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