant changes from one into the other. While we'll be "off work" over Christmas and new year, this will allow us to get back to timely development on KAG throughout the coming season! Have Fun! Furai/Lucas Changelog: http://pastebin.com/fkbxmDjD Attention modders - breaking script changes: If your mod breaks with this version it is most likely one of these changes: * onRestart isn't called automatically now after onInit (solution: call onRestart manually in onInit) * key_zoomin and key_zoomout are no longer part of blob controls (solution: you can still access these buttons from controls like this http://prntscr.com/5k4yaw) * weird sounds? - disable effects in script: s_effects = false |
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. |