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King Arthur's Gold News

Build 2858 - First Patreon Features, Road to Free to Play - Plus Bounties, Features, Tweaks and Translations

Hey Folks!

You can now support the game through Patreon over here!


We're excited to bring you the first build with Patreon features! ːkag_yesː

We've been working towards unveiling this for a while and we can't wait to hear what you think.

Some features are still a little rough, but the bulk of the lower tier patreon features are there:
  • Royal Guard Cape Armour Set (available in customisation settings)
  • Extra Head Packs (Also Available as Steam DLCs)
  • Priority Join (2 "Above Capacity" Slots for Supporters)
  • Exclusive Discord Roles + supporter-only channel

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! ːkag_smileː

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 ːkag_flexː

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):
  • Updated Accolades for recent Community Tournaments
  • Player Heads in Scoreboard to ease identification of players in-game
  • KDR always rendered to 2 decimal places
  • Mapcycle Cleanup is underway at the moment, with more active cycling of older maps happening through #democracy on Discord
  • TDM map tweaks
  • Spanish Translation fixes
  • Chinese and Japanese translations in the works (see github)


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


Full Changelog:
[added] synced armour set variable for players
[added] cape class armour tied to armour setting + unlocked with tier
[added] tier 2+ support unlocks extra heads packs
[added] patreon popup link/image
[added] PatronSupport.as to handle rules-side patron support - added to all vanilla gamemode.cfg
[added] 2 patron extra capacity slots
[modified] replaced irc with patreon (goodnight sweet prince)

Maps:
[modified] Mapcycle - move 8 old maps to returning maps pool
[modified] map: pressurecooker - more open, longer time to flood
[added] TDM Map FortMercury (not in cycle)

Tweaks:
[added] KDR always has two decimal places
[added] player heads to scoreboard
[added] separate required tier to heads packs as alternative way of unlocking them
[added] epsilon to Cruxiat's head

Accolades:
[modified] Updated accolade_data.cfg with 5 tournaments
[fixed] Shy github accolade. Broke with name change.

Translation:
[modified] Russian: Translated accolades and new emotes menus
[modified] Update Spanish_es.json to fix typos

Modding:
[added] supportTier to apiplayer script bind
[added] new native ImageData::remap function for performance
[moved] fetchFromRules renamed to fetchRunnerTexture
[modified] filename digest in paletteswap
[modified] CGridMenu::SendCommand no longer passes through default params
[modified] script join processing hooks get APIPlayer instead of just username, so they can access tier, registration time, role, etc as well

BUILD 2838 - Taunts, Emote Bindings, Siege, Kegs, Italian Translation, and Minor Fix Onslaught!

This build contains a few big ticket bounty items as well as a large number of small tweaks, fixes and improvements.

Emote Bindings



A long standing request has been the ability to rebind the emoticons on the 1-9 keys. While this has been possible with some fiddly config file editing in the past, now it has a fully fledged in-game menu for rebinding, which is instantly reflected in-game.

You can access the emote bindings through the new "bindings" sub-menu in the "esc" main menu in-game.

Taunt Menu

While the appearance is still something we're interested in improving, the taunt menu is now fully functional.



You now can quick-chat in-game using B (by default, button is bindable as always) - a radial menu will pop up with various categories of quick-chat - for both communicating with your team and taunting your enemies. The text will even go to the correct chat channel, so that enemies don't learn your plans, but they do hear your taunts!

Siege Through Platforms

Siege engines (both catapult and ballista) can now fire safely through (very close) platforms.



This allows some extra protection against arrows on towers, but also allows them to be put safely into platform-enclosed bunkers!

Keg Improvements



Kegs got some attention to make them more appealing and interesting to play with as well:
  • Chain reactions - kegs now set other kegs off, allowing for devastating explosions!
  • Fire and enemy fire arrows can light kegs, so burning enemy keg caches is an option!
  • Water bucket splashes deactivate lit kegs (but not water bombs/arrows, to allow existing techniques for launching kegs to still work)


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

Edit: Hotfix 2838 is out to solve outstanding issues with the changes, enjoy!


Full Changelog

2838:

Fixed kegs lighting when splashed with water
Fixed 8x_Grounds map having wrong flags
Modified fix for infinite flying with trampolines
Fire arrows do wider spread upon hitting doors/platforms/etc as well as "real" tiles

2837:

Added Taunt Menu (B button by default) (thanks eps)
Multiple "types" of taunts
Taunt goes to all-chat or team-chat as appropriate

Improved keg functionality (thanks eps)
Fire/fire arrows activate (arrows only collide with unlit enemy kegs
and any lit keg -> archer can't just light own keg)
Water buckets deactivate (only water buckets to still allow
launching kegs with water bombs)
Explosion chain reaction (keg activated by other explosion)
Invincible to other keg explosions (to allow for chain reaction)
Fixed weird fuse sound when relighting keg after it was frozen by admin

Catapult Rocks & Ballista Bolts Pass Through Platforms (thanks Monkey_Feats)
Only works for nearby platforms
This allows enclosed siege bunkers that don't self-destruct

Added in-game emote binder (thanks eps)
Can rebind emote hotkeys 1-9 and saves preferences

Translation
Initial Italian Translation added (thanks Guardian-of-Irael)

Miscellaneous
TTH fire updated the same rate as CTF
Updated accolades (thanks bunnie)
Fixed description of Water Bombs in TDM. (thanks cruxiat)
Held item is no longer dropped when using eat key (thanks eps)
Removed weird pixels in knight shield anim (thanks franek)
CTF/TDM Map Improvements (thanks map mods and authors)
Removed winter holiday sprites and script changes
- todo: make them come back when it's xmas each year!
Added ability to upgrade damaged wood blocks (thanks eps)
Increased starting fire size of fire arrows. (thanks shylie)
Fixed knight cursor alignment (thanks eps)
Fixed knight glide trampoline infinite flying glitch (thanks eps)
Adjusted some pickup priorities (thanks shylie)
Lit kegs now are even more prioritized, and unarmed enemy mines are now a priority as well.
Added more fireplace improvements (thanks eps)
Fireplaces settle when spawned & cooked food maintains original velocity
Dinghy improvements (thanks shylie)
Dinghies no longer decay when left alone.
Dinghies can be captured.
Players cannot pick up enemy dinghies without capturing them.
Added dinghy dump inventory button.
Shop Improvements
Change range of the buy button for trader post (thanks goldenguy)
Prevented buying items from destroyed shop (thanks eps)
Improved sponges (thanks eps)
Increased health slightly because they are currently quite fragile
Dries out slowly when in flames or near a fireplace
Interacting with sponge disables auto destroy

Bounties for January!

Hi Folks!



The Contributor Bounties for October have been voted on - thanks for your engagement with #democracy, folks! Over 500 votes this round, excellent! This time around we have siege changes, interface shortcuts, and a few balance/functionality tweaks.

This Month's Bounties:
  • $50 Bounty - Make Ballista Bolts and Catapult Rocks Go Through Platforms
    More info here

  • $30 Bounty - Quick-Buy with Number Keys at Shops
    More info here

  • $30 Bounty - Tweaks to Kegs
    PR Already Waiting - More info here

  • $20 Bounty - "Repair" stone onto damaged wood blocks
    PR Already Waiting - More info here


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:
  • Pitches happen on github as described here.

  • Preliminary votes with +1 reacts and discussion of any issues on github.

  • Then a further voting round on discord in the #democracy channel, to get a wider population sample for popular pitches.

  • A cash bounty is placed on the feature and paid out to the first suitable contribution from the community.


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!

Build 2804 - New Maps, Tweaks, and Holiday Cheer!

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.



There'll be some extra special effects - falling snow, and periodic deliveries of presents - over the week of xmas. The exact timing will vary with the region, but it'll be hard to miss when it happens.

There's also 4 new TDM maps courtesy of the map mods and everyone who voted in #democracy. Keep an eye out for FG_SpaceInvader, Super_Gaming_Geek_Trilevel, Biurza_Cock_Fight, and Vans_Ziraeth! One of them was more contentious so if it proves problematic, we'll take it out.



A few fixes and quality of life changes have made their way over from the collaborative github as well, in the few weeks since last build. The big one is that water bombs/arrows do half the stun on hitting shielded knights, which got put through #democracy and came out positive. Check the changelog for more, and be sure to join the official discord if you'd like to take part in these polls!

Also - please welcome Epsilon as our newest internal contributor! Eps has really proven himself over the last few weeks making countless changes to many areas of the game over on github. We're looking forward to working more closely with him.

Happy Holidays everyone - See you in the new year!
Love From THD


Full Changelog:

[added] holiday cheer! (huge thanks Mazey, Franek, Vamist, GoldenGuy, Ferre)
[added] New TDM Maps December 18 as Voted (thanks ni, #democracy)
[added] daynight cycle to ctf for xmas (no "dark" part of the cycle, just variety)
[added] Halve the stun from water if it was shielded (thanks eluded)
[modified] updated accolades - addd darkdrake head
[fixed] holiday property for reference in other scripts, and holiday scripts not necessarily getting removed
[moved] birthday.as to proper folder
[fixed] tth bakery producing steaks (good catch enderzilla)
[removed] archer crouch restriction when charging arrows after community feedback
[added] Factory Named Properly (thanks blubahub)
[removed] builder quickswap as a result of vote (thanks eps)
[fixed] wraith king and female ninja head attack frames (thanks SGG)
[fixed] 2nd grass tile actually displays in tilemap
[added] client_SendChat function that will send a chat line as if it came from the local player
[modified] scriptrender UV maps wrap (instead of clamp)

Build 2796 - Heaps of Quality of Life Tweaks, 3D Mods, Community Accolades and more!

Hey Folks!

This is quite a big build to get out before Christmas, but there's a lot to enjoy over the holidays!

There's heaps of quality of life changes - check out the full changelog for all of them, but some highlights include:

  • Class-Change and Flip buttons on enemy siege engines
  • Flags that fall into the void are instantly returned
  • Trampolines can bounce more items/players simultaneously
  • Grain plants can be "cut" by archers by hitting the tile at the base of the plant with an arrow
  • Players can only report a player once per round (avoids spam/abuse)
  • Fireplace Improvements for TDM (voted by community in #democracy channel)
  • Arrows become fire arrows when passing through fire.
  • Extra commands for sandbox/testing: !allmats, !woodstone, !stonewood
  • New brighter and more descriptive hover messages for killstreaks and resources - let us know if the colours need tuning!


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:

Misc:

[added] New hover messages
[modified] trampoline logic: configurable cooldown limit + less drastic safety protocol + simplified cooldown timer check (thanks makmoud98)
[modified] holiday script; improved efficiency by only syncing when necessary (thanks makmoud98)
[fixed] removed chance for string hash collisions to cause problems with command ids
[modified] string hash function for something a little less likely to involve collisions
[added] kag_clap emote sprite (not implemented ingame)
[added] "g_locale_warnings" variable to log missing translations (thanks asu)
[added] Grain plants can be 'cut' by arrows when shot at the block below (thanks epsilon)
[fixed] emote menu disappears when you die (thanks epsilon)
[modified] Arrows pass through migrants (thanks epsilon)
[added] raycast check for vehicle seats (thanks epsilon)
[added] Normal arrows are ignited when passing through flames (thanks epsilon)
[fixed] unique player can only report another unique player once per round (thanks vik)
[added] Instantly return flags that fall into the void (thanks epsilon)
[fixed] bug where dead player isn't detached from quarters when sleeping (thanks epsilon)
[added] fireplace improvements for tdm - lights arrows, cooks fish, can be extinguished (thanks epsilon)
[added] archers don't auto-switch to special arrows (prevents accidentally wasting them) (thanks epsilon)
[added] !allmats, !stonewood, !woodstone commands (thanks blubahub)
[added] better crouch code (thanks epsilon)
[added] sponge handling tweaks
[added] placeholder support tier info + new extra.dat file for storing it
[added] better saw collision filter (thanks epsilon)
[fixed] emitsound for spectators (thanks monkey_feats for the report)
[added] flip and change class buttons on enemy siege engines (thanks epsilon)
[added] extra criteria for gold auto-pickup (less inventory clutter unless you are already collecting gold) (thanks epsilon)

Localisation:

[removed] guidelines from steam_content_ru file
[renamed] store_content_en.txt -> steam_content_en.txt
[added] Missing flags from the fotw steampage list (both eng/ru) (thanks biurza)

Accolades:

[added] moderation accolade support
[added] shield accolade badge
[modified] accolades_data.cfg with OKSA/Forum/Discord staff + more tournaments (thanks bunnie, paralogia)

Modding:

[fixed] bad condition in script Render::SetTransform error check
[added] new render transform functions
[added] copy operator for Random objects (thanks ShadowBlitz16 for the report)
[added] script-visible string::getHash() function
[added] join processing hooks
if present, should return -1 for "don't care", 1 for "force-join", 0 for "force-kick"
first meaningful result is used (ie, script order matters)
`int onProcessPreJoin(CRules@ this, const string &in username)`
called after token auth and banflags, before anything else is checked (even slots)
`int onProcessFullJoin(CRules@ this, const string &in username)`
called if the server's slots are full, allows bypassing the slot restriction
`int onProcessJoin(CRules@ this, const string &in username)`
called if all other checks passed, can be used to deny entry at that stage
(including to override onProcessPreJoin result)
note: the CPlayer is NOT created at this stage - you only have the username to work from
the user's token _is_ authorised, so "they are who they say they are"
[added] Matrix script namespace for generating/manipulating matrix contents into float arrays
void Matrix::Multiply(const array &in a, const array &in b, array &inout into)
void Matrix::MultiplyImmediate(const array &inout a, const array &in b)
void Matrix::SetScale(const array &inout a, float x, float y, float z)
void Matrix::SetTranslation(const array &inout a, float x, float y, float z)
void Matrix::SetRotationRadians(const array &inout a, float x, float y, float z)
void Matrix::SetRotationDegrees(const array &inout a, float x, float y, float z)
void Matrix::MakeIdentity(const array &inout a)
void Matrix::MakeOrtho(const array &inout a, f32 w, f32 h, f32 d)
void Matrix::MakePerspective(const array &inout a, f32 fov_rad, f32 aspect, f32 znear, f32 zfar)
[added] Render::ClearZ
[added] extra comments for scriptrenderexample
[added] 3d example to ScriptRenderExample
[modified] vertex normals exposed to script (Vertex nx, ny, nz properties)