Full notes
Full King Arthur's Gold update
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Repeated intro
Hey Folks! Largely a fix-heavy build this time, but a few community-requested look and functionality changes as well:
What changed
- Maps
- Balance
- Security
- Gameplay
- Server
King Arthur's Gold changes
Top border of the map is semi-transparent for any maps with an open sky - this helps you see projectiles that have left the map vertically so they are less surprising when they re-enter the map.
Siege firing can be cancelled by right-clicking
Catapult has some cooldown time after firing
Bindings for controlling minimap colours for custom tiles in mods
The main fixes are:
Dirt "camping" vulnerability fixed on PressureCooker map
Sync for chest open/closed on join
Fall damage "eating" spike damage
Knight attacking near doors behaviour changed (see this thread for details - feedback and suggestions for further development are welcome)
The Official Modded Server has also been updated with a new mod (The Waste Kind) with another coming "soon" (Zombie Fortress Plus), and the rotation time has been upped to every 3 hours. We'll be getting modded servers up in other regions over the next month or so, but we want to get the USA server rock solid and make sure the mod list is fun and suitable before going through the pain of setting up another 2 of them! The current mod list is as follows:
The Waste Kind
Attack and Defence
Custom Heads CTF
Shiprekt
Laser Wars
We're still very keen for feedback on the modded server - what you love, what you hate about it. Have Fun! Max Full Changelog:
Game Changes: [fixed?] warning and potential crash in console cmd /kick [added] engine-side functionality and script bindings for CMap::SetBorderColourLeft CMap::SetBorderColourRight CMap::SetBorderColourTop CMap::SetBorderColourBottom CMap::SetBorderFadeWidth [added] semitransparent sky border using new map border binds [added] borders set semitransparent only when there's a clear sky, to prevent the appearance of "floating" edges [added] minimap colour calculation bindings can be overridden just for tiles >255 or for all tiles has fallback for (simple) no script case [fixed] knight attacks around very-close doors can still be blocked potentially more than they should but not by much/only compared to tiles needs lots of feedback [fixed] pressurecooker dirt camping vulnerability [added] properly scaled vehicle cooldown bar vehicle.max_cooldown_time for anything implementing the custom firing methods + using vehicle gui [fixed] catapult ignoring cooldown [added] can right-click (action2) to cancel vehicle shot charge and incur half-second cooldown [added] sync for chest open/closed on join [fixed] fall damage "eating" spike damage (colliding with terrain took away the velocity before the spikes could read it) [added] tdm has tdm_vars.cfg control for mapcycle scramble or not - defaults to letting autoconfig decide if missing from cfg, but value in default config is 1 [added] setdamagetocarrier.as to food/heart/boulder to fix achievements [modified] made yagger/makmoud head invisible [modified] file send chunk size reduced to decrease load on running modded game when someone's joining (todo: consider autoconfig var for it) Official Modded Server Changes: [updated] mod server config with some new tweaks, still waiting on working tcpr bridge as part of the gshost api but it's more or less ready to be plugged in. [added] waste kind to official modded server + changed cycle time to 3hr
Source
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