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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #120 on: January 24, 2022, 11:52:44 PM »
Update 29 - Major Level Design Updates
Mon, 24 January 2022

Hey Everyone,

Hope everyone is staying safe and warm this winter. We are back with another major update as we continue with our quest to polish and improve every area of the game in the coming months.

Today`s update was long time in the making and includes major updates to most of the large towns seen in game. This includes full redesign of the inner town walls to full stone. We also worked on campaign map level design, repositioning some towns and locations, updating town names to better match history and geography of 14th century Europe.

We will continue with another large update in early February. More great things are coming.

With that said, lets take a look at what this 29th update
includes

Changes and Additions

    All major towns now have inner stone walls instead of just tower that replaced the palisade walls
    Major towns now have much stronger wall defenses with new inner stone walls effecting all game modes from skirmish to defending or besieging in campaign mode
    Edited the wall design for town of Dover to complete inner stone walls
    Redesigned town walls of Paris and other northern and desert towns using same template
    Redesigned town walls of Nantes and other northern and desert towns using same template
    Redesigned town walls of Caen and other northern and desert towns using same template
    Towns with desert now properly show buildings with summer textures instead of snow during winter
    Improved the look of desert hamlets during winter
    Gate Crank is larger and more visible for all types of gatehouses
    Fixed Gerona and Pamplonas world map positioning by renaming them to Lourdes and Perpignan - other important centers of the time period with same location
    World Map town changes - renamed Maidstone to Battlesbridge in the Kingdom of England
    Update Toledo and Madrid historical and geographical inaccuracies on the world map
    Major town renaming for towns in Spanish to be historically and geographically accurate
    Made Barcelona town start larger on the world map in new campaigns as level 3 hamlet instead of level 1
    Barcelona now has a larger visual representation on the world map
    Disabled asking for email for new players


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Re: Medieval Kingdom Wars
« Reply #121 on: March 24, 2022, 11:28:27 PM »
New Update Incoming
Thu, 24 March 2022



Hey Everyone,

Hope everyone is well during these difficult times. Apologies for the lack of updates over the past two months, and I`m happy to say that I`m back to prioritizing KW4 updates, and just finishing work on the big update 1.17 that can be expected early next week.

As part of this update I`ve focused on fixing one of the major complaints we had - misusing personal time in ways to accumulate too many resources that greatly unbalances the game when used well. In addition there are some good improvement son AI and a lot of balancing work for both the RTS and campaign modes. All in all game will be a lot more challenging and interesting to play after this update. In addition there are a lot of fixes and smaller updates across the board as well.

Once again thanks for your continuous support, and sorry for the delay in the update schedule. Can`t wait to share this update with
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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #122 on: March 28, 2022, 11:52:49 PM »
New Update Incoming
Mon, 28 March 2022



Hey Everyone,

Hope everyone is well during these turbulent times. Sorry for the delay in our update schedule for the past two months, but I`m happy to say that I`m back to work on more MKW content and updates. Work is nearly done on the major anniversary 30th update, and we are expecting it sometime next week.

The new update includes some visual improvements as we reformat all the interface art to look better and sharper, as well as reworking the game light to be a lot more realistic and to effect gameplay less (like very dark rainy nights). World Map AI and difficulty is getting a lot of work and balancing. In addition update includes dozens of fixes and balancing for various smaller issues and remaining bugs. And finally including another big update streamlining the tutorial to make new players feel better with the game, with easier to get started.

Once again thanks for your continuous support, and sorry for the delay in the update schedule. Can`t wait to share this update with you next week, and more to come this spring!

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #123 on: April 15, 2022, 12:10:45 AM »
Update 30 - Major Gameplay Rebalancing and Visual Updates
Wed, April 13, 2022



Hey Everyone,


Hope everyone is doing well, and after a bit of a delay over the past few turbulent weeks, I`m glad to say that we are back to regular updates for MKW. Today we have a major anniversary 30th update ready for you!

The new update includes some visual improvements (though more work on that is coming in the next update) as well as reworking the game light to be a lot more realistic and to effect gameplay less (like very dark rainy nights). World Map campaign gameplay got a lot of major reablancing, opening up new ways to play - like focusing on looting and raizing, or trying more peaceful and diplomatic approach now possible with reworked taxation system. AI and difficulty is getting a lot of work and balancing. In addition update includes dozens of fixes and balancing for various smaller issues and remaining bugs. And finally including another big update streamlining the tutorial to make new players feel better with the game, with easier to get started.

As the work continues you can expect the 31st update towards end of the month

And now lets take a look at what this 30th update includes.

Changes and Additions

    Fully reworked the battle map light settings and visual prefabs
    Fixed various issues with game light being too bright on some monitors
    Fixed issues with game world appearing overwhelmingly bloomy during some times of the day
    Visual improvements to the way battle maps look due to various environmental changes
    Nighttime is a lot brighter on the battle maps
    During rain and thunder the visibility is now effected as much
    Reworked light settings on the world map
    World map now has more realistic light, with less shadows, bloom
    Adjusted the look of water on the campaign map
    Major rebalancing of the campaign gameplay
    Winning battles now gives a lot more rewards, letting players focus on combat instead of just building up as one game style
    New campaigns start the game with a lot more starting silver, making it easier to start with smaller lordships
    Increase the silver tax income by up to 30% depending on difficulty giving player an edge with some play styles
    Increased the max tax income capacity so players doesn`t need to collect it as often
    Created new approach to gameplay by greatly editing looting and raizing rewards and penalties
    Raizing towns now will generate a lot of trade goods, and additional silver
    Looting towns is now a lot more profitable, especially in early game
    Reablanced the use of cavalry by player in combat, making it a lot more beneficial even in early game
    Late game armies of fully mounted armoured knights are now a lot more powerful and realistic
    Cavalry now take a lot less damage when running over units
    Cavalry is now a lot more useful for hit and run attacks
    Fixed Catapults firing flaming projectile dealing a lot more damage to friendly units than enemy
    Some improvements to archer fire damaging hard to reach units
    Improvements to Tutorial level Siege of Romorantin
    Improvements to Tutorial level Defence of Orleans
    Corrected gate placement and some walls in some Hamlets

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #124 on: June 22, 2022, 07:27:34 AM »
Update 31 - Sieges, Stats and Improvements
Tue, 21 June 2022

Hey Everyone,

I hope everyone is enjoying warm summer days, and still has time for a bit of gaming now and then.

We have another solid update today that focuses on improving various aspects of siege gameplay, as well as re-balances unit stats and various combat mechanics; a lot of other improvements across the board. Siege combat is now more fluid and faster, as before it would take AI or even players a very long time to get past defenses, especially for larger towns with several levels of walls. We also got around to polish up some of the localization correcting quite of a text errors. And finally we looked to address a couple of rare issues that could stop your armies from responding correctly.

You can expect the 32nd update towards end of the month - and that will be a big one!

And now lets take a look at what this 31st update
brings:

Changes and Additions

    Some main menu improvements making it work better on different resolutions
    The Change Language button is now very well visible in the main menu and has a title - too many players couldn`t find it before
    Rebalanced siege weapons to be stronger, a bit faster and more accurate
    Update stats on walls, building and other defensive structures
    AI is now somewhat like 20%-30% more effective and faster with breaching walls
    Reworked range units shooting at moving targets, it`s a lot more efficient now
    Same time made ranged unit be less effective at hitting charging cavalry
    Adjust prices of some diplomatic actions
    Fixed one rare bug game breaking issue where player could loose control of some battalions
    Fixed another rare bug where interface would become completely unusable and game had to be restarted
    Some more work on the camera being effected by some hamlet levels with high mountains around
    Fixed several locations on the world map
    Added more trees, rocks and other props to the world map
    Tried to fix some of the late game achievements, but this might need a bit more work
    Corrected dozens of spelling and other errors in various tooltips, unit descriptions e.t.c
    Improved localization in majority of supported languages (correcting spelling, grammar, and some incorrect lines)
    Rebalanced piked units to be a bit better in melee, and even stronger vs cavalry
    Rebalanced basic units like peasants, hunters and militia to be a bit stronger to stop early game raids
    Fixed couple of issues with catapults projectiles flying all over the place


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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #125 on: July 29, 2022, 12:07:37 AM »
Royal Blood/King Maker DLC page is coming soon.
Thu, 28 July 2022



Hey Everyone,

Just wanted to share some exciting news. With work nearly complete on this new amazing DLC for Medieval Kingdom Wars - we are getting ready to show it off. You can expect a full announcement once the Steam page for it is approved. It will include all the details and previews - expecting this towards the weekend.

This gameplay transforming DLC changes how you experience and play the game. This DLC comes with tons of new features effecting both early and late game, new content, new music and just one hell of a good time. Everything has been reworked from loading screens, main menu, campaign creator, all the way to mid and late game features.

The best thing - with the work nearly complete we are releasing this DLC before the summer`s over. Will be running a lot of promos as we launch this DLC, so expect to see quite a bit of new life in both the original game, and these playing with the DLC.

Just waiting for Steam approval as we launch the steam page and we will finally be ready to properly announce this DLC to you later this week.

Can`t wait to share all the details with you later this week, but I think you can guess some of the features this DLC will bring from the title Royal Blood, (working name of the project was The King Maker)

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #126 on: August 17, 2022, 11:43:18 AM »
Royal Blood DLC launching this week!
Tue, 16 August 2022



Hey Everyone,

We are glad to announce that Royal Blood DLC will be released later this week. This DLC allows you to experience the game from a different point of view, starting the game with a King with all new abilities and scenarios to explore.


Medieval Kingdom Wars - Royal Blood



https://store.steampowered.com/app/2110750/Medieval_Kingdom_Wars__Royal_Blood/


This is our first time releasing a DLC for Medieval Kingdom Wars, so we wanted to do it right. Royal Blood doesn`t just add a few new features, but brings a total makeover to MKW. From brand new main menu, loading screen and visual updates, to new music and gameplay features. But most importantly - the gameplay and experience is drastically different.

According to our stats only 3% of all MKW players have gotten to experience the game as a King, and even then the late game options when playing as a King were quite limited, and by then usually players have conquered half the world.

Royal Blood allows players to start the game as a King, and instead of focusing on building up each and every town, and slowly grinding to the top; Players now gets to experience MKW on a whole new level. From the get go you will need to command your Lords, and work together with them to protect your territory and wage war against other kingdoms. Diplomacy with all expanded options available to the King also takes critical importance - as trade and alliances become key to overcoming other Kingdoms.

In some campaigns you will only fight the most important battles, spending majority of your time controlling your Kingdom and lords on the world map.

And just as with all our previous releases you can expect free updates that will add even more content to this DLC in the coming months.

There will also be a big loyalty & launch discount combination - more details on this on launch day, but we`ll be sure to take care of community that always supported us, and not follow practices of other companies like doubling the DLC prices.

As always - thanks for all your support, and can`t wait to share this DLC with you - expecting it to be released in a couple of days.

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #127 on: September 23, 2022, 12:02:47 AM »
Update 34 - Major Updates
Wed, 21 September 2022


Hey Everyone,

We are back with another massive update that includes major improvements to every area of the game - from AI to pathfinding, and even includes awesome new unit for you to play with. This update improves both the base game and the new Royal Blood DLC.

To start things of we looked into improving pathfinding during combat, and fixing long term issues like cavalry units being able to get on top of walls. In addition AI got a lot work, it will now train correct units as it progresses through the tech tree, so you will no longer see Swordsman in the early game. There are a lot of other fixes, improvements and additions - but one of the coolest one is the new unit - Royal Guard, available at the start of a new campaign both in the original and Royal Blood expansion.

More updates are on the way, and thanks so much for your positive reception of the Royal Blood DLC. It won`t be a secret for long - we are hard at work on another massive expansion pack for Medieval Kingdom Wars. Same time a lot more great updates are on the way to the original game - it will be a very exciting fall!

As always - thanks so much for your support! And lets take a look at what Update 34 brings to the table:

    Major improvements to pathfinding both in field combat and siege combat
    Cavalry units can no longer walk onto walls
    Units placed on walls are now safe from cavalry units
    Big improvements to world map and skirmish camera movement
    Camera scrolling speed are much slower and smoother now
    Fixed last of the game breaking issues – loosing control over your units during combat
    Major combat AI improvements
    AI will no longer cheat and use high powered units in early to mid game
    AI will train appropriate units during combat as it advances through the tech tree
    New unit added - Royal Guard - very powerful cavalry unit
    One Royal Guard unit is added to players starting army with the new campaign
    Royal Guard unit can`t be replenished if dies
    Royal Blood DLC - Royal Guard unit is added to every town the King starts with
    Added ability for units to have their kingdoms heraldry on their shields - more to come
    Royal Guard unit shows heraldry of the controlling country on it`s shield
    Battle Cry ability for the Royal Guard unit
    Defending in siege combat greatly streamlined
    AI progresses much faster when sieging player towns
    Reduced the time siege defenses battles last as AI acts a lot faster now
    Fixed difficulty drop down boxes in the campaign creation screen now allowing hard difficulty selection
    Gatehouse upgrade a lot more expensive
    Rebalanced the cost of various wall upgrades
    Various stability improvements when switching between towns
    Fixes couple of extremely rare crash issues
    Cavalry units are a lot more effective in trampling over enemy units when running
    Balancing improvements to Royal Blood DLC and base game
    Fixed Capture Madrid achievement, it`s now Capture Toledo achievement

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Offline Asid

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Re: Medieval Kingdom Wars
« Reply #128 on: October 16, 2022, 09:36:06 PM »
Greater World DLC Official Launch
Thu, October 13, 2022



Hey Everyone,

Greater World DLC for Medieval Kingdom Wars has officially launched. This massive expansion greatly expands the world map - doubling the number of playable Kingdoms, triples the number of playable Lords. After two weeks of beta testing and balancing we are finally officially ready to bring this DLC to our players.

Today`s launch also brings update 36 for the original Kingdom Wars with a lot of improvements and fixes across the board.

 
Medieval Kingdom Wars - Greater World



https://store.steampowered.com/app/2155290/Medieval_Kingdom_Wars__Greater_World/
£3.99
 


This DLC is completely compatible with the recent Royal Blood DLC.

With many lords and territories to choose from, each unique playthrough presents a new and exciting story based on real-time combat and kingdom management. Larger game world makes naval combat, diplomacy and trade key to victory.

Geo-politics become an important factor as well, with alliances spread between Muslim world, Northern European unions, Latin unions, and non-stop warfare between sea-faring nations for control of the Greece and Mediterranean.

The complex world of feudal politics must also be mastered! With twice the number of Kings and increased complication when it comes to economy, with double the trade agreement opportunities, navigating various intricate alliances, or just finding yourself at war with twice as many nations as before if you grasp for a European hegemony.

•   14 new nations spread across a greatly expanded world map
•   Nearly a hundred new Lords and starting lordships
•   March your armies into North Africa, the Middle East, the Eastern Europe
•   Take on the Nordic Kingdoms of Scandinavia, North African Caliphates or Italian colonies in Greece
•   Updated world map seasons and terrains – with sub-tropical regions of constant summer
•   Combine it with the Royal Blood DLC for even more excitement
•   Greatly expanded desert and tropical environments for towns and field combat in the warmer parts of the world map


And just as with all our previous releases you can expect free updates that will add even more content to this DLC in the coming months.

As always - thanks for all your support, the team will be present in the in-game chat and on the forums in force this week to answer any questions you might have, and we always appreciate your feedback and suggestions!
Game

 
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Re: Medieval Kingdom Wars
« Reply #129 on: May 08, 2023, 10:08:54 PM »
Update 40 - Fixes and Improvements
Fri, May 5, 2023



Hey Everyone,

We have another update today as we are pushing to get MKW in great shape for the summer. This udpate fixes things across the board - from restoring online features on a new server, to fixing stability and GUI issues like scrolling.


In addition we found out that Steam was installing Greater Worlds for some of the new players, we have fixed it, but just in case you already had started Kings Campaign, you can now properly install Greater Worlds DLC and the saved files will all be there.

We are expecting a major update 41 to go live later this month.

And now lets take a look at what today`s update 40 has in store:

Fixed major stability issue causing the game to crash for a few on startup
Fixed a couple of rare crash issues related to Fonts
Completed Server Migration to the new server
All online servers are now available again
Fixed issue with Greater Worlds appearing for some players by default (even these who didn`t purchase it)
If Greater Wolrds DLC is not showing for you, please enable it in the Library - MKW - Properties - DLCs.
Fixed major gameplay bug not allowing player to select AI controlled armies
Fixed various issues with game camera scrolling both on the world map and in RTS view
Improvements to camera scrolling when mouse is near edge of the screen
Various improvements in the Chancellor window and how it shows lords portraits
Fixed a common bug in chancellor window, where player would be unable to see Lords of other Kingdoms
Various minor bug fixes

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Re: Medieval Kingdom Wars
« Reply #130 on: June 18, 2023, 12:33:04 AM »
Update 42 - Pathfinding & Balancing
Sat, 17 June 2023

Hey Everyone,

We are back with another major update - getting MKW in the best shape ever for the summer. With this big update we focused on areas that most of our players ask us to improve things - pathfinding, balancing & difficulty. We also have improved things with rare crashes during loading screen.


You`ll notice your units are a lot more responsive in battle now, tasking units and calculating paths is a lot faster now, and units perform much better when being ordered a new target or to withdraw from an active melee battle.

With regards to balancing - a lot of world map economy, costs and rewards have been re-balanced. From the new campaign starting resources, to building resources production happiness modifies, as well as upkeep costs for units, and a lot more.

With that said - lets take a closer look at what today`s update 42 has in store:

Various pathfinding and unit tasking improvements
Tasking large number of battalions now takes at most just over 1 seconds – instead of several seconds
Large groups of units tasked are a lot more responsive
Fixed some issues with units getting stuck while tasking
Fixed some of the very rare crash issues when switching between combat and world map
Improved tasking units away from combat – they stop fighting and pull back faster
Re-balanced the income generation of buildings on the world map
Most resources producing buildings generate a lot more silver while on the world map
Rebalanced buildings effect on town happiness calculations
Rebalance of cost and effect of various world map actions and conditions
Creating new armies is now a lot more expensive
New campaigns start with significantly more starting silver
Rebalanced late game units - they are a lot more affordable, and have smaller upkeep
Late game units now have much lower upkeep
Fixed few remaining bugs in the tutorial campaign
Made final chapter of the tutorial campaign a bit more challenging
Add some fail safes for chapter 4 and 5 – if player gets stuck on a task

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Re: Medieval Kingdom Wars
« Reply #131 on: September 28, 2023, 12:01:27 AM »
Update 43 - Key Fixes and Improvements
Wed, September 27, 2023


Hey Everyone,

We have a really great update in store today. Have been spending a lot of time playing the game lately and also going through the forums to help identify the areas that needed improvement as well as to find and fix the last of remaining bugs - and this update goes a long way towards making MKW be funner to play.


With this update we`ve covered a lot of key areas - from world map gameplay to sieges, tutorial improvements, GUI and much more.

Lets take a look at what today`s update 44 has in store, please note that I only list the larger changes:

Reworked mechanics of world map AI town capture
When AI captures a town it sets a realistically small garrison and not a full stack as before
Improvements to world map town GUI
When selecting towns on the world map camera will no longer auto-center
Tax rate on towns GUI now increased and decreased in increments of 10 – saving a lot of clicks
A lot of polish to tutorial level 2
Reworked timing and sped of tutorial level 4
Rebalanced hit point of siege units
Collecting taxes upsets population a lot less now, up to 40% less
Increased movement speed for Battering Rams – this helps making sieges play out faster
Significantly more wood can be gathered by peasants from each tree
Fixed situation where town defenders would run out of wood within minutes of a siege

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