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Online Asid

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Re: Medieval Kingdom Wars
« Reply #75 on: January 02, 2019, 11:50:57 PM »
Update 1.00 - Post-Release Plans
02/01/19

Hey Everyone,

We are finally here... release is tomorrow (3rd) at 1pm EST. When we started this journey we never envisioned we`d get this much time to work on MKW. Thanks to your help and support - development of the game has gone over 3 years, and we are grateful for every extra day, and all of your help during production!

Our fingers are crossed that things go well, and MKW won`t get destroyed by quick negative reviews. Never know these days on Steam... We dream about being able to work on MKW for at least another year - releasing dozens and dozens of major new updates, free expansion pack, and countless new features. So lets hope - through the community support we`ll get this chance, and launch goes well enough.

Our plans are big. In a nutshell - release is not the end, but only the beginning. We want to do a lot more with MKW, and having a successful launch - and well - funding - will let us work faster, and hopefully expand the team (really could use some new artists to help us make unique units and so on)

Let me show you what we have planned for the rest of 2019. Please keep in mind that expansions are not in any order, as soon we`ll enable a Poll Feature in the MKW main menu, that will let our players vote on what projects and expansions we should prioritize.

MKW POST-RELEASE PROJECTS

-Details about post-release projects will be added over the next hour:):) Sorry for the wait.
Update 1.00

We also have a solid update today, bringing the game version to 1.00 and fixing and adding quite a few things

And so presenting Update 1.00:

BIG CHANGES
•   Added new Visual Options to turn down bloom and blurring
•   Setting main player color default to Dark Red
•   Limiting player debt in silver on the campaign map to -200, -400, -600 - based on difficulty
•   Created Poll for players to vote on what the team should work on (to be enabled post-release)
•   Campaign battles now saves if the player exits the game or to the main menu
•   Editor now works, can be accessed using Editor.exe in the game Steam folder


FIXES AND ADDITIONS
•   Added mouseover tooltip for Resources icons
•   Fixed issue with units losing levels with auto-resolve
•   Fixed issue with units not saving their position near the edge of the town in towns like Dover
•   Fixed cavalry spawning on walls in some Hamlets
•   Fixed occasional bug with stone gatehouse getting a double gate
•   Fixed multiplayer skirmish bug with destroyed gatehouse not removing the gate
•   Fixed world map minimap background being offset a bit with actual town locations
•   Translated last remaining untranslated text
•   Updated some lines in translations to match the newer English descriptions for tooltips
•   Fixed various problems with the stone gatehouse on continuing a saved game
•   World Map Updates - Corrected Thames no longer go across England
•   World Map Updates - Wales has a lot fewer mountains


BALANCING
•   Remove the limit of 10 armies per nation, kept 1 army per city limit
•   A lot more starting resources for skirmish
•   More resources for building up in campaign RTS mode
•   Skirmish and tutorial battles have a higher resources cap
•   Oil pots significantly easier to kill, especially by melee on the walls
•   Cost of wall mounted ballista reduced to 180 iron


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Offline Zarco

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Re: Medieval Kingdom Wars
« Reply #76 on: January 03, 2019, 12:16:36 AM »
Any comments informaciσn this game? I played it months ago but it was still very green.

Enviado desde mi XT1575 mediante Tapatalk


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Re: Medieval Kingdom Wars
« Reply #77 on: January 03, 2019, 12:21:14 AM »
It has come a long way. Many additions and tweaked AI. The devs are constantly adding to it.  :thumbsup

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Re: Medieval Kingdom Wars
« Reply #78 on: January 03, 2019, 11:05:01 PM »
Update 1.00 - Post-Release Plans
3 January - Dev Konstantin



Hey Everyone,

We are finally here... Medieval Kingdom Wars is out! When we started this journey we never envisioned we`d get this much time to work on MKW. Thanks to your help and support - development of the game continued for over 3 years, and we are grateful for every extra day, and all of your help during production!

Our fingers are crossed that things go well, and MKW won`t get destroyed by quick negative reviews. Never know these days on Steam... We dream about being able to work on MKW for at least another year - releasing dozens and dozens of major new updates, free expansion pack, and countless new features. So lets hope - through the community support we`ll get this chance, and launch goes well enough.

Our plans are big. In a nutshell - release is not the end, but only the beginning. We want to do a lot more with MKW, and having a successful launch - and well - funding - will let us work faster, and hopefully expand the team (really could use some new artists to help us make unique units and so on)

Let me show you what we have planned for the rest of 2019. Please keep in mind that expansions are not in any order, as soon we`ll enable a Poll Feature in the MKW main menu, that will let our players vote on what projects and expansions we should prioritize.

MKW POST-RELEASE PROJECTS

Please keep in mind - this only lists big projects. There are nearly 200 other smaller things and improvements across the board that are still planned.

•   Adding CoOp to the campaign - including attacking friends or random players towns, armies, or inviting friend or random player to attack AI in your campaign
•   Workshop support, opening up all game files for modders
•   Religion - Chaplain Adviser that oversees religion, elections of Pope, various religious actions that benefit the player`s campaign
•   Complex Trade System - Merchant Adviser that oversees trade - conclude trade agreements, setup trade routes between towns and nations, earn silver, trade goods and reputation
•   Updated victory and information screens - showing all the changes in diplomacy, standing and reward
•   Being able to recruit Lords into your Kingdom
•   Customization of player colours and nation colours
•   Overlay on all unit battalions - that show their portrait, health, status and much more, optional can be turned on and off
•   Several new Diplomatic actions - trade agreements, various alliances, claims
•   Some of the starting lords become female Ladies instead, option to choose Male or Female character
•   New random map terrain sets (fir forests, rural areas, dry lands, desert and more)
•   Expanding tech tree to add another 25 technologies
•   Several new Large town levels (Lisbon, Cagliari, Rome, Florence, Milan)
•   Being able to issue orders to AI Lords during battle, depending on their relations and allegiance
•   Being able to issue orders to AI lords on the world map

If release goes very well, to be added later in 2019

•   Creating unique unit art for each nations unit roaster
•   Creating new town building and wall styles for different nations (including Muslim style, Italian style e.t.c)
•   Expanding world map to feature North Africa, Asia Minor
•   Adding 12 new nations to the game, complete with 50 new lords
•   Expanding tech tree to feature gunpowder advances - allowing recruiting cannons and musketeers in the late game
•   Zombie Mode - a secondary campaign mode, where dead do not stay dead - and armies of undead roam the world map, forcing rules to unite against the Undead plague
•   World Map quests - various random quests to complete on the world map for rewards
•   Town Development Quests - various optional random quests to complete while building up your town
•   Loans - take loans from different factions and characters, or become a banker yourself. Be warned - they will come to collect the debts.
•   Major events during campaign - including Black Death

Update 1.00

We also have a solid update today, bringing the game version to 1.00 and fixing and adding quite a few things

And so presenting Update 1.00:

BIG CHANGES
•   Added new Visual Options to turn down bloom and blurring
•   Setting main player color default to Dark Red
•   Limiting player debt in silver on the campaign map to -200, -400, -600 - based on difficulty
•   Created Poll for players to vote on what the team should work on (to be enabled post-release)
•   Campaign battles now saves if the player exits the game or to the main menu
•   Editor now works, can be accessed using Editor.exe in the game Steam folder


FIXES AND ADDITIONS
•   Added mouseover tooltip for Resources icons
•   Fixed issue with units losing levels with auto-resolve
•   Fixed issue with units not saving their position near the edge of the town in towns like Dover
•   Fixed cavalry spawning on walls in some Hamlets
•   Fixed occasional bug with stone gatehouse getting a double gate
•   Fixed multiplayer skirmish bug with destroyed gatehouse not removing the gate
•   Fixed world map minimap background being offset a bit with actual town locations
•   Translated last remaining untranslated text
•   Updated some lines in translations to match the newer English descriptions for tooltips
•   Fixed various problems with the stone gatehouse on continuing a saved game
•   World Map Updates - Corrected Thames no longer go across England
•   World Map Updates - Wales has a lot fewer mountains


BALANCING
•   Remove the limit of 10 armies per nation, kept 1 army per city limit
•   A lot more starting resources for skirmish
•   More resources for building up in campaign RTS mode
•   Skirmish and tutorial battles have a higher resources cap
•   Oil pots significantly easier to kill, especially by melee on the walls
•   Cost of wall mounted ballista reduced to 180 iron


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Re: Medieval Kingdom Wars
« Reply #79 on: January 05, 2019, 12:52:13 AM »
Update 1.01 - Lets get started
4 January - Dev Konstantin



Hey Everyone,

Thank you for all the support with the launch! The countless feedback we got from you in-game... all the steam reviews, and forum posts - really helps our small indie team with continuing development.

Now that the first 24 hours are behind us, we are starting to actively polish and add to the game. Bellow, I`m re-posting our roadmap for 2019. Also within 24 hours, we will enable a new Poll feature in the main menu - that will let our players vote on what projects and expansions we should prioritize.

Meanwhile, presenting a small yet very important Update 1.01. A much larger update 1.02 is coming up soon.

•   Fixed rare issue with the game not showing correct resolutions for the player to select
•   Fixed rare issue with the graphics looking really bad as it`s uses very low resolution
•   Fixed rare issue with the game not scaling the screen correctly
•   Potential major performance improvement on some laptop systems

MKW POST-RELEASE PROJECTS
Now onto the roadmap... Our plans are big. In a nutshell - release is not the end, but only the beginning. We want to do a lot more with MKW.

Please keep in mind that expansions are not in any order, as You will decide the order using the in-game Poll Feature.

And we I only listed big projects. There are nearly 200 other smaller things and improvements across the board that is still planned.
•   Adding CoOp to the campaign - including attacking friends or random players towns, armies, or inviting friend or random player to attack AI in your campaign
•   Workshop support, opening up all game files for modders
•   Religion - Chaplain Adviser that oversees religion, elections of Pope, various religious actions that benefit the player`s campaign
•   Complex Trade System - Merchant Adviser that oversees trade - conclude trade agreements, setup trade routes between towns and nations, earn silver, trade goods and reputation
•   Updated victory and information screens - showing all the changes in diplomacy, standing and reward
•   Being able to recruit Lords into your Kingdom
•   Customization of player colours and nation colours
•   Overlay on all unit battalions - that show their portrait, health, status and much more, optional can be turned on and off
•   Several new Diplomatic actions - trade agreements, various alliances, claims
•   Some of the starting lords become female Ladies instead, option to choose Male or Female character
•   New random map terrain sets (fir forests, rural areas, dry lands, desert and more)
•   Expanding tech tree to add another 25 technologies
•   Several new Large town levels (Lisbon, Cagliari, Rome, Florence, Milan)
•   Being able to issue orders to AI Lords during battle, depending on their relations and allegiance
•   Being able to issue orders to AI lords on the world map

If release goes very well, to be added later in 2019
•   Creating unique unit art for each nations unit roaster
•   Creating new town building and wall styles for different nations (including Muslim style, Italian style e.t.c)
•   Expanding world map to feature North Africa, Asia Minor
•   Adding 12 new nations to the game, complete with 50 new lords
•   Expanding tech tree to feature gunpowder advances - allowing recruiting cannons and musketeers in the late game
•   Zombie Mode - a secondary campaign mode, where dead do not stay dead - and armies of undead roam the world map, forcing rules to unite against the Undead plague
•   World Map quests - various random quests to complete on the world map for rewards
•   Town Development Quests - various optional random quests to complete while building up your town
•   Loans - take loans from different factions and characters, or become a banker yourself. Be warned - they will come to collect the debts.
•   Major events during campaign - including Black Death


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Re: Medieval Kingdom Wars
« Reply #80 on: January 08, 2019, 01:06:17 PM »
Update 1.02 - Time to Vote
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

Thank you for supporting MKW during the launch week, your reviews and forum feedback greatly help our small indie team. Now we need your advice - what should we work on first? Performance, CoOp, Diplomacy?

With update 1.02 we are adding a poll feature, so now you can cast your vote right in the main menu using the new poll feature. You`ll get to vote in the new poll every couple of weeks. And our follow your lead.

Bellow, I`m re-posting our roadmap for 2019 that you`ll get to vote on in the near future. Today`s update also fixes some common player complaints, from Alt-Tabbing to OP archers, and issues in the tutorial.

And we are aware of a number of players experiencing visual lag/FPS performance issues. We can confirm that this is an issue with windows specs and video card settings. So in essence - this is a bug and not an optimization issue. However, this is proving an extremely hard bug to catch, but we are working on this and will keep you posted.

With regards to lag during large battles, especially in large towns - this is a matter of optimization, and also being prioritized.

And so presenting Update 1.02. We are planning at least one, or two more updates this week.

FIXES AND ADDITIONS
•   Added Poll feature to the main menu - where players can vote on big projects for the dev team
•   Improvements to alt-tab behavior, game properly recovers the full screen when going back
•   Alt-Tabbing changed to minimize the game when alt-tabbed
•   Fixed bug with impossible to kill Crossbowman battalion
•   Fixed rare bug with peasant stopping work due to error
•   Fixed wrong enemy player color in Tutorial chapter 2,4,6 and 8
•   Fixed Tutorial Chapter 6 not completing capture flag victory
•   Fixed issue with large stone gatehouse sometimes having double gates
•   Fixed rare issue with gatehouse getting double gates
•   Fixed issue with email prompt constantly showing when playing in offline mode
•   Munich now properly belongs to Austria

BALANCING
•   Rebalanced ranged units - fixed some OP issues - less damage, less armor
•   Fixed issue with HRE, Papacy and Venice crossbowman having super high pierce armor
•   Greatly increased the price of a large gatehouse upgrade it was brokenly low
•   Retreated units will no longer auto attack and target enemy units but will passively wait by the flag
•   Retreated units will no longer be able to protect the flag from capture

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Re: Medieval Kingdom Wars
« Reply #81 on: January 09, 2019, 12:09:28 AM »
Update 1.03 - Performance Optimization
8 January - Dev Konstantin



Hey Everyone,

After a very long few days, we had a breakthrough today that allowed us to fix the performance issues across the board for mid to high-end video cards. An update is now live - and on average players should experience at least double the FPS in all busy towns, villages, during any scenes with fire etc.. There are still a few problems - but we hope the majority will be playing with smooth 60 FPS.

A question you are probably asking is why was this not fixed before release? And I`m cursing myself - how in the world we could have missed this. Thing is during EA we had a very limited number of players, and this bug wasn`t affecting/or noticed by any of us on the team or our helpers... and we play the game a lot. We are truly sorry to all of those who might have given up on the game over the past few days due to the lousy performance.

We are continuing to prioritize performance fixes this week, as well as Diplomacy (Thanks for Voting!). And you can expect a lot more performance improvements later this week. Also, a massive Diplomacy update on the horizon!

Also, if you are having a performance issue with lag spike every few seconds, please check this post, we need your help fixing it: https://steamcommunity.com/app/499660/discussions/0/1744482417437863273/

And once again - thanks for all your forum posts, reviews, and in-game feedback! Looking forward to getting the game in an amazing shape for you within a few days.

And so presenting Update 1.03

FIXES AND ADDITIONS
•   Major performance boost on medium to high settings with mid to high range video cards. On average going up from 30 to 120+ FPS.
•   Fixed lag during combat scenes when a fire was used - fire arrows or wildfire for all settings or systems
•   Fixed massive lag during Chapter 2 tutorial fire scene


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Re: Medieval Kingdom Wars
« Reply #82 on: January 11, 2019, 12:09:47 AM »
Update 1.04 - Diplomacy Part I
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

We have a solid update that delivers on your votes! Hundreds of people voted for Diplomacy features - and we are glad to deliver. Today is just the first part of new Diplomacy series - with two more updates on the horizon. This large update also includes some performance improvements, as well as a dozen fixes for the most commonly reported player issues.

And we continue with diplomacy we`ll be adding ability to recruit Lords. And in the following update, introducing Lords relations to player and assigning tasks to Lords. We also hope to include various confederations, inviting nations to join war, or to make peace among each other.

As always - thanks for your support - your reviews and forum feedback is really making a difference!

And so presenting Update 1.04

BIG CHANGES
•   King Diplomacy - added Military Alliance
•   King Diplomacy - added Defensive Alliance
•   Allied armies can now be invited into battle
•   Minor Lord and King Diplomacy - added Trade Agreements
•   Added income from trade on the world map
•   Redesigned Diplomacy window - now shows all available buttons
•   GUI improvement - all the greyed out buttons now show tooltips
•   A lot of fixes in translation - for Russian, Italian, Spanish, Portuguese, French.

FIXES AND ADDITIONS
•   City Tax and Happiness now change while the town is selected
•   Fix AutoSave option value not saving, and defaulting to 7mins
•   Fixed lag when changing unit formations and tasking
•   Tutorial level 2 no longer showing scripted battle scene with bad sound
•   Tutorial level 2 completely lag free now
•   Tutorial level 2 a lot easier now
•   Tutorial level 3 fixed healing army sometimes not working
•   Tutorial level 5 fixed constructing buildings sometimes not registering
•   Tutorial level 5 disabled giving towns with Steward
•   Improved Smelting Blacksmith tech now also improves Iron Camp
•   Munich now properly belongs to Austria in new campaigns
•   Fire pitch lights up a lot faster now, and is a lot more visible
•   Townhouses now have less smoke and lights
•   Corrected ballista description
•   Corrected description for Serf, and changing Iron and Stone Camp into Mines.


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Re: Medieval Kingdom Wars
« Reply #83 on: January 14, 2019, 02:05:53 PM »
Update 1.05 - New Poll and a Small Update
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

I`s time for our second poll. Thanks to your votes last week – we got really needed feedback and heard you load and clear. Diplomacy continues to be our top priority – and a lot more updates are on the way - like being able to hire new lords. Votes cast towards Performance, Stability and CoOp were also heard - and we continue to work in these areas as well.

Now we want to see what you want us to work on for the rest of January, with a good selection of projects. You can see the list of all the projects, on our roadmap here: https://steamcommunity.com/app/499660/discussions/0/1744482869758019730/

Meanwhile we are working on a massive update 1.06 that we`ll be releasing on Wednesday. It includes a lot of new features for diplomacy and other improvements across the board. So today - we have just a small update - improving the tutorial and fixing a few issues here and there.

Thanks for your continuing support!

And so presenting Update 1.05.

FIXES AND ADDITIONS
•   New Poll added
•   Fixed Market building not unlocking option to sell resources
•   Fixed background sound not paying right in the main menu
•   Disabled Raze buildings in tutorial
•   Fixed text going off the screen for some units in the German translation
•   Updated Market building transaction description
•   Fixed other bugs with Market buildings like requirement for 500 wood per transaction
•   Greatly improved Tutorial Chapter 2 - easier, and better gameplay flow
•   Improved Chapter 8 - AI attacks a lot better, with less lag, and the gameplay flow is smoother
•   New Moderator - Carl added


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Re: Medieval Kingdom Wars
« Reply #84 on: Today at 12:25:59 AM »
Update 1.06 - Lords for Hire
Medieval Kingdom Wars - Dev Konstantin




Hey Everyone,

It`s time for the second part of the Diplomacy update. Introducing the new ability to hire new lords once you become King. Customize their name, portrait and assign them land to rule. We will have a final part of the Diplomacy update by next week - letting you issue commands to your Lords and allies.

Another important part of this update, is the major rework of the graphics code with regards to bloom, hdr, light and much more. We have fixed a large number of related visual issues and create two distinct approaches to the game graphics. Try switching between Bloom On and Off in the game options and see which one works better for you.

Thanks for your continuing support, and we have a lot more amazing updates on the horizon!

And so presenting Update 1.06.

FIXES AND ADDITIONS
•   Major new feature - added ability to hire new lords when King
•   Select from twenty new lord portraits - only male for now
•   Diplomacy now shows all options, even if player is not King
•   Unique dialogue lines for destroying each of 14 nations
•   Added voice acting for all world map event cinematics and big messages
•   Major visual update to RTS mode - greatly improved light
•   Redesigned No Bloom settings - a lot less red light, bloom and brightness
•   World map has a lot less red colour, especially with bloom off
•   Redesigned world map light and colours
•   Fixed common issue with light sometime being too bright and bloomy in RTS mode
•   Fixed major issue with RTS mode usually being completely grey
•   Fixed major issue with time of day not changing RTS mode
•   Changing bloom on the world map now updates the level right away
•   Fixed a bug with giving towns to AI lords, creating player controlled AI armies
•   Removed ridiculous diplomatic penalty with all nations when the King attacks his own lords
•   Diplomatic penalty from alliance/peace only applies to nations you and your ally are at war with
•   Fixed French campaign cinematics not playing on the world map


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