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Re: Medieval Kingdom Wars
« Reply #30 on: January 07, 2018, 08:48:03 PM »
Update 42 - Another Day in the Office
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

The past few days have been an amazing experience for our team. We started MKW as a small indie title, never expected to compete with top strategy games. But now - thanks to all your overwhelming support, and amazing feedback, we know that we are working on something special here. Sure - we still have months and months of work ahead of us, and this is just an early pre-alpha build, but we are encouraged like never before. These long days at the office are that much easier now. Thank You!!!

With our forth update this week, it was time to work on some major additions. So we picked the three most player requested features. From a full events log, and social list in the campaign, to the regional non-English chat channels. In addition we hope we finally fixed the last crash in-game, that annoying CTD on the loading screen.

We have big plans for the week ahead, as we continue work to address most of your requests and suggestions. Here`s to another great week ahead.

And so - presenting Update # 42:

New Features
-New Messenger adviser added to the campaign
-Social List added to the campaign in Messenger menu
-Events log added to the campaign in the Messenger menu
-Added new chat channels - Campaign and Off-Topic
-Added a localized non-English chat channel
-Added French, German, Spanish, Italian, Russian chat channels
-Added new dialogue lines for Chancellor for War and Peace being declared

Fixes and Improvements
-Possible fix for crash during the loading screen
-No longer playing town cinematic when managing the town
-Saving value for the Enemy Withdrawal Timer in for Skirmish Saved Game
-Corrected inner palisade walls in Orleans having a hole

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Re: Medieval Kingdom Wars
« Reply #31 on: January 10, 2018, 07:07:11 PM »
Update 43 - Tactical Pause Heraldry
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

We are starting this week with another major update. Over the past several days we have read and answered over a hundred posts on our forums, and had countless hours of conversations with our players in-game. And I must say, your feedback was really an eye-opener. As a result - we are greatly changing our production plan for the next couple of months, to concentrate elusively on our player suggestions and feedback.

Today`s update is the first of many more to come until we implement majority of your suggestions and requests. Update 43 added a Tactical Pause, speed controls in combat and town management, new world map Heraldry and so much more. We will follow up tomorrow with a smaller update to improve and expand some of the new features added today. And please note - there`s a small issue with Tactical Pause, you must select a unit before pressing the Pause Button for it to work, but we will be correcting this in 24 hours.

We are very grateful for your feedback, and the support!

And so - presenting Update # 43:

Major New Features
-Added Tactical pause feature - pause and issue commands - to the battles and Town Management
-PLEASE NOTE: Tactical Pause will only work if you select a unit before pressing the Pause button. This will be fixed in 24 hours.
-Game Speed Control added to the Battles and Town Management
-New Day and Night wheel for the towns and battles, art to be updated
-World Map now shows heraldry instead of flags on all towns and hamlets
-Added Heraldry on top of all Lord and King portraits

Fixes and Improvements
-Added Battle chat back to the multiplayer
-Fixed major issue with large town sieges with AI constantly repairing and rebuilding
-Improved how the game responds when issuing orders and accidentally right click dragging the screen
-Dover, fixed incorrectly rotated palisade gatehouse
-Your units will no longer attack enemy citizens
-Saved Skirmish games not properly remember which gate was closed and which opened
-Fixed main menu getting stuck and appearing in campaign
-Scribe news log now sorts events by the month and year
-Added a warning when joining a multiplayer game, and you or the host have old game version

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Re: Medieval Kingdom Wars
« Reply #32 on: January 10, 2018, 07:14:25 PM »
SPECIAL PROMOTION! Offer ends 18 January

40% off  13.99   8.39

http://store.steampowered.com/app/499660/Medieval_Kingdom_Wars/

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Re: Medieval Kingdom Wars
« Reply #33 on: January 16, 2018, 09:36:19 PM »
Update 44 - Cloud, Tooltips, Name
15 JANUARY   - DEV KONSTANTIN



Hey Everyone,

Hope everyone had a great weekend, and glad to see so many of you chose to spend your well deserved time off with Medieval Kingdom Wars.

We are starting this week with another big update. As we continue to work our way through you requests and suggestions we worked on finally adding Steam Cloud saves, that now work both for campaign and skirmish. Another long overdue feature added are the loading-screen tips. We also worked changed how the player heraldry works on the world map, fixed issues with tactical pause and added an option to change your username. In addition several highly requested fixes, and a lot of work was done on preparing Chinese and Portuguese localization - it should be ready sometime next week.

Later this week we will concentrate on more player reported issues, such as hamlet walls problems, as well as performance. We should have another update towards Thursday afternoon.

Thanks for all your support, feedback and reviews!

And so - presenting Update # 44:

Major New Features
-Steam Cloud save for the campaign
-Added 32 new loading screen tips, English only for now
-Change Name option now available in Skirmish menu version of Social
-New way to display player Heraldry on the world map
-New Player Heraldry separate from the Kingdom Heraldry

Fixes and Improvements
-Fixed issue with Tactical Pause not always working
-Campaign map will center on the last used army or town when returning to it
-Fixed issues with Scribe social window getting stuck on screen
-Localization translation added for everything by the tool-tips and few more lines
-Corrected major problem in Spanish localization
-Lots of ground work for Portuguese and Chinese localization - eta 1 week

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Re: Medieval Kingdom Wars
« Reply #34 on: January 18, 2018, 06:34:22 PM »
Update 45 - Portuguese Language & Improvements
18 JANUARY   - DEV KONSTANTIN



Hey Everyone,

As we end this week we have another great update for you. Finally after so many requests we are glad to say that Portuguese translation is here! Keep in mind that there are probably some minor issues with this first draft of localization, and we are looking for a native Portuguese BR speaker to help us proof-read and improve the translation.

This updates also brings over a dozen of very important fixes and improvements. For starters we have 100% fixed all of the crash to desktop issue during loading screen. Visual performance has also been improved. In addition we`ve included few more fixes and changes requested by our players.

In our next update we`ll finally fix the last of the combat crashes, making MKW crash free, yay. Same time we are continuing work on Chinese translation, and should be ready to go live in the next update - scheduled for Friday next week.

And so - presenting Update # 45:

Major New Features
-Add Portuguese translation of the game
-Fixed ALL crash bugs during loading screens
-Updated texture of all the king characters
-Greatly decreased the load time of Chancellor window
-Reduced visual memory use by over 150 mbs
-AI army strength will now get reduced when it wins auto-resolve battles
-If AI army is a lot stronger than player army in auto-resolve, it will eliminate player army
-Greatly improved visual performance on the world map on all game settings

Fixes and Improvements
-Updated how buying resources at the Steward window works - much easier and quicker
-Greatly improved how world map looks on the Lowest settings
-World Map on lowest settings now has trees and houses
-Fixed problem with high or slow game speed continuing onto the world map
-Fixed issues with hamlet walls if upgrading inner walls first
-Fixed issues with hamlet walls when capturing AI hamlet with built walls
-Fixed exploit with selling buildings on the world map
-Fixed auto-resolve exploit with AI constantly attacking player army to generate resources
-Fixed town of Nordingen on the world map
-Lowered World Map zoom by around 20%
-On re-connection, switch to Online mode and re-open chat
-Chat will no longer ever open in offline mode
-Fixed major issue with last level of Tutorial not opening
-A lot of work on the game fonts in preparation for Chinese localization
-Translated all the text in all languages including tooltips and other new text
-Greatly improved the Spanish translation, courtesy of Javi Garrido

Balance Changes
-Easy Difficulty much easier: more taxes and starting silver, AI attacks a lot less
-Different starting Silver values depending on Campaign Difficulty
-Deleting building on the world map only returns 25% of the cost now

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Re: Medieval Kingdom Wars
« Reply #35 on: January 25, 2018, 09:26:39 PM »
Update 46 - Chinese Langauge Improvements
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

I`m back after a short trip and we are right back into it, with a monumental update, that`s extremely overdue. With Chinese players representing over 60% of the Steam players, and huge share of MKW players as well, it`s about time that we add a proper Chinese translation. Due to various tech issues - mainly having our own game engine - the workload to enable Chinese characters took us a very long time to complete. But finally - we are here. In addition we are considering translating all voice overs into Chinese as well to have a 100% localization.

This update also finally fixes the foreign player chat issues, as well as addresses a few more problems - including the infamous Hamlet Wall bug.

You will also notice a cap on how much resources your town can hold in RTS mode. For now it`s set at 4999, but we will adjust it based on your feedback. Also in the next update we`ll make certain buildings like Storehouse increase this resources cap.

And so presenting Update 46:

-Full Chinese Translation
-Added resource cap to RTS mode. Capped at 4999 per resource
-Regional foreign chat will now properly work
-Fixed displaying non-English characters in the chat
-Fixed problems with Serfs not saving their location in RTS mode
-Final fix for All the Hamlet Wall issues
-A lot of changes under the hood - major code revision
-AI will progress in game much faster on hard difficulty
-AI will progress in campaign much slower on easy difficulty
-Fixed issues in Portuguese translation
-Reduced volume of the company logo splash screen

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Re: Medieval Kingdom Wars
« Reply #36 on: February 03, 2018, 03:59:47 PM »
Update 47 - Wall Defences and Hamlet Skirmish
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

We are wrapping this week with another big update, and as become the norm in the past few weeks - we are again working on the top player requested features. Over the past few weeks we tried to incorporate as much player feedback as possible into the game, but it`s time to get back to working on the big features - so next week we are returning to more diplomacy features, polishing up Techs, and opening way to work on CoOp features towards early March.

Today`s update finally adds saving of the wall mounted defenses built during battles. In addition auto-resolve will level up units. We also took some time to address the town storage capacity based on player feedback. And last but not least, you`ll notice the first of the several upcoming pathfinding and combat improvements. In addition a brand new Skirmish mode - defending or besieging a Hamlet.

Best wishes for the weekend! And so, presenting Update 47:

New Features
-Combat and Pathfinding update - reworked how units get stuck or slow-downed when moving through tight passages
-All wall mounted defenses and siege weapons now permanently save
-All wall mounted defenses and siege weapons can now be constructed in town view mode
-Constructing a storehouse now adds 3000 to the town storage
-Auto-resolving battles levels up units
-Final round of a updating and cleaning up the engine code
-New Skirmish game mode - Army vs Hamlet

Fixes and Improvements
-Updated town view mode description, no longer any temps there
-Updated Storehouse description
-Fixed common arrow with AI fire and flaming siege not working
-Fixed props (weapons, hats) on a couple of units showing up as white or missing
-Larger font for the next on screen
-Resources bar now shows town storage limit
-Temporary Disabled Wall Hoarding upgrade

Balance Changes
-Town Storage increased to 6000
-Nerfed Swordsman unit, nearly 20% reduction in stats

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Re: Medieval Kingdom Wars
« Reply #37 on: February 13, 2018, 10:45:23 PM »
Update 48 - Campaign Battle Saves and Rebellions
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

We are getting back on track with our production plans and continuing work on major new features. Today`s update bring two major additions to the game - Kingdom Rebellions and Campaign Battle Saving.

New battle save features will automatically and manually save campaign battles and automatically resume them when you reload load your campaign. As we are still working on solution to the occasional crash in battles, the save feature should help minimize the lost progress. And overall it makes things are lot friendly when it comes to these long major town sieges.

Rebellions game mechanic will no longer let you attack your own Kingdom without penalties. If your standing with your King falls bellow 0, you will be declared an outlaw and a rebel and find yourself hunter by your own kind. But corruption is your friend here, and for a good bribe your King will turn a blind eye to you carving out his Kingdom for yourself.

A lot more awesome diplomatic options are coming soon, including being able to depose your King and crown yourself or the other Lord in your Kingdom. In addition we are working on a complete rewrite of the world map campaign AI, it`s making it a lot smarter and changes things from Kingdoms attacking each other, to individual lords waging their wars on their own or by their King`s command. You can expect all of these awesome features later on in February.

Best Wishes to everyone celebrating Lunar New Year! And so - presenting Update 48:

New Features
-Resuming campaign battles, if player quit or crashed during the battle
-Campaign Menu shows Resume Battle crossed swords symbols if save is available
-Added auto-saving every few minutes to campaign battles
-Added manual saving to the campaign battles - in the Pause Menu
-Player Rebellion & outlaw feature implements if standing with your King falls bellow 0
-Player can send Gifts and Insults within their own Kingdom to raise or lower standing
-Your own nation will actively attack you if your declared an outlaw

Fixes and Improvements
-Player Nation shows Standing with the King instead of a Diplomatic Relations value
-Diplomacy window shows Peace icons for each nation
-Fixed issue with resources lost despite sufficient resource cap at start of scenarios
-Changed the look of the Diplomacy window - all the Kingdoms in the certain spot in the list

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