Gameplay

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King Arthur's Gold is a team based sidescroller, in which there is combat, building and mining. The core of the game is two teams pitted against each other in a battle. The official game modes, or more essentially, types of battle are Capture the Flag and the now less popular Gold Hunt.


Game modes

War

"War" mode is a bit like "Deathmatch". You must fight to the death against your opposing team, but unlike "Rapid Deathmatch", you have all three classes at your disposal and a building time. Each side has a limited amount of tickets that deplete every time you kill an enemy player. To win the game, your team must reduce the other teams tickets to zero, then kill the remaining players. It also differentiates with "Capture the Flag": There are NO tents, NO outposts and you do not get any resources at the beginning of a game, you must collect them. The default maps have a small lake in the middle, and the two teams on opposite sides. This is a gold only gamemode!

Capture the Flag

Capture the flag is a gamemode in which team Red and team Blue try to capture the enemy flag and return it to their own tent. The flag is perched atop the tent so you are going to have to jump to get it, and the tent is usually covered in defenses. At the beginning of a game, players will have time to build defenses before the assault begins. During this preparation phase, Builders can receive stone and wood refills by returning to the tent and picking up the stone or wood from the stockpiles, and a large red barrier blocks players from accessing the center of the map.

In capture the flag mode, each class serves their own purpose. Generally the builder builds defenses around the tent and helps others to destroy or surpass enemy defenses. The knight is the front line soldier, preventing the enemy from breaching the knight's team defenses, while pressing onward towards the flag. The archer supports the knight by forcing the enemy to shield with arrows. As of Build 349 in premium servers, "Gregs" (flying gargoyle's) will fly around and pick players up and fly around and drop them. However most servers have this option disabled.

Strategy

Capture the flag requires some thought and strategy (if you want to win that is).

  • As the knight, try to go with others in battalions, this way, if there are no builders, you can collaboratively use your bombs to destroy buildings.
  • As the archer, you can shoot through a friendly knight with his shield up if you're behind him, so try pairing up with a knight.
  • As the builder, know the spike pits won't kill an enemy if they just fall in, it will only injure them. They will most likely destroy your work. Multiple draw bridges with spikes on them do not hurt the enemy players, as spikes need an effectively solid platform to do damage, so as the enemy falls through, they do not take damage. However, spikes on drawbridges will hurt your own teammates.
  • At the beginning of the match, you should always change to a Builder. Even if you don't have a good idea of what to build, you can always just add Castle Back Walls for support or construct Trap Bridges to help your team get around.
  • A good strategy for capture the flag is to have knights at the front line and builders building walls behind them. This makes it harder for enemies to advance and if you have a outpost it can be a very efficient technique.

Zombie Fortress

Zombies
A screenshot of the new zombies game-mode. Originally posted from Blog
This is not a part of the game
This is coded into the game but not implemented.

KMDMC.jpg
Zombie Fortress game mode icon
Zombie Fortress game mode icon

Zombie Fortress or Zombie Fortress Mode (abbreviated as ZFM) was a planned game mode both for singleplayer and multiplayer, intended to be available to all fully-paying members of KAG Classic (back before it was free and known as "KAG Classic"), in which players attempt to survive in a randomly generated world against a never-ending undead horde. It was also planned that there'd be multiple undead classes.

In the end, a work in progress version of the singleplayer variant was released on March 2nd, 2012, as the developers left for GDC in San Francisco and did not want to delay the release while completing the multiplayer version [1]. Note that in this singleplayer form, it is referred to as "Zombie_Survival" (or "zombies") in the KAG Classic code. In the end, the multiplayer Zombie Fortress was never released (though it is commonly modded, both in KAG Classic and KAG Alpha), and the singleplayer version was abandoned.

The "Zombies" spawn naturally in randomly generated dungeons and underground expanses, at Zombie Portals, as well as during the night. There are also NPCs which will help you survive the Zombie horde. The objective is to survive as many days as the player(s) can. Migrants were recruitable unarmed survivors, recruited by carrying them to a Quarters and then pressing [E].


Modding (WIP)

Zombie Fortress got a lot of hype amongst fans, so when the developers stopped working on it,

KAG Alpha

ZFMConcept.PNG

Zombies Features

  • Multiple Zombie Classes
  • Randomly Generated Dungeons/Castles
  • "Wang Tiles"
  • "Portals" or "Altars" that spawn Undead, you can buy a zombie for 5 gold coins.
  • Non Player Characters that will assist you or that you can control.

Zombie Fortress Multiplayer

A bit after the release of Zombie Fortress, the developers released the multiplayer version of the gamemode. While it has mostly the same features, the NPCs are assigned to players and can only be controlled by them.

Like in Single Player, once all portals are destroyed, the game does not end, an administrator must make a new game.

More information at the Zombie Fortress page.

Rapid Deathmatch

This is a custom game mode with 0 unit limit (meaning players do not respawn after they die) and the only available classes being knight and archer. Each round is played until one team kills the other.

Strategy

A good strategy on this game mode is to stick together and pick off the enemies 1 by 1. Another strategy is to travel in groups of two, archer and knight, that way you can attack while having the enemy worry about arrows and your sword. It also allows for picking off the enemy team quicker than fighting one by one.


Gold Hunt

This game mode puts the teams in a race to gather the most gold. A team becomes victorious by gathering a set amount of gold before the opponent. Digging for gold is not the only victorious plan, players can also steal their way to victory. Gold can be stored in sacks in this mode.
As of Build 514, Gold Hunt is unfindable in Normal and Gold servers.

Custom Modes

The King Arthur's Gold community has been creating their own game modes by tweaking the settings of the game. Most of these game modes are only available on Gold servers. The most popular one is Roleplay where a player can choose different factions and roleplay a character. Most custom game modes include either new or modified

Image Name Construction cost Upgraded from Function
Workshop.PNG Workshop 150 WoodMini.png - Generic wooden shop structure - used to create specific Workshops
BuilderShop.png Builder Shop 50 WoodMini.png Workshop Create Useful Builder Tools
Quarters.png Quarters 50 WoodMini.png Workshop Heals
KnightShop.png Knight Shop 50 WoodMini.png Workshop Buy Explosives
ArcherShop.png Archer Shop 50 WoodMini.png Workshop Buy Special Arrows
VehicleShop.png Vehicle Shop 100 WoodMini.png + 50 GoldItemMini.png Workshop Create Siege Weapons
BoatShop.png Boat Shop 100 WoodMini.png + 50 GoldItemMini.png Workshop Create Ships
Tunnel.png Tunnel 100 RockItemMini.png + 50 WoodMini.png + 50 GoldItemMini.png Workshop Move quickly between other tunnels
Storage.png Storage 50 WoodMini.png + 50 RockItemMini.png Workshop Store items, resources, small animals, and dead players (live players cannot be stored)
Quarry.png Quarry 150 RockItemMini.png + 100 GoldItemMini.png Workshop Generates stone when fueled with wood

Trivia

  • Workshops (commonly referred to as "shops," since nearly all of their products cost coins), take up 3x5 tiles in space.
  • When building Workshops, as a builder (tap on the :insert-picture-here: button), the game will check to see if the space is available around them before creating it right where the player is standing (There must be no blocks, spikes, doors, shops, vehicles/boats, and/or game mode structures such as Halls and flag stands/spawns in the area where the Workshop is to be built - if there is, then it won't build it, instead showing red in the area where the shop could be built if there weren't any obstructing objects).
  • Workshops create wooden background "behind" the shop (except in the cases for stone shops, which create stone or castle background). They always create a single 1x1 hole in ALL background tiles (including its own, depending on how you think about it), excluding the indestructible mossy dirt background tile. You can not always see the said hole (i.e. in the case of stone workshops), but it is there (luckily, you can still place wooden or stone background in the gap).
  • While nearly all workshops are wooden (including the generic Workshop), the Tunnel and Storage structures are stone (Also, they have stone backing).
  • It is possible, in the case of wooden workshops, to have all of its background tiles burnt (the only way one can remove its backing without destroying the shop) while having the workshop still alive and usable.

Navigation

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Tent

Tent
A half blue, half red tent, to show both colors.

The tent is often the most valued asset in the game, being the gold storage in Gold Hunt mode, and the place of the invaluable flag in CTF mode. Before a game starts or before there are enough players, the tent serves as an infinite resupply center. Once the game starts, the tent will still function so, but for that the player must cycle through classes to their own again. This leads us to the tent's final purpose; as a class changing station. The player can cycle through the classes by pressing the E key. Builders can obtain free resources (Wood and Stone) passing the Tent in warmup time.

Tips

  • Guard your tent well! It is pivotal to victory.
  • As well as guards, walls and catapults can increase security.


Griefing

Griefing is a term used by many players to describe the act of hampering your own team. Whether its destroying your team's constructions, obstructing paths intended for your team, or shooting them with catapults - any intentional act that gives disadvantage to your own team is considered griefing. This also includes team swapping to harm the opposite team.
If you see any griefing, please press ESC then click chat and let the channel know. Generally a guard will be on and come assist you.


See also