Update 1.00 - Post-Release Plans3 January - Dev Konstantin
Hey Everyone,
We are finally here... Medieval Kingdom Wars is out! When we started this journey we never envisioned we`d get this much time to work on MKW. Thanks to your help and support - development of the game continued for over 3 years, and we are grateful for every extra day, and all of your help during production!
Our fingers are crossed that things go well, and MKW won`t get destroyed by quick negative reviews. Never know these days on Steam... We dream about being able to work on MKW for at least another year - releasing dozens and dozens of major new updates, free expansion pack, and countless new features. So lets hope - through the community support we`ll get this chance, and launch goes well enough.
Our plans are big. In a nutshell - release is not the end, but only the beginning. We want to do a lot more with MKW, and having a successful launch - and well - funding - will let us work faster, and hopefully expand the team (really could use some new artists to help us make unique units and so on)
Let me show you what we have planned for the rest of 2019. Please keep in mind that expansions are not in any order, as soon we`ll enable a Poll Feature in the MKW main menu, that will let our players vote on what projects and expansions we should prioritize.
MKW POST-RELEASE PROJECTSPlease keep in mind - this only lists big projects. There are nearly 200 other smaller things and improvements across the board that are still planned.
Adding CoOp to the campaign - including attacking friends or random players towns, armies, or inviting friend or random player to attack AI in your campaign
Workshop support, opening up all game files for modders
Religion - Chaplain Adviser that oversees religion, elections of Pope, various religious actions that benefit the player`s campaign
Complex Trade System - Merchant Adviser that oversees trade - conclude trade agreements, setup trade routes between towns and nations, earn silver, trade goods and reputation
Updated victory and information screens - showing all the changes in diplomacy, standing and reward
Being able to recruit Lords into your Kingdom
Customization of player colours and nation colours
Overlay on all unit battalions - that show their portrait, health, status and much more, optional can be turned on and off
Several new Diplomatic actions - trade agreements, various alliances, claims
Some of the starting lords become female Ladies instead, option to choose Male or Female character
New random map terrain sets (fir forests, rural areas, dry lands, desert and more)
Expanding tech tree to add another 25 technologies
Several new Large town levels (Lisbon, Cagliari, Rome, Florence, Milan)
Being able to issue orders to AI Lords during battle, depending on their relations and allegiance
Being able to issue orders to AI lords on the world map
If release goes very well, to be added later in 2019 Creating unique unit art for each nations unit roaster
Creating new town building and wall styles for different nations (including Muslim style, Italian style e.t.c)
Expanding world map to feature North Africa, Asia Minor
Adding 12 new nations to the game, complete with 50 new lords
Expanding tech tree to feature gunpowder advances - allowing recruiting cannons and musketeers in the late game
Zombie Mode - a secondary campaign mode, where dead do not stay dead - and armies of undead roam the world map, forcing rules to unite against the Undead plague
World Map quests - various random quests to complete on the world map for rewards
Town Development Quests - various optional random quests to complete while building up your town
Loans - take loans from different factions and characters, or become a banker yourself. Be warned - they will come to collect the debts.
Major events during campaign - including Black Death
Update 1.00We also have a solid update today, bringing the game version to 1.00 and fixing and adding quite a few things
And so presenting Update 1.00:
BIG CHANGES Added new Visual Options to turn down bloom and blurring
Setting main player color default to Dark Red
Limiting player debt in silver on the campaign map to -200, -400, -600 - based on difficulty
Created Poll for players to vote on what the team should work on (to be enabled post-release)
Campaign battles now saves if the player exits the game or to the main menu
Editor now works, can be accessed using Editor.exe in the game Steam folder
FIXES AND ADDITIONS Added mouseover tooltip for Resources icons
Fixed issue with units losing levels with auto-resolve
Fixed issue with units not saving their position near the edge of the town in towns like Dover
Fixed cavalry spawning on walls in some Hamlets
Fixed occasional bug with stone gatehouse getting a double gate
Fixed multiplayer skirmish bug with destroyed gatehouse not removing the gate
Fixed world map minimap background being offset a bit with actual town locations
Translated last remaining untranslated text
Updated some lines in translations to match the newer English descriptions for tooltips
Fixed various problems with the stone gatehouse on continuing a saved game
World Map Updates - Corrected Thames no longer go across England
World Map Updates - Wales has a lot fewer mountains
BALANCING Remove the limit of 10 armies per nation, kept 1 army per city limit
A lot more starting resources for skirmish
More resources for building up in campaign RTS mode
Skirmish and tutorial battles have a higher resources cap
Oil pots significantly easier to kill, especially by melee on the walls
Cost of wall mounted ballista reduced to 180 iron