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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #90 on: April 22, 2019, 10:59:07 AM »
Update 1.11 - The Game Changer
14 Mar @ 12:22am - Dev Konstantin



Hey Everyone,

The massive update 11 is finally here! This update adds a number of large new features and also redefines the gameplay - addressing main player complaints of the past month. So let's see for this Game Changing update has to offer:

The # 1 player voted feature has been completed - battalion flags and information overlays. Combat is now a much better experience, and RTS portion of the game feels quite different from what our players are used to.

Next up we worked on addressing the main player complaint - too much grinding and time building up towns. To this end - we have greatly sped up everything in RTS game mode, from economy to combat. In fact, higher speed controls are no longer necessary -which in turn greatly helps with performance.

Please keep in mind - that we listen to our community closely - and if the changes won`t be popular we are completely open to reworking this again. With the update of this magnitude, there`s a potential for new bugs. We`ll be correcting and improving things based on your feedback over the next couple of days

The update comes complete with over half a hundred other changes big and small affecting every area of the game. We hope you`ll enjoy the experience as we continue to work. Thanks for your continuing support, a lot more amazing updates on the horizon!

New Poll & Upcoming Sale
And we`ll be starting a new poll later this week - with an important choice between CoOp, trade, and controlling AI lords.

Also - we`ll be starting our first post-release sale next weekend - so if you're waiting for a discount, it`ll be a good time to join us!

And so presenting Update 1.11

MAJOR CHANGES AND ADDITIONS
   Added detailed overlays for all unit battalions with a unique flag for each unit type
   Added useful information to unit flags including hitpoints, stamina, level
   Retreating battalion is clearly marked with ripped up white flag
   Fixed the last combat crash, the only rare crash left is on the loading screen
   Completely reworked how melee units attack buildings and gates
   Added hitpoints bars to siege equipment, buildings, walls, gates - only shown when damaged
   Added ability to select and task units by their flags instead of units - simplifies battle controls
   Added silver reward for completing grand campaign objectives - from 8000 to 90k silver
   Improved random terrain - more variation and less closed off areas
   Removed grinding from building up towns in campaign mode - much faster, streamlined experience
   Reworked RTS gameplay flow - much faster resources income and build times
   Skirmish rebalanced for much faster gameplay experience, with faster AI progression
   Build and Destroy gameplay plays a higher role in battles now - allowing both the player and AI to build up faster
   Removed high game speed option in RTS gameplay - no longer needed with faster gameplay
   Player will now get kicked out of town management, once happiness drops below -50
   Reworked how world map objectives are shown in the tutorial
   Fixed major issue with cavalry being useless in melee combat



FIXES AND ADDITIONS
   Retreating units are now removed from unit type numbered groups
   Reworked unit routing - only some will route, and some will die - freeing up pop for build and destroy gameplay
   Can no longer target mill or village houses
   Larger battalion tasking arrow
   Fixed selecting units from multiple unit selection only working half the time
   Fixed game breaking bug when resuming a saved Hamlet battle in Skirmish menu
   Allied player AI is now dark blue color instead of grey
   Reworked the look of the town and battle minimaps
   Greatly reduced number of spike walls on all siege camps - easier to form up armies and navigate
   Ballista bolt now has a visible attack trail
   Tutorial 2 polished and improved the English now properly retreat, less total defense time
   Tutorial 2 and 4 minimaps fixed
   Chapter 2 tutorial removed a confusing front walls control point
   Tutorial chapter 7 fixed the bugs with stone and iron mine confusion
   Fixed a lot of level design issues in the town of Caen level
   Corrected some hamlets using old round towers
   Chat is now always closed when starting the game
   Ranged siege weapons have a larger line of sight
   Ranged siege weapons will only fire at targets within their line of sight
   Fixed exploit with Army Tent destroy button
   Fixed issue with campaign cinematics playing with other background voices
   Faster screen scrolling speed in battle on minimum zoom out
   Slightly higher min zoom in the camera



BALANCING
   Rebalanced unit strength values - militia and hunter less, elite units more
   Hamlet upgrade cost increases by 40% of the base cost per city level
   Greatly increased starting resources for build up
   Increased happiness drain and silver drain - was necessary as gameplay is much faster now
   Greatly increased all buildings hitpoints - harder to destroy with siege and fire arrows
   The cost of leveling up building is greatly increased both in towns and on the World Map
   Leveled up buildings are about 30% more effective now in battles and production
   Units have a higher chance of fighting until death without retreating
   Looting and Raising low-level towns bring 200-400 more silver
   A bit of a boost to ranged units - were nerfed too much before
   Major boost to cavalry in all stats for the best field unit
   Destroying building on the world map gives fewer resources
   Siege units consume 1 resource of stone or iron for each shot
   Storehouse add 100 additional storage Base storage increased by 100
   Increased peasant carry capacity by 50%
   significantly increased price of walls in Iron


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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #91 on: April 22, 2019, 11:02:08 AM »
Update 1.12 - Massive update and 30% off sale!
23 Mar @ 5:42pm - Dev Konstantin



Hey Everyone,

Another massive update today - as the team is working in overdrive ready for our next milestone.


It`s time for a sale!
To celebrate this milestone, we think the time is right to start a big two week-long sale, and show the game off to new players! We - the developers will also be extra active in-game chat during this sale - any questions or feedback - just open the game chat, and talk to us:)


Update 1.12
Now lets talk about this awesome update 1.12 - it comes with nearly half a hundred changes and new features. And every area of the game got some loving and polishing.

Especially the world map AI and pathfinding. It`s a joy to see your units nicely lined up on walls and ships now. Mid to late game has also been greatly re-balanced, together with a new approach to Kings diplomacy.

And we are aware that some of our players might not dig the new changes with making the game harder, especially happiness and silver drain. For these we have added a new campaign mode - Chill Mode, that basically removes these limiters.



Looking ahead we are planning to solve last performance issue during large battles, as well as the last rare crash happening at the loading screen. The new poll will also go live shortly - as it`s time to start work on some big new projects - like commanding AI lords, new terrain, perhaps CoOp.

As always - forever grateful for your support!

And so presenting Update 1.12

MAJOR CHANGES AND ADDITIONS
   Greatly improved visual performance when many units are on screen
   Added Chill Mode to the campaign - greatly reduces silver and happiness drain for a calm and easy gameplay
   Major pathfinding update - units appear on walls correctly now, without units dropping to the ground
   Fixed a lot of additional problems with pathfinding on walls
   Livestock now has an overlay icon to make them easy to select or task peasants on
   Fixed major issue - archer units can attack buildings now
   Fixed units falling through ships in naval combat and all other naval combat pathfinding issues
   Reworked diplomacy peace making - it`s now much harder and expensive to conclude and maintain peace
   Fighting enemy armies increases diplomatic relations and greatly helps with peace negotiations
   Fixed major lagspikes when sieging large towns and AI opens gates to ride out
   Battle rewards now scale depending on the battle size.

WORLD MAP AI REWRITE
   Major rework and improvement to world map AI - armies will no longer attack same targets but spread out to look for weaknesses
   World Map AI will often now attack in the first couple of months of the campaign, instead of letting player build up for a year
   Fixed major issue with world map AI sending armies to attack player - will seem like a brand new experience. Effected all mid to late game campaigns
   World Map AI will now send armies to attack player from far away towns and nations
   World Map AI will complete it`s attacks on other AI towns faster without waiting around for months
   World Map AI will never take long year long break from attacking player


FIXES AND ADDITIONS
   Fixed Options menu appearing behind quest windows and being unusable
   Changes to Tutorial and Campaign where sound volume for voices will no longer jump up an down
   Fixed voices narration volume in campaign and tutorial being too quite
   Added new Voice Volume setting to the Options - controls voiced over narrations volume
   Fixed unit groups at the top overlapping with building banners
   Fixed weird sound popping when skipping to the next dialogue conversation in tutorial
   No longer applying large happiness penalty for entering town, only usual drain over time
   Looted town is no longer auto-invited to join battle
   Fixed game hanging when auto-resolving battle with a looted town
   It`s now possible to select buildings by clicking the building banner
   Building banners now show in multiplayer games
   Fixed issue with world map army selecting when clicking on the ground near it
   Greatly reduced lag that sometimes would happen when capturing the enemy flag
   Fixed various issues with units on walls or on ships at the start of the game
   AI will rush out from walled city to counter only if it has a strong chance of winning
   Very rarely will AI now rush out from town just to surprise player
   Large ship in naval combat can now be fully walked on
   Fixed issue where AI army half across the screen would still protect it`s city
   Arrows and ballista will no longer always hit village houses and set them ablaze
   Ships no longer disappear during naval combat intro and outro cinematic


BALANCING
   Diplomacy Gift and insult cost greatly increased, especially when the player is King
   Trade Agreement cost increased when the player is King
   Declaring War on a nation sets relations to -50, instead of 0
   Increase the silver cost of Suing for Terms by 10x
   Reduce diplomatic cost of Suing for Terms from -10 to -5
   White Peace available at -10 relations instead of -30 relations
   Only armies directly on top of cities will be auto invited to defend them
   Range where armies can be invited is reduced by 30%
   Can capture more units during battles, from up to 5 increased to 8
   Mounted hobelar nerfed around 20%
   Livestock max food is half of what it used to be. Same on start and grow quicker
   Raising towns now has less diplomatic relations penalty, -3 for hamlets and -6 for towns
   Reduced battering ram attack by 30% - to make Belfry and Escalade more attractive options
   Reduced archer fire arrows damage by 25%
   AI gets 5 minutes less (25 total) to conquer large player town
   Silver drain increased- half an hour long battle now costs around 600 silver on medium
   Units a 20% more likely to stay and fight until death instead of retreating
   Price of trade goods increased 2x, makes it more important to produce trade goods in cities or through combat
   Selling trade goods is 2x more profitable now


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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #92 on: April 22, 2019, 11:03:31 AM »
New Poll & Upcoming Updates
31 Mar @ 10:08pm - Dev Konstantin



Hey Everyone,

Thanks to your votes in the last poll we got really needed feedback and heard you load and clear. New features like unit overlay GUI are now in-game. It`s time for a new poll...

For these of you just joining us - we have a voting poll right in the main menu, where our players decide what the team works on...

With over a dozen massive updates since release - MKW is starting to mature, and the number of players spending 50 and even 100 hours with the game have greatly increased. Perhaps it`s time to start adding major new features? However - there are still some performance issues affecting a number of players - especially in the large battles. So what should it be?

We can work on new awesome diplomacy features, giving orders to AI lords, starting work on Coop or working on the game world - adding forests, deserts and more. To see all the projects, we have planned for 2019 please click the button above.

Voting options this week are:

   Major performance improvements, especially big town sieges
   Terrain variations for maps and towns - deserts, forests etc
   Giving direct orders to AI Lords and AI Armies on the map
   Relations with AI lords - friends, betrayals, revolts
   Major world map GUI improvements - transfer window, walls etc.
   Forget everything - only work on Coop!

You can find the full list of planned projects on our roadmap here: https://steamcommunity.com/app/499660/discussions/0/1843566500534219066/

Thanks for your support!

P.S. Please keep in mind that we are just became aware of a couple of rare but annoying bugs in the current build - like rare missing units and some issues selecting armies, we should have this resolved asap.


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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #93 on: May 09, 2019, 11:16:38 PM »
Update 1.13 - Maximum Performance
9 May @ 10:26pm - Dev Konstantin



Hey Everyone,

We are very excited to bring you the long awaited update 1.13. In the recent poll - our players indicated that better performance is the top priority, and so we got to work... Over the past month we went through the entire game code line by line. Results have surpassed our expectations - but we`ll let you experience it for yourself.

On average the frame-rate should nearly double for majority of players, and large battles should play out smoothly.

This update also includes couple of cool features - like sharing line of sight with your Kingdom and Allies, as well as greatly improved World Map AI, with higher intensity, and introduction of long range expeditions by AI.

And please keep in mind that with update of this magnitude there might be some issues - but we`ll be sure to hot fix anything reported asap.

We are also looking forward to releasing massive update 1.14 later this month - being able to control AI lords both on the world map and in battles is a true game changer.

And so presenting Update 1.13


PERFORMANCE AND OPTIMIZATION
   Major revision of the game code line by line to improve performance
   Major visual performance boost for low end systems - average from 20 FPS to 40 FPS
   Major visual performance boost for mid and high-end systems - average from 45 FPS to 70 FPS
   Major combat performance boost in all situations
   World Map visual performance increased - with FPS nearly doubled
   Resolved major lag issue in large town battles
   Fixed game stopping lag issue during very large battles in all scenarios
   Fixed visual lag when selecting large number of units
   Significant performance boost in all situations across the board
   20% latency decrease in multiplayer games
   Fixed common lag spikes when playing on the world map
   Animations are smoother, and a little bit slower for better presentation
   Fixed game stopping lag spike when attacking through the gates and other choke-points

MAJOR CHANGES AND ADDITIONS
   World map fog of war is revealed by your Kingdom and Allied nations
   Complete rewrite of the World Map AI
   World Map AI is a lot smarter, plans it`s attacks better, and does more long range expeditions

FIXES AND ADDITIONS
   World map on lowest settings now looks correct without missing trees, rocks and other objects
   Units now look good during cinematics even on lowest model quality settings
   Units now properly line up on walls in large town and other scenarios
   Removed outdated Cant Move Mouse message on the first run of the game
   Tasking multiple rams on a gate now only tasks one of them
   Army strength indicator updates right away after adding or healing units.
   Fixed world map army overlay jumping up and down when moving on the world map

BALANCING
   Unit movement speed, building construction, and economy is nearly 20% faster on lower game speeds

DOWNGRADES AND COMPROMISES
   Reduced number of units in battalions by 15%
   Quality of units on highest settings slightly decreased
   Reduced fog effect and clouds on the world map
   Slight downgrade to the look of the fog effect
   Some effects like fire and smoke are a little bit slower
   Small downgrade to the quality of trees on the world map
   Text on unit GUI portraits doesn`t have a shadow and slightly harder to read


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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #94 on: June 13, 2019, 12:10:09 AM »
Updates schedule for June and July
12 JUN @ 6:15PM   - DEV KONSTANTIN



Hey Everyone,

Just some quick info regarding the upcoming updates - and a preview of next week`s update 1.14...

But first - we have to apologize for the delays... As you might have heard we are working on launching Kingdom Wars 2: Definitive Edition - a total rework of our previous game, that we are releasing for free for our players who purchased original KW2B. You can find out more about it here:

https://store.steampowered.com/app/1036440/Kingdom_Wars_2_Definitive_Edition/

Unfortunately this launch is delaying work on the upcoming update 1.14 for MKW. We hope you can forgive us, we always want to do right by our players, and with a team of our size there are sometimes delays due to numerous projects and updates.

However, we really don`t want you waiting for a month for the next big update - so what we`ll do is release a mini-update 1.14 sometime next week. It will not include all the cool gameplay features like controlling lords and giving AI orders in battle... as we will have to push forward these additions for the big update 1.15. You can expect 1.15 later on in July.

With that said, you can expect some pretty cool things in this mini update 1.14 next week:

-Major visual update for our game engine - anti-aliasing, anisotropic filtering, post-processing e.t.c
-Major pathfinding engine update - makes tasking and controlling units in combat much easier, and solves problems like units sometimes ignoring orders
-Couple of minor fixes here and there

Thanks for your patience, and your continuing support!

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #95 on: June 16, 2019, 04:16:37 PM »
Update 1.14 - Better Visuals and Pathfinding
16 Jun @ 3:10pm - Dev Konstantin   



Hey Everyone,

We hope everyone`s enjoying their summer, and in case you decide to spend some time with MKW this weekend, there`s a nice new update ready - full of pleasant surprises.

As you might have heard, our team is busy working on another project - KW2DE - rework of our earlier game, that we are releasing for free for the players of the original. This is adding a bit of a delay to our MKW updates, but we are still on track. And you can expect a major update 1.15 in July that will finally include controlling AI lords, and giving AI orders in battle.

Meanwhile we wanted to update the visual fidelity of MKW, as well as iron out some issues in pathfinding and combat, and after few weeks of work on our game engine, we are finally ready to release this small, but sweet update.

And so presenting Update 1.4

-Visual Update - added Anisotropic filtering - on by default
-Visual Update - added Anti Aliasing filters - MSAA 2x,4x, 8x
-Visual Update - various minor improvements and post-processing tweaks
-Updated options menu layout to implement new visual options
-Major pathfinding update when tasking a large number of units
-Fixed pathfinding issue with units ignoring orders to move
-Fixed pathfinding issue with only some battalions moving while others don`t
-Pathfinding improvements to tasking units across the map and in combat
-Pathfinding improvements to tasking a large number of battalions into a tight space
-Units form up on the wall on most levels (other than hamlets) much better
-Fixed units positioned on walls, sometimes standing on the ground
-Fixed Garrison Commander Achievement

A word of a warning, for most players we recommend using Anti Aliasing filter set to 2x or at most 4x. 8x only make sense on more advanced video card like 1070+

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #96 on: July 17, 2019, 11:36:43 PM »
Epic 60% off sale & Upcoming Update 15
16 Jul @ 7:08pm - Dev Konstantin   



Hey Everyone,

Some good news - following the launch of KW2 Definitive Edition (the big free update to our old game), we are back to working on MKW full speed, with update 15 coming your way later this month. We can`t wait to share new awesome features with you, that will really advance the gameplay.

Meanwhile we are holding our biggest sale for MKW, with 60% off discount. It`s time to introduce the game to new players, and well - it`s just been a good summer, so we figured why not go big with this discount.

Myself and other guys from the team will be spending quite a bit of time in the in-game chat and our forums this week, so if you have any questions or suggestions, we`ll be glad to chat!

See you on the battlefield.


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