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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #75 on: January 02, 2019, 11:50:57 PM »
Update 1.00 - Post-Release Plans
02/01/19

Hey Everyone,

We are finally here... release is tomorrow (3rd) at 1pm EST. 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 has gone 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 PROJECTS

-Details about post-release projects will be added over the next hour:):) Sorry for the wait.
Update 1.00

We 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

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Offline Zarco

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Re: Medieval Kingdom Wars
« Reply #76 on: January 03, 2019, 12:16:36 AM »
Any comments informaciσn this game? I played it months ago but it was still very green.

Enviado desde mi XT1575 mediante Tapatalk

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #77 on: January 03, 2019, 12:21:14 AM »
It has come a long way. Many additions and tweaked AI. The devs are constantly adding to it.  :thumbsup
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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #78 on: January 03, 2019, 11:05:01 PM »
Update 1.00 - Post-Release Plans
3 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 PROJECTS

Please 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 1.00

We 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

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #79 on: January 05, 2019, 12:52:13 AM »
Update 1.01 - Lets get started
4 January - Dev Konstantin



Hey Everyone,

Thank you for all the support with the launch! The countless feedback we got from you in-game... all the steam reviews, and forum posts - really helps our small indie team with continuing development.

Now that the first 24 hours are behind us, we are starting to actively polish and add to the game. Bellow, I`m re-posting our roadmap for 2019. Also within 24 hours, we will enable a new Poll feature in the main menu - that will let our players vote on what projects and expansions we should prioritize.

Meanwhile, presenting a small yet very important Update 1.01. A much larger update 1.02 is coming up soon.

•   Fixed rare issue with the game not showing correct resolutions for the player to select
•   Fixed rare issue with the graphics looking really bad as it`s uses very low resolution
•   Fixed rare issue with the game not scaling the screen correctly
•   Potential major performance improvement on some laptop systems

MKW POST-RELEASE PROJECTS
Now onto the roadmap... 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.

Please keep in mind that expansions are not in any order, as You will decide the order using the in-game Poll Feature.

And we I only listed big projects. There are nearly 200 other smaller things and improvements across the board that is 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

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #80 on: January 08, 2019, 01:06:17 PM »
Update 1.02 - Time to Vote
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

Thank you for supporting MKW during the launch week, your reviews and forum feedback greatly help our small indie team. Now we need your advice - what should we work on first? Performance, CoOp, Diplomacy?

With update 1.02 we are adding a poll feature, so now you can cast your vote right in the main menu using the new poll feature. You`ll get to vote in the new poll every couple of weeks. And our follow your lead.

Bellow, I`m re-posting our roadmap for 2019 that you`ll get to vote on in the near future. Today`s update also fixes some common player complaints, from Alt-Tabbing to OP archers, and issues in the tutorial.

And we are aware of a number of players experiencing visual lag/FPS performance issues. We can confirm that this is an issue with windows specs and video card settings. So in essence - this is a bug and not an optimization issue. However, this is proving an extremely hard bug to catch, but we are working on this and will keep you posted.

With regards to lag during large battles, especially in large towns - this is a matter of optimization, and also being prioritized.

And so presenting Update 1.02. We are planning at least one, or two more updates this week.

FIXES AND ADDITIONS
•   Added Poll feature to the main menu - where players can vote on big projects for the dev team
•   Improvements to alt-tab behavior, game properly recovers the full screen when going back
•   Alt-Tabbing changed to minimize the game when alt-tabbed
•   Fixed bug with impossible to kill Crossbowman battalion
•   Fixed rare bug with peasant stopping work due to error
•   Fixed wrong enemy player color in Tutorial chapter 2,4,6 and 8
•   Fixed Tutorial Chapter 6 not completing capture flag victory
•   Fixed issue with large stone gatehouse sometimes having double gates
•   Fixed rare issue with gatehouse getting double gates
•   Fixed issue with email prompt constantly showing when playing in offline mode
•   Munich now properly belongs to Austria

BALANCING
•   Rebalanced ranged units - fixed some OP issues - less damage, less armor
•   Fixed issue with HRE, Papacy and Venice crossbowman having super high pierce armor
•   Greatly increased the price of a large gatehouse upgrade it was brokenly low
•   Retreated units will no longer auto attack and target enemy units but will passively wait by the flag
•   Retreated units will no longer be able to protect the flag from capture
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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #81 on: January 09, 2019, 12:09:28 AM »
Update 1.03 - Performance Optimization
8 January - Dev Konstantin



Hey Everyone,

After a very long few days, we had a breakthrough today that allowed us to fix the performance issues across the board for mid to high-end video cards. An update is now live - and on average players should experience at least double the FPS in all busy towns, villages, during any scenes with fire etc.. There are still a few problems - but we hope the majority will be playing with smooth 60 FPS.

A question you are probably asking is why was this not fixed before release? And I`m cursing myself - how in the world we could have missed this. Thing is during EA we had a very limited number of players, and this bug wasn`t affecting/or noticed by any of us on the team or our helpers... and we play the game a lot. We are truly sorry to all of those who might have given up on the game over the past few days due to the lousy performance.

We are continuing to prioritize performance fixes this week, as well as Diplomacy (Thanks for Voting!). And you can expect a lot more performance improvements later this week. Also, a massive Diplomacy update on the horizon!

Also, if you are having a performance issue with lag spike every few seconds, please check this post, we need your help fixing it: https://steamcommunity.com/app/499660/discussions/0/1744482417437863273/

And once again - thanks for all your forum posts, reviews, and in-game feedback! Looking forward to getting the game in an amazing shape for you within a few days.

And so presenting Update 1.03

FIXES AND ADDITIONS
•   Major performance boost on medium to high settings with mid to high range video cards. On average going up from 30 to 120+ FPS.
•   Fixed lag during combat scenes when a fire was used - fire arrows or wildfire for all settings or systems
•   Fixed massive lag during Chapter 2 tutorial fire scene

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #82 on: January 11, 2019, 12:09:47 AM »
Update 1.04 - Diplomacy Part I
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

We have a solid update that delivers on your votes! Hundreds of people voted for Diplomacy features - and we are glad to deliver. Today is just the first part of new Diplomacy series - with two more updates on the horizon. This large update also includes some performance improvements, as well as a dozen fixes for the most commonly reported player issues.

And we continue with diplomacy we`ll be adding ability to recruit Lords. And in the following update, introducing Lords relations to player and assigning tasks to Lords. We also hope to include various confederations, inviting nations to join war, or to make peace among each other.

As always - thanks for your support - your reviews and forum feedback is really making a difference!

And so presenting Update 1.04

BIG CHANGES
•   King Diplomacy - added Military Alliance
•   King Diplomacy - added Defensive Alliance
•   Allied armies can now be invited into battle
•   Minor Lord and King Diplomacy - added Trade Agreements
•   Added income from trade on the world map
•   Redesigned Diplomacy window - now shows all available buttons
•   GUI improvement - all the greyed out buttons now show tooltips
•   A lot of fixes in translation - for Russian, Italian, Spanish, Portuguese, French.

FIXES AND ADDITIONS
•   City Tax and Happiness now change while the town is selected
•   Fix AutoSave option value not saving, and defaulting to 7mins
•   Fixed lag when changing unit formations and tasking
•   Tutorial level 2 no longer showing scripted battle scene with bad sound
•   Tutorial level 2 completely lag free now
•   Tutorial level 2 a lot easier now
•   Tutorial level 3 fixed healing army sometimes not working
•   Tutorial level 5 fixed constructing buildings sometimes not registering
•   Tutorial level 5 disabled giving towns with Steward
•   Improved Smelting Blacksmith tech now also improves Iron Camp
•   Munich now properly belongs to Austria in new campaigns
•   Fire pitch lights up a lot faster now, and is a lot more visible
•   Townhouses now have less smoke and lights
•   Corrected ballista description
•   Corrected description for Serf, and changing Iron and Stone Camp into Mines.

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #83 on: January 14, 2019, 02:05:53 PM »
Update 1.05 - New Poll and a Small Update
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

I`s time for our second poll. Thanks to your votes last week – we got really needed feedback and heard you load and clear. Diplomacy continues to be our top priority – and a lot more updates are on the way - like being able to hire new lords. Votes cast towards Performance, Stability and CoOp were also heard - and we continue to work in these areas as well.

Now we want to see what you want us to work on for the rest of January, with a good selection of projects. You can see the list of all the projects, on our roadmap here: https://steamcommunity.com/app/499660/discussions/0/1744482869758019730/

Meanwhile we are working on a massive update 1.06 that we`ll be releasing on Wednesday. It includes a lot of new features for diplomacy and other improvements across the board. So today - we have just a small update - improving the tutorial and fixing a few issues here and there.

Thanks for your continuing support!

And so presenting Update 1.05.

FIXES AND ADDITIONS
•   New Poll added
•   Fixed Market building not unlocking option to sell resources
•   Fixed background sound not paying right in the main menu
•   Disabled Raze buildings in tutorial
•   Fixed text going off the screen for some units in the German translation
•   Updated Market building transaction description
•   Fixed other bugs with Market buildings like requirement for 500 wood per transaction
•   Greatly improved Tutorial Chapter 2 - easier, and better gameplay flow
•   Improved Chapter 8 - AI attacks a lot better, with less lag, and the gameplay flow is smoother
•   New Moderator - Carl added

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #84 on: January 17, 2019, 12:25:59 AM »
Update 1.06 - Lords for Hire
Medieval Kingdom Wars - Dev Konstantin




Hey Everyone,

It`s time for the second part of the Diplomacy update. Introducing the new ability to hire new lords once you become King. Customize their name, portrait and assign them land to rule. We will have a final part of the Diplomacy update by next week - letting you issue commands to your Lords and allies.

Another important part of this update, is the major rework of the graphics code with regards to bloom, hdr, light and much more. We have fixed a large number of related visual issues and create two distinct approaches to the game graphics. Try switching between Bloom On and Off in the game options and see which one works better for you.

Thanks for your continuing support, and we have a lot more amazing updates on the horizon!

And so presenting Update 1.06.

FIXES AND ADDITIONS
•   Major new feature - added ability to hire new lords when King
•   Select from twenty new lord portraits - only male for now
•   Diplomacy now shows all options, even if player is not King
•   Unique dialogue lines for destroying each of 14 nations
•   Added voice acting for all world map event cinematics and big messages
•   Major visual update to RTS mode - greatly improved light
•   Redesigned No Bloom settings - a lot less red light, bloom and brightness
•   World map has a lot less red colour, especially with bloom off
•   Redesigned world map light and colours
•   Fixed common issue with light sometime being too bright and bloomy in RTS mode
•   Fixed major issue with RTS mode usually being completely grey
•   Fixed major issue with time of day not changing RTS mode
•   Changing bloom on the world map now updates the level right away
•   Fixed a bug with giving towns to AI lords, creating player controlled AI armies
•   Removed ridiculous diplomatic penalty with all nations when the King attacks his own lords
•   Diplomatic penalty from alliance/peace only applies to nations you and your ally are at war with
•   Fixed French campaign cinematics not playing on the world map

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #85 on: January 26, 2019, 12:18:36 AM »
Unit Overlay Concept
Second draft at the unit overlay concept




KW2B - New Edition Preview
Work in progress screenshot showing off new graphics and epic camera zoom out.

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #86 on: February 03, 2019, 01:53:45 AM »
Update 1.07 - National Colours Performance
Medieval Kingdom Wars - Dev Konstantin



Hey Everyone,

A massive update today with multiple changes across the board. We took our time with this update and the wait was well worth it. You`ll notice changes in every area of the game - from completely reworked combat sounds, to national colours, and world map GUI updates. We also fixed a large number of bugs effecting players on some systems - resulting in bad graphics or GUI issues.

Also this updates brings major improvements to performance. Not only have we fixed the rare stuttering bug effecting some systems, but greatly improved performance across the board, and in large battles.

And your Poll Votes are well received, we expected to have GUI overlay with units and world map armies within a few days.

Thanks for your continuing support, a lot more amazing updates on the horizon!

And so presenting Update 1.07.

BIG CHANGES
•   Fixed major performance issues effecting some systems with stuttering every few seconds
•   Fixed multiple GUI, graphics, resolutions issues when running MKW on laptops
•   All the nations now have unique colour on the world map - we are open to changing these colours based on player feedback.
•   In campaign combat national troops use unique colour, but this is custom in Skirmish
•   World map displays nations colour around the town and hamlet banners
•   World map shows red hue around player towns and hamlets on the world map
•   Redesigned the sound system for combat sounds - less overwhelming and quieter
•   Reworked hundreds of combat sounds using new sound libraries - combat sounds completely different now
•   Fixed GUI and graphics issues when running MKW on certain high end video card systems
•   Greatly expanded the Naval Combat map
•   Added Open All Gates and Close All Gates function to the Manor building
•   Greatly improved how the GUI scales when playing in a windowed mode
•   Units in armies and siege camps start nicely lined up and not bundled up
•   Units in towns and on city walls start nicely lined up and don't overlap
•   Units in naval combat now spawn nicely spaced and grouped


FIXES AND ADDITIONS
•   Allows clicking through certain GUI elements to interact with units, such as - Tutorial Arrow, Region banner, Building Banner
•   Fully tested and improved German translation with 100s of corrections
•   Translated all the recently added text into all supported languages
•   Corrected a lot of incorrect tooltips text from techs to units in all languages
•   Camera Settings default to Epic and also On for Medium options setting
•   Fixed rare bug with players not hearing music in multiplayer or having broken GUI
•   Improved how the game works on Dual Monitor PCs


BALANCING
•   Major nerf of ranged units, a lot less effective now
•   AI players upgrade their Hamlets twice as slow through the years
•   AI players upgrade hamlet garrison to higher tier units 30% slower through he years
•   AI players on easy and medium progress significantly slower through the years through techs
•   AI players on easy and medium use lower tier units for a few years longer at the start of the campaign
•   Boiling Oil takes twice as long to recharge
•   Boiling Oil damage and radius reduced by 30%

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Re: Medieval Kingdom Wars
« Reply #87 on: February 09, 2019, 01:05:59 PM »
Update 1.08 - Better Graphics & GUI
8 Feb - Dev Konstantin




Hey Everyone,

Another massive update today as we follow up on Players Votes and concentrate on reworking the GUI with overlays. And of-course - it`s time to get the game`s visuals finalized - we had a lot of feedback over the past month... A lot of work went into reworking the visual engine and coming up with new game color palette - we hope that results will please majority of players.

The changes can be seen in every game menu - including the update graphics or GUI improvements. And the World Map GUI has been redesigned from the ground up. Next week we continue with more GUI improvements, including redesigning the combat GUI, and adding overlays for battalions.

Thanks for your continuing support, a lot more amazing updates on the horizon!

And so presenting Update 1.08.

VISUAL UPDATE
•   Major visual update of the game - sharper, realistic graphics
•   Completely reworked the light scheme for realistic colours
•   Reworked graphics to remove blurring effect
•   Reworked graphics to remove red hue effect
•   Reworked graphics to remove super bright bloom easy
•   Game starts with high visual quality settings for new players
•   At nighttime houses, buildings and walls turn on window lights and torches
•   Reworked sky graphics and sky box

WORLD MAP GUI CHANGES
•   Completely redesigned world map GUI
•   World Map armies now have GUI overlay - showing owner, strength, diplomacy status
•   World Map Town banners now display town strength
•   New GUI art for World Map chat and minimap
•   World Map minimap moved to the right bottom corner
•   World Map chat moved to the left bottom corner
•   World Map advisers relocated to the middle of the screen


FIXES AND ADDITIONS
•   Removing decimals points from world map army and town strength
•   Redesigned main menu News window

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #88 on: February 14, 2019, 12:01:44 AM »
Update 1.09 - Better GUI & Fixing Bugs
13 Feb Dev Konstantin



Hey Everyone,

Another solid update today - as we continue to improve GUI. You`ll notice a lot of changes in every game screen, especially on the world map. We also took a step back to fix a lot of smaller bugs and issues across the board and worked on a lot of quality of life improvements. Combat also got a lot of attention with reworked ranged combat and better sounds.

This massive update with nearly 40 new features and fixes makes MKW play a lot smoother with fewer annoyances. Now that we got most of the bugs out of the way - the road is open us to add the major long awaited feature of floating combat units overlays. We expect the milestone 10th update towards the middle of next week.

Thanks for supporting MKW - we are just getting started - a lot more amazing updates to come!

And so presenting Update 1.09.

MAJOR CHANGES
•   Finale changes to the world map GUI - moved a lot of components around
•   Reworked Army and Town world map windows - no more overlap with the chat
•   New GUI art updated across the game
•   Chat now uses a modern approach to chat GUI with transparent background
•   All GUI windows redesigned to be significantly darker and less transparent
•   All tooltips are much darker and easier to read
•   Redesigned Steward window much easier to look at, and to see information
•   Can now invite armies of allied nations and your own nation to battle
•   Options Menu added clear Apply and Cancel buttons


FIXES AND ADDITIONS
•   Fixed rare instance of world map not responding when auto-resolving battle
•   Fixed rare bug with world map being paused with no way to unpause
•   Fixed AI attacking player army on top of town, instead of attacking the town
•   Fixed world map Army GUI floating on air when the game is paused
•   Fixed selecting units from multiple unit selection
•   Fixed all issues with ranged units shooting outside of their line of sight
•   Greatly reduced the arrow trails - arrows look a lot more realistic
•   Polished combat sounds - a lot more death screams
•   Updated premade group icons for ranged units and peasants
•   Fixed news window format breaking and displaying the date when loading next news story
•   Player color is brighter red now
•   Player allied color is a much darker red, almost black
•   England color is a different shape - more different from players Red now
•   Updated Horse Cart and Oil Cart unit portraits
•   World Map minimap terrain now perfectly fits town locations
•   A little bit of transparency for World Map minimap
•   Fixed social window overlapping with town banners and army GUI
•   Improved + and - tax rate buttons
•   Corrected Oil Cart description in all languages
•   Selecting army no longer centers camera on it


BALANCING
•   Crossbowman will no longer shoot short of their target
•   Crossbowman shoot in smaller angle - more direct line of fire
•   Ranged units no longer gain larger range with higher level
•   Horse Cart added to Peasant pre-made group
•   Adjusted capture flag to ignore retreating units for calculating capture time - much faster to capture it now
•   Peasants and siege weapons no longer count towards protecting the flag from being captured
•   Ballista now consumes 0.5 iron when firing, helps nerf siege weapons
•   Catapult, Trebuchet now consumes 0.5 stone when firing, helps nerf siege weapons
•   Elite Knight self-healing ability nerfed to heal 50% less

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #89 on: April 22, 2019, 10:56:53 AM »
Update 1.10 - Fixes, Taxes and Happiness
15 Feb @ 9:36pm - Dev Konstantin
 


Hey Everyone,

We have a small, but important update today. There have been a lot of complaints about two core gameplay elements play out - collecting taxes, and grindy build up in the town mode. It`s time to address this.

Taxes now generate faster and towns can store more tax income, but collecting taxes now comes with a big -15 happiness penalty. This really changes up how players approach taxes - immediate needs vs happiness penalty.

The happiness penalty for managing towns directly has also been greatly increased 2 times. Together with more silver from taxes, and less overall town happiness - gameplay shifts a lot towards managing towns on the world map. It`s now critical to figure out how to build up towns using less time - adding some core buildings and serfs on the world map before entering a town. This also addresses the exploit of entering to build up town garrison right before AI army is due to attack it.

Some of you might find these major gameplay changes to be odd at first, but we ask you to take your time before passing judgment - gameplay is quite different now, but it does make the game more challenging and faster. But of course - if you really don`t like the changes - let us know, we are open to revisiting this balancing.

We expect the next large update towards the middle of next week - finally adding combat units GUI overlay.

Thanks for supporting MKW - we are just getting started - a lot more amazing updates to come!

And so presenting Update 1.10.

MAJOR CHANGES
•   Collecting taxes now imposes -15 happiness penalty on a town taxes are collected from
•   Re-balanced collecting taxes - makes sense to let them accumulate and not click to collect all the time
•   Happiness while building up towns goes does significantly faster - twice as fast
•   World map gameplay re-balanced to be less long grind buildup oriented

FIXES AND ADDITIONS
•   Re-positioned world map army GUI to be centered
•   Fixed Social window where none of the buttons would work
•   Aligned recruit units world map window - no longer overlaps the chat
•   Aligned and re-scaled transfer units world map window - no longer overlaps chat and smaller
•   Fixed adviser tooltip covering adviser buttons
•   Corrected Swordsman description
•   Taxes generate 30% faster
•   Maximum tax storage per town increases by 100%

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