Full notes
Full King Arthur's Gold update
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Repeated intro
Hey everyone! Finally getting out this “mostly small fixes with some bigger stuff” build after testing has come back ok! Sorry for the delays! (Weekly log covering TR progress likely coming on Monday when we can fully asses the situation, today was all about KAG) Spamming bombs with abandon is less likely to bring you success this build. Sorry Henry! This build’s headline changes are:
What changed
- Maps
- Balance
- Performance
- Fixes
- Server
- Compatibility
King Arthur's Gold changes
Big CTF Map Changes! CTF maps have long been a cause of stalemates and frustration - even in capable hands sometimes flags are too well protected or frustrating to capture, or are woefully under-defended, and often it’s easier to get to the enemy tent before capping the flag. All in all it can be a war of attrition; this build’s map changes aim to fix that as much as possible. Flags are less scattered, fewer, and further from the tent. Base areas are prepared to actually have a base dropped down into them. Rush distances are often shorter. A few especially annoying areas have been reworked. We look forward to your feedback on the map changes and revisiting many maps from other modes.
News is back! The in-launcher news feed is back and will be brought up to date as soon as possible, so you can check for update info on the go!
Reverted Trap Blocks As frustrating as it is for us to revert changes, we’re happy to do it in this case until a “real” solution is agreed on forum-side. Get your thinking caps on and help us figure out how this should be approached - we’re well aware some of you will be happy to go back to sharking out of pits, but the rest of us would prefer the builder have a well rounded, mostly-idiot-proof set of tools at their disposal.
Bomb Explosion Radius Decreased We were surprised (and pleased!) at the support for this on the forums. We expected most knight-main players to be angrily oposed to the thought of reduced bomb spam, but the opposite proved to be true. Archers should have an easier time avoiding bomb explosions and the new explosion radius should reward aiming your bombs all the more. Cost and damage have not been touched. Keep in mind that this is an experimental change, but we’re happy to be able to move forward with it.
Engine Update There’s been quite a big engine update behind all of this that exposes a few more things to scripting and fixes a few more edge case bugs and crashes. Modders will be pleased to know you can now properly remove polygonal bodies from blobs (allowing dynamically reshaped polygon objects, if your heart desires).
General bug fixes “Weird” corpse collisions, missing match timers, drilling people through closed doors, water decaying blocks in hand, a few vote issues, and a few engine-side bugs have been fixed! Thanks to the community members involved in some of these fixes, and see the full changelog for details.
Changes for hosts Generally changes that wont affect most of you, but important for community server hosts to be aware of:
TCP RCON on Windows TCP RCON now works for windows dedicated servers (although they remain unsupported, this is very useful for locally testing some mods). The linux implementation has also been reworked completely.
“Safer” API Client The API Client code used for registering the server is now a little “safer” about how it works and should crash less often (fingers crossed). Hosts: let us
Source
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