Hey Folks!
Quite a big build this time around!
This build coincides pretty closely with the release of the Fantasy Heads Pack DLC, as voted by the community! This pack will be available on steam here from 8pm PST on the 27th of July if all goes well with valve release certification - it may become visible before then for pre-orders if it gets certified earlier.
The pack provides 34 new exclusive heads; 17 for each gender. We hope you will enjoy these new customisation options, and welcome any feedback on the pack!
All the bounties that the community voted for this month were filled very quickly, thanks to PotatoBird, Pirate-Rob, and GoldenGuy - and everyone who pitched and voted for the bounties! The bounty system is ongoing, and you can participate in voting through github and discord.
The crates are probably the star of the show, with numerous changes made; mostly by PotatoBird with some collaboration with Pirate-Rob. They can be purchased from the builder shop, hidden inside, provide protection from some explosions, contain booby traps, and can conveniently pick up resources en masse. They also provide a valuable avenue for teamwork, with archers or knights carrying builders safely in crates to the front. There's plenty more to note in the changelog for the curious. We are quite excited for the amount of attention the crates have gotten to make them an interesting, viable addition to the game! tl;dr: "I r8 cr8/8 m8"
The other big bounty was the addition of visible gold to the minimap. Gold now appears as a yellow area with a subtle outline, which should prevent it being missed on some maps, and avoids the need for silly workarounds like saving the map for competitive play. This was somewhat contentious in the community discussion, so there is a config file which allows disabling the gold rendering completely. The code also serves as a very good example of a minimap handling script for mods to build on. Thanks to Pirate-Rob and GoldenGuy for this contribution!
The final bounty was a fix for inconsistent bomb arrow damage in some edge cases. This may still have some rough edges, but it seems more stable now and Rob is happy to follow up as needed on any further fixes. Thanks to Pirate-Rob for this contribution. Looking forward to seeing it tested out in "prime time".
Thanks again for your contribution to all those who took on bounty work!
There have also been some important in-house developments, as well as some other contributions and reports from the community.
- A spanish translation from Vikhenzo was added. We welcome feedback and any revision on this addition! Vikhenzo also fixed an issue with the vote kick message appearing in the chat box.
- A minor changes to the quarry from Mazey that got missed last time - rounding the output to the nearest 5 units - was added.
- Farming for coins with wooden structures is less viable now, as it gives the same income as wooden blocks. This should prevent unsporting platform-spam at the tent while not much affecting "normal" builder play very much.
- The red barrier during build time has had some synchronisation issues sorted out. It no longer pushes players as much and there is a few tiles of no build zone at the edge, to prevent builders being tempted to touch it so much. The no build area has been adjusted slightly to accomodate this change, so maps should not require editing in response. Thanks to Bunnie and Franek for their thorough reporting of this issue.
- The female voice pitch modifier on several sounds has been reduced slightly - the sounds should actually be audible most of the time now! It may still need adjusting in one direction or the other, feedback is welcome.
- An important performance improvement has been added thanks to Asu: batched rendering of sprites and particles. The rendering is not really the slowest part of KAG, but this batching will speed things up a little more, especially for people with underpowered integrated graphics. Nothing should look different, it'll just perform a little better.
- Mod download speed may be improved, and the joining protocol has been sorted out to avoid potential double downloads and timeouts for big complicated mods. Some security aspects of mod downloading have also been improved.
- The top of map collision has been brought down one tile further which prevents easy clearance of towers that reach as high as possible. This is likely to somewhat curb saw jumping to the enemy tent, at least if they have proper defenses established. Bombs can still be tossed through the 1-high gap between the top of the map and the top of the buildable area, and saw jumping still works.
- Minimap updates can be triggered from scripts per-tile, which may be useful for custom minimap implementations.
Have Fun! Max
Full Changelog
[added] huge crate rework + crates in CTF (see below) (thanks PotatoBird and Pirate-Rob)
[added] gold visible on minimap (thanks Pirate-Rob and GoldenGuy)
Bonus: configurable serverside for gold or no gold, see Rules/MinimapSettings.cfg
[fixed] bomb arrow damage consistent (thanks Pirate-Rob)
[modified] bomb arrows "hit through shield" fix (thanks Franek for the report)
[added] spanish translation (thanks Vikhenzo)
[added] quarry remainder change (quarry gives resources in multiples of 5)
[fixed] the message for vote kicking (thanks Vikhenzo)
[added] support for fantasy heads DLC
[added] runnerheads script automatically supports new dlcs via engine-side heads pack definitions
[added] red barrier sync (fixes desync on levels with custom red barriers)
[modified] red barrier aligned to a tile boundary
[modified] top border collision moved down 1 tile
[modified] widened fade border on map
[modified] female pitch modifier reduced (less "shrill" sound)
[added] isInventoryAccessible checked on server before putting stuff in/taking stuff out of inventory
[added] void CMap::EditMiniMap(int x, int y) function to trigger a minimap pixel update
(for custom minimap special cases)
[added] forced a periodic sync that may help with "infinite stun on join" glitch
(or may not - please report if you notice any change in the frequency of the bug)
[fixed] various script download issues + double download of mods (thanks Asu)
[fixed?] timeout on joining servers with big mods
[added] official sandbox server port numbers (so they are gold in the server list)
[added] batched rendering (thanks Asu)
[modified] increased number of particles available
[added] better net graph (thanks Asu)
[added] raised snapshot cap (relevant for some mods with extreme packet numbers possible)
[added] n_file_simultaneous console variable for setting maximum simultaneous mod file downloads
[modified] default simultaneous mod file downloads lifted to 8
[modified] default n_file_chunk_size lifted to 32k (ATTN admins: update this variable for faster mod downloads)
Crate Changes:
[added] Crate to builder shop: either 150 wood or 20 coins
[added] Players autopickup most items into carried crates
[added] Crate autopickup when touching most items
[added] Activate held crates w/ spacebar to dump items
[modified] Logs now stack to 2 (and crates pick them up)
[modified] Crates yield 100 wood on hitting a saw
[dev] Crates make thud noise when storing an item
[added] Crates can be booby-trapped with mines
[added] Crate hiding: hold crate and press E to get in / out
[fixed] You can now use emotes from inside crates
[modified] Crate w/ hidden player breaks + stuns an enemy that tries to interact
[added] Players hidden in exploding crates are launched + damaged
[modified] You can remove allies from crates by pressing E near them
[modified] You can enter a crate that has other items
[modified] On entering crate, some items pop out if necessary to make room
[modified] Crates break on player exit, not when last item removed
[modified] Entering/leaving crate keeps momentum
[modified] Players jump up out of crates they were hidden in
[modified] Players/corpses are 2x2 in inventory, to fit more in crates
[fixed] Attacking out of crate: now get brief stun
[added] half of the explosion damage taken by crates will also be taken by player inside
[added] Kegs kill crates and the players inside them
[added] When getting out of crate, players say hullo
Crate properties:
[modified] Crates more team-specific, accessibility tweaks (can put item into occupied crate)
[modified] Crates can only store 9 items (3x3 inventory)
[modified] Crates are now heavier when there's a keg inside
[modified] Crates have less drag for better throwing
[modified] Crates have 2x health, take 4x builder damage
[modified] Crates cannot be stored in any inventory
[modified] Now you should be able to mill people in crates with saws somewhat more consistently
[modified] Kegs can't be launched as far as other items out of crates by dumping them
[modified] Crates with lit kegs in them are even heavier
Fixes / Minor:
[fixed] No more perpetual screaming from crates (cured claustrophobia)
[fixed] Opening own inventory while inside crate
[fixed] Taking players into own hand/inventory, etc
[fixed?] Entering dead crates to vanish/levitate
[dev] Normal crates appear carried on the back
[dev] Crate tweaks: can't jump out of fast falling crate
[fixed] Crate destruction sprite
[dev] Crate item popout velocity tweaks
[fixed] Bombs/items stashed in crate keep original team/owner
[fixed] Translatable crate buttons
[fixed] Explosions destroy crates from inside + fling items further
[fixed] Items now pop out of dying crates consistently
[fixed] Players can't use pickup key to escape crate without breaking it
//EDIT by Furai:
Released a hotfix addressing issues with:
- red barrier not being there
- void not killing when dropped into
- minimap not showing up (can still happen occasionally)
- script downloading issues for modded servers
King Arthur's Gold
Transhuman Design
Transhuman Design
2013-11-05
Action Indie Singleplayer Multiplayer Coop
Game News Posts 136
🎹🖱️Keyboard + Mouse
Very Positive
(5164 reviews)
https://kag2d.com/en/
https://store.steampowered.com/app/219830 
The Game includes VR Support
King Arthur's Gold Linux [63.09 M]
King Arthur's Gold: Flags of the World Heads Pack
King Arthur's Gold: Fantasy Heads Pack
King Arthur's Gold: Community Heads Pack
- Build Defenses With Freeform Building
- Destroy the enemy castles with physics and explosives
- Freedom to move by land, water, dig tunnels or fly in the air
- Use the environment to burn or drown enemies
- Interact with a living animal and plant world
- Drive siege machines with your teammates
- Fight with 32 unpredictable humans in multiplayer
- Freely change to one of 3 distinct classes
- Singleplayer, cooperative and competitive game modes
- Customize with 60+ unique heads
- Create your own adventure with community created mods & scripts
- OS: Ubuntu 20.04 or later
- Processor: 1.5 GhzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 64MB IntegratedNetwork: Broadband Internet connection
- Storage: 256 MB available space
- OS: Ubuntu 20.04 or later
- Processor: Intel Core i5 2.1GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 512MB DedicatedNetwork: Broadband Internet connection
- Storage: 1 GB available space
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