Update 58 - The Good UpdateMedieval Kingdom Wars - Dev Konstantin
Hey Everyone,
We continue with our goal of polishing and fixing everything about the game in preparation for DirectX 11 launch later this summer. Today`s update comes with nearly 70 changes and improvements, including some major steps forward when it comes to town defense AI and game`s performance.
We`ll continue with another big update later next week again fixing whatever bugs remain, as we get ready for new features. And while we are slicing through remaining bugs, as well fine-tuning and balancing; It`s a good time to drop by our forums, and let us know if you have discovered a new bug or want something changed or improved.
We hope you enjoy this update! And so, presenting Update # 58:Big Changes-Eliminated lag when attacking large towns
-Eliminated lag when tasking 8 battalions on a busy battle field
-Greatly increased performance with Highest Model quality visual option
-Tasking multiple battalions now take up to 1.5 seconds for group of 8
-Units will no longer be able to sneak in through closed gates if tasked before closing
-Town defensive AI - it will now be a lot more active
-Town defensive AI - it will ride out to attack weaker attackers
-Fixed potential crash when changing game language
-Scaled up majority of buildings especially economy buildings
Fixes and Improvements-Fixed major issue with some hamlets showing empty blue area
-When friendly AI attacks a city that recently has changed hands to a friendly or player, AI will not attack this city but move on
-Added a cap of max 5 prisoners to be captured when besieging a city
-Reduced memory load from various language files by good 500 mbs
-Increased amount of resources given in Skirmish on default
-Low, Medium, High resources in Skirmish now actually work
-Fixed issue with Storehouse not increasing resources on town reload or even deducting resources
-Better position for buildings banners, less chance to click it and not select the building
-Plains Hamlet design now has a walkable palisade by the gatehouse
-Orleans - redesigned city walls to added walkable palisade
-Orleans - redesigned city and removed staircases that made it exploitable defense
-Nantes - fixed issues with ladders not attaching to the inner keep walls
-Nantes - fixed issues with inner keep towers not letting units in or out
-Caen - completely reworked the area by the main gate to allow AI to attack it better without getting stuck
-Fixed houses sticking out through the wall in some hamlets
-Updated all hamlet designs where workers would get stuck in walls when gathering wood
-Chinese localization - fixed additional errors in Chinese fonts, incorrect symbols for ( ) and !
-Chinese localization - fixed text objectives in tutorial being very small
-Fixed hamlet banners being on screen when going to Skirmish after playing Campaign
-Region banners are more transparent and look more different from town banners, not to confuse the two
-New Campaign window portraits don't flicker when changing nation or lords
-Steward portrait doesn't flicker in tech window when buying something
-In Steward Tech window, can select any tech with pop-up staying open allowing to examine the tech
-Fixed odd flashing and pause about 20 minutes into managing towns
-Building plots now look normal on lowest settings
-Adjusted campaign intro cinematic not to zoom in on irrelevant town but continue fly by
Balancing Changes-Trees no longer grow until level is reloaded
-AI gets less time to conquer player hamlet and town, 20 and 35, from 25 and 40
-Default town storage capacity reduced to 3000
-Catapult removed two other shot abilities
-Catapult fixed the firing FX for normal and flamed Projectile
-Catapult nerfed and fixed over powering damage and rate of fire
-Catapult flaming project now has a much less change to start a fire
-Ballista and Trebuchet fire projectile now have a strong chance to start a fire
-Economy changes - Peasants are 50% more expensive, but also 50% more productive
-Economy changes - livestock max food amount increased by 50%
-Economy changes - chicken and cow over time passive food income increased by 60%
-Economy Changes - Iron and Stone mines 30% more productive, mine level upgrade adds 50%
-Re-balanced movement speed - Heavy armored units and heavy siege units significantly slower
-Re-balanced movement speed - Medium armored units are a little bit slower
-Rebalanced movement speed - Light units regain same speed or a bit faster