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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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Offline Asid

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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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