Full notes
Full King Arthur's Gold update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- UI and audio
- Balance
- Maps
King Arthur's Gold changes
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. Without further ado, let's jump right into what's changed this time around, as there's a lot of it! Buckle up! Prepare to see a little more of this going on!
Crash Fixes A long-term crash in the camera system (causing a common crash on rejoining servers) was found and fixed. This should dramatically improve the game's long-term replayability. Be sure to let us know if any other crashes on rejoin persist! A few other miscellaneous crashes including a hard-to-trace one in one of the network synchronisation routines were also fixed.
Archer Changes
Inventory Management Archers no longer automatically pick up a full inventory of arrows, so you'll have some space left over for special ammo.
Less Slippery Archers are slowed more when charging arrows, making it a little easier to catch that backpeddalling nuisance archer, and a little easier to aim while running.
Knight Changes
Increased Shield Angles Shield angles have been slightly increased to help deal with fighting through lag.
Increased Glide Time Shield glide time has been increased to about two seconds, allowing longer jumps and bigger falls without injury.
Builder Changes
Decreased Spike Damage Spikes must be dropped from a higher place to deal insta-kills, damage ramps up with distance.
Added nicer building sounds Lots of blocks now have individual building sounds.
Fixed "buggy" ladder rotation blocking stuff Ladder rotations have long caused incorrect blocking of tiles, that's fixed.
Health Changes Swapping class can no longer be used for "free heals" as health is kept in proportion each swap. Archers are still cheaper to heal to full health but the added inconvenience should prevent most of the abuse.
Inventory Fixes A hard-to-track bug causing all your arrow stacks to go missing right when you needed them has been fixed. Items are also automatically taken from the smallest stack in your inventory, rather than the first one found, meaning picking up small stacks off the ground clogs your inventory for less time.
Inventory Interface Improvement Archers and Knights start with their cursor over their inventory after pressing F - builders start with it over their tiles. The rationale here is that knights and archers can easily swap weapons by tapping F and want precision access to any auxilliary items in their inventory, while builders are more likely to want to swap tile types quickly.
Balancing Changes Auto-Balancing should be less "mean" to any one person, and is based on the median score rather than the mean.
Maploader Changes A small set of changes but important for some specific mods and maps, community member jackitch has updated the png map loader to include specific colours for the two types of trees, various mossy tiles, and fixed a bug where the purple team spawn was the same colour as the necromancer.
Votekick changes We're actually
Source
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