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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #15 on: September 22, 2017, 12:24:47 AM »
September & October Roadmap and Upcoming Updates
21 SEPTEMBER   - DEV KONSTANTIN



Hey Everyone,

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.

Now lets look onto the plans for the rest of September & October. As we near the 30th version , just 3 months after Early Access launch - we are just gaining the momentum and continue with our weekly updates.

September & October Development Roadmap

Campaign AI Improvements - tour primary focus right now is on making the game more fun to play, and Campaign AI really needs to up it`s game to provide more challenge. Soon AI will learn to send larger armies, skip on sending small suicide armies, and learn to attack more vulnerable targets.
ETA: Late September

Battle AI Improvements - same time we are working on improving battle AI as well. The main two areas would be more efficient use of siege weapons, use of various ranged siege weapons, and of-course - sallying forth if attacking player army is weaker then the town garrison.
ETA: Late September

Transferring Units - the final addition to complete world map unit management would be allowing to transfer units between armies and towns.
ETA: Late September

Upkeep Cost - this minor feature will have a huge impact on the world map gameplay. As units and buildings will drain your silver resources in a monthly upkeep cost. This will force players to better balance out their towns and garrisons.
ETA: Early October

Minimizing World Map GUI - we plan to scale down the army and town GUI, to take up less of the screen, should help a lot with world map navigation.
ETA: Early October

Bug Fixes and Improvements - there are over 25 other smaller bug fixes and improvements planned - too many to get into, but yeah - something like 16 of these are Your suggestions and bug reports, so once again - Thank You!
ETA: Late September

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 September

Unit Recruitment and Building Restrictions on World Map - soon after the tech tree is in, we`ll start restricting what buildings and units can be recruited and constructed on the world map - based on what building players has in the town and what techs has been researched.
ETA: Early October

New Town Levels - we plan to add three new large towns to the game - Caen, Dublin and Munich are next.
ETA: Late September to Late October.

Level 4 and Level 5 Hamlets - We are working on expanding the Hamlet system to allow upgrading to level 4 and 5. New Hamlets will have dual palisade and even an inner stone keep. In addition Hamlets will come with more buildings slots as Hamlet is upgraded.
ETA: Mid October

More Hamlet Designers - same time we are working on more hamlets designs - including fishing villages, small harbors e.t.c
ETA: Late October

Basic Diplomacy - Its time to introduce the very basic diplomacy features - to simply have war and peace relations between factions, and between player and other factions. This is just a foundation of a much larger system to come.
ETA: Early October

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: Early October

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: Middle October

Reworked Tutorial Campaign - This is a BIG one. We are completely redesigning and greatly expanding our prologue learning tutorial campaign. It will become a lot more entertaining and cinematic, and cover 8 scenarios instead of 3. New tutorial will cover majority of the world map features as well as plenty of combat features.
ETA: Middle October
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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #16 on: September 30, 2017, 01:52:00 AM »
Update 29 - The Biggest One - is Live!
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

Welcome to another big update. Actually - the biggest update we had so far. With over 50 changes and major additions, we are finally ready to present to you our vision for MKW.

With most of the foundation in place grand campaign is really starting to take shape and now provides long term challenge. Get ready to suffer crashing defeats, and face overwhelming odds at every step, as you slowly progress through the new research tree, waiting to unlock a higher tier unit that just might give you a chance to make it through the year.

The foundation of this update is the new research tree, with 120 technologies that will take your kingdom well into 1400s to master. In addition everything about MKW has been re-balanced - from the speed of combat, to all the prices and unit stats. AI is up to the challenge as well as it`ll progress together with you - learning and upgrading as the campaign years go by. And finally we fixed dozens of bugs including the long term MKW problems such as siege combat lag and occasional crashes.

Our next update will build up on this foundation - completing last of the techs (only around 90 currently work), fine tuning the balance, and including last of the core mechanics like transferring units between armies and towns, and unit upkeep.

And so presenting Update # 29

New Features
-Research tree implemented with 120 technologies. 40% are currently locked
-Various techs, buildings, and units are now locked until researched in the Steward menu
-Add collect all Taxes button, comes with a 15% penalty
-Fixed lag issue in large cities large Nantes. Greatly improved in super large cities like Paris.
-Potential fix for the crash issue when switching between levels
-Changed army vs army combat to be more of a field battle with less emphasis on build and destroy
-Hamlets can you be upgraded to level 4 and 5, with larger walls, including inner stone wall.
-Hamlets start with 4 building plots on level 1, and can be expanded to 8 buildings plots by level 5.
-AI town garrisons are much larger and better organized - providing harder siege challenge
-In the Steward menu clicking on the Trade Goods now opens a purchase for Silver option
-Greatly scaled down Army and Town GUI on the world map
-Major change to combat - units survive in battle twice as long
-Major changes to the Nantes level

Fixes and Improvements
-Fixed game breaking bug - where screen would go black when defending some towns
-Fixed a major bug where during a battle units positioned in hamlets would be all over the place
-Fixed problem with unit description pop-up always getting stuck on screen
-Hamlets look more unique with it`s own level position for each hamlet
-Fixed a problem with town garrison not taking damage if wining an auto-resolve battle.
-Switched from 5 levels town size measuring system to a 10 level system
-In Army vs Army combat both armies now properly line up
-Hamlet will now always face attacking army with the front gate
-When army attacks another army, dialogue window properly shows army strength value
-Fixed random maps having empty terrain without trees, and added deer
-Units can no longer attack livestock, it won`t get in a way of targeting either
-Animals will no longer capture town flags
-Removed the silly looking Level up FX
-Completely reworked entire Spanish translation, courtesy of Alonso
-Greatly improved most of the German translation, courtesy of Alexander

AI Improvements
-AI unit composition changes as time passes and AI unlocks more unit types
-AI will use much large variation of armies
-AI will almost always bring siege weapons with it`s army
-AI now builds and uses Ranged Siege Weapons
-AI armies get a lot tougher and higher tech as the game years go by and AI progresses
-AI will level up it`s troops based on Battle Difficulty, up to level 5 on hard difficulty for starting troops
-AI in battles will actively defend the town capture flag
-AI will train mostly lower tier units on easy and medium difficulty while in battle

Balance Changes
-Greatly increased the cost of all buildings, in most cases the cost doubled
-Corpses stay on the battlefield much longer now - up to 10 minutes
-Cost to upgrade hamlets increased 30%
-Silver reward for winning battles reduced 30%
-AI sends armies to attack player 30% less often
-Level 2 to 5 pre-made armies that player can recruit now come with some siege weapons
-Removed neutral animals from Hamlets were giving too many free resources
-Corrected the price of recruiting pre-made armies, greatly reducing it
-Cavalry takes less damage while trampling units
-Cavalry boosted by around 30% all around
-Greatly increased iron cost to start wall construction
-Reduced animal slaughtering, Iron and Stone camp income by 30%
-Increased wood gathering rate by 30%
-Increased speed of looting corpses by 100%
-Level up buildings is a bit cheaper
-Leveling up buildings is a lot more beneficial
-Siege Army camps reduced to 8 buildings plots
-A lot slower overtime food income rate from cows
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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #17 on: October 05, 2017, 09:55:07 PM »
Update 30 - First Milestone - is Here!
Medieval Kingdom Wars - Dev Konstantin




Hey Everyone,

Today`s update marks the first major milestone in MKW`s journey through the Early Access. With our 30th update we`ve finally completed the basic foundation of the Grand Campaign. Now, with that grunt work behind us, it`s time to get to the fun features - from diplomacy and trade, to kingdoms feudal hierarchy and quests. You can expect to see the first of these fun features later this Fall, as we work towards the Alpha milestone; aiming for late December there.

But, before we move onto the fun stuff - we want to go through everything we have done so far, and fix hundreds of small bugs and issues with the current content. From combat issues and small bugs to performance and AI problems. We should be done with all of this towards the end of October.

We got a feeling you`ll love today`s update # 30. With nearly 60 fixes and additions, once again it`s a huge step forward for MKW. Some of the bigger new features include unit transfer between armies and towns, as well as switching to realistic unit recruitment on the world map. Towns must have correct research and buildings to produce units, and armies can only recruit units in towns. In addition we have reworked how the battles and RTS town management works, with addition of upkeep silver drain. Now if you are attacking something, or managing your town, you will need to do store quite a bit of silver to pay for the time spent in the RTS mode.

Also - we`ll have a very exciting announcement for you next week, with a special gift for all the active players of MKW.

And so - presenting our first milestone update # 30:

New Features
-Managing Towns and while in a battle now drains World Map Silver resource
-Running out of silver while in battle or managing town will return player back to the world map
-Towns only allow recruiting units when corresponding building has been constructed
-Added ability to transfer unit between armies and towns
-Armies can now only recruit units from a specific town
-Reworked Unit Behavior - will always obey commands and targeting orders even in Aggressive stance
-Major change to Research. Research from towns buildings gives permanent Local upgrades only for this town or army
-Major change to Research. Research from Steward tree gives permanent global upgrades to all towns and armies
-Fixed major visual lag problem in large towns during night time
-Rain causes a lot less lag
-Rescaled horses and riders to realistic proportions with larger horses
-Added recruit units button to both armies and towns
-Various world map GUI windows now pause the game and not allow clicking stuff on the map
-Training units on the worldmap now accounts for the building level in the city
-Rearranged research tree, moving a lot of techs around, especially these that unlock units
-Research trade good prices greatly increased and rearranged

Fixes and Improvements
-Fixed the bug with Palisade wall staying after upgrading to the Stone walls
-Unit purchase window no pauses the game, and got rid of the slot numbers at the top
-Fixed major issue with battle dialogue popping up while already in battle
-Fixed the bug with army showing all units as ? after recruiting the 30th unit
-Fixed ballista not auto-firing, including AI ballista never firing
-It`s now easier to select your army, and to click target enemy army
-Orleans fixed wrong palisade wall by the entrance
-Gate Gears are easier to attack, target and destroy
-Fixed one of the Hamlet design stone walls
-Fixed one of the hamlets giving free units
-Its easier to see units through the rain
-Fixed rain sound not playing during rain
-Reworked some ultra bright terrains, especially near Mills
-Square stone tower no longer allows Ballista without research
-Fixed visual bug - invisible legs - with the world map army unit
-World map army unit animation slowed down to match new slower speed
-Horses now properly die under riders
-Fixed visual bug when Calvary units fight each other
-Can click collect all taxes button while any GUI window is open
-Tutorial - improved performance, and fixed some resources issues
-Ranged siege weapons no longer ignore orders and fire instead of moving
-Fixed a bug with being unable to open the gate for a long period of time

AI Changes
-Reduced radius of AI armies attacking player armies
-AI will bring and use more Battering Rams
-Slightly longer time limit on AI attacking player Hamlets, +5 minutes

Balance Changes
-World Map army movement speed reduced by 50%
-Reduced radius of player army attacking AI towns
-Time to capture town control flag increased by 50%
-Increase the price of purchasing trade goods from Steward
-Greatly increased hitpoints for the battering ram and escalade
-Monk healing requires more stamina, and 40% less effective
-High level units gain 33% self healing
-Nerfed Hobelar stats on average around 30%
-Nerfed other cavalry on average 15%
-Piked units not can`t be knocked down by cavalry
-Cavalry trample damage reduced by 25%, self-damage increased by 30%
-15% increase to battle starting resources
-Only give trade goods for winning battles, not for losing
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Re: Medieval Kingdom Wars
« Reply #18 on: October 12, 2017, 09:31:20 PM »
Update 31 - Improovements Part I - is Live!
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

Another week - another great update with 40 changes and improvements. With this, and next week`s update, our goal is to polish up the current content, as well as to include many of your suggestions. We are concentrating on bug fixing, adding various small quality of life features, and of-course - balancing. After the second part of Improvements update next week we`ll finally focus entirely on the diplomatic features of the game, that we hope to complete by early November.

As always - thanks for your support, and please keep these suggestions and bug reports coming. We make sure to read every post on our forums.

And so - presenting our first milestone - Update # 31:

New Features
-Massive update for the world map AI. Army composition will vary quite a bit - from siege armies to cavalry armies
-Massive update for the world map AI - will attack a lot less, but with bigger armies
-Additional improvement to performance when attacking largest towns
-Added voice acting to each nation into cinematic
-Added voice acting to advisers, and Marshal VO for AI sending armies to attack player towns
-Unit level now adds to the unit strength on the world map and in auto-resolve
-Reworked how auto-resolve kills off units in case of victory and defeat
-Selecting enemy towns and armies allows spying that shows some of the units and buildings inside
-Translated all recent text, including all the techs, into all supported languages

Fixes and Improvements
-Hospitaller and Templar now require Hospital on world map, not Church
-Militia and Hunter trained on world map takes Town Hall level
-City View message about limitations shown once per campaign
-If there is only one town or army option for Recruitment or Transfer of units, don't show choices dialogue
-ESC menu now pauses the game in battle and in town view
-Capturing Town Flag now goes down super fast if AI only has couple of soldiers left
-Players now have a bit of time after loading world map before getting attacked
-Fix for player navy attacking ai navy resulting in a field combat battle
-Fix for army location/destination saving (wandering armies)
-Added location saving on exit campaign
-Startup email and Name prompts size/scale fixes
-Fixed exploit for Steward item buying
-Corrected issues with units unable to get on palisade walls in some Hamlets
-New silver icon for the worldmap - clearly shows silver coins
-Fixed issue with town defenders starting the battle too close to the enemy camp

AI Changes
-AI will no longer spend resource to build large stone walls in towns during battles
-AI uses different army unit compositions with a total of 50 army possibilities
-AI will no longer send countless armies to attack the same settlement, just one at a time
-AI will better pick player targets not always going after the closest or the strongest
-AI now properly construct wall defenses
-AI will now level up troops, on the world map as well as in battle\
-AI better positions siege weapons in towns to make them useful during defense

Balance Changes
-Lowered army range for recruitment of units or transfer of units
-Greatly reworked ranged unit - a lot more powerful, but much lower hitpoints and armor for melee
-Greatly increased cost of Militia, Hunter, Horse Cart, Mantlet
-Small balancing changes to cost of majority of units
-Maceman reduced stats by 10%
-Escalade, Belfry and Ram - a lot better defense, but higher cost
-Hobelar removed Heal ability
-World map silver cost of units and buildings reduced by 25%
-Monks a lot weaker in battle
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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #19 on: October 17, 2017, 01:16:50 AM »
October November Roadmap and Upcoming Updates
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

Thank You for supporting our early access production and giving Medieval Kingdom Wars a chance. We have a long journey ahead of us - and as of now, the game is in early pre-alpha state with many months (if not a year) away from completion.

With that said - even now MKW has quite a lot to offer, and we are committed to releasing big weekly updates. With over 30 updates since the EA launch this summer, we are just gaining the momentum.

Now lets look into production plans for the rest of the Fall.

OCTOBER & NOVEMBER DEVELOPMENT ROADMAP

Upkeep Cost - this seemingly minor feature will have a huge impact on the world map gameplay. As units and some buildings will drain your silver resources in a monthly upkeep cost. This will force players to better balance out their towns and garrisons, as well as spread our the unit producing buildings
ETA: Middle October

World Map Economy - next up, we are adding new ways to earn Silver and research tree Trade Goods on the world map. Constructing certain building will improve tax rate, and certain settlements will produce certain Trade Goods.
ETA: Middle October

Tech Tree Updates - tech tree will get greatly improved interface, with techs showing icons and details of exactly what units, buildings or sub-techs they unlocked. In addition a lot of techs will get moved around and their prices improved. Finally we have to complete around 40 of the techs that effect the world map gameplay.
ETA: Middle October

Core Resources Persistence - it`s about time to connect the RTS view and world map resources together. Now all the resources, including army resources will be persistent, they will continue to slowly gather while player is on the world map, and player could also exchange silver to purchase RTS resources for a particular town or army. In addition we will add a Silver Mine that will slowly produce silver while in RTS view.
ETA: Late October

Updates to Silver Drain - silver drain is about to become a much bigger factor. While having very little effect in early game with small settlements and armies, it`ll play a much bigger role in later game - as larger armies and towns will have a much higher silver drain
ETA: Late October


Bug Fixes and Improvements - there are over 36 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: Late October

New Town Levels - we plan to add three new large towns to the game - Caen in large October, and Dublin and Munich in November.
ETA: Late October to Late November.

AI Armies Behavior - AI armies will get a lot more intelligent and start playing by the same rules as the payer. For example they will not disappear after capturing a town, but will continue their conquest. Also they`ll look for targets that they can reasonably hope to defeat, instead of occasional suicide attacks.
ETA: Early November

AI Town Behavior - AI will start building up their towns with buildings and walls as campaign progresses, as well as upgrading the settlement levels. Garrisons will also improve so in the mid to late game there will be no walk-overs.
ETA: Early November

World Map collision and Choke Points - World Map is getting collision and choke points, where armies would not be able to scale mountains, or cross river unless there`s a bridge or a major ford.

Kingdom Diplomacy
This is the biggest change this Fall. It`s not just about the new Chancellor Menu, but so much more. Diplomacy system in MKW is complex and a mini game in itself. And while we`ll only see basic diplomatic features added at first, it`ll be a huge step forward.
ETA: Early November

Local Lords Diplomacy
As part of taking things to the new level in grand strategy - diplomacy is designed to account not just for the 14 current nations, but for each and every of over 60 minor lords and nobles (to be expanded in the future).
ETA: Early November

More Hamlet Designers - same time we are working on more hamlets designs - including fishing villages, small harbors, mountain villages e.t.c
ETA: Mid November

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 November

Feudal Kingdom Hierarchy
And last by not least we hope to start including the very basics of the Feudal Kingdom Hierarchy - players and other minor lord standing without the kingdom, their relations with the king and each other and so much more. Again - we`ll only the very basics of this system in for now, but it will dramatically effect the gameplay already.
ETA: Late November

Reworked Tutorial Campaign - This is a BIG one. We are completely redesigning and greatly expanding our prologue learning tutorial campaign. It will become a lot more entertaining and cinematic, and cover 8 scenarios instead of 3. New tutorial will cover majority of the world map features as well as plenty of combat features.
ETA: Late November
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Re: Medieval Kingdom Wars
« Reply #20 on: October 21, 2017, 12:07:42 AM »
Update 32 - Improovements Part II - is Here!
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

It`s fantastic to see so many of you enjoying MKW. The player population is steadily growing, and this is very encouraging for our small team. Thanks to your support we can continue our lightning fast progress, with massive weekly updates.

And the team is having a fantastic 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 yet another significant update, as we continue to polish and improve many areas of the game. It looks like we`ll go for one more quality of life update next week - Improvements Part III, and after that, we`ll finally focus entirely on the diplomatic features of the game, that we hope to complete by early November.

As always - thanks for your support, and please keep these suggestions and bug reports coming. We make sure to read every post on our forums.

And so - presenting our first milestone - Update # 32:

New Features
-Major change to the world map AI - it now improves and builds up towns over the game years
-Major change to Steward tech tree - with preview of all units, buildings, and techs that are unlocked
-Completely reworked auto-resolve winning and losing. It now deals significantly more damage to the army and calculates a lot more factors
-AI will increase garrison in hamlets over time as it upgrades the hamlets
-Camera Scrolling speed added to the Options
-Game Speed such as world map speed controls or slow-mode in battle no longer affects scrolling speed

Fixes and Improvements
-Reworked location and size of time controls on the world map GUI
-Fixed issue with Pause/Resume world map speed button not always working
-Fixed issue with closing unit transfer window requiring a double-click
-New cursor when mouse over the towers that units can be positioned at
-Pausing the game during attack window pop-up
-Added "Help" chat tab
-Added several new death animations to units
-Fixed issue with Dover and some other towns missing two buildings plots
-Fixed issue with AI not attacking 2nd gates on Dover and some other levels
-Changes to a lot of large town level, more palisade is walkable, relocated some gatehouses
-Fixed numerous spelling mistakes
-Siege Pushers all of them don`t play wounded animation
-Moved techs around most of the best techs that unlock units much later in progression
-Knight Templar's and Knight Hospitallers now correctly unlock under the proper research
-Units are don`t support levels - like siege, livestock, no longer get levels on the world map
-Sprinting consumes units Stamina
-Auto-Resolve capturing of a settlement no longer gives full garrison of units
-Fixed bug with armies taking no damage when engaging another army

AI Changes
-World Map AI will improve major towns and hamlets with needed buildings, and occasionally construct walls
-World Map AI will upgrade Hamlets to higher levels as the game years go by
-World Map AI greatly increases the size of it`s Hamlet Garrisons
-World Map AI armies also loose units after victory or defeat
-World Map AI armies are likely to continue on a warpath after taking a settlement, though often reduced in strength
-World Map AI will send armies to attack other kingdoms a lot more often

Balance Changes
-Ranged of army recruitment from towns increased by 50%
-Slightly lowered the price to upgrade Hamlets on medium and easy difficulty
-20% increased Auto-resolve chance of loosing, requires bigger strength advantage to win
-Minimal large city strength increased to 5
-Most hamlets now start new campaign as level 1 or 2
-Hospitaller now does full Crash damage and good vs. heavy armored troops
-Increased the price of higher tier units by up to 30%
-Increased trade goods price by up to 50%
-Mantlets should take more ranged damage
-Rams, even slower, 1.5 more expensive and 50% more hit points
-Starting resources greatly increased
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Re: Medieval Kingdom Wars
« Reply #21 on: October 25, 2017, 05:13:35 PM »
The Halloween Week - Update 33 is live!
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

With Halloween just around the corner we wanted to add a bit of a theme to the game. And so presenting a mini update 33 - The Halloween Wee update. Meanwhile we continue work on the next Update - Improvements Part III, that we hope to release later this week/early next week.

This mini Halloween update includes a lot of cosmetic theme changes, as well as a few minor fixes worth mentioning:
-Fixed the bug with displaying large quantities of resources, will not properly display 100k, 1mil
-Added language selection icon to the main menu, to make it easier to switch languages
-Adjusted when AI builds palisade walls, it will now construct camp walls when attacking player towns

Wishing everyone a great Halloween weekend ahead!
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Re: Medieval Kingdom Wars
« Reply #22 on: November 02, 2017, 08:08:21 PM »
Update 34 - Improvements Part III - is Live!
Medieval Kingdom Wars - Dev Konstantin



Hey Guys,

Hope everyone had a great Halloween weekend! Today we have yet another significant update - the final part of our Improvements Milestone. Once again this update is mostly about improving the current content, but we did include some major features as well. Such as Building and Unit income/upkeep; renaming your towns, armies and more.

Now we are finally ready to completely focus on the big game changing features - such as Diplomacy and Lord relations. With that said - we have to warn you that there will be a significant delay with the next update - as Diplomacy is a massive change that will require a lot of balancing and polish before it`s ready for release. Hoping to bring you Update 35 - The Game Changer - around November 21st.

As always - thanks for your support, and please keep these suggestions and bug reports coming.

And so - presenting Update # 34:

New Features
-Added ability to upgrade building level on the world map by clicking on it
-Archers look for a new target, if they can`t hit something 3 times in a row (unit behind a wall e.t.c)
-Added ability to rename Armies and Towns
-Added monthly Unit Upkeep (all military units) and Unit Income (from livestock and serfs)
-Added monthly Building Upkeep (all military buildings) and Building Income (from economy buildings)
-Displaying Monthly income and upkeep on towns, armies and main screen (doesn`t count taxation)
-When capturing towns, player will get to keep all the buildings and walls previously constructed in the town
-Reworked Pausing the game - various menus now auto-pause the game
-New way to display development notifications in-game. Smaller window that fades out, and plays small notification sound

Fixes and Improvements
-Fixed various issues with the game un-pausing on it`s own
-Added multiple dialogue for build options when clicking on a world map building
-Fixed issue with not being able to collect all taxes when recruit units or construct buildings window is open
-Screen will not continue scrolling on hold RMB if only 1 unit is selected
-Updated messages for offline play, entering username and email on the first run
-Reworked how offline play and entering username works, added option to the offline play
-If the player starts in Offline mode and goes online, if they have not yet created a username, they will be prompted for one
-Fixed first run of the game issue with banners floating on the screen
-City Buttons updated - removed Exit City, and moved Enter City to the Top
-Fixed problem with some villages missing a building plot
-Potential fix for a rare bug that not allows selecting all nations on campaign creation screen

AI Changes
-AI when defending large towns will be sure to build street barricade palisade
-AI will construct wall mounted ballistas on palisade towers when defending towns
-AI will construct full range or wall mounted siege defenses on stone walls, including in Skirmish game mode
-When AI army attacks your Hamlet it will construct camp palisade to protect itself
-When AI captures player town in auto-resolve, it`ll right away put together a garrison to protect the new town

Balance Changes
-Trebuchet and Catapult do a lot more damage vs walls
-Ranged unit attacked nerfed by around 30%, especially for Hunter and Bowman
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Re: Medieval Kingdom Wars
« Reply #23 on: November 17, 2017, 08:17:29 PM »
Update 35 - More Improvements - is Here!
Medieval Kingdom Wars - Dev Konstantin



Hello Everyone,

What a busy week. We are making a lot of progress on the Diplomacy, and can`t wait to share it with you - but looks like we are still 10+ days away from the first draft.

Our animator and artist are busy preparing a unique look for each of the 52 Lords and 14 Rules in the game, and OddConfection is coding away at this monster of the project at full speed.

Meanwhile if you`ve missed it, we have 'pre-anounced' our new game - Stars End, more about it here: http://steamcommunity.com/games/499660/announcements/detail/2472902157226137566

Since Diplomacy is taking a while to finish, we took a bit of time to prepare another big update to ease up the wait. And really this updated turned into quite a game changer. From new towns, to awesome new AI behavior, as well as greatly balancing out the mid to late game and the challenge. And of-course couple of dozen of 'quality of life' fixes and improvements.

There`s a small chance that this update can bring back the lag and the crashes, if so please let us know and we`ll hot fix this ASAP.

As always - thanks for your support, and please keep these suggestions and bug reports coming.


New Features
-New AI world map army behavior - will chase after other armies in range
-New level - Town of Caen. Will be used for several of the world map towns
-AI city defender will sally forth and attack if they are are significantly stronger than the attacker
-Attack cursor only shows over enemy units/buildings, not allies or neutral
-Marshall highlights AI armies on the way to attack player

Fixes and Improvements
-Removed various fade out effects from Advisors
-0 strength armies are now properly removed
-Potential fix for auto pausing when double attack happens
-Not spawning all siege weapons in naval combat, only ranged siege weapons
-Creating a new army only offers one option to recruit a base army
-Fixed both palisade and stone wall overlapping in player and AI towns
-Hiding World Map GUI on Campaign first run, so Advisors don't overlap subtitles
-Moderator Announcement stays up for 30sec
-Moderate improvement to tasking units onto towers
-Showing unit upkeep/income cost in all mouse-over pops-up including training and building construction
-After auto-resolve units in the army are updated to show the losses right away
-Properly spawn entire army or town garrison if there are a lot of units of the same type, instead of bundling them up by the town hall
-Re-ordered nations for campaign selection menu
-It`s now a low easier to intercept AI armies that seek battle
-With single unit select can move the camera by RMB and move

AI Changes
-AI constructs a lot of siege defenses on the town walls
-AI is a lot better at closing town gates to stop player from rushing in
-AI is a lot better at attacking player towns, especially large castles
-AI serfs should target trees closest to their town hall first
-AI will not pause the attacks if it runs out of siege weapons, will always construct new rams
-AI repairs buildings a lot less often, giving player a chance to properly destroy them

Balance Changes
-Greatly increased the cost of creating a new army
-Greatly increased the cost of technology research
-Technology tree cost increases with progression
-Livestock and workers generate a lot more silver on the world map
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Re: Medieval Kingdom Wars
« Reply #24 on: November 23, 2017, 12:07:09 AM »
Update 36 - Balancing and Fall Sale - 33% off
22 NOVEMBER   - DEV KONSTANTIN


Hello Everyone,

As we near completion of the first Diplomatic features, we wanted to spend a bit of time balancing out the middle and late game. Today`s update 36 is a small one, but each change will be very noticeable and greatly effect how you play the game.

Moving forward elite units will become just that - elite units, and player will not be able to field a full army of elite units, having to rely on more high level base units. Upkeep cost will come a lot more into play when it comes to unit composition. Same time town management loopholes are gone, and only variety of economy buildings will generate enough income. The big new feature of this update is the world map collision. With Armies unable to climb mountains or to cross rivers without a bridge, choke-points and strong-points really come into play when positioning your armies.

Also with Steam Fall sale starting today, Medieval Kingdom Wars is now 33% off, biggest discount that we had so far, and a great time to grab the game.

As always - Thanks for your support!

And so - presenting Update # 36:

New Features
-World Map Armies now can`t climb mountains or cross rivers without a bridge
-Income generating building of the same type generate a lot less income, promotes variety

Balance Changes
-Strong Units like Swordsman and Crossbowman price and upkeep increased
-Elite Units price and upkeep greatly increased
-Auto-Resolving battles can deal a lot more damage, especially when loosing
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Re: Medieval Kingdom Wars
« Reply #25 on: December 19, 2017, 08:29:20 PM »
Update 37 - Diplomacy Part I & New Hamlets
Hello Everyone,



And welcome to the game changing update 37. It took us over 3 weeks to finish this big update, but the changes, especially under the hood, were really massive. Moving forward we are back to regular updates that will add more Diplomacy features over the next several weeks, until it`s finally good and done.

The first big addition of 37, are the all new Hamlets. The smaller towns will provide a lot of fun development and unique siege opportunities with dozens of new hamlet designs - from rivers and hills to mountains and coastal hamlets.

Now lets talk about the new Diplomacy features. With this update we are only adding the foundation, including the 66 AI lords, Chancellor menu, and historically accurate starting diplomatic relations. You will be able to see the scope of the diplomatic system, and the starting conditions will effect your gameplay, but at this point 70% of the work went under the hood to develop the foundation of the system.

The next step that will really change things around is adding ability to make simple treaties, as well as AI changing relations between lords and kingdoms. This will be in our next update.

And of-course we included a dozen of other key fixes and improvements that were top player requests or complaints on our forums.

As always - Thanks for your support!

And so - presenting Update # 37:

New Features
-Chancellor Diplomacy window added
-Starting Diplomatic conditions added
-Total of 66 AI lords and kings added
-All the Hamlets on the worldmap updated with new levels depending on terrain
-Coastal Hamlets added with geographically accurate rotation
-River Hamlets added with geographically accurate rotation
-Mountain Hamlets added
-Hill Hamlets added

Fixes and Improvements
-Fixed major issue with AI armies not attacking player armies
-Intercepting AI armies now works 100% of the time
-World Map armies now display the color of their nation better
-Updated world map armies
-AI world map armies and towns now show details of the lord that owns them
-Added Diplomacy button to AI towns and Armies
-Only nations at war with player nation will attack the player
-New campaign menu delete campaign button
-Corrected "Nordingen" to "Nördlingen" and "Magbeburg" to "Magdeburg"
-Fixed level 10 units shows as level 0 on the world map

Balance Changes
-Unit income and upkeep adjusted for difficulty. 30% difference from current levels on medium, and 60% on easy
-Hobelar Cavalry now has trample ability
-Belfry move speed greatly reduced
-small reduction to serf income generation by 25%
« Last Edit: December 20, 2017, 02:35:55 PM by Asid »
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Re: Medieval Kingdom Wars
« Reply #26 on: December 21, 2017, 08:17:13 PM »
Update 38 - Diplomacy Part II
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

We are happy to present our second update this week, and the focus this time around is mainly on the Diplomacy. We plan to update it weekly until the system is compete towards the end of January. With the foundation in place things should go nice and quick now.

So... today`s update finally makes Diplomacy a part of the game, and not just a pretty menu. Majority of the basic functionality is in now, and Chancellor menu will now become quite an important part of the game.

In the next update we will add Kingdom rebellion mechanics to penalize player for attacking his own Kingdom. Same time we will work towards player being able to become a King of his realm, and expand AIs use of Diplomacy.

We are grateful for your support, and hope you enjoy this update.



And so - presenting Update # 37:

New Features
-Added player Lord to his Kingdom Feudal Hierarchy
-Diplomacy is now an active tool that both AI and player can use
-Added Send Gift function to diplomacy, used to improve standing between your King and another nation
-Added Hostile Intrigue function to diplomacy, can bring down relations between your King and another nation
-Nations declare war once Relations go under -10, and ask for peace when relations go over +10

Fixes and Improvements
-Chancellor menu number of portraits per row is expanded to 9
-Added At War icon shown over nation portraits. On the right for the Kingdoms, and on the Left to the Player Lord personally
-AI players will change relations with each other, and may declare war or ask for peace
-AI players relations will change monthly
-AI players to human player relations may change monthly
-Attack your own nation will reduce your standing with the King, but no rebel status added yet
-Attacking other nations that you are not at war with will greatly reduce relations, especially attacking their towns

Balance Changes
-Units can run for 40% longer before using up all Stamina
-Templar Knights are no longer completely resistant to arrows
-All siege weapons are a lot more effective vs walls
-Ballista and Trebuchet more effective vs Infantry
-Slightly lowered the cost of Trebuchets
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Re: Medieval Kingdom Wars
« Reply #27 on: December 30, 2017, 12:04:45 AM »
Update 39 - Happy New Year!
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

As we are all waiting for a New Year with hope, we would like to thank all of our players for overwhelming support in 2017, and giving us an opportunity to continue working on Medieval Kingdom Wars. From our small team, we would like to wish everyone an amazing year ahead!

Now... to end the year on a good note, we have quite an update for you today. We took a step back from Diplomacy this week (big update there next week), and instead took our time to improve, balance and polish MKW, to give you the best possible experience with the game over remaining Holidays. Update 39 comes with nearly 50 changes that should improve MKW across the board.

In the next update we will add Kingdom rebellion mechanics to penalize player for attacking his own Kingdom. Same time we will work towards player being able to become a King of his realm, and expand AIs use of Diplomacy.

We are grateful for your support, and hope you enjoy this update.

And so - presenting Update # 39:

New Features
-Caen like town levels - major redesign, just one way into the castle with extra defenses
-Nantes like town levels - major redesign, a lot more defenses, and removed one entrance
-Major change to combat flow, units survive in combat much longer, by 50%
-Defensive war slowly increases diplomatic standing, but aggressive war - attacking enemy towns, decreases standing
-Added various stone towers to all Level 5 Hamlets
-AI infantry will now attack closed palisade gates
-Town Capture flag will be very difficult to capture if defenders have over 18 units left
-All buildings now properly create units at the entrance
-AI Armies now also show Diplomacy icon

Fixes and Improvements
-Reworked Stone and Iron icons, much clearer and unique now
-Updated world map intro text, only English version for now
-Fixed auto-resolve exploit where only couple of peasants would get removed on victory
-Fixed issue with world map banners not showing in tutorial
-Fixed issue with workers getting stuck after leaving Town Hall in some Hamlets
-Max zoom out slightly lowered in RTS combat, by 10%
-Zoom in speed is now significantly faster
-Fixed a spot in Paris that was causing lag as defender siege weapons were inaccessible
-Fixed issue in Dover with inner palisade gatehouse missing
-Fixed water bug on lower water settings
-Fixed bug with deer model bugging out with odd visuals
-Fixed issues with melee units barely being able to alack closed palisade gates
-Fixed issues with units barely being able to attack Gate Gears
-Player infantry will auto-attack closed gates
-Nantes level greatly improved lag on this level


Balance Changes
-AI now attacks a bit more on medium difficulty, and a lot more on hard difficulty
-AI will train troops during battles around 50% faster on hard difficulty, and 20% faster on easy and medium difficulty
-AI uses a less siege units in high level armies
-Sending Diplomatic Gifts and Insults are now a lot cheaper
-Update starting diplomatic relations value for all nations
-Diplomatic relations deteriorate or improve every month twice as fast
-War and Peace are now auto signed at -30 and 30 relations value
-Silver drain increase 100% on Hard difficulty, and 50% on medium difficulty
-Victory rewards reduced by 20% to 40% depending on difficulty
-Reduced tax revenue by 10% on medium and by 25% on hard
-Minor reduction to how many units army can use during auto resolve
-Mounted units now also have bonus VS siege weapons
-Small nerf to Hobelar stamina, health and attack (~10%)
-Mantlet can now take 3 times more ranged damage
-Army Tents now add more population 5 total, 40% increase
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Re: Medieval Kingdom Wars
« Reply #28 on: January 04, 2018, 12:02:33 AM »
Update 40 - Starting The Year Right!
Medieval Kingdom Wars - Dev Konstantin



Happy New Year Everyone!

Well refreshed (or at least no longer hungover) we are jumping right back to work, with two big updates this week, 40 Part I and II.

Hopefully everyone had an amazing New Year celebration, and is ready for more Medieval Kingdom Wars. We`ll be back to work on the major diplomacy features next week, but for now, it`s time to fix last of the remaining bugs and tune up the balancing just right, based on our player feedback.

Please keep in mind, this update has two parts. And part two will be live in 24 hours. In part two we are adding first batch of achievements, fixing the long initial loading time bug, as well as adding Save Game to the skirmish.

And so - presenting Part I of the Update # 40:

-Fixed camera but with camera jumping to the edge of the screen on it`s own
-Fixed rare zoom camera bug making game unplayable for some players
-Corrected Diplomacy gift and insult showing incorrect higher cost value
-Corrected Diplomatic relations changes on attacking at war and at peace AIs
-Completely reworked auto-resolve, with a lot of realistic factors
-Much stronger armies in auto-resolve will barely loose any units
-Disable Silver Drain when managing towns
-Greatly reduced silver drain when attacking towns (by up to 50%)
-Reduce Unit Upkeep by 30% to 40%
-Reduced Building Upkeep from 40% to 60%
-Fixed issues with AI armies attacking player at the start of the campaign
-Temporarily removed Camera speed options
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Re: Medieval Kingdom Wars
« Reply #29 on: January 05, 2018, 09:01:48 PM »
Update 41 - Fast and Save
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

It`s amazing to see that so many of you are enjoying MKW. And always awesome to see so many players online. We want to thank you for all the support and encouragement. Your feedback, reviews and suggestions mean a world to us, and really do inspire us to pull more and more overtime as we work on new features.

With that said - we have a 3rd update this week, and was about time to change the game version for 41. Today is a good one! We`ll be back to work on the major diplomacy features next week, but for now, it`s time to fix last of the remaining bugs and tune up the balancing just right, based on our player feedback.

And so - presenting Update # 41:


New Features
-Greatly reduced initial loading time, from 1 minute average to around 20 seconds
-Fixed major bug with game getting stuck on a black screen
-Fixed major bug with first game loading time taking up to 10 minutes
-Added Save Game feature to Skirmish
-Added Continue button to Skirmish (just to continue the one current save for now)

Fixes and Improvements
-Added Discord button to the Skirmish - Social menu
-Minor change to the in-game camera angle, bigger angle, covers more ground
-Significantly Faster Zoom and Camera Scroll speed
-Fixed major bug on Campaign Selection screen, some players could not select all nations
-German and Italian translation for the Welcome to Campaign quest
-Fixed major issue with AI sometimes failing to attack large player towns
-AI will act much better during sieges on large player towns
-Corrected Siege Defender and Field Battle Commander achievements
-Fix the bug with buildings sometimes not getting destroyed and staying at 1 HP
-Fixed Auto-Resolve exploit, where only weakest units would get removed

Balance Changes
-Weak units like serfs and livestock are 2 times as likely to survive auto-resolve now
-AI attacks less often (30% less) especially on hard and medium difficulty
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