Lua doc updates

I did a bit more work on the Knights Lua documentation project today. The following functions have been added to the docs:

  • kts.AddMissile
  • kts.AddMonster
  • kts.AddMonsterGenerator
  • kts.CloseDoor
  • kts.Control
  • kts.IsDoorOpen
  • kts.LockDoor
  • kts.MonsterType
  • kts.OpenDoor
  • kts.OpenOrCloseDoor

There is still a lot to do, but this is a good start 🙂

For more information about Knights, please visit

A quick Update

Hello, I hope everyone had a good Easter.

I am conscious that I haven’t made any Knights updates for about 10 years now (where did that time go!), but I feel that the time has now come for me to start working on the game again!

For me the priorities for now are:

  1. I need to get Knights working on my computer again. Unfortunately the Knights Linux build doesn’t work currently (some Makefile changes are needed apparently) and I only have a Linux machine right now (so I’m unable to use the Windows installer, at the moment). So my intention is to figure out how to fix the Linux build and then make a new Knights release (the first for some years in fact).
  2. I am going to add a “Lua Docs” section to the website to replace the old Lua documentation that used to be on the Trac site (which was unfortunately lost some time ago).
  3. I would like to move the Knights source code from its current SVN repository onto GitHub.

After that, we can start thinking about what we want to do with the game next, in terms of new features or whatever. But the above should be a good starting point.

That’s it for now — I’ll post again fairly soon with an update on how it’s going.

For more information about Knights, please visit

Server move complete!

The Knights server move described in the previous post is complete, and the server is running at its new home without any (known) problems.

I have also enabled HTTPS support, so you can now access the home page at (For now, both HTTP and HTTPS are working, but I may turn off the old HTTP site, or redirect it, at some point.)

As always, if you spot any problems please let me know in the comments below, or by email to stephen (at)

Planned server move this weekend

Dear all,

First of all, I’m sorry for not updating this site very often these last few years. Basically I have been busy with my full-time job and “real life” and just haven’t had much time to work on indie game programming projects for a while. I do hope to get back to it sometime, but probably won’t be able to do too much for at least the next year or two, unfortunately.

Also, I hope everyone reading this has been staying safe during the pandemic.

The reason I’m writing today is that I’m going to be moving the Knights server (and my personal website) to a new hosting provider. (My existing provider has said they will be discontinuing VPS hosting at some point in the future, and also I can save a bit of money by moving to a cheaper company, so now seems like a good time to do this.) I notice there is a Knights game planned this Saturday so I’ll try to fit in the work either Saturday evening after the game has finished, or Sunday morning. That should give plenty of time to fix things if everything starts going wrong 🙂 (especially since Monday is a holiday here in the UK as well).

Of course I hope (and expect) that it will all go smoothly, but there might still be a little downtime, so basically what I want to say is, don’t panic if the site is inaccessible for a time, I will be working to get it back again as soon as possible!

Any concerns, drop a note below or email me at stephen (at)

Thanks to all Knights players for your support over the years!


Bug tracker changes

We have quite a few issues on the Knights bug tracker now, so I’ve decided to tidy things up a bit by sorting them into categories. I’ve used the “Milestone” field to represent the categories, and have created new Milestones as follows:

  • 200 – Major Bugs
  • 300 – Minor Bugs
  • 400 – Improvements/New Features
  • 500 – Lua bugs
  • 600 – Lua improvements
  • 900 – Gameplay ideas/suggestions

(The numbers are just to make them sort in the order we want.)

The best way to see the results is to look at the Active Tickets by Milestone page.

I plan to start clearing some of the bugs over the next few days/weeks, then maybe we can move on to some of the more interesting stuff after that.

Knights update Oct 2015

I know things have been quiet around here lately. But recently there have been a few discussions about how to move forward with Knights development. So first of all I’d just like to make a list of some of the things that we’ve been discussing:

  1. There was talk of making a Steam version of Knights. My feeling with Steam is that you really just get one shot at it — at the initial launch, there is a lot of interest, but it dies down a lot afterwards. Therefore, it’s probably best to wait until we have a really polished version of the game (e.g. fix all the outstanding bugs) before contemplating a Steam release.
  2. There was also talk of porting to tablets (and also Mac) although I think similar comments apply.
  3. Some people complained that when a knight hits another knight from the side, the second knight is “stunned” (unable to move for a moment) which gives too big of an advantage to the first knight. To try to rectify this I made a mod that removes the stun effect, and put it on the forum. We tried this out a bit last weekend, the conclusion was that it works quite well but probably needs some more tweaking. So that one is “ongoing” 🙂
  4. One of the biggest problems with the game is that certain quests just get into a “stalemate” situation at times. This can happen with Duel to the Death and sometimes with Destroy Book with Wand. Unfortunately it’s not obvious how to solve this — this is something we’ll have to think about at some point in the future.
  5. Someone emailed me to complain that the knights just “glide” along smoothly, so they look as though they are floating through the air instead of walking. This is a reasonable point… although speaking personally it doesn’t really bother me that much (I wonder if anyone else is annoyed by this?).
  6. There are a few minor bugs / improvements we could do, including:
    • Sometimes sounds are heard throughout the dungeon, instead of only in one room as they ought to be.
    • Sometimes daggers/axes fly right through people without hitting them.
    • On Windows 10 on “high DPI displays” the display is upscaled making the text look blurry. (Need to make the app “DPI aware”.)
    • The official server should appear as instead of (just to make it look slightly more official).
    • Apparently the “password protected” mode for the server doesn’t work.
    • There should be sounds played when someone connects, and perhaps when they type a chat message as well. (Of course there should be an option to disable this if people don’t want it.)
    • Skull graphics sometimes point the wrong way (because they don’t rotate correctly).
    • The “my sword broke and turned into a dagger” bug.
    • The wand of teleport mod needs to be fixed to use the proper Lua “get random square” function. (Also maybe it should be made so that it only teleports one in two, or one in three hits.)
  7. Tinari also made some suggestions:
    • Perhaps poison should kill you slowly over 10 seconds or so instead of instantly. This would give you time to look for a healing potion (or take out another knight before you go!).
    • “Permanent magic” options e.g. a game mode where you always have quickness, or are always invisible, etc.
  8. It was mentioned that players sometimes just turn up to the server, see there are no games at the moment, then go away again (and don’t come back). Perhaps we need to advertise more strongly that there is a weekly game every Saturday and you should turn up to that if you want to play.
    • This is one area where Steam and/or tablet support would be useful, because users can easily be given notifications when their friends are playing Knights…

In summary I think the best way to go forward is probably to try to squash some of the minor bugs and add the smaller improvements (like sounds to identify when a knight joins, that sort of thing). These have the advantage of being fairly easy to fix, so it should be possible to make progress without needing to sink loads of time into it.

After that, we can consider some of the more interesting issues, such as game design changes that we may want to make.

As always, feel free to comment on any of this stuff below 🙂

For more information about Knights, please visit

Knights update (December 2014)

Hi everyone, I haven’t done a Knights update for a while so I thought I would just check in to let people know I am still here 🙂

Unfortunately, I haven’t had much time to work on Knights recently, so there haven’t been any changes to the codebase to report.

However, I did take the time to update the Knights web page. In particular I added a couple of review quotes, which I’ll reproduce here because they are a great description of the game:

This game is fun. It isn’t at first because there’s just so much to take in, but stick with it for an hour or two and I promise you this is one of the best games ever created.

(Steven Pearson)

If any other convincing is necessary that this is one of those multi-player games to play with friends while drinking beer, then consider this: how many other Amiga games let you bash through a door with an axe in a “Here’s Johnny!” style just before you bury the axe in your opponent’s skull?

(Adrian Simpson / Amiga Point of View)

Those are better than anything I could write 🙂 so I have added them to the home page. Hopefully the new page will give people a bit more of a clue of what Knights is all about, and maybe tempt them to download…

In other news, the game must be becoming a bit more popular because it has been added to two Linux distributions (that I am aware of): OpenSUSE and Rogue Class Linux. This is great news and hopefully will lead to more people trying out the game.

(If anyone knows of other Linux distributions that carry Knights, please let me know and I will add them to the website.)

As for future work… well, I don’t have any specific plans but here are some things I would like to do:

  • Bug fixes (there are always bugs that can be fixed… although I think most of the major ones have been squished by now)
  • Adding stuff to the Lua API perhaps?
  • Some day I want to make a (working) map editor for Knights… (although this is probably unrealistic at the moment, due to lack of time).

As always, if anyone has any “requests” for future Knights changes/improvements, please let me know.

In the meantime, Merry Christmas 🙂

For more information about Knights, please visit

Knights update (August 2014)

I’ve decided to start doing update posts on a semi regular basis (perhaps once every 1-2 months) to let people know what is going on with Knights. Each post will include a summary of what has been done since the previous update and a brief look forward at future plans.

So without further ado…

Progress since last update

There was actually an update post back in June. So what has happened since then? Basically, there have been two releases of Knights, which have achieved the following:

  • Updated the Knights codebase so that it works with the latest version of Visual Studio. (This briefly introduced a bug with WinXP compatibility, but that is now fixed.)
  • Made some changes to daggers, and re-introduced “gate squishing”, as requested by KnightRider.
  • Other bug fixes (too many to list here).

Goals for the next couple of months

I think I’ve mentioned this before, but I want to work on improving the front page of the website: not only to make it look better, but also to highlight the features of the game a bit more and try to make it more obvious what is good about the game and why someone should download it 🙂

As regards the game itself I think the next things to work on are the following:

  • Potions: KnightRider correctly points out that the original Knights had two different sorts of regeneration potions; I intend to add this to the PC version as well (it shouldn’t be too difficult).
  • Moo pointed out some issues with the Lua API, which I want to look into.
  • There is also still a backlog of bugs (thankfully, none of them serious). I want to keep chipping away at these, therefore I’m aiming to get at least one or two resolved before the next update (in 1-2 months time).

For more information about Knights please visit

Knights version 25 released

I am pleased to announce release 25 of Knights. This is a relatively minor release, the two main changes are:

  • Fixed the problem where the game would not run on Windows XP.
  • More fixes to daggers (as requested by KnightRider).

As always you can get the game 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