Скачать игру King Arthur’s Gold

King Arthur’s Gold – является 2D многопользовательской игрой с ретро-графикой (пиксель арт стиль). Вам предстоит не только драться с зомби и стрелять из лука в себе подобных, но и добывать ресурсы, строить замки, стены, лестницы, катапульты.
Обновлено до v1.741 (67.36 Мб.)

King Arthur's Gold

Существует две команды, три типа персонажей на выбор: рыцарь, строитель и лучник. Строители должны копать, собирать золото и строить замки. Остальные борются с соперниками. Конечная цель игры заключается в том, чтобы собрать больше золота, чем соперники (вы также можете украсть их золото!). Вы можете создавать местности и играть в одиночку, если хотите увидеть, как работает игра. Однако, это мультиплеерная игра — лучше играть на сервере.

King Arthur’s Gold is a 2D multiplayer-only castle building and war game. There are two teams. You can spawn as a builder, archer or knight.
Builders dig, collect gold and build castles. The rest are fighting classes.
The ultimate objective of the game is to collect more gold than the opposing team (you can also steal their gold!).
- 64+ people multiplayer — 3 classes (knight, archer, builder)
- build castles and mine resources — pixel-art retro style
- old SNES game King Arthur’s World inspiration
- You can generate a terrain and play alone if you want to see how the game works. However this is a multiplayer game so I set up a server. You can also start your own dedicated server.

Changes »

• Ladders crashing/lagging server bug should be fixed, but needs proper testing.
• Mines only ignore shields within the immediate area – so if you’re shielding and a team-mate steps on it, you can survive.
• Trampolines spawned from map can no longer be picked up
• Mine has slightly increased priming time
• Many scripts standardised to use SetDamageToCarrier
• Fixed “clbutt” issue with noswears
• Coins from damage are capped at full health, so the overkill weapons dont give extra money.
• Fixed Name Hover Offset in TDM
• Fixed the infamous «infinite mod redownloading» bug
• Render account avatars in-game
• Lots of AngelScript error improvements (errors in #includes output correctly, lines matched to errors correctly)
• Memory leaks and file handle leaks investigated + fixed where possible.
• Limited the size of the backlog kept in console (very important for stability of long-running servers)
• Removed the printout of blob creation (-> drastically reduced log size)
• Sound volume getting set 100% all the time
• Music «bursting» at the start of each track
• primitive character name tab-complete in the chat box
• extended TCPR functionality
• Halloween content and a new «holiday» framework for recurring events.
• Trampolines now cannot be folded, have a «reset time» before they can bounce something else, and work while held.
• Mines do substantially more damage to tiles, ignore shields, and can be converted between teams if you pick them up before they deploy.
• Arrows do not collide with other projectiles.
• Spawning issues in CTF are mostly fixed, including spawn timers resetting and spawning at contested points.
• 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.

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