Full notes
Full King Arthur's Gold update
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Repeated intro
Hey guys, mostly a "quality-of-life" build this time but also brings some important balance changes and content. Prepare to get creative! Before we get started, there are a few minor issues that have bled through from TR development into KAG, the "big" one is that fonts are smaller in various places - including the "Respawn In" dialogue and the loading screens. The old fonts will be back as soon as we find out exactly where they should be changed back properly (rather than a band-aid fix). If you notice any other strangeness please let us know ASAP so we can fix it! Major Changes:
What changed
- Balance
- Maps
- Gameplay
- UI and audio
King Arthur's Gold changes
- Mechanisms in SandboxThat's right, mechanisms are finally available for building in sandbox and mods; along with a fancy "paged" building menu . There'll be a guide coming in future about how the mechanisms system works with examples, but for now they're there to play with and can be saved into custom image maps with the usual /savemap setup - this works for loading (for example) an unpopulated TDM map and adding in traps to the design. Be sure if you do later editing of the image that you use an image that can handle transparency - no MSPaint for mechanisms maps I'm afraid!
Surrender Vote: There are some games that end up very one-sided - rather than having 5 players yelling "please cap, please" and the entire enemy team destroying your base for twenty minutes before they finally realise theres a flag to take, you can now "gg" out of the game with a vote. We'll be monitoring abuse of this currently experimental feature but we earnestly hope it'll help ease the frustration of a stomp.
- Vehicle ConversionThere's a new GUI and better mechanics for vehicle conversion, based on live players within a generous radius - this allows capping siege engines from a little further away, but also allows defending them; the time to convert is also a bit longer. We'll address the issues with spawning on contested engines soon.
- Trap Block BehaviourTrap blocks now can be opened by same-team players, much like doors, which prevents them from team-trapping people and limits the amount of damage a new builder can do in building their "genius trap". There is also a simple way to disable the new trap block functionality, which it utilised in TDM because some map designs rely on the old functionality.
Materials Back from Many Blocks: In particular, doors and trap blocks give a fair percentage of the materials used for construction back, which punishes misclicks less and allows counter-tunnellers to get rewarded for their trouble. Plaforms do not give material back at this point due to them already being ubiquitous and not being team-biased.
Wood doors decay Under Water: A suggested counter-tunneling mechanic that we're trying, stone doors and U-bends will have to be utilised more to defend against flooding in tunnels, rather than simply spamming cheap wood doors every few blocks.
Minor changes:
- New MechanismsA motion sensor source block, directional wires for packing in dense designs, and a new appearance for the light component!
- Cancel Building ButtonOddly this is one of the most-requested functionalities of new players coming to KAG from minecraft and the like; a way to put away any block. While it may not really affect you, a lot of players have a simple mental disagreement with it, so we've added a button to allow you to cancel building completely. Old players may or may not wish to use it.
Source
Changelog.gg summarizes and formats this update. How we read updates.
