Full notes
Full King Arthur's Gold update
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Repeated intro
Hey Folks! First, welcome new players from the steam sale! Hope to see you on the battlefield. This build contains all changes from our first round of bounties, and a lot more besides! Two big changes this build for CTF:
What changed
- Maps
- Balance
- Gameplay
- UI and audio
- Server
King Arthur's Gold changes
There is a new building, the Quarry. This community-voted bounty was proposed and implemented by Mazey.
It costs 150 stone and 50 gold, on top of the 150 wood required for the building frame. It consumes wood to generate stone over time. We're going to be keeping a close eye on how this affects balance, but we're optimistic.
There is a new capture-stalemate resolution system. This community-voted bounty was proposed by DoctorSnakes and implemented by Pirate-Rob. The stalemate system detects when all flags on both sides have been captured, and starts a timer. Once this timer expires, all flags are returned without capture. This prevents the condition of both teams being unable to capture a flag, and the game being unable to end.
Other changes:
There is a new button dedicated to eating food from your inventory or hands. This community-voted bounty was proposed by benjamingorman and implemented by Ferrezinhre.
By default, the button to eat food is V. Space will no longer eat food, and is used solely for rotating blocks or lighting bombs. NOTE: As a result of this change, your controls will be reset on first launch - watch out for this. As the key "clashed" with an existing key, and we didn't want to remove it completely, we decided that was the safest way to handle things.
Builders can quick-swap between their last 2 selected blocks with the Inventory button, F. This change is experimental and could do with some refinement, but potentially saves builders quite a lot of time when building walls and backgrounds. It can also be used to quickly "drop" building frames. Thanks to Potatobird for developing this feature.
The new emotes from earlier in the year have been added to the emote wheel. They have not been touched up further yet, as there wasn't time for it in this build cycle, but that's still on the table. The emote wheel also renders above the minimap to help keep everything easy to see and interact with. We're looking at solutions (including a grid and a multi-tiered ring) that would allow even more emotes.
New Players don't drop hearts. Specifically, players who registered within the last 2 weeks will not drop hearts upon dying, which will prevent them "feeding" more experienced players and help level the playing field a little. We're considering if anyone should really drop hearts on death, and potential other HP-related changes, and will be polling the community through discord about it in the coming weeks.
Gold now stacks to 100 (as 2 lumps of 50) instead of 250. This reduces the overall amount of gold you can carry, but makes taking the right amount of gold for a building out of the storage much simpler. It also makes gold lumps much more visible as they use the large stack sprites for much smaller values, so they are harder to "lose" in the chaos.
There's also a fair sized bucketload of fixes and modding improvements - see the full changelog for details. Longer Loading Times: This build is the first to feature a "proper" flush of all modded files, scripts and configs on switching servers. This
Source
Changelog.gg summarizes and formats this update. How we read updates.
