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Steam News27 October 20169y ago

Build 2019 - Getting the Ball Rolling Again

Hello knights, builders, and scumbag archers! Here's your pre-halloween build for KAG. It's been a long time!

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Full King Arthur's Gold update

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Repeated intro

Hello knights, builders, and scumbag archers! Here's your pre-halloween build for KAG. It's been a long time! We're into the Build 2000s now, which means it was over 5 and a half years ago that MM opened up visual studio and started the project. How time flies! I'm hoping to avoid the usual "event day" fiasco by nipping it in the bud early. I'll be around to make sure nothing too drastic has happened tonight, and have a day to fix any tricky issues before the weekend. This is the first release build to come out of the build server since the migration. While I'm hoping everything just "goes smoothly", things are rarely that simple. Please give us your patience should anything go awry. This build contains a huge pile of quality-of-life changes, as well as some nice new content!

What changed

1 fix3 additions0 changes1 removal
  • Server
  • Maps
  • Store
  • Performance
addedHello knights, builders, and scumbag archers! Here's your pre-halloween build for KAG. It's been a long time! We're into the Build 2000s now, which means it was over 5 and a half years ago that MM opened up visual studio and started the project. How time flies! I'm hoping to avoid the usual "event day" fiasco by nipping it in the bud early. I'll be around to make sure nothing too drastic has happened tonight, and have a day to fix any tricky issues before the weekend. This is the first release build to come out of the build server since the migration. While I'm hoping everything just "goes smoothly", things are rarely that simple. Please give us your patience should anything go awry. This build contains a huge pile of quality-of-life changes, as well as some nice new content!
addedNew maps from the community in both CTF and TDM These have been a long time coming! Please give us your feedback on the maps, any ones that don't work in practice, and any that you love. We'd like this to be an iterative process and for the maps to be refined over time, rather than you guys getting "stuck" with something that doesn't work. Congrats to the authors for being chosen!
addedAPIClient Fixes and IPv6 removed. Only minor ones since we have a whole new implementation almost ready for release! However, this may help with putstatus issues and servers locking up, and removes all the IPv6 complications. IPv6 is not supported in any way by our underlying game networking library so having it supported for the APIClient honestly didn't make sense.
removedTunnel Ganking Tunnels have long been a doubled-edged-sword for a team. They let you get forward, quickly but form a potential route right to your base for the enemy. This is still the case, but there's a few changes in place to make it a little harder to abuse them. You can no longer hit tunnels (or any shops) "through corners" - this prevents builders from abusing corners to destroy tunnels unfairly. You are stunned when travelling through a tunnel and cannot use tunnels while stunned - this prevents rapid-fire teleporting and makes saw traps on home-base tunnels more effective, but also makes "claiming" a tunnel easier (anyone coming through it is at your mercy).
fixedFixes galore A lot of crashes and other bugs have been fixed in this build - hopefully there's not too many new bugs to offset them!

King Arthur's Gold changes

addedHello knights, builders, and scumbag archers! Here's your pre-halloween build for KAG. It's been a long time! We're into the Build 2000s now, which means it was over 5 and a half years ago that MM opened up visual studio and started the project. How time flies! I'm hoping to avoid the usual "event day" fiasco by nipping it in the bud early. I'll be around to make sure nothing too drastic has happened tonight, and have a day to fix any tricky issues before the weekend. This is the first release build to come out of the build server since the migration. While I'm hoping everything just "goes smoothly", things are rarely that simple. Please give us your patience should anything go awry. This build contains a huge pile of quality-of-life changes, as well as some nice new content!
addedNew maps from the community in both CTF and TDM These have been a long time coming! Please give us your feedback on the maps, any ones that don't work in practice, and any that you love. We'd like this to be an iterative process and for the maps to be refined over time, rather than you guys getting "stuck" with something that doesn't work. Congrats to the authors for being chosen!
addedAPIClient Fixes and IPv6 removed. Only minor ones since we have a whole new implementation almost ready for release! However, this may help with putstatus issues and servers locking up, and removes all the IPv6 complications. IPv6 is not supported in any way by our underlying game networking library so having it supported for the APIClient honestly didn't make sense.
removedTunnel Ganking Tunnels have long been a doubled-edged-sword for a team. They let you get forward, quickly but form a potential route right to your base for the enemy. This is still the case, but there's a few changes in place to make it a little harder to abuse them. You can no longer hit tunnels (or any shops) "through corners" - this prevents builders from abusing corners to destroy tunnels unfairly. You are stunned when travelling through a tunnel and cannot use tunnels while stunned - this prevents rapid-fire teleporting and makes saw traps on home-base tunnels more effective, but also makes "claiming" a tunnel easier (anyone coming through it is at your mercy).
fixedFixes galore A lot of crashes and other bugs have been fixed in this build - hopefully there's not too many new bugs to offset them!
  • New maps from the community in both CTF and TDM These have been a long time coming! Please give us your feedback on the maps, any ones that don't work in practice, and any that you love. We'd like this to be an iterative process and for the maps to be refined over time, rather than you guys getting "stuck" with something that doesn't work. Congrats to the authors for being chosen!

  • Killstreak Display +6 is back, baby. If you get consecutive kills in a 2 second window you'll get an increasing counter along with the hover text. This is likely to "act funny" in some circumstances but if you let us know how to reproduce them, we'll be happy to iron out the kinks!

  • Clantag Distinction Players who commonly use a clantag have expressed frustration that it isn't clear in-game that their clantag isn't part of their name. They are commonly greeted as their clantag rather than their username. This build makes some attempt to amend that, and shows clantags in grey everywhere except in the chat field, where multi-colour lines are not supported.

  • APIClient Fixes and IPv6 removed. Only minor ones since we have a whole new implementation almost ready for release! However, this may help with putstatus issues and servers locking up, and removes all the IPv6 complications. IPv6 is not supported in any way by our underlying game networking library so having it supported for the APIClient honestly didn't make sense.

  • Tunnel Ganking Tunnels have long been a doubled-edged-sword for a team. They let you get forward, quickly but form a potential route right to your base for the enemy. This is still the case, but there's a few changes in place to make it a little harder to abuse them. You can no longer hit tunnels (or any shops) "through corners" - this prevents builders from abusing corners to destroy tunnels unfairly. You are stunned when travelling through a tunnel and cannot use tunnels while stunned - this prevents rapid-fire teleporting and makes saw traps on home-base tunnels more effective, but also makes "claiming" a tunnel easier (anyone coming through it is at your mercy).

  • Fixes galore A lot of crashes and other bugs have been fixed in this build - hopefully there's not too many new bugs to offset them!

Changes not in this build:

  • Boulder changes People on the forums are after changes to boulders increasing their effectiveness in the downwards direction - we couldn't get these into a playable state so that'll have to come later

  • Inventory amount handling changes Some work went towards simplifying the engine-side inventory behaviour but it

Source

Steam News / 27 October 2016

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