This build contains a few months of cumulative changes as well as some bigger developments. Lets dig into the changes!
Firstly, support for the upcoming community heads pack DLC has been added - keep an eye out for it on steam! (Patrons of the appropriate tier can use the pack a little early due to how the packs are unlocked, enjoy)
This pack was created from the winning heads of the recent contest, congrats to everyone who's heads made it (there's over a hundred individual heads included!) and huge thanks to everyone who entered!
Stats support has been added. Verra, Furai, and JRGP are working on integrating this with all the official servers, which should happen soon. This will provide persistent statistics as per this pitch and may form the basis for further persistent progression systems.
The Mapcycle for TDM has been updated. CTF changes are coming soon. Big thanks to the map moderation team!
Resupply now gives the full amount even if you already have materials. If semi-AFK builders become an issue we'll look as limiting resupply for idlers, but as it is the AFKs are automatically kicked anyway. This has been an often-requested change and was fulfilled through community development.
Other notable community developments include:
Accolades have been updated with several tourneys worth of data.
Some script format inconsistencies have been fixed (102 files changed!)
Turkish in-game translation added
Vehicle GUI will now be semi-transparent (big thanks to Andresian for doing the bounty)
Shader support for mods (along with more functions for 3D mods)
White minimap fix attempt (let us know if you see it after this update)
Check the changelog for more!
We hope you enjoy the update, 💖 THD
Base: [added] stats script that reports kills. [added] resupply gives full amount even if you already have some materials (thanks bunnie) [added] vehicle gui will be semi-transparent [added] team boats will no longer collide (thanks ferrezinhre) [added] TDM Map changes (10.09.2019) [added] map name now appears in the scoreboard [added] turkish translation (thanks mustafatufan) [added] community heads pack 1 [added] community heads steam capsule [added] custom head for Shy (congrats) [added] custom head for cardboard box (thanks, sorry for the delay!) [added] map name is translated (so map names can be localised) [fixed] archers and knights able to insta-shoot/slash when exiting crates (thanks epsilon) [fixed] drill null pointer [modified] accolade cfg updated to include github contributions [modified] logs changes, less hp more harvest (thanks ferrezinhre) [modified] code cleanup, making stuff more consistant (thanks HKGx) [modified] accolades - updated with recent tourneys and some fixes [modified] archers refill to 30 arrows instead of having additional arrows now [modified] drill yields all materials when mining tiles/blobs [modified] lots of minor code formatting changes [modified] red barrier networking (should be more reliable) [modified] vehicle converting GUI code (rework) [modified] removed ".png" from displayed map names
Engine: [added] Driver RemoveShader(string name) can now be used to remove active shaders [added] Driver ForceStartShader() &&ForceStopShaders() to make clients stop/start using shaders [added] Driver AreShadersAllowed() to check if client has enabled shaders (if not, use ForceStartShader()) [added] isWindowActive() && isWindowFocused(), so 3D mods can see when KAG is being used or not [added] isFullScreen() to see if KAG is fullscreen or not [added] Vec2f_lerp && Maths::lerp (named that way to not break existing mods) [added] CControls@ getInterpMouseScreenPos so 3D mods can have > 30 ticks mouse updates [added] onBan, onUnban, onMute and onUnmute hooks for better logging script side [fixed] whitemap attempt v1 [fixed] instant search will no longer return nothing when you press the x button [fixed] audio slider will no longer crash your game if you set your audio to 0, then back up [fixed] getCarriedBlob() no longer returns the wrong blob (thanks pirate-rob for reporting this) [fixed] AddShader will now find the correct shader (instead of just checking your base folder) [fixed] RemoveShader will no longer crash your game [fixed] TCPR nextmap or loadmap will no longer crash your server [modified] rules link now takes you directly to the forums page [modified] coins can no longer go over 32765 (otherwise they would reset to 0) [modified] ping bans are now server side (use to be client side), they now correctly ban for 15 mins.
Build 3007 - New THD Team member, new animations, translations, accolades and various fixes
Hello my beloved ones! Build 3007 is out!
It's been a while...
So first of all give a warm welcome to @Vamist who has joined THD Team to help out with Engine related fixes (modders hype)! And now onto the usual:
Summary of changes:
Added knight and archer cursor animations.
Drill heat indicator.
Kills, deaths and assists only count when the round is on.
During warm-up suicides aren't shown on kill feed and no longer reduce coins.
Held/inventory items give back half their value when TDM round ends.
Updated accolades and translations.
2 new functions available for modders (usesSteam() and hasStandardGUIFocus()).
Fixed emote binder.
Cheers,
Furai
Changelog:
Base:
[fixed] accolades for eu 3v3 tdm tournament
[update] accolade_data.cfg
[reverted] "Change resupplies getting"
[added] latest tournament
[fixed] emote binder menu
[fixed] console warning when buying from trading post
[fixed] null pointer when healing teammate
[fixed] ballista bolts, boulders, and catapult rocks ignoring blobs
[reverted] ability to pass through ladders
[fixed] item isnt picked up when 'c' is released if one was picked up by clicking
[fixed] drill destroying once per tick for some tiles
[fixed] drill giving slightly more materials than hitting by hand
[changed] drill yields all materials when mining tiles/blobs
[added] coins for healing teammates
[modified] PrimalFear7 head (no more "fry hair")
[added] PrimalFear7 head
[added] archer cursor anim when charging legolas
[added] knight cursor anim when charging double slash
[modified] Change resupplies getting
[fixed] null pointer access
[modified] Heatbar adjustments
[added] class check to heat indicator. Fix flickering issue.
[modified] Heatbar now turns transparent when not in use Added HeatBar.png for the drill heatbar.
[changed] coins are only given to items the player bought
[changed] better code to fix issue with placement preview next to grass
[updated] implementation of drill heat bar
[changed] hold "W" or "S" to climb ladders and neither to fall through
[dev] fixed indent
[updated] Russian_ru.json
[updated] Crate.as
[updated] MigrantEffects.as
[fixed] used wrong damage value in vehicle damage event
[changed] new players drop hearts when killed by new players
[added] footstep sounds when climbing ladders
[added] ability to fall through ladders
[fixed] shaky tile preview when about to place a block while moving
[fixed] block placement preview while hovering cursor next to grass
[fixed] ability to climb arrows while knocked
[changed] 5 coins per heart of damage to a vehicle
[changed] coins given when damaging vehicles is based on damage dealt
[fixed] indentation and certain shop items with -1 cost
[added] held/inventory items give back half their value when TDM round ends
[change] lanterns only collide with static blobs
[fixed] Actually make use of the newly defined variables
[modified] showHeatTo to use the player's network ID instead of his player index.
[added] HelpfulDeathTips
[added] during warm-up, suicides aren't shown on killfeed and no longer reduce coins.
[fixed] null pointer access related to player dying
[added] heatbar view radius
[modified] move heat indicator down a bit
[modified] Slightly decrease heat_add
[modified] Decrease cooldown time of drill
[added] a heat indicator to the drill
[updated] Greek_gr.json
[modified] Finished Tutorial01 and Tutorial02
[added] turkish translation 90%
[modified] kills, deaths and assists only count when the round is on.
[added] scramble teams vote
Engine:
[modified] Too much particle spam is debug only
[fixed] /nextmap wihtout mapcycle just resets map fixed no cursor after exiting a modded server that had disabled cursor
[modified] include whole mods folder in dedicated package
[fixed] missing maps in mods folder of dedicated server
[reverted] open/close menu callbacks
[modified] commented out whole checks instead of contents of if blocks for open/close menu callbacks
[removed] noautoupdate from nolauncher.bat
[fixed] playrandomsound with mod files onShowMenu, onCloseMenu works as a hook instead of taking over menus fixed infinite kicking from script
[added] 2 non-threatening functions brought back for TR mod
[fixed] Crashes in authority check logic
[fixed] CMap::getHitInfosFromArc() raycast_blobs param completely ignored
[fixed] string literal constness
[added] the ability to specify a custom mod config
[changed] property type mismatch error to show type names
[added] server-side property sync authority check
[fixed] restart map command not restarting manually loaded maps
[fixed] "connect to..." button able to open multiple windows if pressed multiple times
[fixed] clantag not immediately updating when removed
[added] key_eat to CMovement::disableKeys()
Build 2962 - Recording Mode Fixes, Community Recognition, Single Quarry Limit
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!
Without further ado, here's the changes:
The big thing in terms of balance this build is a limit of 1 quarry per team. This is in response to the more competitive side of the game finding ways to really streamline quarry production and use it to stall out games. For servers who want that kind of thing, it's quite an easy change to revert.
There are also improvements to the f6 "video recording" mode for streamers and folks recording for youtube. This provides a cleaner no-gui experience for when you want a good screenshot or video capture.
The cursor is still visible, the spectator camera works again, going into menus will disable it all properly, and for modders, render hooks are still called (so you can decide manually what to disable).
Thanks to Epsilon for his work on this!
Quite a few minor fixes also made it in, and the main menu "minor function" buttons recieved a small facelift + reorganisation, as adding a button for the server rules pushed everything over too far.
Cheers,
Max
Full Changelog:
Balance:
[added] requirement for quarries to only allow one per team (thanks eps)
[changed] wood gained from sawing crates reduced to 50 (thanks eps)
Community:
[added] April + May accolades (thanks bunnie, crux)
[added] a bunch of patreon heads - sorry for the delay! (thanks everyone involved in getting these through)
Novaq, DeathQonDoe, killer_bug, capuchin6, Zeus, hider45543, CantSeeMe', madracoons, Junko enoshima, RectangleCombine
Fixes:
[fixed] maths ceil (+ floor possibly optimised) (thanks eps for the catch)
[fixed?] steam achievements for flag after changed command format - probably need to check any other commands that also changed too
[fixed] TTH Tutorial (thanks Vamist)
[modified] several scripts to properly check singleplayer/tutorial tags (rather than just exists, as may be set false)
[modified] render hook runs while HUD is hidden + various F6 improvements (thanks eps)
[fixed] class cursors not updated when in f6 mode
Menus:
[modified] new menu button layout including server rules and github (thanks ehra for your work on them + various oksa for feedback/tweaks!)
[added] rules and github button IDs for the xml
New player tournaments
Hey folks,
Once again welcome all new players! We hope you've been enjoying the game so far. Something exciting for you perhaps: there are 2 tournaments coming up aimed at new players! Those who have either registered in April or are playing the Steam version for the first time since Classic can participate!
These tournaments are 1v1 knight tournaments based in the US and the EU and they will have the usual KAG tournament prizes (scoreboard accolades & custom head for the winner).
The EU tournament: Date: 26 May
Sign-up: Discord, https://discord.gg/6rxS7hS
The US tournament: Date: 1 June
Sign-up: Discord, https://discord.gg/AQuWtKK
You can also find the tournament Discord links in the #public_discords channel on the official Discord: https://discord.gg/kag
Do you want a custom head or other perks without winning a tournament? Consider keeping the game running by supporting on Patreon and get rewards: https://www.patreon.com/kingarthursgold/overview
Cheers,
Mazey
Build 2926 - Crashing hotfix
Hey folks,
You should have an update for KAG available shortly. We've narrowed down the problem causing the crashes that you may have noticed since the last build and this update should fix them.
We decided to bump the game version to 2926 to make sure everyone is playing on the fixed version, please make sure to restart when the update is available (servers may start disappearing).
Our apologies to those who have had problems with crashes.
To those celebrating: I hope you're having a wonderful Easter!
We've had a couple of small patches to fix issues that arose after we went free-to-play, but this is the first real update! This build mostly has bugfixes, but we're introducing a pretty exciting feature as well.
Straight to the point:
Assists! When you contribute to a kill, you will now get assists. Assists are fully functional but this is the first public version, expect some finishing touches soon. Here you can see my dear friend Biurza assist me in killing Zanzibar:
Numpad emoji support! You can now bind up to 18 unique emoji to the number buttons on your keyboard instead of the usual 9. Here is how you do it:
Added missing accolades and added more Patreon custom heads.
Joining a modded server will no longer require a restart
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.
fixed null pointer recent damage list.
[fixed] triple equals signs
[fixed] assists appearing for everyone and for teamkills
added github accolades.
added racoonman10's custom head.
fixed camera issue
[added] heal amount tracking for quarters and dorms
[added] core features for assist system
Changed even more spaces to tabs.
Changed spaces to tabs.
Changed spaces to tabs
Auto-Indent seemed to have missed one indent for some reason
Ran auto-indentation
Remove excessive tab from EmoteBinderMenu.as
EmoteBinderMenu.as indentation finally fixed (really now)
Add newline to EmoteBindings.cfg
Fix indent of EmoteBinderMenu.as
Isolated report-related things inside Report.as
Removed Report-related things
Correct indent of emoteBinds
Fix? emoteBinds indent
Fix invalid configuration in EmoteBindings.cfg
Update EmoteBinderMenu to be able to bind numpad hotkeys
Correct invalid numpad EKEY_CODE codes
Implement numpad emote hotkeys
Add numpad checks
Update emote configuration
Select most fitting food
Add getHealingAmount
removed some leftovers.
removed some leftovers.
[added] 'AdminLogic.as' a new script to handle reporting and swapping to spectator team.
[fixed] kickafk, code formatting, added a script 'AdminLogic.as' to handle reporting and swapping to spectator team.
[fixed] issues related to not having a spectator team in a gamemode.
Free to play is live!
Free to play is live! Welcome all new players!
Check out the release video -> https://youtu.be/FvaT01outXs
Build 2920 - KAG Free to Play after 8 Years
Loyal Subjects, and New Friends,
Firstly: Thank you for supporting King Arthur's Gold through the years! We never could have dreamed that our little indie game would make it this far, and are totally blown away!
Secondly, the actual news:
To celebrate its 8th birthday - Wednesday the 17th of April - KAG is becoming available on steam at no cost! The price should vanish around 12 noon PST, some of the team will be available around then to monitor things.
KAG has enjoyed an active community and continued development for the last 8 years, and we are hopeful that turning F2P will ensure another healthy 8 years to come!
Here's the rundown on how Free To Play will work:
After it turns F2P it will be entirely funded by Patreon contributors and player customization DLCs on Steam!
Check out KAG on Patreon here
The game is developed in collaboration with the community, through open source game code contributions and bounties!
View development on github here
Fixes, new features, and official maps are added through democratic voting!
This is run via the Official Discord, join here
Funds are put towards keeping the game running - including the account system, hosting the official servers, providing support, and paying open source bounties.
Depending on the level of support, we'll prioritise some things over others, and will endeavour to be as transparent as possible if that is necessary.
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!