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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #45 on: May 02, 2018, 06:50:45 PM »
Update 54 - Multiple Armies in Autoresolve
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

It`s been a busy Spring for us, as we are wrapping up work on the massive visual game engine update, about to switch the game to DirectX 11 later this month, and same time making a lot of progress towards bringing you multiple army and coop experience in the campaign.

Today`s update is a great step forward in this direction, and while a lot of work still remains behind the curtains, we are finally ready to give you multiple armies functionalities in auto-resolve.

Together with many other battle related changes on the campaign map, this update really transforms the army management, and how the campaigns are thought on the campaign map.

We should have the next update 55, completing the multiple armies fighting on actual battlefields, ready for you towards May the 16th, and (fingers crossed) - bringing you the first part of Direct X 11 engine update.

And so, presenting Update # 54:

-First part of the multiple army project complete
-Attack Screen now supports two armies per side (more to be added)
-Fight button is disabled for more than 2 armies in battle (until the next update)
-Player and AI can invite armies to join the battle in provincial range
-Army standing near the city becomes the city garrison for auto-resolve
-Auto-Resolve now uses battle difficulty instead of campaign difficulty
-Completely reworked Auto-Resolve victory or loss calculation
-Player army that`s weak or has just a few units will get removed on defeat
-Fixed exploit with repeating auto-resolve vs stronger army over 10 times
-Fixed common issue with horse cart ignoring orders
-Only the selected building banner is hidden (was part of the an earlier update)

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #46 on: May 15, 2018, 06:40:28 PM »
Summer Roadmap and Upcoming Updates
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

It`s time to reveal or plans for the next 4 months, as we are starting work towards the Beta milestone. With nearly 55 updates since launch 11 months ago, things are about to get very interesting as we nearing completion on several huge projects that`s been in the making for months. And as soon as we get through this, it`ll be time to rework and polish, including long overdue work on interface and combat.

So without further introduction lets take a look into production plans for the next four months. Bellow list only includes the biggest features of each update.

And if you have any questions or need clarifications - please don`t hesitate to ask:)

And so - off to work, to make this beautiful 4 months plan happen. Thanks for all your continuous support, and here`s to the Beta milestone.


SUMMER 2018 DEVELOPMENT ROADMAP

Update # 54
------------------------

ETA: Mid May
-Multiple armies in auto-resolve
-Various fixes on a dozen of bugs
-A lot of new music


Update # 55
------------------------

ETA: Late May
-Multiple armies in battle
-Various fixes on a dozen of current bugs
-New town: Norwich


Update # 56
------------------------

ETA: Mid June
-Direct X 11 - Part 1 - same visuals but improved performance
-Fixed various Direct X 9 related bugs
-New way to create armies with Lord or Adviser
-Tooltips for every single element of the Interface
-Building city walls on the worldmap
-Updated diplomacy features for minor lords
-Becoming the King, ruling as a King and hiring lords
-New diplomatic features as a King
-New town: Lisbon
-New terrain set: Forest


Update # 57
------------------------

ETA: Late June
-Direct X 11 - Part 2 - changing resolution in-game, windowed mode
-Major updates to World Map AI, friendly lord assistance, lords working together in attacks
-Major updates to World Map AI: no suicide attacks, looking for weaker points, ambushes
-CoOp battles with inviting another player or friends army
-New terrain set: Farmland
-New town: Cagliari


Update # 58
------------------------

ETA: Early July
-Direct X 11 - Part 3 - Various visual filters and visual improvements enabled
-Each nation get a roaster of unique troops, completely different from each nation
-Major updates to World Map AI, friendly lord assistance, lords working together in attacks
-PvP campaign battles, with another player or friend replacing AI in a battle
-New Advisers menu: Court Chaplain, introducing of Cards advantages on the world map and battle
-New terrain set: Southern Plains
-New town: Dublin


Update # 59
------------------------

ETA: Late July
-New Tutorial Campaign added with nearly 10 missions and a lot of world map gameplay. Fully voice acted
-Direct X 11 - Part 4 - Final visual improvements
-New Advisers menu: Merchant, introducing various trade features
-Final CoOp campaign features like sending resources
-Selecting color and banner for your troops


Update # 60
------------------------

ETA: Early August
-Major polishing update, with 50+ fixes across the board
-First polishing update to the interface
-Major update to pathfinding - battalions sticking together
-First of the quests added, various historical events
-Skirmish Menu redesigned


Update # 61
------------------------

ETA: Late August
-BETA MILESTONE
-Various player requested fixed and updates
-Work on balancing, improving starts
-Additional quests added, various historical events

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #47 on: May 15, 2018, 06:41:14 PM »
Update 54 - Multiple Armies More
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone

It`s been a busy Spring for us, as we are wrapping up work on the massive visual game engine update, about to switch the game to DirectX 11 later this month, and same time making a lot of progress towards bringing you multiple army and coop experience in the campaign.

Today`s update is a great step forward in this direction, and while a lot of work still remains behind the curtains, we are finally ready to give you multiple armies functionalities in auto-resolve.

Together with many other battle related changes on the campaign map, this update really transforms the army management, and how the campaigns are thought on the campaign map.

We should have the next update 55, completing the multiple armies fighting on actual battlefields, ready for you towards May the 16th, and (fingers crossed) - bringing you the first part of Direct X 11 engine update.

And so, presenting Update # 54:

-First part of the multiple army project complete
-Attack Screen now supports two armies per side (more to be added)
-Fight button is disabled for more than 2 armies in battle (until the next update)
-Player and AI can invite armies to join the battle in provincial range
-Army standing near the city becomes the city garrison for auto-resolve
-Auto-Resolve now uses battle difficulty instead of campaign difficulty
-Completely reworked Auto-Resolve victory or loss calculation
-Superior armies can win auto-resolve without any losses
-Player army that`s weak or has just a few units will get removed on defeat
-Fixed exploit with repeating auto-resolve vs stronger army over 10 times
-Fixed common issue with horse cart ignoring orders
-Only the selected building banner is hidden (was part of the an earlier update)
-Livestock will be fully fattened on reload of the city
-Building Name banners are much smaller and neater
-Fix major bug with gatehouse upgrades producing two gates
-Fixed other bugs with gatehouses
-New main menu music track
-New music for world map
-Added main menu Early Access letter

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #48 on: May 21, 2018, 07:44:48 PM »
Summer Roadmap & 50% off Weeklong Sale
21 May - Dev Konstantin   



Hey Everyone,

With Beta milestone just three months away, MKW is shaping up into the Kingdom Wars game we always wanted to make. With nearly 55 updates and Summer finally here, it`s time to celebrate with a massive -50% off Weeklong Sale.

Here`s a nice video to introduce the game to the new players joining us today



And it`s just as well that we reveal or plans for the next 3 months, leading onto the Beta Milestone. Things are about to get very interesting as we nearing completion on several huge projects that`s been in the making for months. And as soon as we get through this, it`ll be time to rework and polish, including long overdue work on interface and combat.

So without further introduction lets take a look into production plans for the next four months. Bellow list only includes the biggest features of each update.

And if you have any questions or need clarifications - please don`t hesitate to ask:)

And so - off to work, to make this beautiful 4 months plan happen. Thanks for all your continuous support, and here`s to the Beta milestone.


SUMMER 2018 DEVELOPMENT ROADMAP

Update # 54
------------------------

ETA: Mid May
-Multiple armies in auto-resolve
-Various fixes on a dozen of bugs
-A lot of new music


Update # 55
------------------------

ETA: Late May
-Multiple armies in battle
-Various fixes on a dozen of current bugs
-New town: Norwich


Update # 56
------------------------

ETA: Mid June
-Direct X 11 - Part 1 - same visuals but improved performance
-Fixed various Direct X 9 related bugs
-New way to create armies with Lord or Adviser
-Tooltips for every single element of the Interface
-Building city walls on the worldmap
-Updated diplomacy features for minor lords
-Becoming the King, ruling as a King and hiring lords
-New diplomatic features as a King
-New town: Lisbon
-New terrain set: Forest


Update # 57
------------------------

ETA: Late June
-Direct X 11 - Part 2 - changing resolution in-game, windowed mode
-Major updates to World Map AI, friendly lord assistance, lords working together in attacks
-Major updates to World Map AI: no suicide attacks, looking for weaker points, ambushes
-CoOp battles with inviting another player or friends army
-New terrain set: Farmland
-New town: Cagliari


Update # 58
------------------------

ETA: Early July
-Direct X 11 - Part 3 - Various visual filters and visual improvements enabled
-Each nation get a roaster of unique troops, completely different from each nation
-Major updates to World Map AI, friendly lord assistance, lords working together in attacks
-PvP campaign battles, with another player or friend replacing AI in a battle
-New Advisers menu: Court Chaplain, introducing of Cards advantages on the world map and battle
-New terrain set: Southern Plains
-New town: Dublin


Update # 59
------------------------

ETA: Late July
-New Tutorial Campaign added with nearly 10 missions and a lot of world map gameplay. Fully voice acted
-Direct X 11 - Part 4 - Final visual improvements
-New Advisers menu: Merchant, introducing various trade features
-Final CoOp campaign features like sending resources
-Selecting color and banner for your troops


Update # 60
------------------------

ETA: Early August
-Major polishing update, with 50+ fixes across the board
-First polishing update to the interface
-Major update to pathfinding - battalions sticking together
-First of the quests added, various historical events
-Skirmish Menu redesigned


Update # 61
------------------------

ETA: Late August
-BETA MILESTONE
-Various player requested fixed and updates
-Work on balancing, improving starts
-Additional quests added, various historical events

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #49 on: May 25, 2018, 07:33:07 PM »
Update 55 - Four Armies in Battles
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone

Before we jump to the patch details - we wanted to give a warm Thank You to all the new players who joined us this week, thanks for your feedback, reviews and bug reports. And most of all for supporting our small indie company on a quest to create a new worth Grand Strategy game!

Now... it`s another solid update today - introducing fighting battles with up to four armies in the campaign. Sure the second army for now is AI controlled, but we`ll address this in the next update. Today`s patch also includes a lot of new player requested features - from new Cheats menu, to Heal All Units option, and a lot of other quality of life improvements.

We should have the next update 56 the week of June 11. That update will enable controlling both armies in battles (right now AI controls the other one), as well as introduce huge number of new diplomatic features.... and hopefully finally bringing you the first part of Direct X 11 engine update

And so, presenting Update # 55:

-Multiple armies in RTS battle mode enabled for Naval and Army vs Army combat
-Multiple armies in RTS battle mode enabled for Town and Hamlet combat
-During multiple battles in Hamlets or vs Army - additional armies spawn in supporting Army Camps
-During town battles additional armies spawn inside the city or in the second army camp
-AI controls the second army - to be changed in the next update
-Added Heal All option when clicking on damage soldier in the army
-Greatly improved camera centering on the world map - back to the last position before a battle or game exit
-On the World Map selected multiple armies will now march in close proximity to each other
-Destroyed nations are no longer selectable in Diplomacy window and have a death symbol over their portrait
-In Skirmish when selecting Hamlet battle added options for various random map terrain
-Cheat Codes can now be entered by clicking F7 key
-Cheats are: /merchant and /silver on the world map, /food, /wood, /stone and /iron on the battle map
-Skirmish Hamlet battle now has up to 4 players, with 2 other players having supporting Army Camp
-Victory and Defeat cinematic for large town battles
-Military Alliance and Trade Agreement icons show in Diplomacy/Chancellor

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #50 on: June 20, 2018, 10:24:26 PM »
Update 56 - Major Step Forward
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

With todays and our next update we are taking a break from major features and instead working on polishing, fixing and balancing every area of the game. However, you will find plenty of new content as well - from new town levels to the first of the UI tooltips.

Every area of the game, especially the economy and auto-resolve aspect has been completely re-balanced. You will also notice the new approach to the game camera, as well as beautiful new town of Norwich. All in all this massive update comes with nearly 50 changes big and small.

Meanwhile work on DirectX 11 update continue, though already couple of weeks behind schedule we are confident we will release this update later this July.

And please keep in mind that we are not quite done with today`s update, and expecting a second part with additional tooltips, world map changes and auto-resolve balancing later this week.

And so, presenting Update # 56 Part I:

Fixes and Additions
-Tooltips support for World map GUI
-Added tooltips to most of the world map GUI buttons and options
-New Skirmish level: Castle of Norwich
-Several smaller world map towns now use Norwich as base level
-2nd defending army in large city battles now spawns on walls
-Supporting army in army vs army and hamlet battles is a lot more aggressive now
-Fixed bug with supporting AI army building your army camp walls
-Fixed issue with player units taking no damage when auto-resolving AI Army vs 2 player Armies
-When winning Auto-Resolve vs AI Town do not give starting garrison - just Level 0 (2 chickens and 2 peasants) (Same as player would get for wining in battle)
-Corrections to the tech tree to mark tech that are implemented globally, and these that just unlock stuff
-Fixed town Viterbo not showing on the world map
-Fixed major issue with weird triangles appearing on screen when destroying buildings - stone mine was the problem
-Fixed issue with certain bridges or tight passes not letting the army pass on the world map
-Reworked the world map camera controls - higher zoom out, but limited zoom in
-Reworked the battle camera controls - higher zoom out, but limited zoom in
-Disabled camera tilting, camera now auto-tilts on zoom

New Technologies
-Pax Europa reduces cost of diplomatic gifts/insults by 30%
-Unigenitus Dei Filius slows discontentment changes of citizens
-Bendictus Deus hastens contentment changes of citizens
-Trade Fairs increases trade item production slightly
-Trade Partnerships increases trade item production slightly
-Exaction increases silver reward from battle by 30%
-Field Scouts gives player max population cap if in AvA or attacker in AvT without having to build tents
-Watch Towers increases view range of armies and towns on world map
-Caisson Storehouse increases storage capacity from Storehouses
-Merchant Warehouse further increases storage capacity from Storehouses

Balancing Changes
-Building level up cost increases much less with each level
-Building level up cost completely re-balanced, moderately reduced for most buildings
-Economic building level up cost greatly reduced for economic buildings
-Second army controlling AI will no longer create really advanced units
-Armies will always loose at least 1 unit when two armies are used at once
-Winning army units sustain a lot more damage, but battalions always survive
-Diplomacy - bribe to boost relations 30% cheaper, to damage relations 60% cheaper
-Happiness - on Default +50 points happier.
-Happiness - city garrison increases happiness 100% more
-Hamlet and City Tax income increased by 50%
-Silver income from buildings increased by 200%
-Silver income from units increased 100%
-Palisade no longer requires Iron cost upfront, only wood
-Mounted Hobelar, 30% cheaper, and 25% boost to stats
-Archery Range building stone cost greatly reduced, wood cost increased
-First two starting techs in each category are significantly cheaper and available early game

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #51 on: June 25, 2018, 10:52:10 PM »
Update 57 - AI on a War Path (Part I)
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

Another game changing update today, and AI is on a war path, it`s out for blood.

AI just learned a neat trick - sending multiple armies to attack at once, and hope your ready to see two full stacked siege armies come after your towns. Not only does this ramp up the difficulty, but makes for amazing 4 army battles or sieges. We also made AI a lot more aggressive.

We also continue with balancing and polishing everything about the game. This update comes with a total re-balance of the economy, covering every area of the game. Few changes of note. Trade Items are now generated once per season instead of monthly. We also greatly increased army upkeep, especially how it scales with more advanced units.

Also we`r glad to see so many new faces joining us during the Summer sale! Thanks for your support!

And so, presenting Update # 57 Part I, we`ll follow up with the second part of this update later this week.

-AI will now often use two armies at once
-Good chance of a 4 army battles or town defense battles
-Re-balanced world map AI to be a lot more aggressive
-AI Armies will grow quicker with each game year
-AI will use double army attacks more and more as years go by
-AI will invite a second nearby army even on easy difficulty now
-Major change to Trade Good production - instead of monthly it`s now once per season ever 3 months
-Unit Upkeep greatly increased, up to 5 times more
-Building upkeep slightly increased and re-balanced
-Building and unit income reduced
-Research unlocking Knights Templar moved further in the tech tree
-Taxation now effects happiness much less
-Returns from selling items to the Steward reduced ~30%
-Wining battles now generates significantly larger reward in Silver
-Added minimap for Norwich and copied levels
-Fixed some level design issues in Norwich and copied levels

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Re: Medieval Kingdom Wars
« Reply #52 on: July 03, 2018, 09:32:57 PM »
Update 57 - Fixes and Improvements (Part II)

And so, presenting Update # 57 Part II:

Big Changes
-Potential fix for the crash during combat
-Significant Strength penalty applies if there`s not enough unit type diversity in the army or garrison
-All buildings level increase income, reduce upkeep, and improve happiness
-Enabled capturing prisoners in battle
-Fixed large number of bugs in Research tree
-Fixed research tree techs available for research ahead of the line progress
-Research tree changes might effect older saves
-More battle camera changes, increased the tilt
-2nd Army AI will no longer train elite units right away, but will advance and improve over the years
-In campaign creation, map centers on selected lord's first holding and shows town names
-Greatly increased chances of two armies attack

Fixes and Additions
-Combat game speed changed to 1.5 max, helps reduce lag
-Added name banner for the Manor building
-Enabled building Ballista on stone wall Bastions
-Fixed winter terrain on the world map appearing during summer
-Citizens in Hamlets updated to carry tools
-Fixed various issues with King succession
-Fixed showing Kingdom is destroyed after changing Kings
-Auto-save in battles is now 7 minutes instead of 10
-Auto save options changed to 5,7 and 15 minutes
-If a player nation is mistakenly marked dead, player will become king on reload
-Fixed issue with some towns having impassible inner stone walls
-Removed random smoke effect from village houses
-Added smoke FX to Armory and Blacksmith
-Fixed issues with selecting army on the world map or selecting the wrong army
-Fixed issues when managing town and clicking to attack local citizens
-Fixes issues when attacking towns and hamlets and misclicking on citizens
-Corrected storehouse description
-Updated several incorrect techs descriptions
-Fixed issues with upgraded gatehouse elevation
-Supporting 2nd AI army will now have building plots when attacking towns
-Longer victory cinematic
-Various fixes for Norwich level walls and gatehouse upgrades
-Redone Norwich intro and win cinematic
-Orleans and similar maps removed the two un-usable town gates
-Dover - correct gatehouse by the Keep (elevation), and removed floating tower
-Fixed some army camps not having accessible trees

Balancing Changes
-Significantly less upkeep for Militia and Hunters
-Greatly increased upkeep of military buildings
-Greatly increased happiness bonus of Church and Hospital
-Mill is no longer a drop off point for resources, bring a horse cart
-Slightly increased building income
-Reduced cost of Knight Templar, increased cost of Knight Hospitaller
-Chevalier price increased, feudal knight reduced
-Adjusted some costs in the Research tree to make more sense with what items unlock what tech

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Re: Medieval Kingdom Wars
« Reply #53 on: July 12, 2018, 11:17:14 PM »
Update 58 - The Good Update
Medieval 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

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Re: Medieval Kingdom Wars
« Reply #54 on: July 12, 2018, 11:19:55 PM »
Unit Ovelay Idea


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Re: Medieval Kingdom Wars
« Reply #55 on: July 18, 2018, 07:55:10 PM »
Update 58 - Part I released
Medieval Kingdom Wars - Dev Konstantin




Hey Everyone,

To update you on our progress with regards to Update 58.

So the bad news - we`ll only be able to fully release update 58 towards Tuesday or Wednesday next week. The good news - we will fix the last remaining combat crash for good.

Meanwhile we`ve released a smaller version of Update 58, including:
-Fixed several broken hamlets giving an empty space
-Translated all the recent text, including tooltips
-Units on the worldmap gain level when trained from leveled up buildings
-Several of fixes and improvements to Orleans, Dover, Caen that are listed in updated 58
-Several fixes to Hamlets that are listed in update 58

Since we have a big promo event coming up on Monday, we could really use your help confirming that we did not somehow bring the crash bug into this build.

And yea - can`t wait till next week. The title of the update going to be 'Ye Shalt Not Crash'

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Re: Medieval Kingdom Wars
« Reply #56 on: July 19, 2018, 04:25:27 PM »
Update 58 - Part II - Ye Shall Not Crash (much) - Beta Build Only
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

And we are back, with a massive update 58 Part II. This is a good one! To start things off we have finally fixed the last crash issues in-game. And while only time will tell if there`s still an extremely rare crash bug or two left in-game, everyone should have a solid stable experience with MKW now.

In addition you will notice that we increased the limit of troops under your control at once to 16 - please let us know how`s that working out for everyone, should we keep this change?

And of-course nearly 70 other changes and improvements, including some major steps forward when it comes to town defense AI and game`s performance.

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 Part II:

Big Changes
-Fixed the last crash issue during combat
-Increased number of selected units to 16
-Eliminated lag when attacking large towns
-Eliminated lag when tasking 8 battalions on a busy battle field (still a bit with 16)
-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
-Fixed potential crash when changing game language
-Scaled up majority of buildings especially economy buildings

Fixes and Improvements
-Fixed various issues with gates, like double gates, or no gates
-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
-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

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #57 on: October 07, 2018, 12:05:56 AM »
Update 60 rollout schedule

Hey Everyone,

So finally some good news - we are getting ready to rollout out 60th update. Since the update is huge, covering almost 3 months of work, we`ll be releasing it in parts, with beta access at first.

Update 59 Part I - will be available as a beta build either tonight or tomorrow. It will be a Beta release and include full tutorial campaign.

Update 59 Part II - by Tuesday (with your feedback) we`ll polish and balance out the tutorial campaign and new unit stats and move it into a full release.

Update 60 - Beta - on Wednesday we`ll release first part of the DX11 update as a Beta build. It does not include any visual udpates, but does solve large variety of startup bugs, adds selecting resolution and true windowed mode, and well - you will notice that engine is different, quite a few subtle changes all over the place.

Update 60 - Full Release - by Friday or Saturday we`ll move DX11 update life, and we`ll also include, new unique nation units - for now just unit names, and unit stats has changed, but using same art.

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #58 on: October 10, 2018, 12:02:16 AM »
Update 59 - New Tutorial Campaign
8 October - Dev Konstantin



Hey Everyone,

After many long work weeks, we are finally ready to release several monumental updates during the next 9 days. And today we are excited to present you with the new Tutorial Campaign.

Tutorial Campaign looks at the outbreak of 100 year war between England and France, and covers majority of MKW gameplay features. Including 7 playable scenarios and 2 long cinematics. Campaign is complete with full English narrative for nearly 5000 words of dialogue, and translation into all our supported languages.

Please note that we are still actively polishing and improving this massive tutorial campaign, but it`s fully playable. Although still a little bit rough around the edges.

Towards the end of this week, we plan to release the first part of DirectX 11 update. This will be a Opt-In Beta release at first, as we`ll take another week to iron out all the final bugs and minor issues. Sometime next week we expect to release DX11 update from Opt-In Beta to Live.

Please keep in mind that this is a first part of DX11 update, and does not include many visual improvements - our focus was fixing various bugs, increasing performance, and letting players change resolution/windowed mode in-game.

In addition, by next week we`ll be releasing first part of unique units for each nation. Each nation gets unique unit roaster with their own stats and names, however, at this point all the art remains the same.

Thank you for your continuous support, and we hope you`ll forgive us some instability with the game build during the next week or so, as with update of this magnitude some bugs will inevitably sneak in.

And so, presenting Update # 59:
-New Tutorial Campaign

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #59 on: October 24, 2018, 01:34:15 PM »
Update 60 - New Game Engine - Beta Build
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

After nearly a year of work - it is finally here. The updated game engine, using DirectX11! And there are truly too many changes to describe...

For now this is a beta release, that you'll need to Opt In - more about it bellow. But yeah - the current build is not very stable and still has a few issues that we know about. We expect this update to be ready for full release towards Monday evening.

So, if you are feeling adventures, and not afraid of a few critical bugs, go ahead - and enjoy the Beta. Here`s how:



Let us know what you think. Our main point is concern - have we went too far with bloom?

Also please keep in mind - there are almost no performance benefits right now vs the old engine - we will work on this next week, and results will follow.


Updated Game Engine
-DirectX 11 feature: Improved Visuals
-DirectX 11 feature: Changing resolution in the Options menu
-DirectX 11 feature: Windowed Mode in the Options menu
-DirectX 11 feature: Small Performance boost - more to come
-DirectX 11 feature: fixed large number of startup issues
-DirectX 11 feature: fixed bad performance on good video cards

Big Changes
-New Main Menu with Skirmish, Tutorial and Main scenes
-Units are scaled much larger
-New unit colors are much easier to see
-Fixed one rare crash
-Marshall will tell which Region enemy is attacking instead of spec
-Capturing all Lords towns will remove the Lord from the game
-Capturing all Kings towns will let you, or other lord with highest renown to become Kings
-Nations without any Lords left marked as destroyed
-Fixed issues with army not properly unselecting

Fixes and Improvements
-Changed historically inaccurate helmet for Billman and Crossbowman
-Fixed broken cinematic for French campaign
-Animal don`t bunch up as much
-Minimap Wall Control is now more visible
-Longbow more anti-arrow armor
-Improved world map army - scale, animation, art
-New world map army dialogue
-Slight lower max zoom in in campaign and skirmish
-Update arrow trail - better visible now
-Update ballista trail - better visible now
-Improved Peasants Mask
-More natural hair color on units
-Changed French lords with starting conditions to be historically correct
-Fixed Portuguese translation missing a lot of text
-Reworked world map borders
-Winter worldmap fixed how the water looks
-A lot of fixes for Chinese translation (one more fix to come)
-Chapter 1 - flaming walls lag too much - reduce
-Chapter 6 - load up world map automatically after 20 seconds
-Various improvements to campaign cinematics
-Dover level - updated level design of a wall bridge

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