Archive for the ‘Releases’ Category

Knights version 23 released!

Friday, December 27th, 2013

Hi everyone,

I decided that it was about time to do another Knights release (has it really been a year since the last one?), so I have just released version 23.

This is just a small bug-fix update. The main bug that was fixed was that I finally tracked down why the server list page was sometimes showing 0 players online, even when people were online. This turned out to be an overflow problem (basically, after the game had been running a few days, a 32-bit timer would overflow and this would prevent any further updates being sent after that point).

There are also a couple of minor fixes/changes for the Linux build.

Most users won’t need to upgrade, although if you’re running your own server you should upgrade in order to get the server list fix. (I’ve already applied this to the official server.)

Hopefully next year I’ll get a bit more time to work on the game!

The new release is available from the download page.

About Knights

Knights is a multiplayer dungeon bashing game. Players must explore randomly generated dungeons and compete to solve various quests. For more information please visit http://www.knightsgame.org.uk/.

Knights version 22 released!

Monday, December 31st, 2012

I am pleased to announce the release of a new version of Knights.

This release adds a number of new Lua scripting features, and it also fixes a couple of bugs. See the download page for full details.

Happy new year to everyone :)

About Knights

Knights is a multiplayer dungeon bashing game. Players must explore randomly generated dungeons and compete to solve various quests. For more information please visit http://www.knightsgame.org.uk/.

Knights version 21 released!

Monday, September 10th, 2012

A new version of Knights has been released!

This time there are two major new features:

  1. There is a brand new Tutorial level. This should make it a lot easier for newbies to learn how to play. Old timers might also like to play through the Tutorial, as there are a couple of interesting challenges in there :)
  2. Lua support has been added. This allows players to make their own modifications (mods) for the game. Already some players have created mods, adding things like spiders, living armours, and a hilarious (imho) new wand type. To see what people are doing, check out the forums.

As usual, head to the download page for downloads and detailed release notes.

P.S. Due to a technical issue the official Knights game server is currently offline. I’ll fix this later today.

About Knights

Knights is a multiplayer dungeon bashing game. Players must explore randomly generated dungeons and compete to solve various quests. For more information please visit http://www.knightsgame.org.uk/.

Knights version 20 released

Saturday, July 7th, 2012

I am pleased to announce a new release of Knights.

New features include:

  • All quests can now be played as team games. (The House Colours determine whether a game is a team game or not; there is no separate “team” game type any more.)
  • Invisible knights are now shown with a transparency effect, and you can see invisible knights on your own team.
  • Added a Quest Requirements display in-game. This is a handy reminder of what you are supposed to be doing in each quest.
  • On Windows, Knights now uses DirectX for rendering by default (and falls back to SDL if DirectX is not available). This should reduce CPU usage for those with up-to-date Windows versions.
  • Many other bug fixes and improvements, see release notes for full details.

As usual the game can be downloaded from http://www.knightsgame.org.uk/download.html, where you will also find the full release notes.

Enjoy :)

About Knights

Knights is a multiplayer dungeon bashing game. Players must explore randomly generated dungeons and compete to solve various quests. For more information please visit http://www.knightsgame.org.uk/.

Knights 019 Released

Sunday, January 8th, 2012

I am pleased to announce the release of version 019 of Knights. As promised in an earlier post, this version has several new features including:

  • Improvements to team games
  • New “Deathmatch” quest type
  • Dungeon generator is now able to reflect/rotate rooms
  • Several bugs have been fixed.

Downloads, and full release notes, are available from http://www.knightsgame.org.uk/download.html.

Unfortunately I did not get time to add Loki’s ogre monster to the game this time; however, I did do a little work on refactoring the monster code, which paves the way for me to add ogres (and perhaps other monster types) in a future release.

About Knights

Knights is a multiplayer dungeon bashing game. Players must explore randomly generated dungeons and compete to be the first to solve various quests. For more information please visit http://www.knightsgame.org.uk/.

Knights 018 Released

Saturday, September 17th, 2011

Knights version 018 has been released. It can be downloaded from: http://www.knightsgame.org.uk/download.html

This release adds a Random Quest button, as well as fixing a number of bugs. Full release notes are available at the above link.

About Knights

Knights is a multiplayer dungeon bashing game. Players must explore randomly generated dungeons and compete to be the first to solve various quests. For more information please visit http://www.knightsgame.org.uk/.

Knights 017 Released

Tuesday, August 2nd, 2011

A new version of Knights has been released. This release fixes a couple of problems which have been causing the server to crash recently. In particular, there were issues with players observing/spectating games, and with time-limited quests. These should now be fixed and the server should hopefully provide a crash free experience :)

Note: The changes are server-side only, so if you already have version 016, there is no need to upgrade (unless you want to run your own server of course).

Knights 016 Released

Saturday, February 19th, 2011

Knights version 016 has been released!

Download it from: http://www.knightsgame.org.uk/download.html

The main new feature is the addition of a new mouse-and-keyboard control system. The idea behind this is to try to make the game a bit more user-friendly for newbies. Although I think there is still more work to do in this area — e.g. a better tutorial might be nice — I think the new controls are a good start and hopefully will allow more players to enjoy the game.

If you have any comments on the new controls, or ideas for improvements, please feel free to comment below.

The old control system is, of course, still available. You can select which control system to use from the Options screen.

Enjoy the release :)

Next on the agenda is improving modding support (including Lua scripting) so that people can make their own mods for Knights.

Knights 015 Released

Thursday, August 5th, 2010

Knights version 015 has been released. Get it from http://www.knightsgame.org.uk/download.html

New features include:

  • Potion and scroll respawning (called “Stuff respawning” on the quest selection screen). This makes potions and scrolls respawn a certain time after they are used. This should be useful for multiplayer games where the potions and scrolls run out very quickly if there are a lot of knights. (Originally suggested by dukey, back when we had the first multiplayer games of Knights…)
  • Team Duel to the Death mode. This works like a normal duel to the death, except that knights divide into teams (based on their house colours) and the team that kills all the other team’s knights is the winner.
  • Single player games can be played on the server. Other players can observe, so this is useful if one player wants to show other players how to play the game. (Requested by Moo.)
  • A speech bubble icon now appears above a knight’s head while they are typing a chat message. (Requested by K9.)

There are also a few bug fixes (see download page for full details). I have also added initial support for Lua scripting but you can’t do very much with this yet — I’m really just laying the foundations for future releases at the moment.

For the next version (016) I want to make some improvements to the control system (this has been discussed here a few times, and also some people on moddb mentioned it), and also continue working on the Lua scripting.

Knights 014 and Map Editor 001 released

Wednesday, March 10th, 2010

The first beta release of the map editor is now available. Download from here: knights_map_editor_001.zip. This is a Windows only release currently. There are also not any proper instructions yet, but this blog post (and the previous one) will give you the basics of how to use the editor.

There is also a new release of Knights. You will need to install this before you can use the map editor, as the older versions of Knights are not compatible with the editor.

To use the editor, first download and unzip it. Then run knights_editor.exe.

Before you can start using the editor properly, you have to tell it where Knights is installed. To do this go to File -> Settings and fill in the “knights_data directory” and “Knights exe location” fields. These will usually be set to “C:\Program Files\Knights\knights_data” and “C:\Program Files\Knights\Knights.exe”, unless you have installed Knights to a different location. The program saves these settings so you only have to do this once.

You are now ready to start editing. To load the standard Knights rooms file, go to File -> Open and open the file “knights_rooms.txt” in your knights_data directory. (It is a good idea to make a backup copy of this file first, in case you break anything.) The standard Knights dungeon “segments” will appear on the left hand side of the window. Double click any one to open it for editing.

To place tiles you can click one of the tiles at the bottom of the window and then use the mouse to “paint” this tile onto the map area. You can use either the left or right mouse button to paint (i.e. you can have two different tiles selected at once, one on the left and one on the right button). You can also ctrl-click any tile on the map to select that tile (this may be faster than going down to the palette at the bottom all the time).

In the tile palette you will notice certain tiles have letters attached. The “P” indicates a “live” pentagram (the other pentagram tile without a “P” represents a “dead” pentagram that has no effect when stepped on). The “G” and “N” represent the gnome book and the Necronomicon respectively. “S” indicates the special pentagram, used for destroy book with wand quests (as opposed to a normal pentagram). “L” indicates doors which are “permanently locked” and can only be opened by means of a switch.

By clicking “Switches” you can cause actions to be triggered when a knight walks onto a certain tile or presses a switch. Double click the map to place a switch, or right-click to remove an existing switch. The switch actions have to be entered using a special scripting language which will be the subject of a future blog post.

By clicking “Rooms” you can set the locations of the individual map rooms which make up the segment, or view the existing rooms. Note that the actual dungeon rooms extend one square further in all directions than what is visible in the map editor (so that the rooms overlap by one square in the game itself). To place rooms, drag out a rectangle while holding the left mouse button. The right mouse button is used to delete existing rooms. Note that all rooms must be set properly before the segment can be used — if this is not done properly, the game is likely to crash.

On the File menu you have the usual New, Open, Save options. I recommend saving your work regularly since this is still beta quality software and it could crash at any time :)

The map editor has Undo and Redo features, available on the Edit menu (or by pressing Ctrl+Z or Ctrl+Y).

On the Segment menu you can add and delete segments to/from the current file. Each segment can be given a name (by editing the box on the right-hand side of the main window); this is not used in the game but is useful for keeping track of segments in the map editor. The segment “category” can also be set; this should be left blank for most segments, but can be set to “gnome_room”, “liche_tomb”, “guarded_exit” or “special_pentagram” for the special mission types. (See the segments at the bottom of the standard knights_rooms.txt file — the ones with names beginning “Z” — for examples of these.)

Last, but not least, there is also a feature where you can test your creations in the actual game. To do this, double click the segment you want to test, then go to Segment -> Test. Assuming you set your Knights exe location correctly, this will start a copy of Knights and put you into your chosen segment. After you’ve finished testing you can either close the Knights window or press ESC – Q to quit in the usual way.

If anyone does give this a try, please send me feedback – both as to any bugs you may find (I’m sure there are plenty) and also any suggested new features or improvements. Also, if anyone wants to send me dungeon rooms they have made, then I would be happy to put them into a future version of Knights!