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Offline Asid

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Medieval Kingdom Wars
« on: June 28, 2017, 12:36:42 AM »


Rewrite medieval history through bloody siege combat and grand strategy. Rule, build, and wage war as one of the minor lords of medieval Europe… Medieval Kingdom Wars redefines Medieval Grand Strategy.

Official Site: Here
Official forum: Here
YouTube Channel:Here
Steam: Here


Single-player, Online Multi-Player, Online Co-op


Official trailer



About This Game
Medieval Kingdom Wars brings a fresh perspective to the grand strategy genre, combining it with a full-on real time approach, and daring to go where few strategy games have ventured before…Redefining Medieval Grand Strategy, by combining historical accuracy, a huge living and changing world, and historical quests, all in a real-time environment. Build your cities, wage your wars, serve your king, and experience siege combat with a degree of brutality never seen before

Features:
Medieval Kingdom Wars features a variety of features that breath new life into the grand strategy game genre:
•   Innovative Real-Time Strategy with a single player grand campaign and solo/co-op multi-player modes
•   A grand campaign that puts the player in charge of a lordship entangled by domestic and international politics
•   The bloody siege combat of the period, with numerous survival elements and brutal historical realism. Includes looting corpses and hunting rats to feed your starving garrison
•   Realistic, medieval siege combat with intricate stronghold construction, and over 30 siege weapons and units
•   Featuring the most detailed and beautiful maps seen in this genre. The world map covers all of Western Europe
•   The complex city-building and economic model carries over seamlessly, from the skirmish battles to the grand campaign
•   One game combines players’ favorite features from the most popular RTS and Grand Strategy games on the market
•   A completely new IP, yet it will feel familiar.
•   Beautiful, yet gory game world where players fight across epic battlefields, and play a role in the grand events of the Medieval Europe
•   Solo and multiplayer skirmish and coop modes, with thousands of other players and a full set of features from ranking to guilds.

As well as:
•   Beautiful and Dynamic World Map
•   Real Time Grand Strategy Approach
•   Incredible Historical Accuracy
•   Complex Economic Survival Model
•   Non-linear Quests, Multiple Paths
•   Political Relations with Other Lords
•   Construct Enormous Castles
•   Complex Technology Tree
•   Weather and Seasons Change
•   Powerful World Editor & Workshop




















« Last Edit: August 30, 2022, 01:07:52 AM by Asid »
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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #1 on: July 04, 2017, 09:06:49 PM »
July Roadmap and Upcoming Updates
4 JULY   - DEV KONSTANTIN




Dear Players,

It`s great to see that so many of you are enjoying this early alpha version of the game. Same time it`s awesome to see stable player numbers and that MKW is not falling through the charts. To be honest - we were worried that things might go badly, considering the Mixed reviews. So - Big Thank You, for the warm reception - this gives us good hope for the future!

Also if you`r enjoying the game, or have some suggestions, please take a moment to drop by our Steam forums, or consider reviewing the game at whatever portal you purchased MKW.

We try to consider all of Your suggestions and reply to every post. And we always appreciate more reviews as well - to show the new players what the game is like.

But first... lets start with some bittersweet news (bitter for our players, sweet for us)


Vacation Time....
Both of our developers (myself and OddConfection) are taking a long planned vacation in July (can`t remember last time we been out). So unfortunately from around 15th until 22nd there will be no updates. But we`ll be sure to make up for it before we leave, and once we are refreshed and back - expect a flurry of new updates. Meanwhile Langor will still be available on the forums to read through and reply to all the posts.

Now lets look onto the plans for July...


July Development Roadmap
During July we hope to add last of the core features into the game, these will include:

World Map Unit Management - this is HUGE, and the main core element missing right now. We are doing away with the whole Army level thing, instead - just like in majority of grand strategy games - you will be able to train troops and transfer them between armies and towns.

World Map Building Management - also big part of the core campaign - instead of going into View Town Mode all the time, you will be able to construct buildings, right on the world map (for now using Silver, until we add world map town economy).

Naval Combat - the boarding actions, battles will start with a dozen of ships already in boarding position, and a quick fixed force battle taking place. The whole thing is simplified compared to games like Total War, and works more like naval battles in some of the Mount and Blade mods, but we are taking our time to make it very atmospheric, and dramatic. Besides - who has the time to chase ships over the water map for an hour?:)

Saving Units, Livestock e.t.c - as part of the WM Unit Management update - units will also save in battle, in view mode e.t.c

Spawning Units on the battle maps - same time we`ll be adding proper spawn position for all troops and economy units on all levels (right now they just all spawn by the town hall)

Research Tree, Locking stuff until researched - also a huge addition. Right now everything in-game is unlocked, however we have a huge progression in-mind (similar to what we did in KW2B, but with a tech tree that`s twice as big). Once this is in - we`ll lock something like 70% of available buildings, techs, units, abilities e.t.c and you will need to research it in the Steward menu as you progress through building your empire. As for the trade crafting components used to unlock techs, we`ll come up with some quick way to generate these for now (until full trade economy is in)

New Town Levels - we are adding a number of new town levels, this will help with variety quite a big. Also each starting town (for HRE, Castile e.t.c) will be unique now.

New Hamlets level - same time we are working on more hamlets designs - including fishing villages, small harbors e.t.c

Expanding the Random Map - right now most levels for Army vs Army or Hamlet attack look the same - just some Oaks, maybe a lake and a river there. in July we are greatly updating this system to include a lot of new terrain - from dense forests, to swamps.

Reworking Army Vs Army - Right now it`s too similar to Army Attack, instead it will see greatly reduced building options, and more of a fixed force scenario approach.

Bug Fixes and Improvements - there are over 50 other smaller bug fixes and improvements planned - too many to get into, but yeah - something like 36 of these are Your suggestions and bug reports, so once again - Thank You!
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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #2 on: July 06, 2017, 02:57:53 AM »
Update # 9 is Here!
Medieval Kingdom Wars - Dev Konstantin


And we are back with another large update. Our goal this time around was to once again polish up all the current content, making campaign bug free, balanced and more enjoyable to play. In addition to complete this update we`ve included over a dozen of your suggestions and fixes for the bugs that You reported.

Our next update is due early next week. Yeah...just one update this week, BUT - the reason for slowing down the updates is that we are working on a huge addition of being able to construct buildings directly on the world map, as well as completing the work on Naval Combat. You can expect both of these massive features later next week.

Thanks for all the support and help on our Steam forums!

And so - presenting Update # 9

-Added speed controls to the campaign map from 0.4 to 3.
-Town Hall level is now saved in View mode
-Completely reworked how Auto-Resolve works, much stronger army/town is now almost guaranteed to win against a much weaker opponent - 2 army/city strength difference
-Reworked Weather lighting - much easier to see units during rain
-Reworked Weather Lightning - looks much better and more realistic
-Major rework of the Dover Level - front walls not upgradable and capturable, other changes
-Major rework of Paris level - removed two extra gateways, improved combat performance
-Fixed major problem with buildings spawning units inside walls on some levels
-Fixed a bug with towns not properly revealing enemy armies
-Added short intro cinematics to Army vs Army and Hamlet attacks
-Exiting in the middle of the battle will result in a loss, and provides appropriate message
-Added warning about forfeiting battle when exiting in the middle of any battle
-Battle time increased to 45 for Hamlet attack/defense, and 90 for City attack/defense
-Can now skip town intro flyby
-Greatly increased world map fog of war view for armies and towns
-Cities can now recruit a higher level army, up to level 5.
-Added Time limit selection option to the Skirmish game mode
-Tutorial Button will now resume tutorial at the point last played, resets on completion
-Temporarily hiding Continue button
-Arranged Marker Building buttons better
-Removed Low Shadow options, was not working right
-Corrected Army Tent description mentioning Goblins...
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Offline Greybriar

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Re: Medieval Kingdom Wars
« Reply #3 on: July 06, 2017, 03:17:19 PM »
It looks so good that I plan on buying Medieval Kingdom Wars after it gets out of Early Access.
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"Press on. Nothing in the world can take the place of persistence. Talent will not: Nothing is more common than unsuccessful men with talent. Genius will not: Unrewarded genius is almost a proverb. Education alone will not: The world is full of educated derelicts. Persistence and determination alone are omnipotent." --Calvin Coolidge

Offline Asid

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Re: Medieval Kingdom Wars
« Reply #4 on: July 06, 2017, 03:29:06 PM »
The devs are very responsive.

I like what I see so far  :thumbsup
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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #5 on: July 12, 2017, 03:46:28 PM »
Update # 10 Has Arrived!

As we are slowly packing the bags for the week long vacation ahead, we are excited to present the next massive update - that luckily we have finished just in time.

With this and our future July updates, our goal is moving from quantity to hm... Epicness. It`s time to start adding some big feature to MKW, so while todays update comes with a short list of changes - they are the big once. Like - Naval combat - for the first time ever in a KW game, or, a real game changer for the campaign - constructing buildings right on the world map.

As always - Thank You for your continuous support. There`s a chance we`ll squeeze in another update on Friday, though can`t promise this. And once we are back from vacation the following week we`ll continue with rolling out more awesome features this month.

And so - presenting Update # 10
-Added building construction and management on the world map
-Added Naval Combat - work in progress
-Fixed blockading palisade not fully building around the large towns
-Fixed auto-resolve issues with AI attacking army always winning
-Fixed problem with campaign armies going one on top of another by the besieged city
-Trees now have a lot more wood in them, improves wood economy and serf silliness
-Cursor will properly change to show what walls units can be tasked on, and what walls can`t
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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #6 on: July 29, 2017, 02:09:23 AM »
Update # 11 is Live - We are Back!



Dear Players,

After taking a week off we are back to work, and continuing with our weekly updates schedule.

This week we have another massive update for you. One of the top requested features has always been adding more playable kingdoms - and in today`s update we did just that - unlocking every nation from The Papacy, to small Duchies like Bohemia. In addition we focused on polishing all of the recent new content. Fixing a numbers of issues across the board, improving the balancing, and taking care of a few bugs reported by our players.

Our next major milestone is completely rework unit management and fixed force part of the game. In the next update (or the one after) we plan to enable recruiting units from your towns right on the world map; and allow towns and armies to hold and transfer actual units.

Next up we hope to finally concentrate on the basic Diplomacy and Research Tree.

As always - thank you for your support, and we are very glad to see the Review score improving with every update, this is the best indicator that we are moving in the right direction.

And so, introducing Update # 11:

-All nations are now playable, with different starting conditions. Including - Ireland, Scotland, Burgundy, Austria, Bohemia, Papacy, Venice, Aragon, Portugal and Granada
-Enemy nation Armies will not longer attack player right away on the first run of the game
-Reworked how often AI attacks the player, now depends on campaign difficulty
-Improved the look of the naval combat level
-AI now will aggressively attacks in Naval Combat
-Constructing buildings on the campaign map shows building tooltip, needs a bit more work
-World Map MiniMap and Town Ownership flags on the world map are now updated to show controlling player
-Adjusted Building GUI so text will not overlap buttons
-Serf removed buttons to mine gold and iron, and fixed description on the looting action
-Fixed major visual glitch when destroying some buildings
-Fixed exploit allowing to exit battles without forfeiting
-Fixed bug with minimap showing wrong colors when attacking large cities
-Fixed problem with armies coming to attack player towns overlapping with player armies
-When exiting or entering campaign or main menu- all GUI menus will be closed
-Fixed the lag with loading portraits in the main main
-Fixed problems with some ports being unaccesible on the world map
-Campaign Selection screen now shows starting towns or hamlets
-Improved the Nation portraits for all minor nations
-Difficulty effects army cost 15% less
-Tax Income, Hamlet Upgrade price cost slightly increased on easy, decreased on hard ~10%-15%
-Campaign Intro cinematic reworked with more time to read text
-10% less chance to win in auto-resolve when attacking AI towns
-Reduced the range of Wall Capture object, no longer can capture through the walls
-When army or town is too far away to attack on the world map, appropriate message will show as army marches
-Clicking on enemy army or ship out of range will now initiate army movement
-Fixed problem with AI army passing by without attacking
-Fixed problems with AI armies standing by player towns for a very long time before attacking
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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #7 on: August 05, 2017, 02:31:54 PM »
Update # 22 (or 12th by the old count) - Is Here!




Dear Players,

Hope everyone`s doing well and ready for a weekend ahead! With today`s update we are starting a three update combo that will completely rework the core worldmap gameplay.

Today we introduced the town garrison system and town unit recruitment... Though I must admit - the current system is a work in progress. But it`ll all make perfect sense next week, once we expand the garrison to 30 units, and start adding whatever units you had in battle or in town view mode to the garrison. We`ll also introduce building and unit silver upkeep cost, and smart unit placement at the start of the battle (no more raves by the town hall).

Another thing of note, to avoid confusion in the future we decided to change how we refer to our updates. From now on we`ll use the game version to refer to our updates. So today`s update # 12th - would be Update 22. Sorry for any confusion this might cause, so yay - update 23 nextweek:)

In addition we are making a lot of changes to the world map level design, and are happy to introduce our 4th town level - Nantes, France. This huge river port city is waiting for you both in Skirmish and in campaign.

As always - Thank You for your continuous support, and can`t wait for the epic new update next week.

And so - presenting Update # 22

-Towns can now hold garrison of up to 12 units (to be expanded to 30 in the next update)
-Towns can now recruit units
-In View Town mode population temporarily reduced to 12 (will be back to 30 in the next update)
-Translated all the current not localized text
-New Level added to Skirmish - Nantes
-Changed levels for most of the world map towns, adjusted strength values, more variety
-Cleared and improved Hamlet locations on the world map
-Added new world map markers for hamlets - look like large villages or small towns now
-Nantes added to the world map, used for several shore towns, level 4
-In Skirmish AI partner will no longer constantly open gates
-In Skirmish AI partner will no longer order player wall construction
-Redesigned Pirineos mountains on the world map
-Redesigned Portugal on the world map - less mountains
-Redesigned Wales mountains, Breacon Beacons much smaller, and massive Snowdonia mountains.
-Moved Barcelona Hamlet on the World Map into it`s proper location
-Fixed minor issue with hamlets and army camps having extra 6 population in battles
-Various small GUI improvements: tooltip for town buildings fixed, move and scaled some strings
-Added scrollbar to long nation descriptions
-Fixed skirmish bug where friends would not see each other games
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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #8 on: August 11, 2017, 03:30:01 AM »
August Roadmap and Upcoming Updates
9 AUGUST   - DEV KONSTANTIN




Dear Players,

We want to start by thanking you for giving MKW a chance, and for all the continuous support. It`s truly inspirational for us to see that so many of you are enjoying this very early version of the game. Player numbers have been steady, and majority have many hours in-game, even hundreds. Big Thank You, for the warm reception - this gives us good hope for the future!

And if you are enjoying the game, or have some suggestions, please take a moment to drop by our Steam forums, or consider reviewing the game at whatever portal you purchased MKW.

We always consider all of Your suggestions and reply to every forum post. In addition now that there are first social elements in the campaign, I will set a few hours each week to talk to our players in-game.

Now lets look onto the plans for August. After 12 updates in the past 8 weeks - we are just gaining the momentum and continue with our weekly updates.


August Development Roadmap

World Map Unit Management - this is the BIG August project, and the main core element missing right now. We are doing away with the whole Army level thing, instead - just like in majority of grand strategy games - you will be able to train troops and transfer them between armies and towns.
ETA: late August.

Reworked World Map Town GUI - managing your towns is a big part of the campaign experience, and we are completely reworking the Town GUI.
ETA: early August.

Saving Town and Army Units - we plan to have MKW fully persistent between worldmap, battles or RTS town management - and this fill finally come together once all the units - trained or kill are saved once you are back to the world map.
ETA: mid to late August.

Spawning Units on the battle maps, remembering position and tasks - next is the proper spawn system for all troops and economy units on all levels (right now they just all spawn by the town hall). As for units that you have placed somewhere on a map, or given a task order (like cut wood) - that position and action will be remembered for the next time you open the town.
ETA: early August.

Research Tree, Locking stuff until researched - another huge addition. Right now everything in-game is unlocked, however we have a huge progression in-mind. Once this is in - we`ll lock something like 70% of available buildings, techs, units, abilities e.t.c and you will need to research it in the Steward menu as you progress through building your empire. As for the trade crafting components used to unlock techs, we`ll come up with some quick way to generate these for now (until full trade economy is in)
ETA: late August.

New Town Levels - we plan to add at least one more large town to the game in August - Caen is confirmed, Dublin is a possibility
ETA: late August.

New Hamlets level - same time we are working on more hamlets designs - including fishing villages, small harbors e.t.c
ETA: mid August.

Expanding the Random Map - right now most levels for Army vs Army or Hamlet attack look the same - just some Oaks, maybe a lake and a river there. in July we are greatly updating this system to include a lot of new terrain - from dense forests, to swamps.
ETA: mid August.

Reworking Army Vs Army - Right now it`s too similar to Army Attack, instead it will see greatly reduced building options, and more of a fixed force scenario approach.
ETA: late August.

Bug Fixes and Improvements - there are over 40 other smaller bug fixes and improvements planned - too many to get into, but yeah - something like 21 of these are Your suggestions and bug reports, so once again - Thank You!
ETA: Earl to Mid August.
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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #9 on: August 12, 2017, 12:48:20 AM »
Update # 23 - The Big One - Is Live!



Hey Everyone,

It`s a big one. Our biggest update so far. From improving performance, to fixing over 30 issues and bugs, to amazing new content when it comes to town management and garrisons. But we didn`t stop there...no sir. This update also re-balances entire unit relations system, changes how you play the campaign (no more OP auto-resolve), and so much more...

Next week we have a major sale event for MKW, and fingers crossed, by next weekend we should see the player population reach 100-150 players online at once. This should help us get some multiplayer skirmish games going - a welcomed break from playing singleplayer campaign all the time.

And of-course - you can expect another awesome update next week. For more details on what`s coming please don`t forget to check the August Roadmap here:

http://steamcommunity.com/games/499660/announcements/detail/1444946433185332921

Thanks for all the support guys, it`s amazing to see review score moving closer towards a Very Positive score.

Best Wished for the Weekend Ahead!


And yeah... - presenting Update # 23

MAJOR FEATURES
-Town GUI relocated to the bottom of the screen, to be further rearranged and updated
-Town GUI garrison menu now allows training all units include siege and support
-Towns now remember units at the end of the battle, and save these units to the garrison
-Expanded Town Garrisons to 30 units
-New Major Video Quality setting - Model Quality now available in the Options Menu
-Completely reworked Auto-Resolve code, no longer favors the player, and mostly depends on Level +-20%
-Greatly improved performance in all large town sieges, still not perfect, but much better

FIXES AND UPDATES
-Fixed major problem with user interface breaking when going into a battle from the world map
-Improved Defending AI - will move more units of more types to garrison the walls
-Town GUI garrison and buildings - cursor automatically changes to an empty slot for the next building or unit
-Towns will no longer auto spawn serfs and chickens, instead added these to the town Garrison on default
-Skirmish for new players on default only features 1 AI attacker, not 3 AIs
-Large Chat fonts will increase font size everywhere
-Fixed campaign news feed lines cutting in two
-Better art for GUI Garrison unit and empty slot
-New campaign now starts in March instead of January
-Translated some of newer text into all 6 languages
-Improved Spanish translation, many thanks to our player Alonso for helping out
-Improvement to all translations
-Fixed German tutorial text - was shown in English before
-Increasing Chat Font in the options increases font everywhere else in-game, applies after restarting the game
-Fixed double quest pop-up window on starting new campaign when skipping the cinematic
-Paris Notre Dame will no longer burn down after a few hits with the weird texture
-Paris and Nantes levels fixed a few holes units would use to sneak through walls
-Fixed Paris and Nantes gatehouse barricades not removing once building town stone towers
-Fixed problem with Hamlet world map design not showing properly in the new campaigns
-World Map fixes - change Dodger Bank to Dogger Bank
-Fix bug with the new campaign start not being about to zoom in and out, or use the edge screen scroll
-Fixed siege weapon not properly forming when group of them is tasked
-Campaign map properly centers on reload
-Various tutorial fixes and changes
-Tutorial now uses new type of closable text window

PERFORMANCE AND STABILITY
-Fixed a lot of small lag spikes when selecting units or creating new units or buildings
-Fixed lag spike at the start of the battle level cinematic
-New players starting the game will see the High shadow settings, makes game look much better
-Reduced visual memory usage by 310Mbs (900 MBs on older video cards)
-Improving the game shadows for many lower and mid range system players
-Lower end systems will experience up to 20 FPS increase with lowest Model Quality Settings
-High end systems will benefit from better visual quality with High or Highest model quality settings
-Small downgrade of the building art quality to improve performance
-Fixed Lagspike on campaign map when opening town or garrison menus

MAJOR BALANCING CHANGES
======================

-Total re-balance of all units in a new tier system. Higher tier unit cost a lot more and are a lot more effective
-Unit Tier balance rules - higher tier units cost up to 4x more resources and can face several lower tier units
-Total re-balance of projectile of mobile and tower based siege weapons - a lot more powerful, accurate and expensive
-Mounted Weapons are several times more resistance to arrows - best approach is to climb the walls to kill them
-Battle AI is a lot easier and slower on Easy Difficulty
-Trees, especially small trees hold a lot more wood resources
-Towers and palisade walls are a lot more resistant to Ballista and Catapult fire
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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #10 on: August 16, 2017, 12:14:03 AM »
Update # 24 - The Small One - Is Here!



Hey Everyone,

It`s amazing to see so many of you enjoying MKW. The player population is growing, and the results are well beyond what we had hoped for. This is very encouraging, and Thanks to your support we can now make MKW into an even better and bigger game than we originally planned.

The team is having an amazing time talking to our players in-game and in the forums, and a big Thank You for all the suggestions, reviews and feedback.

Today we have a small update addressing one major translation issue, and incorporating two most common player suggestions of the past 24 hours. We might get another update later this week, and of-course a major update 25 is due next week.

Thanks for all the support guys!

And so presenting the mini Update # 24

-Major rework of the languages - everything in game is properly translated now
-Removed time limits when attacking towns or armies in the campaign
-Adjusted the time limits when AI attacks your town. 20 minutes for a village attack, 40 minutes for a city attack
-Rework of the option presets and visual settings
-Added Shadow Quality setting to the Options
-Added Highest Preset setting to the Options
-Added Highest Draw Distance setting to the Options
-Some stability fixes and improvements
-Fixed issue with very bright terrain on certain settings
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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #11 on: August 17, 2017, 08:49:27 PM »
Update # 25 - You Shall Not OOS - Is Live!




Hey Everyone,

As this amazing week continues the team is hard at work on a major update 26, due early next week. And it`s a big one, but more on this later. First - introducing a smaller Update 25. As the title suggest this update completely eradicates any out of sync issues in multiplayer. In addition all localized versions of the game will now play English voice response dialogues when tasking and selecting units. We will be recording dialogues in other languages later on this Fall.

Now - for a quick preview of next update. We are completely redesigning the world map interface as well as the way campaign is played. Update 26 will enable armies to hold actual units, as well recruiting and transfer. Armies will also remember what units are left there at the end of the battle. This update also will do away with the town and army levels, instead switching to a system of units and total army or garrison strength. This and much more more. We are very excited about this update, and hoping for a Tuesday release.

Thanks for all the support guys!

And so presenting the mini Update # 25

-Fixed all multiplayer out of sync issues
-Unit response and selection dialogues will play in all languages (in English)
-Gameplay messages will play in all languages (in English)
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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #12 on: August 26, 2017, 12:38:36 AM »
Updated # 26 - Thy Army - is Here!



Hello Everyone,

Following a great sale event last week, we are back to work on new features, and today we are excited to release one of our biggest updates so far. The long awaited Update # 26. Finally - campaign basics are starting to take shape, and now that your armies use actual units, we are a step closer to completing the foundation of the campaign. You`ll notice that this update have really evolved the campaign gameplay. New strategies, new challenges. This update also includes dozens of player suggestions requests last week, and completely reworks the balancing of the campaign gameplay.

And of-course - you can expect another awesome update next week. Next up - transferring units between armies and towns, unit and building upkeep and basic diplomacy. For more details on what`s coming please don`t forget to check the August/September Roadmap here:

http://steamcommunity.com/games/499660/announcements/detail/1444946433185332921

Best Wished for the Weekend Ahead!

And so - presenting Update # 26

Major New Features
-Armies can now recruit and hold a unit garrison just like cities
-Armies spawn units that they hold
-At the end of the battle armies remember what units are left or were trained
-At the end of the battle armies remember resources that were left
-Redesign world map Town and Army GUI
-Player can now recruit a level 0 empty army, or a lot more expensive pre-made armies up to level 5
-Selecting Enemy Towns or Armies now shows additional information on the Garrison and Buildings
-Greatly increased the maximum zoom out in battle mode
-New world map music tracks
-Doubled the number of unique voice response that the serf plays by adding over 50 new voice lines
-Units will no longer auto attack enemy buildings or enemy citizens

Fixes and Additions
-Closing all world map GUI windows when attacked
-Fixed issues with AI constantly repairing it`s buildings
-Updated Town GUI not to lock the screen view, and allowing to switch between towns by clicking on the map
-Corpses now disappear after a few minutes, improves performance, rushes looting
-Various minor adjustments to camera angles and controls
-Fixed objects popping in on screen with lower draw distance
-Performance improvements with shadows, draw distance and reflections
-Fixed a bug with random citizens attacking player buildings in the view mode
-Temp removed Nations from the Skirmish list
-Ordering peasants to livestock detects clicks much better in larger area
-Fixed the bug with invisible army tents
-Displaying proper town names on loading screens in all languages

Balance Changes
-Rebalanced all campaign world map costs. Increased prices, and income
-Hamlets now get 6 building plots
-Trebuchet projectiles are less accurate now
-Nerfed Archers effectiveness vs heavy armored units
-All livestock now adds to the population cap, battalion size doubled
-All livestock price, effectiveness, amount of food increased 2x to 3x
-All mounted and mobile ranged siege weapons - cost increased up to 60%, area of effect damage decreased 30%
-Army tent gives 50% more population increase
-Melee units can now kill any siege weapon in seconds
-Added counter to heavy troops, Crossbowman and Maceman are now able to easily take out heavy armored troops
-Sheep no longer generate gold, updated description to reflect this
-Trees and Townhouses are no longer selectable
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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #13 on: September 01, 2017, 07:04:01 PM »
Update # 27 - AI Strikes Back - is Live!



Hey Everyone,

And we are back with another update, just in time for the long weekend ahead. I must say that update # 27 is not the most impressive update we had so far, but - while short, it hits all the right spots. You`ll notice a large number of annoying bugs have been fixed, and AI is back with vengeance and much harder difficulty. There is a number of new minor features as well.

Meanwhile - we are concentrating our efforts on several much bigger projects that will be ready later in September and early October. These projects include research tree, basic diplomacy, transferring units between armies and towns, new level and town design, and completely reworked and expanded tutorial prologue campaign.

Thanks for all the support guys, and wishing everyone amazing Labor Day weekend ahead!

And so presenting the mini Update # 27

-Major rework of the languages - everything in game is properly translated now
-Removed time limits when attacking towns or armies in the campaign
-Adjusted the time limits when AI attacks your town. 20 minutes for a village attack, 40 minutes for a city attack
-Rework of the option presets and visual settings
-Added Shadow Quality setting to the Options
-Added Highest Preset setting to the Options
-Added Highest Draw Distance setting to the Options
-Some stability fixes and improvements
-Fixed issue with very bright terrain on certain settings
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Re: Medieval Kingdom Wars
« Reply #14 on: September 09, 2017, 02:47:40 AM »
Update # 28 - The Smart One - Is Here!



Hey Everyone,

Welcome to another big update. With this update campaign playability goes up quite a bit, and get ready to be challenged by the AI, and get ready to even loose...sometimes.

To start things off we`ve added full persistence to the level saves. Now your unit position on the walls or on the ground, as well as worker tasks are all remembered. In addition we changed how your units spawn when you enter the town for the first time - with everyone getting auto-positioned in just the right spots. AI got a lot smarter and better as well - so get ready for some real challenge. From AI properly manning the city walls, to progressing on the world map - attacking more often and with larger armies as time goes by. And last but not least - 4k resolution got some love, making the game fully playable in UHD and other high end resolutions.

Our next update will be delayed by a few days - towards September 22nd, but it`ll be worth the wait due to huge new features - from upkeep cost, to research tree implementation, transferring units between armies and towns and so much more.

And so presenting Update # 28

-Units in towns will now remember their position on the level after the battle end
-Units in towns will remember their positions on walls
-Workers in towns will remember their task
-New Units at the start of a battle or town view spawn on walls and other logical positions, not at the town hall
-Completely reworked the world map AI attacks - AI will attack more often and more intelligent
-Reworked how world map AI composes armies - smaller armies in early game, and larger, and larger armies as game progress
-New chat art for the World Map
-Fixed the bug with building plots not being given to attackers on some levels
-Defensive Battle AI properly positions units on walls and around town
-Preview of the 120 tech research tree - can`t use it yet, but it`s pretty
-4k resolution - fixed the look of the world map banners
-4k resolutions - various fixes in the main menu and options menu
-4k resolutions - adjusted unit selection look and other minor bugs
-Larger banners on the world map
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