Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on July 12, 2017, 04:16:59 PM

Title: Kingdoms
Post by: Asid on July 12, 2017, 04:16:59 PM
(http://cdn.edgecast.steamstatic.com/steam/apps/409590/header.jpg?t=1499188941)

KINGDOMS is a procedural medieval RPG in a randomly generated open world. The main feature of KINGDOMS is a smart AI system that completely controls NPC behavior. As the player, you can fully interact with this massive world and become any person you want to be.


Official Site: N/A
Official forum: Here (http://steamcommunity.com/app/409590/discussions/)
YouTube Channel:N/A
Steam: Here (http://store.steampowered.com/app/409590/KINGDOMS/)


Single-player


Official trailer
https://youtu.be/Hq8eB-cIE8A


About This Game
KINGDOMS is a procedural medieval RPG in a randomly generated open world. The main feature of KINGDOMS is a smart AI system that completely controls NPC behavior. As the player, you can fully interact with this massive world and become any person you want to be.

Main Features:

>>DYNAMIC WORLD
During the game, the world changes constantly: settlements appear, new houses, taverns, and shops are built. NPCs decide for themselves what to build next and how their settlement should be developed; and of course this living world reacts to any players' actions.

>>LIVING AI
Each npc has his own life goal and acts depending on this goal. Every NPC is unique - temper, motivation, reputation, skills and many other parameters affect NPC behavior. Even when NPCs have the same goal, this goal can be reached in different ways depending on situation.

>>FREEDOM
You can do anything you want, you can go anywhere you want. Explore caves and ruins, fight wild animals and bandits, trade with other characters, open shops, taverns or manufactories, create settlements or even whole kingdoms and manage them or just help other people. It’s up to you!

>>DYNAMIC COMBAT
As with all other aspects of KINGDOMS, we want to make combat as realistic as possible. The movement of your sword depends on mouse movement. Our goal is to make combat intuitive and give you a challenge. One perfect strike can be the final one.

>>K-EDITOR
Our mods editor, K-Editor, allows you to make any kind of modifications from new items to global mods. World, quests, AI, items, creatures - All can be changed or modified.


(http://cdn.edgecast.steamstatic.com/steam/apps/409590/ss_df701f7a9fb7815ac38ae0c90e9baabd8e631770.1920x1080.jpg?t=1499188941)

(http://cdn.edgecast.steamstatic.com/steam/apps/409590/ss_c7f648b126497ad1ae0f5602164d1a3cd9b61aa1.1920x1080.jpg?t=1499188941)

(http://cdn.edgecast.steamstatic.com/steam/apps/409590/ss_ee11fca24976ece508208bc9a5f701da6bd66eb0.1920x1080.jpg?t=1499188941)

(http://cdn.edgecast.steamstatic.com/steam/apps/409590/ss_9ab1d21e30706495d39a66aa4eafbfa4c33816dc.1920x1080.jpg?t=1499188941)

(http://cdn.edgecast.steamstatic.com/steam/apps/409590/ss_1f70248df2b130d811d4949d90e268a0e0da91c1.1920x1080.jpg?t=1499188941)

(http://cdn.edgecast.steamstatic.com/steam/apps/409590/ss_8883eaafb6844c581b5187dd25befec619f9dccf.1920x1080.jpg?t=1499188941)

(http://cdn.edgecast.steamstatic.com/steam/apps/409590/ss_7e10cc75dfdf6bb2d3daaaf6c66deb608d84804f.1920x1080.jpg?t=1499188941)

(http://cdn.edgecast.steamstatic.com/steam/apps/409590/ss_a930a0d734b399c4162b805a6127254e85a0ee96.1920x1080.jpg?t=1499188941)

(http://cdn.edgecast.steamstatic.com/steam/apps/409590/ss_5301bd9fcab8d947f97f59006043d7ed6f0a8ef3.1920x1080.jpg?t=1499188941)

(http://cdn.edgecast.steamstatic.com/steam/apps/409590/ss_9ab73fed07ae2514d65bcfad53b841a5f988d678.1920x1080.jpg?t=1499188941)

(http://cdn.edgecast.steamstatic.com/steam/apps/409590/ss_b7ce16206f26254fea346b837c4c66d523d86fb3.1920x1080.jpg?t=1499188941)

(http://cdn.edgecast.steamstatic.com/steam/apps/409590/ss_72744a0a23268c9a53579a31f3f6bd4ae49bcd27.1920x1080.jpg?t=1499188941)

(http://cdn.edgecast.steamstatic.com/steam/apps/409590/ss_5fdb3f261b03e1f3efc30cdc102303bc531883b6.1920x1080.jpg?t=1499188941)

(http://cdn.edgecast.steamstatic.com/steam/apps/409590/ss_84c342804035d43c8221860b632c63dc30a4de6c.1920x1080.jpg?t=1499188941)

(http://cdn.edgecast.steamstatic.com/steam/apps/409590/ss_fd8bd59e127c3511e1d08d42b4d8a520d0cafe13.1920x1080.jpg?t=1499188941)
Title: Re: Kingdoms
Post by: Asid on July 12, 2017, 04:18:58 PM
VIDEO: Kingdoms Version 17.8 Complete walk-through

A full tutorial video for all the features old and new with Kindoms 17.8 stable release. 

This will cover every feature from setting up a village, crafting, blacksmithing, armies, guards, tips on village happiness, gardening & farming, travel, taming horses, Treasure hunting, mining, etc. This is for everyone new to the game and old timers coming back. 
All shot in 1024 HQ for max detail and quality audio. Video settings are on fantastic to good depending on the series and what I was doing for that session. This is one village from start to finish for this entire series. I hope you enjoy watching and thank you for supporting Kingdoms! 
 
Note about Frames: My average FR is 120-160 FPS. When these videos are viewed locally they are as fluid as the game itself. When I upload them to youtube they look more like 30FPS.
I plan to do a live stream when the last series is done, which i'll schedule for everyone to watch. This was the recommendation by Youtube to show you just how fluid this game is running.
https://www.twitch.tv/razoreqx1
 
Footnote: No cheats were used in the making of this movie, and no horses were hurt during filming.
 

PS: If you find these tutorials useful and want to support the project Kingdoms. Please subscribe to the channel. Thanks!!


 Video tutorials (http://steamcommunity.com/app/409590/discussions/1/2333276539596590283/)
Title: Re: Kingdoms
Post by: Asid on August 01, 2017, 04:31:08 PM
Update 19.5



VISUAL AND AUDIO
-Bear model was replaced with new one;
-Bear animations were replaced by new oned;
-Wolf model was replaced by new ones;
-Wolf animations were replaced by new ones;
-New wolf howl sound added;
-Buffalo added to wilflife;
-Old deer model was replaced by new one;
-New deer animations were added;
-Various death sounds added to animals;
-New 1H combat animations added;
-Animals body position now depends on terrain angle;
-Adding shake effect to attack animations;
-Camera shake effect added when player get hit from a sword or an animal;
-Racoon added to wildlife;
-New items added: raccons meat, racoons roast meat, racoon skin, racoon tail;
-Old fox model was replaced by new ones;
-Old fox animation were replaced by new ones;
-Various sounds added to animals;
-Hammer working animation was replaced by new one;
-Hammer sounds added for working NPC;
-Old AI bodies were replaced by new ones;
-More hairstyles added to AI;
-More face shapes added to AI bodies;
-More body shapes added to AI models;
-Leather armomr model was replaced by new one;
-Light iron armor was replaced by new one;
-Poorman's cloth was replaced bty new one;
-Richmans's cloth was replaced by new one;
-Citizen cloth was replaced by new one;
-Knight steel armor was added;
-Plate stell armor was added;
-Various colors were added for cloth and armor;
-Various colors was added to AI cloth;
-AI cloth colors now saved correctly;
-AI cloth parts now can have separate cloth colors (eg shirt and scarf)
-Various colors were added to eyes;
-Various colors were added to hair;
-Knight armomor and plate armomor was added to blacksmith recipes;
-AI cloth that was more "fantasy" then "late medieval" was replaced;
-Vsync now can be enabled\disabled via video settings;
-Light iron armor model was replaced by new one;
-Leather armor model was replaced by new one;
-Female citizen and richmans top models were replaced by new ones;

GAMEPLAY
-New items for crafting added: meat pie, berries pie, vegetables pie;
-Crafting of all pies types added to the bakery;
-Bakers now craft and sell pies;
-Reballancing food and it's properties;
-Food now won't heal the player;
-Eating of raw meat can damage players health;
-Healing herbs added to the world: azalea, boston fern;
-Player now can craft medicinal plants and strong medicinal plants through journal crafting menu;
-Changing herbalist and alchemist descriptions;
-Gathering animation was 1.5x times increased (in order to match players action when eg fast moving);
-Woodworker can now craft and sell a saddle;
-Animals now have storage-like inventory when skinning;
-EXP gain was removed when skinning an animal;
-String in container window is now individual for each container type - Animal, chest, saddle-bag etc.
-Players fame and reputation now can be changed after completing the quests or killing someone;
-Players title now depends on fame and global reputation parameters;
-Horse saddle is now accessable after horses death;
-Rebalancing fight with animals - meat-eaters attack much faster, but their attack can be stopped by sucessful hit;
-Player now recieves no damage from animals when in god-mode;
-Player now can't delete save without confirmation;
-Game now autosaves every time when sleeping;
-Buffalo items added: skin, horns and meat;
-Buffalo meat can be cooked now;
-High swordsman perks now allow to make a combo by strong hit;
-Items at storages can be sorted by type;
-Items in shops can be sorted by type;
-Proper icons for racoons tail, buffalos skin and horn added;
-Roads were added to the world;
-AI can restore HP buysing medical herbs;
-Reballancing fighting system for 1H weapon: now attack animation depends on swordsman perks;
-"Bandits" section was added to building menu;
-Player now can establish bandits lair;
-Bandit perks were added;
-AI now can build bandit camp;
-Perks that define if AI would become a bandit were tweaked;
-Min distance between bandits lairs was increased;
-More beard variations added to male models;
-AI now can join Bandit camps and build houses there;
-Small bandit shack added to buildings list;
-Bandits houses textures were compressed in order to increase performance;
-Run button added to keybindings;
-Aggro range was added to bandits;
-Bandits will now attck the player when noticing;
-AI now can't build farm or settlement near bandits camp;
-Players global reputaon now will increase when killing a bandit;
-Bandits will attack the pleayer only with >= 0 Reputaion, if reputation is < 0 they won't attack;
-Tavernkeepers shirt and pants were added and used by AI;
-Light iron trousers and footwear models were replaced by new ones;

BUGFIXING
-Fixed the issue when horse whistle could be head only with misic on;
-Fixed exploit, when player could get infinite amount of EXP crafting flour bags;
-Fixed issue when player used attck animations when using storage or saddle bag;
-Fixed issue when shops was unable to use, when some AI sold sword there.
-Fixed issue when quest stood active in journal after Quest givers death;
-Fixed issue when AI didn't look at the enemy when fighting;
-NPC inventory is now accessable after AI death;
-Tweaking too long pauses betweet AI attacks with low swordman skills;
-Fixed issue with growing plants in the garden when game is paused;
-Fixed some typos in quest text;
-Old AI names were replaced by correct ones (Big thanks to bon.gart for that kingly gift, you're great, man)
-Fixed the issue when title text was too large to display;
-Fixed the issue when farm scaffold was unable to destroy;
-Fixed issue when player could fall underground or in the groud floor after loading;
-Fixed issue when garden didn't produced any stuff;
-Fixed issue with immortal wolves;
-Fixed issue when player gained exp after discovering own farm or Settlement;
-Berries pie paramater was decreased to 75;
-Fixed issue when animals could moving in circles sometimes, when running;
-Fixed the issue when farm house model was created infinite times causing bugs;
-Fixed issue, when AI worked at manufactory without having finished house;
-Fixing an issue when campfire was unable to build;
-Fixed issue with looped hand animations;
-Fixed issue with unlootabl racoon and fox;
-Wolf attack distance was increased;
-Fixed issue with looped AI fight animations;
-"Stag" was changed to "Deer" (the most important note, haha)
-Fixed issue when title was displayed incorrect;
-Fixed issue with incorrect position of animals body after some attacks;
-Fixed issue with wrong calculated player position when riding;
-Fixed issue whe player could load on roof of a structure;
-Fixing script error in cave generation, that could cause crashes;
-Fixed issue when player couldn't start the game properly, falling into water;
-Fixed issue what sword of dead AI could harm the player;
-Fixed issue with crash after loading a save with many roads saved;
-Roads creation process was optimized in order to fix pissoble crashes;
-Roads load process was optimized in order to prevent crashes;
-Fixed issue what terrain in new world could have old shape changed by old roads;
-Fixed issue when bush coud stay on the road;
-Roads y-pisition was changed in order to improve visuals;
-Optimizing many calculations in different scripts, making them unsynchize in order to prevent crashes;
-Fixed issue when horse could fly over the road;
-Optimization of road creation algorithm in order to prevent crashes;
-Changing road threshold angle to 30;
-Removong collider from some azalea bushes to prevent player stuck;
-Fixing the issue when boston fern could be deleted from the terrain;
-Road calculation script was optimized in order to increase loading time;
-Fixing the issue when creation of new road could "dig" the road near by;
-Tweaking the distance for AI greeting to a leader - if leader is far away, AI will join the settlement without reaching him through whole map;
-Changing roads avoid algorithm - now they'll avoid structures much better;
-LODs added to roads in order to improve performance;
-Fixed issue when horse position calculation when riding up/down the hills and on the road wasn't smooth;
-Fixed issue when players settlement or farm remain undiscovered on the map;
-Fixed issue with incorrect display of food parameters;
-Fixed issue when some animals were unable to loot after killing;
-Fixed issue when world could start during generation process;
-LODs added to all male body parts: body, helmets, gloves, tunic, armor, pants, boots, shirt;
-Fixing the issue wehen some hair were invizible when zoom out;
-Compressing 2000+ in-game textures in order to improove performance and decrease build size;
-Fixed issue, when AI couldnt damage Player or animals;
-Fixed issue when AI damage was calculated incorrect;
-Fixed issue, when players attack animation could loop;
-AI bodies calculation now uses mesh merge in order to incrase performance;
-Shadows were added to AI bodies;
-AI bodies now uses single texturea atlas in order to reduce textures and objects in scene and improve performance;
-More hair styles were added to both male and female;
-Beards were added to male bodies;
-Age wrinkles on the face now calculated right;
-Some armor DEF paramaters were changed in order to fix the balance;
-AI weapon damage now calculated correctly;
-Body and face parameters calculation algorithm was changed in order to increase performance;
-Players body puppet now won't use poorman's cloth by emply cloth slot but body;
-Vsync was added to fantastic quality;
-Changing items in AI hands calculation algorithm in order to increase performance;
-Fixing issue with missing female plate amor metal texture;
-Fixing issue with bugged nose paramters by character generation;
-Key bindings for Map, Inventory and Gathering were added;
-Fixed missing scrollbar in trading menu;
-Fixed issue with farmers looping in city shops;
-Fixed the issue when players stamina or vogour could go down during world and character generation;
-Player now has poormans outfit put on at start;
-Fixed issue when hands animator could play extra attack animation;
-Fixed issue when player could move and look around when hitting tab during building;
-Player puppets cloth was changes to "Peasant" by male and female;
-Compressing some textures in order to decrease their size and imrove performance;
-Roads calculation script was optimized in order to prevent crashes;
-Fixed issue when iron in cave could disappear;
-Fixed issue with bugged roads loading;
-Fixed some looping scripts in AI behavoir;
-Fixed script error of AI shop management, that can cause crashes;
-Fixed issue, when female player character couldn't load correctly;
-Fixed the issue with looped death animations by AI;
-Fixed the issue with bugged melee > ranged weapon animation change by AI;
-Fixed the issue with wrong arrow and bow position by AI when shooting;
-Fixed issue with wrong displayed population number on the map;
-Fixed wrong ship position icon on the map;
-Fixed issue with beard slider during character generation;
-Fixed issue when some in-game setting weren't loaded correctly at game start;
-Map texture resolution was optimized in order to increase performance;
-Fixed issue when AI HP bar has vizual glitch after reloading;
-Fixed issue with pickaxe with no damage;
-Fixed issue with impossibility to build a settlement even if UI shows no settlements near by;
-Fixed issue when bandits lair was unable to build;
-Fixed issue when nimber of road was frowing during loading causing crash or infinite loading;
-Fixed issue when animals could attck the player during loading;
-Fixied issue when AI could start do stuff when loading wasn't over;
-Fixing issue when ship could move during world generation;
-Fixed issue with not disappearing stumps after choppen by AI;
-Optimizing tree chop script in order to fix crashes caused by it;
-Fixed issue when bandits could settle in settlement instead of bandit camp;
-Optimizing face genration script on NPCs bodies in order to increase performance;
-Fixed issue with disappearing horse after dismounting;
-Fixed issue when NPC attack anmation was playing even when NPC was killed;
-Bandits lair and bandits shack icons were added to building menu;
-Fixed issue when game could crash when observing command window;
-Some armor textures were compressed in order to increase performance;
Title: Re: Kingdoms
Post by: Asid on September 13, 2018, 11:44:39 AM
Important development news
[developer]   21 Jul 2018

Dear friends, as many of you know, since winter KINGDOMS is moving to new version of Unity engine. It was a very long and hard process for me, but the good news are - it's already there. At the moment i'm finishing to polish the interface (yes, it's absolutely new one, including inventory etc.) The plan was to release it in June, but as usual - one man team is one man team - hope you understand the specific of development. I wanted to release the update 24th of July, but yesterday critical error in dialogs system was found - so i need a little more time to fix it and finally release this unfortunate update. Hope for your understanding!
Title: Re: Kingdoms
Post by: Asid on October 01, 2018, 05:44:07 PM
KINGDOMS REWORKED VERSION
1 OCTOBER   - CYFIEITHYDD

Hi, friends! Before telling about coming update, let me thank all of you for patience. Reworking of the game is almost finished, endless hours of work are behind, we're almost there. So, shall we begin?

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/96be878b3e0ea95a5e6b41a0634d4610d9c49c06.jpg)

NEW VERSION OF THE ENGINE
- All scripts were rewritten and reworked, the game works much faster, uses less RAM, can use Multithreading, performance was improved. For now on adding new features will be much easier and faster.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/6bf937ac4096bf1ee18759b75f312df783306f7e.jpg)

NEW VISUALS
- A brand new island with a changed map;

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/70949785ebc327e8a9e69f0a72a9085910018e7a.jpg)


Read on...Long list (https://steamcommunity.com/games/409590/announcements/detail/3427693908974437526)
Title: Re: Kingdoms
Post by: Asid on October 15, 2018, 02:00:56 PM
UPDATE 0.26
KINGDOMS - Cyfieithydd


MINOR CHANGES
-Island model (texture and heights) was changed;
-Main menu was changed: continue button (continue from last save) changelog and language change option were added;
-Old saves (from version 0.252) can be used in all coming updates, no new game needed;
-Loading window was changed: screenshot, player name, world name, playerd time and save time added;
-Save algorithm was changed in order to redice save size;
-Character generation was reworked - perks and appearance setting are now in one place;
-Camera animatin was added to main menu as well as various objects like houses and characers in castle;
-21:9 monitors support was added;
-Bug report system was added;
-Controls mapping was replaced with new one, as well as whole controls system - old Unity one was replaced by custom one;
-Old character controller was replaced with new one;
-Old camera control system was replaced with new one;
-New vegetation generation algorithm was added, old one was removed;
-New setting were added to main menu: graphics, sound, monitor and controls;
-Unity splash window was removed, all options were moved added into the game;
-All in-game text is now stored in one file;

VISUALS
-Main menu design was changed;
-World generation menu UI was changed;
-Character generation menu was changed;
-Inventory UI was changed;
-Loading screen UI was changed;
-Generation progress UI was changed;
-Building window UI was changed;
-Character window UI was changed;
-HUDs UI was changed;
-Compass UI was added;
-Confirmation button were added for following: exit, delete, apply setting etc.
-Dialog UI was changed;
-Central cursor infos were changed;
-Vegetation masks for building and roads were added;
-Rocks models were replaced with new one;
-Snow coverage system was replaced with new one;
-Info UI was replaced with new animated one;
-New trees models were added to the game;
-LODs distance for all vegetation was increased as well as its changing option was added to settings;
-New lighting system was added;
-Old water was replaced with new one;

GAMEPLAY CHANGES
-City Hall added to buildings list;
-AI tastks were removed from notice board - from now on AI can build basic needed stuff by its own;
-Friendship parameter was added;
-Teaching system was changed - player can't learn all perks from one settler by some luck - each settler is now specialized only in one perk line;
-In order to learn new perks player has to have good relation with settler, money and EXP poitns;
-Taxes now can be taken directly from settler;
-Trees chopping system was changed;
-Gathering system was changed;
-Gathering speed now depends on gardener line perks;
-Building speed now depends on builder line perks;
-Mining speed now depends on builder line perks;
-Inventory management was changed - use LMB for using items;
-Items max stack limit was removed;
-Character max carry wight was removed;
-Taxes management window was added to city hall;
-Wild plants positions were changed: now they're growing in stacks but more difficult to find;

FIXES AND OPTIMIZATION
-Minor performance improvement;
-RAM usage improvement;
-AI scripts were changed in order to increase performance;
-House building scripts were changes in order to increase performance;
-Camera shaking on the ship;
-Stuck AI after killing an animal;
-Item disappearing from inventory;

LANGUAGES
Following translations were added: russian, polish, french, portuguese

IMPORTANT INFO:
Though a lot of work was done, some bugs (including critical ones) can still appear. Be free to report about it using in-game reporting system (F11)
Title: Re: Kingdoms
Post by: Asid on October 18, 2018, 12:06:28 AM
Patchnotes (17.10.2018)


-Fixing the issue when compass was partly invisible on 21:9 monitors;
-Optimizing AI scripts in order to increase performance by high population on the map;
-Reducing AI texture atlas size in order to increase performance;
-Optimizing vegetation spawn scripts in order to increase performance;
-Optimising build compression algorithm in order to increase performance;
-Optimising various assets usare in order to increase performance and reduce RAM usage;
-Fixing the issue when weapon could accidentaly swing after chopping/mining;
-Fixing the issue with wrong bow shooting keys remapping;
-Fixing bugged back door in City Hall;
-Fixed bug, when weapon (i..e bow) could be duplicated by equipping/unequipping when amount was more than 1.
-Fixed issue, when more than max settlers could arrive on the island;
-Tweaking settlers spreading on the island, making them to join settlements more often;
-Fixed issue when horse could walk on water;
-Fixed issue when player could see run animation when being on horse;
-Fixed "self-made wooden bow" name;
-Fixed issue, when mining didn't tool players stamina;
-Fixed issue, when was run out ofstamina, player could chop/mine with the same speed;
-Fixed issie with duplicated farm door;
-Fixed issue with duplicated horse;
-Bug reporting window is functional again;
-Fixed issue when closing Bug reporting window in main menu could cause camera glitch;
Title: Re: Kingdoms
Post by: Asid on October 20, 2018, 02:38:48 PM
Patchnotes (18.10.2018)


-Fixed bugged door in Tax Collectors office;
-Fixed bugged door in three level wooden house;
-Fixed bug when player could shot with infinite arrow equipped;
-Fixed bug when taxes value wasn't saved correctly;
-Fixed bug with wrong switch to new weather;
-Fixed issue, when rain and snow particles were moving together with player;
-Fixed issue when some models were invisible when using "low models quality";
-Fixed issue when horse could fall underground when player riding it;
-Fixed graphical glitch when looking at distance sky mesh;
-Fixed issue when sun was rising in the east;
-Fixed the issue when saved file was unable to load (it was an issue in save system so new game needed, sorry:( )

NOTE:
https://steamcommunity.com/app/409590/discussions/13/1735468061760081589/
Title: Re: Kingdoms
Post by: Asid on October 26, 2018, 12:55:45 PM
UPDATE 0.261
26 OCTOBER   - CYFIEITHYDD


-New UI for storage management added;
-New UI for trading added;
-New UI for gardening added;
-New UI for sleep added;
-New UI for smithing was added;
-Map was added;
-New UI for craft was added;
-Fixed issue when player was unable to attack after death;
-Fixed issue when sword parameters could be saved incorrect;
-Central text was moved to HUDs;
-Info message speed was tweaked - not it's speed depends on their number;
-Outline added to central info text;
-Outline added to character parameters text;
-Plants gathering speed was tweaked;
-Fixed looped message for farm discovering;
-Scrolling speed at LOAD window was increased;
-Fixed issue with "floating" wooden tower;
-Fixed issue when trees or rocks could block houses entrances;
-Fixed issue when Inn structure didn't destroyed vegetation around in proper way;
-Fixed issue with bugged dialog when friendship is > 10;
-Fixed bugged door in Tax Collectors office;
-Fixed bugged door in three level wooden house;
-Fixed bug when player could shot with infinite arrow equipped;
-Fixed bug when taxes value wasn't saved correctly;
-Fixed bug with wrong switch to new weather;
-Fixed issue, when rain and snow particles were moving together with player;
-Fixed issue when some models were invisible when using "low models quality";
-Fixed issue when horse could fall underground when player riding it;
-Fixed graphical glitch when looking at distance sky mesh;
-Fixed issue when sun was rising in the east;
-Fixed the issue when saved file was unable to load (it was an issue in save system so new game needed, sorry:( )
-Fixing the issue when compass was partly invisible on 21:9 monitors;
-Optimizing AI scripts in order to increase performance by high population on the map;
-Reducing AI texture atlas size in order to increase performance;
-Optimizing vegetation spawn scripts in order to increase performance;
-Optimising build compression algorithm in order to increase performance;
-Optimising various assets usare in order to increase performance and reduce RAM usage;
-Fixing the issue when weapon could accidentaly swing after chopping/mining;
-Fixing the issue with wrong bow shooting keys remapping;
-Fixing bugged back door in City Hall;
-Fixed bug, when weapon (i..e bow) could be duplicated by equipping/unequipping when amount was more than 1.
-Fixed issue, when more than max settlers could arrive on the island;
-Tweaking settlers spreading on the island, making them to join settlements more often;
-Fixed issue when horse could walk on water;
-Fixed issue when player could see run animation when being on horse;
-Fixed "self-made wooden bow" name;
-Fixed issue, when mining didn't tool players stamina;
-Fixed issue, when was run out ofstamina, player could chop/mine with the same speed;
-Fixed issie with duplicated farm door;
-Fixed issue with duplicated horse;
-Bug reporting window is functional again;
-Fixed issue when closing Bug reporting window in main menu could cause camera glitch;
-Fixed issue when settlers went underwater after landing;
Title: Re: Kingdoms
Post by: Asid on November 21, 2018, 02:15:22 PM
UPDATE 0.27


-Settlement info added to notice-board;
-Fixed issue when settlers and animals were walking through stones;
-Settlement management window is now shown after settlement establishing;
-Fixed issue when structures were invisible after exiting the cave;
-Fixed issue when item description of item looted stayed active by looting another object;
-Fixed issue when weapons was visible when observing global map;
-Fixed issue when player could stuck in sleeping mode;
-Banner changing was added to settlement management;
-Info about settlers hired (council, tax collector, general, embassador) was added to settlement management;
-Settlement leader now can change banner using settlement management menu;
-Settlement leader now can hire council, tax collector, general or embasador using dialog option;
-With council hired settlement leader can hire tax collector, general or embasador using settlement management menu;
-Fixed issue when house owner could be loaded incorrect after loading the world;
-Fixed issue when settlers number could be displayed incorrect after loading the world;
-Fixed issue when joining the settlement could cause script erros by some settlers;
-Fixed issue when dialogs text wasn't shown correct when using various langugages;
-Dialogs window now automatically changes size, depending on lines length;
-Scroll sensivity in dialog window was changed;
-Now each settler has one ot 8 unique bahaviour models - kind, kalm, joker, arrogant, rude, cunning, bad, covard;
-Existing dialogs were rewritten in order to match each behaviour model;
-Added notification for management window when player has no settlers in settmenet;
-Fixed issue when save couldn't be loaded correct, when sword parameters weren't saved correct;
-Fixed issue when camera position could be bugged, when using various UI menus or using dialog window;
-Fixed issue when some items in inventory could be saved as swords;
-New info pop-up message added for most important information;
-Sound effects added to some messages;
-Fixed issue when animals were invisible after exiting the cave;
-Tax collector now uses City Hall as workplace;
-Embassador now uses City Hall as workplace;
-Council now uses City Hall as workplace;
-2 types of milita was added - ranged and melee;
-Player now can change milita type using settlement management window;
-Player can change milita type only with General hired;
-Player can give various ranks to milita: guard, recruit, corporal, sergeant, captain, general;
-Milita rank can be changed only if General is hired;
-Expected income information added to finances management window;
-Council salary now depends on leaders "Scholar" line perks;
-Tax collectors salary now depends on leaders "Trader" line perks;
-Embassador salary now depends on leaders "Traveller" line perks;
-General salary now depends on leaders commanding line perks;
-Fixed issue when HUD was invisible after using K-Editor;
-Law added "Tax collector can gather taxes twice a month (can cause a rebellion)";
-Law added "Only leader can build houses and manufactories in this settlement";
-Settlement leader now can see settlers property status in management window;
-Fixed issue when AI building speed parameter wasn't working correctly;
-Fixed issue when settler didn't work in bought house;
Title: Re: Kingdoms
Post by: Asid on December 24, 2018, 12:03:08 AM
(https://steamuserimages-a.akamaihd.net/ugc/939462889631631253/DA64577B35330227CE7DFD7250BC9D87E046518C/)

(https://steamuserimages-a.akamaihd.net/ugc/939462889631633631/8E24CB30C6E6C30D7B66894BD77BFC7953D23A1B/)

(https://steamuserimages-a.akamaihd.net/ugc/939462889631632750/8E5126FE42AC99BB2186BAF9CDEC281D9BB68247/)

(https://steamuserimages-a.akamaihd.net/ugc/939462889631633409/10CBC84FF0CD7E0C9F8D9CB5F03203900699DDBC/)

(https://steamuserimages-a.akamaihd.net/ugc/939462889631633107/9580E25E14914B10A5D5EE991885E1C3623657E6/)

(https://steamuserimages-a.akamaihd.net/ugc/939462889631633775/EABE134685B6BB9FE7C37DCFFE6277367CAD7B92/)

(https://steamuserimages-a.akamaihd.net/ugc/939462889631632955/E0C45106F4F46A7B5D1C4AA652CD8C39481B8B86/)

(https://steamuserimages-a.akamaihd.net/ugc/939462889631632083/7AE1023E777831C72BA242730E3C08DDD5F41D41/)
Title: Re: Kingdoms
Post by: Asid on December 31, 2018, 12:16:26 AM
Update 0.28
KINGDOMS - Cyfieithydd


-New game mode was added: “Pupulated island”;
-Player now can choose game mode before starting new world;
-Fixed issue when General and Ambassador took money when not being hired;
-Player now can set the payment date using management menu;
-Payment date can be changed only once a month;
-Closing button was added to global map menu;
-Default camera position for global map was changed in order not to let camera look at sea at awake;
-Player is now able to use “wait” function to skip time - default key is T;
-Now the info in sleeping-waiting menu is more exact;
-All finances info (payments etc.) is now stored in Finances management;
-Various footsteps sound were added;
-Now footstep sound depend on surface;
-New damage visual effect was added;
-Now character can scream when damaged;
-Many game textures were compressed in order to reduce RAM usage;
-Start object instantiating algorithm we’re rewritten in order to reduce RAM usage;
-Some shaders render was changed to GPU instancing in order to optimize RAM and GPU usage;
-Player now can use 1 length names when creating character;
-Some additional help messages were added to characters generation menu;
-NPC textures compression scripts were changed in order to reduce GPU and RAM usage;
-Terrain shader was changed to new one;
-Parallax was added to terrain texture;
-Player now can build a wall in settlement using building menu;
-Fixed issue when settlers refused to work when having a house;
-2 different wall types were added: stone and wooden one;
-Objects interaction script was optimized in order to reduce RAM usage;
-Player now spawns in biggest settlement when using “Populated island mode”;
-AI houses start position was changed in order to create more organized streets in settlements;
-Gates position in AIs settlements depends on global settlement position: south wall side in the north etc.
-Walls in AIs settlements are build automatically when having more than 6 houses;
-Wall type in AIs settlemts now depend on leaders Builder perks line;
Player now can use global politics map;
-Player now can send an ambassador to discovered settlement in order to create partnership with it;
-When having good relationship with partner settlement Player can make trade agreement with it;
-When having trade agreement settlers from both settlements now can travel to partner settlements and sell goods there;
-Prices of goods in trade agreements depends on settlers Trading perks;
-When having a road build to settlement prices for sold-bought goods are 10% better;
-Settlements controlled by AI can make an partnership-trade agreement-road agreement when having proper Perks;
Title: Re: Kingdoms
Post by: Asid on January 12, 2019, 12:02:19 AM
Update 0.282


-Fixed issue when wall could be build without gates;
-City wall now has 4 gates from each side instread of 1;
-Notice board now has road to City Center;
-Trading roads between AI settlements now calculated correctly;
-Fixed issue with gates scale, when player or AI couldn't pass through it;
-Fixed issue when game could freeze on roads calculation with no roads data for building;
-Roads calculation algorithm was rewritten in order to make road shapes more realistic;
-Roads loadng algorithm was imroved in order to make loading of big roads amount faster;
-Fixed issue when sceeen could suddenly got DoFed;
-Fixed issue when cursor could suddenly disappear on various UI;
-Fixed issue when road calculation could crash the game;
-Fixed issue when pause during roads calculation was applied incorrect;
-Fixed issue when roads could start calculatin when using various UI;
-Fixed issue when player didn't regain Vigour when sleeping;
-Fixed issue when roads roads calculation screen freezed when calculation roads in new world;
-Fixed issue when roads could start calculation in the middle of fight;
-Fixed issue when City Gates could calculate their rotation incorrect;
-Fixed issue when vegetation mask could be calculated incorrect when creating road;
-Fixed issue when game could freeze in settings menu;
-Fixed script error causing impossibility for AI to make trade agreement with another AI;
Title: Re: Kingdoms
Post by: Asid on January 31, 2019, 04:33:41 PM
Update 0.3


-New quest system was added;
-Quest "Bring berry for hungry settler";
-Quest "Bring 10 berries for hungry settle was added;
-Quest "Bring deers meat for hungry settler" was added;
-Quest "Bring 10 cucumber seeds for a farmer was added;
-Quest "Bring 1 wood for settler without house was added;
-Quest dialog lines depend on settlers temper parameter;
-New UI was added for quest in journal section;
-Player can see active quest goal icon by clicking quest in inventory;
-New quest message UI was changed;
-Fixed issue when terrain texture turned white by various lightning;
-Terrain texture shader was replaced with new one in order to increase performance;
-Road calculation algorithm was changed in order to increase calculation speed;
-Road masking algorithm was changed in order to make vegetation masking more natural;
-Settlement-settlement road calculation was changed in order to make roads look more natural;
-Roads calculation progress was added in the bottom of the screen;
-Houses building anlgle condition was changed in order to improve house placing on hills;
-Fixed issue, when City Hall worker refused to work even with house build;
-Fixed issue when wall could be build without gates;
-City wall now has 4 gates from each side instread of 1;
-Notice board now has road to City Center;
-Trading roads between AI settlements now calculated correctly;
-Fixed issue with gates scale, when player or AI couldn't pass through it;
-Fixed issue when game could freeze on roads calculation with no roads data for building;
-Roads calculation algorithm was rewritten in order to make road shapes more realistic;
-Roads loadng algorithm was imroved in order to make loading of big roads amount faster;
-Fixed issue when sceeen could suddenly got DoFed;
-Fixed issue when cursor could suddenly disappear on various UI;
-Fixed issue when road calculation could crash the game;
-Fixed issue when pause during roads calculation was applied incorrect;
-Fixed issue when roads could start calculatin when using various UI;
-Fixed issue when player didn't regain Vigour when sleeping;
-Fixed issue when roads roads calculation screen freezed when calculation roads in new world;
-Fixed issue when roads could start calculation in the middle of fight;
-Fixed issue when City Gates could calculate their rotation incorrect;
-Fixed issue when vegetation mask could be calculated incorrect when creating road;
-Fixed issue when game could freeze in settings menu;
-Fixed script error causing impossibility for AI to make trade agreement with another AI;
Title: Re: Kingdoms
Post by: Asid on February 28, 2019, 07:10:56 PM
UPDATE 0.31
28 FEB - CYFIEITHYDD


•   Quest "Bring herbs for ambassador" was added;
•   Quest "Bring herbs for wouded person" was added;
•   Quest "Bring onion for trader";
•   Quest "Bring pepper for tavernkeeper" was added;
•   Quest "Bring stones for soldier" was added;
•   Shootng cursor was added;
•   Shooting cursor size now depends on distance to target;
•   Arrows ballistics was revised;
•   Fixed issue when game could crash after building a large wall;
•   New game mode added: hardcore. Saves are deleted after characters death;
•   World creation menu was changed, new settings were added;
•   "AI can't build walls" option was added to world creation settings;
•   "AI can't build roads" option was added to world creation settings;
•   "No bandits" option was added to world creation settings;
•   "No farmers" option was added to world creation settings;
•   "Gathering speed" option was added to world creation settings;
•   "Building speed" option was added to world creation settings;
•   "Moving speed" option was added to world creation settings;
•   "Bandits aggression distance" option was added to world creation settings;
•   "Craft resources" option was added to world creation settings;
•   "Craft speed" option was added to world creation settings;
•   "Trading comlexity" option was added to world creation settings;
•   "Gold in ruins" option was added to world creation settings;
•   Many texture normals were revised, compressed and optimized in order to increase performance;
•   NPC navigation script was revised in order to increase performance;
•   New quests condition was added: wounded settler;
•   New quest condition was added: Ambassador;
•   New quest condition was added: Soldier;
•   Fixed issue when Ambassador refused to make an agreement with other settlement;
•   Settlement ranks system was changed a bit: 3 types were added - village, town and city;
•   Selltement now can refuse agreement when friendship with leader is negative;
•   Walls building mechanics for AI were revised - not all leader now cam set up a wall, some settlement will remain villages without a wall;
•   Diplomacy UI desogn was changed a bit: summary info wa added;
•   Buttons in diplomacy menu are now context related, i.e. ambassador can't be sent twice to one settlement or friednship can't be declared without partnership relation;
•   Fixed issue when trading agreement couldn't be signed, because ambassador's bug;
•   City Hall members now can be fired right in dialog;
•   Fixed issue when character teleported to ruins after loading the game (new game required);

Title: Re: Kingdoms
Post by: Asid on March 31, 2019, 11:52:26 PM
UPDATE 0.321
31 MAR @ 8:59AM - CYFIEITHYDD


Some important info about this and coming update: https://steamcommunity.com/app/409590/discussions/13/1771511442683426092/

•   Fixed issue when player could talk with the person in fight;
•   Fixed issue, when houses in AI settlement could be build too close to AI or or players farm, now the distance should be >= 200m (new game needed);
•   Fixed issue when build wall could block AI or players farm (new game needed);
•   Fixed issue when wall colliders were calculated incorrect when generating a wall;
•   Fixed issue when AI or animals could walk through walls;
•   Fixed issue when player could walk through walls;
•   Tweaking roads calculation pop-up window period;
•   Pathfinding grid masks were changed in order to make rocks non-walkable for AI;
•   Fixed pathfinding issue, when AI couldn't pass through gates;
•   Fixed issue, when dialog answer button could appear in incorrrect part of the dialog;
•   Fixed issue, when settlers could have incorrect position in house after loading a save;
•   Hot keys for speeding time now only work in gode mode in order to prevent accidentaly pressing on these keys that can cause bugs;
•   Fixed issue, when player spawned near last visited ruins after loading (save-load needed);
•   Fixed issue when animals position angle could be calculated incorrect;
•   Death notification "You died" added to pause menu to make death more obvious;
•   Fixed issue, when player could accidentally press esc button when crafting or sleeping causing incorrect time calculation (new game needed);
•   Fixing issue when day dyration parameter was loaded incorrect after loading the game;
•   Fixed issue, when townfolks with business didn't do their job at this business;
•   Fixed issue when City Hall members refused do their job even with house and business build;
•   Fixed issue when player camera could start moving after pressing ESC in buildig apply window;
•   Fixed issue when camera could start moving in naming settlement window when accidentally pressing ESC;
•   Pressing ESC (Cancel) in applying building or naming settlement window now stops building process;
•   Fixed issue when exiting sleep/wait window during sleep/wait can cause false day duration calculation and connected bugs;
•   Sleeping or waiting now can be cancelled after pressing pressing ESC;
•   Fixed issue when camera strted moving when pressing ESC in City Management menu;
•   Fixed issue when building model stayed active when exiting building mode;
•   Fixed issue when camera could start moving after pressing ESC in dialog window;
•   Fixed issue when two building models could be on in another when using building mode;
•   Fixed some character controller parameters in order to prevent falling through ground bug;
•   Fixed issue, when settler was chopping an air instead of closest tree;
•   Fixed issue, when closest shop was found by setler incorrect which can cause trading bugs in settlement;
•   Ambient Occlusion was tweaked a bit in order to make indirect shadows more noticable;
•   Spawn menu (f7) is now available in god mode only in order to avoid connected bugs;
•   French translation was updated;
•   Japan translation was added;
•   Fixed issue, when some dialogs lines were missed, when finishing or taking the quest;
•   Dialog camera effect was tweaked in order to avoid graphical glitches during dialog;
•   Fixed issue, when player was unable to jump at some point;

Title: Re: Kingdoms
Post by: Asid on April 03, 2019, 12:41:47 AM
(https://steamuserimages-a.akamaihd.net/ugc/907946686118047783/32F894855014E4876C74E15E51A931C436CA3432/)

(https://steamuserimages-a.akamaihd.net/ugc/907946686118047597/2C8A7CF0B2231487F35BB8C3BF5AA8552FC74AEB/)

(https://steamuserimages-a.akamaihd.net/ugc/907946686118046759/4339312E965D7C2F7F876832451FC50A691CC30C/)

(https://steamuserimages-a.akamaihd.net/ugc/907946686118046911/C4293CFB5138BB35A5AA45B722ED5498A983E59B/)

(https://steamuserimages-a.akamaihd.net/ugc/907946686118046608/2B5E8F57552B9D8C8A9C21DF0B57F31036138A78/)

(https://steamuserimages-a.akamaihd.net/ugc/907946686118047064/5AB490AE57DE46F5D5D533D25141A0471671201B/)

(https://steamuserimages-a.akamaihd.net/ugc/907946686118046012/2A2DD09CF6682644D203DB0A96E21EA513E58DA2/)
Title: Re: Kingdoms
Post by: Asid on December 03, 2019, 11:22:39 PM
KINGDOMS [Weekly Devlog]
Tue, 3 December 2019


Greetings, noble Kings and Queens of KINGDOMS!

WAR UPDATE is coming very soon, and i know that many of you are waiting for a very long time. First of, thank you for your patience and support, you're the best, really. To make this waing a little nicer, i started to write daily devlog in game Community. From this devlog i'll know all latest news about development progress, what is being worked at the moment, why update is delayed and what i'm doing do deliver it to you as soon as possible. I really hope that this devlog will bring more transparency to the development and you'll know all latest news about KINGDOMS. Besides i'll post weekly devlog - the progress for past week - here, as sort of news. Sorry for waiting, friends, and thank you for patience and support - as said, you're the best:)

Cyfieithydd

-Working on two-handed wepons animations, the most problem here is to make left hand work properly, tried to use IK pinning for sword object;
-Scales of iron rocks looks to unnatural, changed randomizer a bit;
-Worked on the script responsible for locations discovering, because adding of new types of locations (iron ores on open space) caused several bugs;
-Working on vegetation optimization for trees billboards, tests showed, that rendering billboard caused spikes at certain spots;
-Changed all float.TryParse functions in Save-Load script, because of moving to newer .NET version;
-Testing how two-handed animation works with "Running" layer, seems to be okay, more testing needed with more two hamded swords variations;
-Some rocks are still showing incorrect resource amount of already used rocks, fixed the issue;
-Testing animations for left players hand, used for burning strunctures at settlements and bandits lairs;
-Added some quests written by messpine, "find location" ones need testing;
-Tested caves objects in saves, seems everything is okay;
-Fixed some logical missbehaviour (???) in farmers logic;
-Metal reflection shader seems to be not properly working in the dark, changed it a bit;
-Translated two tutorial articles into English ”Welcome to kingdoms”, ”What to do?”;
-Added several new articles “Travelling”, “First settlement”, “Combat” in Russian;
-Removed all iron ingots from ruins;
-Tested ruins chest gold amount, can’t be randomized anymore;
-Testing block for the player during combat, animation seems to be not to smooth as I want, need more work;
-Testing block timings for player, seems to be okay, need more testing;
-Grass LODs seemed working incorrect, fixed;
-Fixed issue, when NPC bandit fought half in the floor, now it teleports to the entrance when seeing a player, dynamic buildings + navigation grid = pain for developer;
-Changed reflection intensity a bit (again, hehe), metals seem to be a bit better;
-Working on script and animations, responsible for openingclosing city gates during sieges, gates won’t work as intended, spend several hours trying to find out the reason, still bugged:(;
-Added torches to stone gates (still funding for proper gates model for wooden ones, walls are ok);
-Translated yesterday written tutorials to English;
-Tested catapults proper rotation during sieges, seems to be ok, need more testing;
-AI is still won’t march in the lines, tried to fix it (really, “bad-fixing-day” is today)
-Still working on proper two-handed sword animations + testing 10x10 crowd fighting only two-handed swords, look much better;
-Added some new visuals to the map - resources location now have owner label + color of the kingdom;
-Working on global map camera, trying to make its movements move smooth, sometimes it’s still buggy, ie when mouse moves too fast, need more work;
-Testing some stuff in sieges script, there are still some work to be done - some NPCs stay aggressive after taking the settlement, dead ones are listed as alive etc. - fixed most of found bugs, need more testing;
Tried to add new sound effects to forest zones, prefabs are causing FPS spikes for some reason, tired to figure it out - with no luck:( Pitty, because sound are really making environment much more immersive;
-Added some additional sound to swords fights instead, like taking weapon out, tried some screams (just make for now) for NPCs, sounds good;
-Worked in players two-handed block animations, timings are quite ok during testing;
-Tried to add siege tower to the siege script, looks awful:(
-Tested marching mechanics a bit, still don’t like how it look - AI is running during army March, thinking if making it more organized - started to make marching animations;
-Found a bug when some settlers moved to the sea after landing - the reason was change in A* pathfinding script made in September (??) + water collider refused to disable for some reason. Anyway, fixed;
-Changed water shader to new one (noticed foam glitching during previous fixing), looking good;
-Changed house setting script a little, previous version has some problems on the beaches;
-Noticed that taking off two handed animation glitched a little, fixed;
-Stones refused to render grass and sand texture properly for some reason, tweaked shader + rocks collider;
-Changed garden veggies spawn algorithm a little making them a little easier to find;
-Thinking of adding animals to the caves (or bandits), dynamic pathfinding grid makes this extremely difficult, tried several solutions to make proper grid in the caves with no luck:(;
-Wrote some long awaited script, that can close all windows (or any opened) by hitting ESC;
-Added a little timer to pause script to fix the issue when player hit a sword after pressing save button, need resting but works good by first one;
-Fixed the issue when roads weren’t rendered properly because of timer error;
-Tweaked common update script timer a little , I think we have no spikes at all even in populated settlements, need testing on various CPUs (hello release);
-Animals script still takes too much of CPU, Update function is removed, Profiler showing Raycasting issue, need deeper profiling + animals pathfinding optimization;
-Tweaked billboards and LODs distance in Vegetation Studio, shows 190fps at empty island at some moments, no spikes (please, please, please) at the moment, I think I’ll leave this so hard found settings for release;
-Tweaked amount of forests a little for at least 20x20 battles, AI is still dummy at war declaration, tried to add resource amount float to the script, still dummy;
-Fixed broken horse hair shader, caused by moving to newer engine version;
-DoF effect on the global map still looks wierd, especially bu close perspective, tweaked a little;
-Added some additrional spring animation to players hands + changed fichting script to cause this animation after enemy hits;
-Fixed issue, when AI send its army to wrong settlement;
-Changed icon of an army on the global map;
-At the moment number of soldiers in the army is visible by default. Thinking to change this by adding some scout units. (Now or after release????)
-Added new icons to army tents in the building menu;
-Tested how AI sets up its tents during sieges, still bugged:( (IMPORTANT!!!)
-Tried to change army moving speed, that depends on Commanders perk;
-Tested "Search for iron" quest;
-AI still won't build mines on the iron chunks properly, tried to fix; (IMPORTNAT!!!)
-Tweaked "Go to place in building" script for better performance;
-Animals Update() still takes a lot ms, reviewed script step by step, no luck:(
-Tweaked position of fallen trees into the forests;
-Discovered that some fire lighting sources have shadows casters, removed;
-Changed default possible height of AI building script to fix the issue when house could be build on the water;
-Tweaked forest LODs distance for better performance;
-Fixed the issue when soldiers unoform was invisible in soldiers management menu;
-Fixed the issue, when ship stopped to bring new settlers (at least i hope it was single one);
-Tweaked lighting settings in caves a little;
-Discoverd that by some reason hands new hands animations speed depended on FPS (Unity 2019 feature/bug???), fixed;
-REturned shadows to NPS, performance is about 140-150 in landing scene;
-Tweaked trees textures resolutions (fron 512 to 2048), to performance issues, need more testing on various GPUs;
-Tweaked the distance for fire effects sounds;
-Tweaked fog effect distance a little, for close distance;
-Making new animation for bannerman, that holds the flag in the army (Add before release???);
-Tested melle fight again 1x1, AI animation smoothness needs more work, tweaked;
-Fixed bug when AI played wrong animation after death;

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/5edc59fa4cd442959c24841a7d07da9c93e8c5a1.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/665c38e0447b465300c30e5e04d719504ba06e8a.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/a6cb0cf985ba0d3cefbbd0876d8b99d7bfa0e7c2.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/c25f67f71508eddef8a093d34b6dae95ed27df68.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/50ac8adacaf97fea4bde9d978cb0747b22bde78b.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/58170694c60f9d5fb9b337bad4a2d4976ecfe31e.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/37e02906de12c61fbf55768ffb0fb26b28faed20.jpg)

Title: Re: Kingdoms
Post by: Asid on December 14, 2019, 02:30:32 AM
KINGDOMS [Weelky Devlog]
Fri, 13 December 2019


Greetings, lords and ladies of KINGDOMS!

This week can be really called as "Map's week" because most of the time i was testing, scripting, tweaking, balancing and fixing worlds map. It was quite tricky to combine all old map's elements (Orientation, diplomacy) with new added elements (Troops movemet, taking resources spots, making camps for troops etc.). Initially i made two separate map's modes (after M pressing and diplomacy one), that can be switched, but after endless testing i realised that such design just doesn't work as needed. So i combined these two modes in one to see the whole situation in one place: discoveries, kingdoms, troops movements, resources and diplomacy. And you know what? I'm finally happy with result:)

Also as you know from previous devlog i was making some changes in map's controls and navigation. This week i was polishing all this stuff, spend several days just to make maps look more or less acceptable - added DOF, chaged camera angles during zooming (most tricky part), changed some UI.

This week was really challenging and i really hope that we're closer and closer to so long expected release. Stay tuned, because i really wan't to bring you something special for this Christmas.

Cyfieithydd


•   Thinking of return old map in hand instead of compass, need to know your opinion about this, guys;
•   Map camera transition is now smooth enough when zooming camera in and out, tweaked;
•   Fixed issue when catapult refused to shoot during siege, because of wrong animation transition;
•   Removed dilomacy section from City Hall table, now everything in working on M, the problem is - the purpose of City Hall? The thought is following - staff can be hired with cityhall build, but this causes another problem - small villages can't be at war? Dilemma. Foe now, only large Cities can send armies;
•   Fixed bug when leader didn't hied general before declaring a war;
•   Added some randomness to AI's troops management - AI can change troops equipment in a random way, the problem here is to make smiths, woodworkers and traders to add proper equipment to City Hall chests;
•   Fixed issue, when settlement didn't change color on the map after conquest;
•   Fixed issue when resource location (iron ore) didn't change color on the map after conquest;
•   Added notification whenkingdom declares war to kingdom;
•   Fixed issue when unknown kingdom name was visible in notification;
•   Farms now can be build ONLY at the distance at least 500 m to the settlement - the reason is to make farm part of nearest kingdom;
•   Added backwards shaking animation to block movement;
•   Forest are now visible on the global map;
•   Tried to use unique music when on the global map, sounds good. The problem here is that player can open the map quite often, music change can be annoying;
•   Archers still don't want work as neededduring sieged, spend two days (!!!) trying to make those ... to shoot in the right direction, no luck:( Removed archers from the walls for now
•   Added date and time to maps UI;
•   Thinking to make representional icons for each NPS (CK2 style), tat can be used on the map, need good solution for generator;
•   Finally finished the script that makes UI to close after pressing ESC and NOT causing pausing right after, works fine;
•   Changed issue when player could save during crafting or sleeping (Causing critical save bug);
•   Fixed issue when time scale wasn't chaged properly for moving troops during sleeping or crafting;
•   Tweaked quests a little - only one quest from one person in the day. Imao, quests were a bit annoying at every dialog start;
•   Fixed issue when game time wasn't'returned properly after exiting global map;
•   Added DOF effect to the global map camera, it was quite tricky to make things riight here, because i wanted to make DOF depend on camera zoom parameter. (No DOF from high perspective, DoF at close perspective) + camera Y angle also depends on zoom, was working on proper formula for smooth DoF and angle changing;
•   Still working on issue when attaking soldier can pick up two targets in the city during siege (So some people stay unattacked);
•   Tried to all AI function to K-editor, to make AI leaders burn bandits shaks as well as player, no luck:(
•   Changed nain menu scene a but to match coming update, looks epic:)
•   Fixed issue when wolf could take players HP at larger distnace;
•   Removed some not used colliders NPC, to make pathfinder buld way to destination more proper;
•   Chaged camera tonemapping a bit;
•   Fixed issue when game didn't find saves location in MyDocumants with non-latin and non-cyrillic letters;
•   Fixed issue when road didn't start calculation properly after loading a save;


Title: Re: Kingdoms
Post by: Asid on May 20, 2020, 01:14:15 AM
Update 0.414
Tue, 19 May 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/1956753de9b1b826ad4bd7182a0c1766a33c0f56.png)

Lords and ladies, welcome back to KINGDOMS!

0.414
Todays update will introduce new types of location spawned on the map - iron banks. The purpose of these will be fully revealed in shortly coming war declarations - iron is one of the main strategic resources and having iron mine will give kingdom great advantage. Iron spawn and gathering mechanic was changed a bit. Cave is randomly generated only once when world is created, so you can't endless farm iron there anymore. Iron is now spawned outside and you can gather it ony with MINER perk.

Fixes

•   Character controller was tweaked a ittle to prevent accidently sliding of jittering of the player;
•   Fixed the issue when waiting menu could pop-up when wheeling mouse up;


Offtop
This update is only the first of many to come. The game was moved to latest version of Unity, large amount of work was made:

•   -Large optimosation of performance, including AI scripts;
•   -Visuals were completely reworked;
•   -Many preparation were made on order to introduce you new mechanics and finally (!!) finish the game;

My plan is to make such small updates that introduce new mechanics quite often - every 1-2 days. I hope that such system will be most effective both for players and for me - you'll see updates pratically in real time and can decide what feature is the most important for you to try new update. Update_testing and main branch will be updated at the same time.

IMPORTANT
1) Please, feel free to use build-in bug reporter - it will help development a lot.
2) If something is broken make sure i have verified game files and started new world, remember KINGDOMS is still EA, i try to make save compability for new version of tha game. but can't guarantee it all the time.
Thanks for your support and thanks for having faith in my game!
Cyfieithydd


Title: Re: Kingdoms
Post by: Asid on May 21, 2020, 02:01:10 PM
Update 0.415
Wed, 20 May 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/83c390b020ab2e2ad8e11c76bbe463829dccb643.png)

Greetings, lords and ladies of KINGDOMS!

0.415
Todays update will bring to KINGDOMS long awaited feature - destryable bandits lairs. To destroy a lair you have to kill all bandits inside, equip a torch and use X (by default) button to burn lair down. Once destroyed lair will vanish from the map once and for all and spot can be taken to establish a settlement or farm if needed. For destroying a lair player will get exp, fame and reputation.

BUGFIXES

•   Fixed an issue when player location was saved incorrect - near last visited ruins;
•   Fixed issue when player could slide down the terrain while gathering;
•   Fixed issue when AI pathfinding worked incorrect after loading a game;
•   Fixed issue when AI couls stay at place when while fighting;
•   Fixed issue when city wall wasnt bulld due to script error;
•   Fixed issue when AI was rotated incorrect during the fight;


IMPORTANT
1) Please, feel free to use build-in bug reporter - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for new version of the game, but can't guarantee it all the time.

Thanks for your support, see you very soon!
Cyfieithydd



Title: Re: Kingdoms
Post by: Asid on May 21, 2020, 11:38:14 PM
Update 0.42
Thu, 21 May 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/7eea19d28840a2bfb7630ccb9bd4ecf5636c20f1.png)

Welcome, lords and ladies of KINGDOMS!

0,42
First of all, i want to thank all the players who is participating in bugreporting. Believe me, i really appreciate your passion and effort, and (what is most important!) it really helps the game to move forward. Todays update will bring fixes for some critical, annoying and most-reported bugs.

BUGFIXING

•   Underwater shader was rewritten in order to remove visual artifacts when using it;
•   Fixed iisue when well was painted red after establishing new settlement by the player;
•   Fixed issue when houses interriors weren't loading peroperly due script error;
•   Fixed issue when AI couldn't build in some cases after exiting to main menu and creating new world;
•   Fixed issue when AI combat anumations were totally broken when AI was attaked with torch, box or log in hands;
•   Fixed issue when players couldnt build new buildings after manually cancelling previous building;
•   Fixed issue when player couldnt build new structure after destroying carcas of previous one;


IMPORTANT
1) Please, feel free to use built-in bug reporter - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for new version of tha game, but can't guarantee it all the time.

Thanks for your support, see you very soon!
Cyfieithydd



Title: Re: Kingdoms
Post by: Asid on May 25, 2020, 11:26:34 PM
Update 0.421
Mon, 25 May 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/0ae5a63b99a738fcf48d284e9e72d56f9d32965e.png)

Welcome, lords and ladies of KINGDOMS!

0,421

Todays update will bring to us new Diplomacy UI. The map in Kingdoms has two ways of use - the one for exploring (pressing M) and diplomacy one (City Hall table). You can use movement keys to navigate, and mouse wheel to zoom. When using diplomacy map you can choose any discovered settlement to enable diplomacy window. Awailable info depends on player knowing settlement owner, possible diplomatic options as well. There are some new ones, like "Marriage proposal", "Send gift", "Send spy", "Send assassin" - my plan is to make them functional in nearest updates (Ideally - during this week). Old options are working as before - trading, road building and ambassador.

BUGFIXING

•   Fixed issue when plauer could accidentally use weapon when using various in-game menus;
•   Fixed issue when AI didn't calculate rocks properly when using pathfinding;
•   Fixed issue when loading bar could stop when creating new world;
•   FOV was tweaked a little (75 instead of 70);
•   Pathfinding grid was reduced a bit in order to increase performance on low-end PCs;
•   Fixed issue when AI chopped tree at wrong coordinates;
•   Logs physics was tweaked in order to fix "infinite roll" bug;
•   Fixed issue when AI could walk into the sea when calculating pathfinding;
•   Russian translation was updated;
•   Fixed isssue when kingdom color was choosen incorrect sometimes because of script error;
•   Fixed issue when settlement icon was created incorrect on the global map sometimes;
•   When building holding "Run" button (Shift by default) will change rotation speed by 5x;
•   Fixed issue when save was unable to load, when AI choose incorrect kingdom color;


IMPORTANT
1) Please, feel free to use built-in bug reporter - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for new version of tha game, but can't guarantee it all the time.

Thanks for your support, see you very soon!

Cyfieithydd

Title: Re: Kingdoms
Post by: Asid on May 29, 2020, 12:23:15 AM
Update 0.423
Wed, May 27, 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/6b943eb4ed64f7c41956c3dfb419083b7eb6da02.png)

Welcome, lords and ladies of KINGDOMS!

0,423

We're finally came to making of feature i'm sure most of us were waiting for a very long time - wars. Of course, i just physically can't put all war mechanics in one daily update, so we'll do it step-by-step. Todays update will teach AI how to declare wars to eachother. For now there are 3 reasons for AI to start a war:

1) territorry (In example retake previously conquered city);
2) strategic recources (that's where recently added iron banks locations are used);
3) Personal ambitions (depends on AI perks and personality);

Each kingdom can declare up to 4 wars at the same time. Also, new option was added to new world creation - "Days between wars" - that's the interval then AI can declare new wars (1 to 100), so player can choose this interval according to playstyle.

Okay, AI can declare wars, depending on various reasons, but the player? That's the next step in forming fully functinal war mechanics, for now i have to be sure, that AI war-logic works fine. The closest step will be adding army-gathering mechanic alongside with war-camp building and management. Then we'll finally come to raids and sieges.

BUGFIXING

•   Changed scripts stripping level when compilig in order to fix various errors: missing interriors, glitchable UI and problems at world generation;
•   Central message was improved a bit - section for war messages was added, main one now may show 2 important notifications at the time, i.e. levelling up and new settlers arriving;
•   Fixed issue when pathfinding wasn't creating proper grid on the height above 500m.
•   Wooden floor texture used in most houses was changed a bit in order to make it less shiny and more wooden like;


IMPORTANT
1) Please, feel free to use built-in bug reporter - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.
Thanks for your support, see you very soon!

Cyfieithydd


Title: Re: Kingdoms
Post by: Asid on May 30, 2020, 01:12:41 AM
Update 0.425
Fri, 29 May 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/ecc07c6c5f23bc4c2bf20d90c6baae8373311651.png)

Welcome, lords and ladies of KINGDOMS!

0,425 Today if friday, that means - it's time for massive bugfixing! I think it's a good idea to turn each friday into "bugfixing day". During the week i'm gathering quite a lot bugs from your reports (i'll never stop to thank you for that!), so friday would be ideal choise. Your reports help me to uderstand what bugs are the most reported - so i can plan the whole bugfixing by putting most critical ones at the top of to-fix list. That's very important for Kingdoms development and i really appreciate every single bug-report from you.

Fortunately, fetures that i've added this week are working fine, so i could pay more attention to bugs, that require large amount of time for fix to be made. In example, this week i finally fixed "empty" houses issue (most reported one), and it took quite a lot.

BUGFIXING
•   Fixed issue, when players position was saved incorrect, when saving in the cave more than once;
•   Accidentally fallling under terrain in cave or outside won't teleport player outside the map anymore;
•   Character controller skin width was tweaked a little in order to prevent player from falling under terrain;
•   Fixed issue when AI rotation wasn't calculated properly when doing various animations;
•   Russian translation was updated;
•   Fixed issue when items stayed visible in players hands after save/load;
•   Fixed pop-up message when discovering iron banks;
•   Fixed issue, when player could sart to build without needed resourves in inventory;
•   Fixed issue when AI used wrong animations when fighting two-handed swords;
•   Fixed issue when aI stood still after save/load sometimes;
•   Fixed issue when interrior in some houses gone missing sometimes;
•   Fixed issue when AI could fall under terrain without being able to get out;
•   Fixed issue when some AI got stuck at spawning right after landing;
•   Fixed issue when AI model blinked when spawning in the ocean;
•   Pathfinding grid was tweaked a little in order to fix bug when AI stopped moving after building a wall;
•   Fixed issue when AI farmers didn't build gardens and mills on their farms;
•   Fixed issue, when screen could went black after creating pipulated world;
•   Fixed issue when AI could get stuck after fight;

IMPORTANT
1) Please, feel free to use built-in bug reporter - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.

Thanks for your support, see you very soon!
Cyfieithydd


Title: Re: Kingdoms
Post by: Asid on June 01, 2020, 11:49:33 PM
Update 0.43
Mon, 1 June 202

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/ffe7cdd1e42f6cc289721be22198f2da28d7350f.png)

Welcome, lords and ladies of KINGDOMS!

0.43 I hope, you all had nice weekends! This monday update will add some new tweaks to wars mechanics: i've taught AI to attack eachother when two settlements are at war. Settler will automatically attack their enemies when noticing. Also, an option to disable wars was added - for those players who just want to build. Also, AI now can add near by iron banks to their settlements.
The next thing on the plan is adding army gathering both for AI and player, i hope for adding it in nearest patches.

BUGFIXING
•   Fixed issue when AI body becomes invisible at close distance sometimes;
•   Settlers "join" radius was tweaked a little in order to finally prevent overpopulated settlements on the map;
•   Changed AI behaviour a little in order to make more farmers to spawn across the map;
•   Fixed some typos in eglish translation (thanks a lot for reporting these!);
•   Fixed issue when AI continued to move even when game was paused;
•   Fixed issue when AI could move instead of playing animation at place;
•   Fixed issue when AI stood at place when trying to build shop or manufactory;
•   Fixed issue when settlers without having management buildings refused to visit and use manufactories of other settlers;

IMPORTANT
1) Please, feel free to use built-in bug reporter - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.

Thanks for your support, see you very soon!
Cyfieithydd



Title: Re: Kingdoms
Post by: Asid on June 04, 2020, 12:53:54 AM
Update 0.433
Wed, 3 June 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/ff9abf7a3d8fc678ae021f551e887f86d69aa8a8.png)

Welcome, lords and ladies of KINGDOMS!

0.433 Todays patch will add some new mechanics to players interaction with global resources. Now player can (as well as AI) declare iron bank as part of Kingdom. Also when using global map player can see info about location owner.

BUGFIXING
•   Fixed issue when save couldn't be loaded when player crafted swords previously;
•   Fixed issue when notice board and diplomacy table showed different info about settlement population;
•   Added icon of equipped items in players hands in order to make their use more obvious for new players;
•   Torch recipe was added to players crafting list;
•   Fixed issue when AI stood still after using interrior animation place;
•   Fixed issue when AI couldn't place house properly sometimes because of script error;
•   Fixed issue when container UI was impossible to close sometimes;
•   Fixed issue when AI rotation and position was calculated incorrect when game was loaded inside buildings;
•   Fixed issue when contatiner gold slider was impossible to sue sometimes;
•   Fixed issue when "gold in ruins" parameter didn't affect final gold amount;
•   Fixed issue when settlement leader was loaded incorrect sometimes;
•   Fixed issue when kingdom name transparency was calculated incorrect when using global map;
•   Fixed issue when player could send ambassador to other settlement when no ambassador was hired in kingdom;
•   Pop-up message was added when player tried to send ambassador without having one;

IMPORTANT
1) Please, feel free to use built-in bug reporter - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.

Thanks for your support, see you very soon!
Cyfieithydd



Title: Re: Kingdoms
Post by: Asid on June 05, 2020, 03:41:35 PM
Update 0.435
Fri, 5 June 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/607f357e1bddd926386ec8da33f0d453acc50528.png)

Welcome, lords and ladies of KINGDOMS!

0.435 It's friday and bugfixing is coming! There were quite a lot bugs whis week, but i really hope that with every such patch game is moving in the right direction - less bugs, more joy from playing. Thank you very much for every single bug report - every one is really matters, so feel free to use in-game bug reporter (f11). And here we go:

BUGFIXING
•   Fixed issue when AI speed during fight was too low;
•   Settlement establishing was tweaked a bit - now player can establish only one settlement. The idea is to prevent the player from spawning whole map with empty settlements. Plus this will balance coming war mechanics when city can be taken during war;
•   Settlers "join" behavoir was tweaked again in order to finally get rid of overpopulated settlements on the map:
•   Start overview point on the global map was changed a bit;
•   Fixed issue when AI could continue moving when game was calculating roads;
•   Fixed issue when farmers or bandits could travel far away from their home for no reason sometimes;
•   Fixed issue when player was unable to use the map after destroying of bandits lair;
•   Fixed issue when player was able to move when using garden or windmill;
•   Player now can close manufactory UI by pressing ESC (by deafult);
•   Fixed issue when player couldn't take iron bank after destroying bandit lair;
•   Fixed issue when pathfinding grid calculated obstacles borders too thick and animals/couldnt use pathfinding properly when many obstacles were around;
•   Fixed issue when settlement was unable to establish sometimes right after building a farm;
•   !!!Build compression method was changed in order to reduce final game size and increase performance a bit;

IMPORTANT
1) Please, feel free to use built-in bug reporter - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.

Thanks for your support, see you very soon!
Cyfieithydd
 

Title: Re: Kingdoms
Post by: Asid on June 07, 2020, 12:25:49 AM
Update 0.436
Sat, 6 June 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/a046a1f0e36b3d5820d042e626796806fc64fdfd.png)

Welcome, lords and ladies of KINGDOMS!

0.436

I know, it's Saturday and there shouldn't be update today, but i found free time between family stuff and made some bugfixing + optimisation, that stucked in my head since friday, so here we are. The main thing in this update is optimisation work i made for large settlements - when testing today my Fixed settlement with about 70+ settlers hit 100-110 FPS, which is much better than previous 60-70. Also, some bugfixing was made (was planned on Monday), so i'll have more time for work on new feature that comes in mondays update.

PS. Don't expect it to be regular though, weekend is still family time, as somewhere was mentioned before, but today i just couldn't resist.

BUGFIXING
•   Fixed issue when settlers spawned in the building floor sometimes;
•   Fixed issue when settler spawned half in the terrain during playing static animation;
•   Some changes were made in AI and structures scripts in order to increase performance;
•   Some changes were made in pathfinding scripts in order to increase performance;
•   AI visual scripts were changed in order to increase performance;
•   Fixed issue when player was unable to build a settlement right after exiting previous world with already build settlement;
•   Fixed issue when AI spawned in incorrect position after loading when playing static animation;
•   Fixed issue when items sold by AI weren't stacked properly;
•   Global avoidance script was optimiswd in order to increase performance in large settlements;
•   Skinned mesh renderer was optimised in order to increase performance;
•   Fixed issue when AI continued fighting when game was paused;
•   Fixed issue when AI speed offscreen was calculated incorrect sometimes;
•   Fixed issue when AI couldn't exit interrior properly without using exit coordinates;
•   Fixed issue when items prices were calculated incorrect because of incorrect stacking;

IMPORTANT
1) Please, feel free to use built-in bug reporter - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.

Thanks for your support, see you very soon!
Cyfieithydd


Title: Re: Kingdoms
Post by: Asid on June 09, 2020, 01:26:01 AM
UPDATE 0.441 [MORE LP AT START]
Mon, 8 June 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/7b7a111d57e986c88d761b41452d823fcb4828f7.png)

Welcome, lords and ladies of KINGDOMS!

0.441
New week - new features are coming. I know, that start of the game was difficult for some of you because of limited learning points (Only 20 by deafult). It was unbalanced in terms of gaining money for learning and finding right teachers - it was discussed many times in the community. Todays update is the first step to find the right balance for early game - now player can choose how many LP will be available at characters creation (10-40). The slider was added to "Additional parameters" section. Besides, i've added an option many of you have been asking for for a long time - FOV. I hope, that these little changes will make KINGDOMS more enjoyable for us:) And of course, bugfixing is coming as well.

BUGFIXING
•   Fixed issue when player "return" position was calculated incorrect when falling underground;
•   Players gravity midifer was tweaked in order to make falling and jumping more realistic;
•   Fixed issue when player could instantly falling under terrain when on horse back;
•   Fixed issue when AI could stuck near building entrance;
•   Pathfinding parameters were tweaked a bit in order to increase performance;
•   Fixed issue when AI could take same animation spot after loading;
•   Fixed issue when AI could stuck at place when trying to go to home;
•   Fixed issue when AI could stuck at place right after leaving building with animation place;
•   Tweaked AI behavoir settings in order to smooth AI spreading across the island;
•   Fixed issue when AI could reset animation position after pause on/off;
•   Settlers icon position was tweaked a bit when looking for a settler using message board;
•   Fixed issue when player reached pinned object icon reamained active;
•   Fixed issue when player couldn't mine iron or stone even when pickaxe was equipped;
•   FOV slider was added to controls settings;
•   Fixed issue when players hands ciuld become invisible sometimes;
•   Fixed exploit when player can gain extra LP when creating world and exiting to main screen;
•   Fixed issue when prosperity and settlers gold were shown incorrect;
•   Russian localisation was updated;

IMPORTANT
1) Please, feel free to use built-in bug reporter - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.

Thanks for your support, see you very soon!
Cyfieithydd



Title: Re: Kingdoms
Post by: Asid on June 12, 2020, 12:14:40 AM
UPDATE 0.443 [EQUIP YOUR ARMY]
Wed, 10 June 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/2c4af00b34cc8a8722335fec4382391ed6fb7cb3.png)

Welcome, lords and ladies of KINGDOMS!

0.443 It's time to prepare for war! Now army equipment management window is now just a placeholder but fully working tool for soldiers equipping. There are 6 types of milita in game at the moment:

•   Guards - they can't join army, their job is to defend settlement from any kinds of enemy;
But followng soldiers are part of the army and will march on war when time comes:

•   Recruits;
•   Corporals;
•   Leutenants;
•   Captains;
•   General;

Each of these soldiers types can have it's own unique set of equpment. Player can set it using "milita" tab in settlement management window. It's up to you - equip heavy plate armor on recruits or make bunch captains equpped topless and with longswords. When equpment is set, each soldier will look for equipment in the City Hall treasure room (2d floor), so player (or other leader) has to make sure that needed equpment is in the chest. When AI will be able mount a horse, it also will be possible to set a mount in management window. Also one more milita type is planned - leaders bodyguards - small group (up to 10) that will directly follow your orders. Army managements (moving and attacking) will be possible only on the diplomacy map or when talking to general.
I think that such system will make us great variety in organizing and planning our armies: soldiers types can be used as milita types as well - in example, now it's easy to make ranged captains and melee recruits just by changing soldiers set.

BUGFIXING
•   Fixed issue when player was unable to talk with some settlers;
•   Fixed issue when waiting button could be suddenly remapped by game itself;
•   Fixed issue when AI could become farmer without herbalist but with chopper perk;
•   Tweaked distanhce between farms and bandits lairs;
•   Fixed issue when underwater effects were calculated incorrect sometimes;
•   Swimming scropt was rewritten in order to icrease performance;
•   Fixed issue when performance on ship could be low due to AI script error;
•   Fixed issue when buildings available for building were shown incorrect sometimes;
•   Fixed issue when fireball from main menu remained in game after loading;
•   Fixed issue when player was able to move and was unable to close UI when closing storage UI sometimes;
•   Fixed various typos in texts (thanks for reporting!);

IMPORTANT
1) Please, feel free to use built-in bug reporter - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.
Thanks for your support, see you very soon!
Cyfieithydd


Title: Re: Kingdoms
Post by: Asid on June 13, 2020, 01:17:18 AM
UPDATE 0.445 [BUGFIXING]
Fri, 12 June 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/1d8d671838f4b79777e91b79c4c4b4221e3f8289.png)

Welcome, lords and ladies of KINGDOMS!

0.445
Another friday - another pack of bugfixing! But before you'll check the list, i want to get your attention and point at one small, but very important addition that (i'm sure) will please many players with low-end PCs. As you know, Kingdoms was moved to new version on the engine this spring, that includes new vegetation calculation - trees, grass and stuff. Game looks much nicer after that, but all previous distance settings weren't working as needed - grass and trees disances. So this update will finally fix it - hope that changing these setting will make playing Kingdoms for some of you much more smooth, enjoyable and stable, than before! And yeah, i finally fixed this stubborn horse - that was more tricky than i thought:) Now, to other fixes:

PS. Thanks a lot for reporting!

BUGFIXING
•   Fixed issue when swords parameters were calculated incorect when changing one sword to another in inventory;
•   Fixed issue when ship couldn't calculate AI landing properly sometimes, causing stop of islang population grow;
•   Fixed issue when horse wouldn't appear near by when player whistle;
•   Fixed issue when AI could half sunk into terrain when playing static animation;
•   Pathfinding script was tweaked a little in order to increase performance;
•   Fixed issue when battle music continued playing even if enemy was far away;
•   Fixed issue in AI script that caused infinite loading sometimes;
•   Fixed issue when item could wansh from inventory when equipping a sword;
•   Pop-up message added when player tried to save game when dead;
•   Trees distance and geass distance sliders in options menu were fixed;
•   Fixed issue when player teleported to last visited ruins when loading save (new game required!);
•   Pop-up message added when player tried to use storage of another settler;
•   Fixed issue when UI showed garden when using a mill;
•   Fixed issue when AI body stayed visible at very large distances, causing FPS drops;
•   Onions collider size were changed a bit in order to make gathering easier;
•   Trees colliders width were decreased a bit on order to fix various pathfinding issues;

IMPORTANT
1) Please, feel free to use built-in bug reporter - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.

Thanks for your support, see you very soon!
Cyfieithydd

Title: Re: Kingdoms
Post by: Asid on June 15, 2020, 11:55:16 PM
UPDATE 0.451 [SETTING A WAR CAMP]
Mon, 15 June 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/2062c5f9dee1769a1c3a2b7e516ed94d8b369189.png)

Welcome, lords and ladies of KINGDOMS!

0.451
What this week will bring to us? I have an answer! We're steadily moving to fully functional wars and todays update will make this little closer. Now player can set a place where army of his or her kingdom will gather together ready to march for war - a war camp. Now diplomacy map has two new buttons: "Create war camp" and "Send troops" - player can choos any spot on the map to gather an army there (remember to set milita ranks before!). Basically, war camp is another type of location on the map, though it's created by player or AI. Every war camp is quite easy to spot - they're marked with smoke, colored as kingdoms, that created this camp.

BUGFIXING
•   Transparent dot was added to UI in order to make using of various colliders easier;
•   Fixed issue when diplomacy window wouldn't appear sometimes when clicking a settlement;
•   Fixed issue when player could destroy bandit's camp with alive bandits inside;
•   Fixed issue when AI kept breathing after death;
•   Fixed issue when bandit could play static animations when dead;
•   Fixed issue when player could stuck in menu when building was cancelled with TAB;

IMPORTANT
1) Please, feel free to use built-in bug reporter - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.
Thanks for your support, see you very soon!
Cyfieithydd



Title: Re: Kingdoms
Post by: Asid on June 19, 2020, 03:07:04 PM
UPDATE 0.453 [4K SETTLERS MAX]
Wed, June 17, 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/4fbd4b4931245780140524bcf46128858b09b10e.png)

Welcome, lords and ladies of KINGDOMS!

0.453
As you know last week i made some performance improvements for end-game stage - optimized the game when threre are max settlers on the map. So i thought that we could try to increase settlers max number a bit - now it's 4000. We'll see how it works and how new max number affects performance of end-game. That's the case when your feedback is very important - so feel free to share it in the community - is it playable with 4000 or not? If yes, we'll try 5000:)

Also i've made some work with war camps: "Send troops" button" is now working and your soldiers (exept city guards) are marching to gathering spot; also i've fixed some issues with war camp icons on the map, that didn't work as needed sometimes. Plus i've fixed non-working diplomacy buttons, that was caused by previous update, now they work as needed again. The rest fixes are below (the list is quite large today):

BUGFIXING
•   Fixed issue when quest giver icon was still visible when reaching destination;
•   Info about guards number was added to diplomact window;
•   Fixed issue when general wasn't count as part of the army on diplomacy screen;
•   Now player can't hire more soldiers than commanders perk require, guards number is still unlimited;
•   Max army size, that depends on commander perks were tewaked - 20, 40, 75, 105;
•   Now player can have army up to 10, even without basic commanding perk;
•   When generating places for soldiers in war camp it rotates random in order to find best spot;
•   Fixed issue when positions for soldiers in war camp were calculated incorrect;
•   Fixed issue when some icons on the map could be duplicated;
•   When reaching warcamp smoke disappears and pop-up message appears;
•   Fixing issue when AI wall wasn't calculated correctly sometimes at world generation - now AI sets a wall when 6 houses are build making walls not so massive right at start;
•   Fixed issue when war camp icon was shown on non-diplomacy map, making finding camps by smokes kinda pointless;
•   Some changes were made in AI and settlements scropts in order to increase performance;
•   Fixed issue when text on some buttons was calculated incorrect sometimes;
•   Fixed issue when "Diplomacy" button didn't react on presssing sometimes;
•   Fixed issue when war camp icon could be duplicated when using diplomacy map;
•   Fixed issue when warcamp smoke wasn't deleted properly after save/load;
•   Fixed issue when warcamp icon was created instead of settlement icon when using diplomacy map in player's settlement;
•   Calculation of a pandom point for AI after landing was changed in order to make AI spreading across the island a litle smoother;
•   "Join" distance for settlers were decreased to 300m in order to make smoother AI spreading across the island;
•   Fixed issue when war-camp smoke object was attached as child to wrong settlement;
•   Army now can be withdraw back to settlement after sending to warcamp;
•   "Send army" button is now context - its function now depends on current army status;
•   Fixed issue when AI didn't leave his or her serivce in the army when chaging social role using message board;
•   Fixed issue when changing war camp position army send button wasn't calculated properly;
•   AI pathfinding script was changed a bit in order to make local avoidance more accurate;
•   Fixed issue when AI stood still after withdrawing from war camp;
•   Fixed issue when taken settlement after killing a leader wasn't properly added to players kingdom (new game required, if you have conquered settlements);
•   Now it's impossible to send army to war camp without having it set;
•   Fixed issue when wall in settlement where player spawns in Populated mode was calculated incorrect sometimes;

IMPORTANT
1) Please, feel free to use built-in bug reporter - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.

Thanks for your support, see you very soon!
Cyfieithydd



Title: Re: Kingdoms
Post by: Asid on June 20, 2020, 01:27:50 AM
UPDATE 0.455 [BUGFIXING]
Fri, 19 June 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/76948befc70a77c352e35bb42d0837e6df3983ff.png)

Welcome, lords and ladies of KINGDOMS!


0.455

It's friday again and another pack of bugfixes is here! Thanks to all the players who are participating in reporting - you're the best! To the bugs: todays update will finally (i hope!) fix the issue with keys remapping (the most reported bug atm), i've rewritten almost all controllers scripts, made some tweaks there and there - and i really hope, that it's fixed finally (i didn't managed to reproduce it). Also, i've fixed some annoying AI behavoir bugs - chopping in the air (#2 reported issue) and false animations time calculation. Also i've fixed "swords" related bugs - wrong parameters calculation, attack bugs etc. And yeah, almost forgot - i've also added "Motion blur" disabling/enabling to the game settings. The list of all fixes follows:

BUGFIXING
•   Fixed issue when bandit was unable to kill due to collider error;
•   Fixed issue when AI chopped tree in the air when couldn't find any tree colliders around (new game required);
•   Fixed issue when game controllers were suddenly remapped (hope, it's fixed once and for all);
•   Fixed issue when game could freeze when exiting trading UI;
•   Motion blur disabling/enabling option was added to game settings;
•   Fixed issue when settler skipped some actions in behavoir script due to pathfinding errors;
•   Fixed issue when settler continuwed playing static animation even after being killed;
•   Fixed issue when AI could continue moving even when he/she shouldn't by the script;
•   Fixed issue when pressing of primary or secondary weapon button didn't affect anything;
•   Fixed issue when sword damage was calculated incorrect due script error (new game required);
•   Fixed issue when various sword types could be changed in inventory (new game required);
•   Fixed issue when AI sword parameters could be calculated incorrect;
•   Fixed issue when swords parameters were reset after putting them into storage;
•   Fixed issue when AI was unable to loot after death;
•   Fixed issue when AI death animation wasn't calculated properly when settler was killed in one hit;
•   Fixed issue when player couldn't attack with sword due to script error;
•   Fixed issue when swords in storage were bugged when placing any object in storage;
•   Russian translation was updated;


IMPORTANT
1) Please, feel free to use built-in bug reporter - it will help development a lot.

2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.

3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out.

Thanks for your support, see you very soon!
Cyfieithydd



Title: Re: Kingdoms
Post by: Asid on June 23, 2020, 11:54:17 PM
UPDATE 0.462 [WALLS REWORKED]
Tue, 23 June 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/5a3fb6108d0477b8bd48290a6eab7d88fa046bde.png)

Welcome, lords and ladies of KINGDOMS!

0.462
Last gameplay update was about setting a war camp on the global map. Before continue working on the camps, i've decided to prepare wall for coming wars as well. Todays update will solve main problems connected with walls in existing build:
•   Add more variations of walls;
•   Change the process of building a bit, making player to get involved into building process a bit more;
•   Change AI related scripts, making AI walls look and be set better;
•   Add some gameplay functionality to the wall - defence and hardness;
Old ugly models were replaced with better looking ones. Each model reflects rurrent settlement state - old fences for small villages, large walls for cities, citatel walls for largest cities etc.

IMPORTANT! To see all this changes without any issues, it's required to delete an old wall, if such was build in previous save. Also if you're using old save fps drops (5-10 sec) are expected right after loading because new walls algorithm has to rewrite all existing on the map walls parameters and recalculate everything from scratch.

BUGFIXING
•   Fixed issue when keybindings could be randomly remapped by the game (fresh install of the game required if you had this issue);
•   Fixed issue when player could build bandits lair in the middle of existing settlement, causing several game logic conflicts;
•   New types of walls were added, old ones were removed;
•   Walls models were replaced ore removed;
•   Now wall type in AI settlement will change with time, depending on settlement growth;
•   Walls placement script was changed in order to fix situation when wall could go underground;
•   Walls LODS calculation was changed in order to increase performance;
•   Fixed issue when text on "wall build" button was calculated incorrect sometimes;
•   Fixed issue when NPC could become fly above ground with body enabled when calculating position on terrain;
•   Fixed issue when AI build houses could be set too close to the wall;
•   Fixed issue when AI build houses could be set inside the wall;


0.461
Last gameplay update was about setting a war camp on the global map. Before continue working on the camps, i've decided to prepare wall for coming wars as well. Todays update will solve main problems connected with walls in existing build:

•   Add more variations of walls;
•   Change the process of building a bit, making player to get involved into building process a bit more;
•   Change AI related scripts, making AI walls look and be set better;
•   Add some gameplay functionality to the wall - defence and hardness;
Old ugly models were replaced with better looking ones. Each model reflects rurrent settlement state - old fences for small villages, large walls for cities, citatel walls for largest cities etc.

IMPORTANT! To see all this changes without any issues, it's required to delete an old wall, if such was build in previous save. Also if you're using old save fps drops (5-10 sec) are expected right after loading because new walls algorithm has to rewrite all existing on the map walls parameters and recalculate everything from scratch.

BUGFIXING
•   Fixed issue when keybindings could be randomly remapped by the game (fresh install of the game required if you had this issue);
•   Fixed issue when player could build bandits lair in the middle of existing settlement, causing several game logic conflicts;
•   New types of walls were added, old ones were removed;
•   Walls models were replaced ore removed;
•   Now wall type in AI settlement will change with time, depending on settlement growth;
•   Walls placement script was changed in order to fix situation when wall could go underground;
•   Walls LODS calculation was changed in order to increase performance;
•   Fixed issue when text on "wall build" button was calculated incorrect sometimes;
•   Fixed issue when NPC could become fly above ground with body enabled when calculating position on terrain;
•   Fixed issue when AI build houses could be set too close to the wall;
•   Fixed issue when AI build houses could be set inside the wall;


Thanks for your support, see you very soon!
Cyfieithydd



Title: Re: Kingdoms
Post by: Asid on June 23, 2020, 11:55:31 PM
(https://steamuserimages-a.akamaihd.net/ugc/1243505435168181327/1567A801F64D63D4AFEE7C3A6F47D907BCF3E7F3/)

(https://steamuserimages-a.akamaihd.net/ugc/1243505435168178702/C5B2B8AFD191EDFB7C78D5B4C7F76DC877EFB7F3/)



Title: Re: Kingdoms
Post by: Asid on June 26, 2020, 01:38:37 AM
UPDATE 0.464 [BUILD RESOURCES]
Thu, 25 June 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/8e7c53aab6f9d3f37cb4e25d68d129d3b21af3c6.png)


Welcome, lords and ladies of KINGDOMS!

0.464
Todays update will bring much more variety to building process - for now on to build a structure you'll have to use different resources depending on the structure itself - not just wood like in was before. In example, small wooden house requires several logs and planks to build, but huge stone tavern requires a lot more wooden logs, planks, treated and untreaded stone for foundation etc. I really hope, that this change will make overall gameplay a bit more variative and will bring more logic to the whole building process. Plus untreated and treaded stone will finaly find their use. With adding of new resource types like glass, textile and paper - they'll be also used in building. Also, i've fixed some bugs came with recently added walls like missing colliders and disappearing on long distances.

Full list of fixes follows:

BUGFIXING

•  Fixed issue when wall model could disappear when it's size was too large and player was far away from settlement;
•  Fixed issue when wooden walls #1 and #2 had missing colliders;
•  Fixed issue when player could set buildings too close to the wall;
•  Fixed issue when walls gates had missing colliders sometimes;
•  Grass width near walls was tweaked a bit in order to make it look more natural;
•  Fixed issue when AI could walk through wooden walls # 1 and # 2;
•  Fixed issue when "Jump" and "Sprint" button were missing in controls map list;
•  Wait function was rewritten in order to remove accidentally poppint waiting menu without pressing "Wait" button.
•  Some changes were made in building script to allow using more than 1 material in building;
•  House building script was rewritten a bit in order to increase performance;
•  "Wood" was renamed to "Wooden log";
•  Build UI now have more precise info about materials need for building;
•  Fixed issue when message about not enough resources for building was calculated incorrect;
•  Fixed issue when central info text was showing incorrect info because script error;
•  Fixed issue when settler could add more resource to the house, than needed when building it;
•  Fixed issue when NPC didn't calculated distance to target properly causing various misbehavoirs;
•  Fixed issue when structure description wasn't calculated properly after selecting a wall;
•  Fixed issue when NPC could stood still when reaching some forest object;
•  Fixed issue when NPC could still calculate and use coordinates of the tree, that was chopped by the player;
•  Fixed issue when trees coordinates weren't saved properly;
•  Fixed issue when settler could stuck at place when going home;
•  Fixed issue when settlers animations were calculated incorrect when searching for food;
IMPORTANT
1) Please, feel free to use built-in bug reporter - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out.

Thanks for your support, see you very soon!
Cyfieithydd


Title: Re: Kingdoms
Post by: Asid on June 27, 2020, 12:54:40 AM
UPDATE 0.465 [BUGFIXING]
Fri, 26 June 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/3b7d844259969657927c09a609a4a218735371d9.png)

Welcome, lords and ladies of KINGDOMS!


0.465
Today is friday and bugfixing is here! The most of fixes are connected with recently added walls. Also i've tried to do some tweaks in AI selling/buying behavoir - in order to boost economy a bit, before more global changes will be made here. As usual - thanks a lot to everyone who is reporting bugs! - your help is really priceless. The full list of changes follows:

BUGFIXING
•   Fixed issue when building progress wasn't showed properly when building;
•   Fixed issue when settler continued to calculate their actions even if game was paused;
•   Fixed issue when world generation menu could stay active even if generation was over;
•   Fixed issue when player couldn't mine the rock even with pickaxe in hands and needed perks;
•   Fixed issue when player could broke game logic when pressing menu button when placing a structure;
•   Fixed issue when player couldn't build settlement after building a farm or bandit's lair;
•   Fixed issue when settler was hard to loot after killing because of wrong collider size;
•   Fixed issue when waiting menu could accidentally pop-up when pressing other keys (hope, once and for all);
•   Fixed when ai could continue moving trough structures when being too close to the player (this should happen only off camera);
•   Amount of goods bought/sold by AI was increased a bit in order to boost game ecomomy;
•   Amount of gold AI gets from trading was increased in order to make buying still possible for poorest AI who already spend all the money;
•   If AI doesn't have money he goes gathering various resources in order to sell them later (It was random descision before);
•   Russian translation was updated;
•   Fixed issue when walls #3 and #4 textures were too dark;
•   Walls #3 and #4 models were replaced in order to make their look more natural;


IMPORTANT
1) Please, feel free to use built-in bug reporter - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out

Thanks for your support, see you very soon!
Cyfieithydd



Title: Re: Kingdoms
Post by: Asid on June 30, 2020, 01:08:39 AM
UPDATE 0.471 [MANAGE SHOPS]
Mon, 29 June 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/4318ec6e35ac3a3e65a0cd556b756eb7731eb276.png)


Welcome, lords and ladies of KINGDOMS!


0.471
Todays update will bring feature that will make current economy model a bit more transparent and understandable. For now on player can choose what wares will be sold and bought in owned shops, also shops now will record all actions history: who bought/sold what and when. Alongside that i've tweaked AIs inventory scripts and changed looting a bit - all items, that settler bought will be possible to loot after his death. Also, some behavoir issue were fixed - i.e. baker now requires flour to bake and farmer with mill will sell floar, not wheat, in nearest settlement. Bugfixing and tweaking also follows:

BUGFIXING
•   Fixed issue when moving controls in "change controls" menu had wrong descriptions;
•   Fixed issue when choosing exp points at start that are not deivided to 5 made impossible to start new game;
•   Fixed issue when dead AI items were calculated incorrect after death, showing only armor in loot screen;
•   Fixed issue when dead AI gold was calculated incorrect after death sometimes, showing incorrect value on loot screen;
•   Fixed issue when baker could bake bread without flour in inventory;
•   Fixed issue when AI could stand still when being killed with 1 hit;
•   Distance between settlements was increased a bit in order to make their popilation bigger and decrtease final kingdoms count;
•   Now history of all sold/bought items in shop is saved by the game and can be seen using shop management window;
•   Now player can choose what items can be sold/bought in shop and which ones are not;
•   Now farmer with windmill sells flour to near by city, not the wheat;
•   Changed values when building a house on uneven terrain to make placement a bit more comfortable;
•   Fixed issue when camera and controller could be enabled when player was naming a settlement;
•   Fixed issue when players jump was slowed down when Y pos was higher than 300m;
•   Height value by buildiung was changed a bit in order to make building a bit easier for player;
•   Distance to another structure value was changed for small buildings in order to make it possible to set them closer to other structures;
•   Fixed issue when road calculation screen could stuck even if roads are calculated;


IMPORTANT
1) Please, feel free to use built-in bug reporter - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out.


Thanks for your support, see you very soon!
Cyfieithydd


Title: Re: Kingdoms
Post by: Asid on July 01, 2020, 11:33:26 PM
UPDATE 0.473 [DESTROY BUILDINGS]
Wed, 1 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/a483f7c6589378a31467e2b2c4f2cd738daf2431.png)

Welcome, lords and ladies of KINGDOMS!


0.473
Todays update will bring to Kingdoms possibility to destroy already build buildings. I know, that many of you wanted this feature, it was discussed many time in the community, so here were are. Player, being leader of the settlement, can destroy every building in this settlement - exept well, notice board and common house. The mechanic is pretty much the same as for destroying bandits lairs - equip torch and use "sale/owner paper" on the building to destroy it. Speaking of bandits settlements. I saw a thread in the community, that many of you can't find all the bandits sometime to burn lair down - it's time to fix it. When lair have bandits alive, player with Traveller perk can hunt them down after pressing X (default) and kill - bantits alive positions will be marked. Alongside i've fixed some issue in AI scripts, when these fellows coud stuck at place, use wrong coordinates for walking etc. There are still a lot of work in this direction to be done, feel free to use in-game bug-reporter (F11) to help me to catch more bugs and make Kingdoms better with every update - there are still MANY to come.

BUGFIXING
•   Fixed issue when AI didn't calculate "Move in random radius" script properly, causing scipping of walking to target process;
•   Pathfiniding masks were changed a bit on order to fix various issues when AI walked though structures and nature objects;
•   Pathfiniding raycasting algorithm was rewritten in order to increase performance with high amount of settlers in scene;
•   Fixed issue when rals loading UI could stuck at 100% completion;
•   Fixed errors in AI wall build script, that were causing FPS drops sometimes;
•   Fixed errors in AI building script, when AI was unable to build house in settlement sometimes;
•   Fixed issue when AI continued playing animations even if game is paused;
•   Fixed issue when Kingdoms names and colors were calculated incorrect on global map sometimes;
•   Radius between kingdoms was increased to 700m;
•   Fixed issue when after taking a settlerment by force it wasn't calculated as players one sometimes;
•   Fixed issue when AI could build settlement/farm or lair right after landing, without going deep to the island;
•   Fixed issue when player could stuck at world generation screen after generation is over;
•   Fixed various errors in road calculation script, that were causing performance drops sometimes;
•   Tweaked distances for various buildings when setting a structure (by player or by AI);
•   Fixed issue when bandit's body become invisible sometimes;


IMPORTANT
1) Please, feel free to use built-in bug reporter - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out.

Thanks for your support, see you very soon!
Cyfieithydd
Game

Title: Re: Kingdoms
Post by: Asid on July 04, 2020, 01:55:32 AM
UPDATE 0.475 [BUGFIXING]
Fri, 3 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/88e85271817ad423bbfa9e47de5a99a91ee745a8.png)

Welcome, lords and ladies of KINGDOMS!


0.475
Todays friday fixing is basically a preparation for next week updates - war camp management and adding port for the ship, so i wanted to fix the most critical bugs and prepare stable build for next week additions. The main goal was to catch and fix kingdoms connected bugs - false colors calculations, alignments etc.etc., because we're very close to real wars and i have to be sure that we (and the game iitself) are fully prepared for that. Full list follows as always, but beforethat...
A small offtop:
I think it's time to sum up last 2 months. They're very important, because it's the first time when Kingdoms recieved so many updates (~3 in a week) for the main branch with such short pauses and for me it was very important to understand if this system will fit both for me (planning my work time, planning updates, is it possible physically etc.) and for game (it's playability and stability). And i should say, that it works beyond my best expectations. I really didn't expect so much support from you - the amount of feedback was really crazy, and for me it's the best appreciation of my work. There are still a LOT to be done, but all your effort and care about Kingdoms future really inspires me to move forward. Every single update, every fix and addition bring us closer to the game we all want to play. So, thank you all for every single feedback, for every single review, for every single bug-report - i love you all for that and for your love to Kingdoms.

BUGFIXING
•   IMPORTANT!!! Fixed issue when save couldnt be loaded, when player destroyed more than 2 (owned by player) houses (new game required, old saves with issue won't work);
•   Fixed issue when Kingdoms colors (and as result kingdoms alignments as well) were messed up after loading a save; (new game required)
•   Fixed issue when message board could change it's position after loading a save (new game is required);
•   "Cancel building" tip with key mapped added to building UI;
•   Fixed issue when notice board could half sink into ground after loading;
•   Fixed issue when guards couldn't be equipped in city hall properly due to script error;
•   Fixed issue when guards were stuck near City Hall entrance without doing anything;
•   Pathfinding raycast algorithm was changed a bit in order to fix AI walks through various objects;
•   Fixed issue when player physics wasn't calculated properly in mountains;
•   Fixed issue some float values were read incorrect when loading the save (new game required);
•   Fixed issue when player couldn't get out of the horse sometimes;
•   Locations now will be marked when clicking on them on global map;
•   Fixed issue when tax collector didn't move when collecting taxes because of script error;
•   Pop-up message added when tax collector takes money from a settler;
•   Fixed issue when dead tax-collector didn't have collected money;
•   Fixed issue when tax-collector couldn't collect money, when player didn't check message-board;
•   Fixed issue when City Hall wasn't included to nav-mesh properly;
•   Russian translation was updated;
•   Fixed various errors in guards logic;
•   Fixed issue when message board turned red after building;
•   Fixed issue when creating new world after exiting old one could create house owners conflicts;


IMPORTANT
1) Please, feel free to use built-in bug reporter - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out.

Thanks for your support, see you very soon!
Cyfieithydd


Title: Re: Kingdoms
Post by: Asid on July 07, 2020, 01:04:29 PM
UPDATE 0.481 [NEW AI COMBAT ANIMATIONS]
Mon, 6 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/499481717da60bded9043030a28b489d146a2266.png)

Welcome, lords and ladies of KINGDOMS!


0.481
We're getting closer and closer to massive battles. Today my plan was to introduce you war-camp management mechanics - building tents, siege machines, manage soldiers needs and morale. But in the process i understood that amount of work is quite big here and it will take couple days to finish and test everything - UI (done), scripts (half-done, not tested). But, i can't leave you without new content, right? So i decided to introduce something different, but also connected with coming wars - new melee mocap animations for AI. Couple of these were used in old builds, but today i decided to add as much new animations as possible, to make fights not so creepy as they were before. Plus AI fighting script was rewritten a bit, some related bugs were fixed and - as result - fight doesn't look so ugly anymore. Players animation are stiil need to be reworked as well, but i think we're on the right way here.

BUGFIXING
•   Fixed issue when walls rails could be incorrectly moved by X or Z due to script error;
•   Fixed issue when message "too close to the wall" wasn't showed correctly;
•   Walls of discovered settlements are now visible on the global map;
•   Fixed issue when mouse cursor became invisible after player's death, making it impossible to load a save;
•   Fixed issue, when animation models (hammers, brooms etc.) weren't disabled in AI hands when fighting;
•   Fixed issue, when fighting settlers rotation and pathfinding were calculated incorrect;
•   Fixed issue, when AI could continuw fighting when pause is on;
•   Fixed issue, when AI could slide to enemy when hitting animation was still playing;
•   Fixed issue. when AI didn't look at the enemy when hitting;
•   Fixed issue, when player could endlessly build and destroy bandits lairs, farming infinite exp, fame and reputation;
•   Fixed issue, when bandits didn't attack the player even if he wasn't their leader;
•   Fixed issue, when player recieved no damage from the bandits;
•   House placing script was tweaked a bit in order to makw populated world generation a little faster;


IMPORTANT
1) Please, feel free to use built-in bug reporter - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out.

Thanks for your support, see you very soon!
Cyfieithydd



Title: Re: Kingdoms
Post by: Asid on July 10, 2020, 12:24:05 AM
UPDATE 0.483 [PORT FOR SHIPS]
Wed, 8 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/b1ccee9c7c22be6c18362fd8ced0bc6d6c96f568.png)

Welcome, lords and ladies of KINGDOMS!

0.483
Todays update is preparation for another new content i planned for july - adding main quest first stages. My idea is to start it on the ship and continue in the small port where ship arrives. This addition also changes overall settlers arriving mechanic - now it's more accurate, ship actually arrives to the port and departures as well. There are a lot of possibilites here for future mechanics - i.e. adding trading with the continent or recruiment place for new arrivers. Another small mechanics i've add is chat with ship passengers. Now they can tell you some info about worlds lore, game some tips etc. Also, for now on populated world spawn was changed - player starts his journey on the ship, not in random settlement on the map. The biggest settlement is being discovered by default though, so you won't get lost.

BUGFIXING
•   Fixed issue when arriving of new ships could stop at some point because of script error;
•   Fixed issue when AI couldn't find suitable landing spot because of script error;
•   Fixed issue when AI bodies could have wrong positioning when ship was moving;
•   Fixed issue when roads creating script wasn't work properly when player created empty world after exiting populated one;
•   Player now dont have to jump off board when ship arrives to the island;
•   Now player can speak with settlers on board to get useful information or some tips;
•   Fixed issue when ship could move even when game was paused;
•   Fixed issue when AI created multiple message boards in settlement;
•   Fixed issue when message board created by AI had wrong position and was impossible to find;
•   Fixed issue when player get no exp, fame and reputation when destroying bandit's lair;
•   Fixed issue when player was unabe to swim when creating populated world;


IMPORTANT
1) Please, feel free to use built-in bug reporter - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out.

Thanks for your support, see you very soon!
Cyfieithydd



Title: Re: Kingdoms
Post by: Asid on July 12, 2020, 12:24:30 AM
UPDATE 0.485 [BUGFIXING]
Fri, 10 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/7e58916f3009d52cc2fec698ce69b68404afa55c.png)

Welcome, lords and ladies of KINGDOMS!


0.485
It's Friday - new bugfixes are coming! Thanks you all for participating in reporting those (f11) - THANKS! There were quite a lot this week, but more bugs = more fixes (full list follows, it's quite large today). Next week is going to be very intresting - i'm going to finish war camps and start making main quest on the ship.
Again - thank you for reporting, this is really matters!

BUGFIXING
•   Fixed issue, when camera was moving when player tried to confirm a building;
•   Fixed issue, when camera wasn't disables when naming a settlement;
•   Now player is unable to use inventory when on ship - this caused various bugs and errors, including #1 and #2;
•   Fixed issue, when quest objective wasn't marked correctly, when some location was already marked;
•   Quest objective icon can be now unmarked when clicking on quest again;
•   The sum, with wich settler goes for shopping was changed from 50 to 500, without such sum settler goes working - gather resources and sell them in shops. Also this will let settlers to buy expensive items in shops and boost economy a little;
•   Fixed issue when settler didn't put cloth that was bought in the shop;
•   Shop keepers now go to the tavern after work day;
•   Fixed issue when players camera position was too low after loading;
•   Character controller parameters were tweaked a little in order to fix "falling under terrain" issue;
•   Character physics paramaters were tweaked in order to make doors opening more smooth. Doors spring/physics parameters were tweaked as well;
•   Fixed issue, when inventory icons turned white sometimes after loading;
•   Fixed issue, when player was unable to move sometimes after loading;
•   Fixed issue, when player was sliding down after entering a cave;
•   Vegeatation mask was added to cave entrance in order to remove rocks around;
•   Fixed issue when player could stuck in the rock when exiting a cave;
•   Fixed issue when settlement center could be set far away from the actual settlement, causing various issues like well and notice board without any structures around;
•   Fixed issue when walls parts could go underground when wall was buid in hilly terrain (new wall needs to be build);
•   Fixed issue when walls had no colliders;
•   Fixed issue when gates were invisible on global map;
•   Fixed issue when wall was partly build when it's size was too large;
•   Fixed issue when windmill build by player was added not to the farm but to near by settlement, causing various issues - unexpected roads, walls etc (New game is needed is windmill is build);
•   Fixed issue when walls could be spawned in the middle of nowhere because of false well and notice board positioning;
•   Fixed when player couldn't build a wall after putting resources to it;
•   Maps camera moving speed was increased a bit when holding "Run" button;
•   Icons on the map script was changed a bit in order to increase performance on global map;
•   Fixed issue when tracked location had wrong icon;
•   Fixed issue when tracked locations icon had no locations name under the icon;
•   Interface script ws rewritten a bit in order to increase performance;
•   Fixed issue when walls were calcilated in small intervals after loading causing performance spikes in first 5-10 seconds;


IMPORTANT
1) Please, feel free to use built-in bug reporter - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out.

Thanks for your support, see you very soon!
Cyfieithydd


 
Title: Re: Kingdoms
Post by: Asid on July 14, 2020, 12:52:53 AM
UPDATE 0.491 [WARCAMP MANAGEMENT #1]
Mon, 13 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/21691e5b8187d6c55ccd09c50d06465cb7b32a3c.png)

Welcome, lords and ladies of KINGDOMS!


0.491
It's time to finish war-camps, amount of work is quite large here (i think i've mentioned this last week), so i decided to update the game in several steps - today war-camps UI (activated through diplomacy map) and buildings are coming, the next update will finish building process and camps needs, like morale and hunger. There are 14 places in war-camp, where player can set up a building or a siege machine. There are 5 types:

•   Tent (raises morale);
•   Field kitchen (needed for hunger);
•   Trebuchet (destroys walls during siege);
•   Siege-tower (soldiers can get into closed settlement);
•   Ram (destroys closed gates during sieges);

The next step is adding working needs and parameters for war-camp: morale, hunger, deference, siege machines strength and army strength. Also full working building process (using resources) for war-camp structures is also planned for next update. Besides, more details will be added to the tents - like commanding table (to manage camp right from the tent), banks, barrels etc. As you see, we're also a step closer to sieges and wars (which is great by me). Full list of changes follows:


BUGFIXING

•   Fixed issue, when doors spring had position too close to the wall, causing various physics issues with the door;
•   Resources, needed to build a City Hall were tweaked;
•   Fixed issue when war camp calculated soldiers position incorrect sometimes;
•   War camp now can't be set too close to the settlement, bandit's lair, farm or ruins;
•   Fixed issue when wall didn't delete near by vegetation and rocks properly;
•   Fixed issue when walls were added to path-finding grid, causing various AI path finding issues;
•   Fixed issue when soldiers looked in wrong positions when reaching a war camp;
•   Fixed issue when AI path finding could be still calculated through the wall;
•   Fixed issue when map icons could be created and become visible when player closed diplomacy map when war camp position was calculated;
•   War camp now can be destroyed once created;
•   Fixed issue when player could created new war-camp while old one was calculated;


IMPORTANT
1) Please, feel free to use built-in bug reporter - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make saveы compatibility for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to experience KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out.

Thanks for your support, see you very soon!

Cyfieithydd

 
Title: Re: Kingdoms
Post by: Asid on July 16, 2020, 12:04:23 AM
UPDATE 0.493 [WARCAMP MANAGEMENT #2]
Wed, 15 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/a859daf8ae38013b77d31676137aca1759a7cb85.png)

Welcome, lords and ladies of KINGDOMS!


0.493
Today we're finishing war-camp management mechanics - there are quite a lot new gameplay details here, so i'll explain how the management works. Each war-camp has 14 spots for 5 different buildings (tent, supply tent, trebuchet, siege-tower and ram) and require resources to be build. When you send your army to war-camp you can assign soldiers to help you with building. Amount of workers you can set for each object depends on your commanding perks - from 1 to 4. The more soldiers assigned, the faster war-camp object will be build. You can assign soldiers not only to scaffolds but also to finished structures, i.e soldiers assigned to supply tent will add +5 supply points to the camp. There are 2 types of camp parameters;

•   Morale - will define how much damage your army will deliver in battles;
•   Supply - defines how much HP soldiers will have in battles;

I'm still thinking how to use morale and supply in coming wars, so they'll definitely affect more stuff when time will come and i'll start to develop sieges.

Also, now you can manage war camp right from Commanders tent, using a table there. I've also added some details to tents, like tables, barrels, food, banners etc.

War camp management is almost here - the last thing to do with war-camps are soldiers animations when assigning them to buildings, so monday update will finalize war-camp mechanics. And after that we'll be ready to march at war - and first in the list are sieges.

BUGFIXING
•   Fixed issue when players save could get broken when building and then destroying (with torch) bandits lair (new game needed if issue exists);
•   Fixed settlements banners shaders transparency on global map;
•   Fixed issue when soldiers stuck at place after destroying warcamp;
•   Fixed issue when warcamp parameters could be loaded incorrect;
•   Fixed issue when settlement parameters were calculated incorrect sometimes when sleeping or waiting;


IMPORTANT
1) Please, feel free to use built-in bug reporter (F11) - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make saves compatibility for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to experience KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out.

Thanks for your support, see you very soon!
Cyfieithydd


Title: Re: Kingdoms
Post by: Asid on July 18, 2020, 01:29:00 AM
UPDATE 0.495 [BUGFIXING]
Fri, 17 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/01a8db6b01a6cc7d5b68414afe5ef64383a50f62.png)

Welcome, lords and ladies of KINGDOMS!


0.495
It's Friday and bugfixing is coming. Before you'll go check full list of fixes (it's full thanks to your reports!(f11)), i want to point on one particular one in todays update - help AI to build. Now player is able to add resources to AI houses in owned settlement and get +1 friendship for reach resource added. It was discussed recently in the community and this small addition is first step before i'll add something more significant here - like building quests or/and orders mechanics. And as usual, full list follows:

BUGFIXING
•   Fixed issue when some soldiers were running at place when sending them to war-camp;
•   Fixed issue when soldier didn't go to gathering spot at warcamp when being far away from the settlement;
•   Fixed issue when AI or player could set a house too close to warcamp;
•   Fixed issue when roads calculation window stayed enabled even when calculation was over and player could move;
•   Fixed issue when roads calculation could go wrong when player hit pause button during roads generation;
•   Fixed physics parameters on various doors in houses;
•   Fixed issue when houses door was inaccessible when house was standing in hilly terrain;
•   When building a farm or bandits lair player now is in the same conditions as AI - can't build farm and lair closer that 100m to other lair, farm or settlement;
•   Fixed issue when army formations prefab was visible in the sky;
•   Fixed issue when AI could build a house too close to city gates, blocking it;
•   Both player and AI can't build a structure closer than 30m to city gates;
•   Fixing false warcamp UI elements positions when using various screen resolutions;
•   Farms name was added to global map icon in order to make orientation on the map bit easier;
•   Fixed issue when player couldn't destroy owned building in the settlement where player wasn't a leader;
•   Fixed issue when player could stuck at place after fighting an animal;
•   Now structures can't be set too close to the water - both for player and AI;
•   Creating of populated world was speed up a bit;
•   Now player can help building houses in owned settlement, gaining friendship with house owner;
•   Fixed issue when central info text was visible when global map was open;
•   Fixed issue when player build empty house and finished house wasn't added to houses owned by player;
•   Some changes were made in AI fighting script in order to increase performance;
•   Fixed issue when player couldn't track settler from notice board when other location was tracking using global map;
•   Fixed issue players save could be broken due to incorrect save of items in various houses (new game needed);
•   Russian translation was updated;



IMPORTANT
1) Please, feel free to use built-in bug reporter (F11) - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make saves compatibility for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to experience KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out.

Thanks for your support, see you very soon!
Cyfieithydd


Title: Re: Kingdoms
Post by: Asid on July 21, 2020, 12:33:09 PM
UPDATE 0.501 [CHANGEABLE PARAMETERS]
Mon, 20 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/241e9216f2ef4db4696811b4888fb6713a06ea24.png)

Welcome, lords and ladies of KINGDOMS!


0.501
As you may remember we're getting close to sieges stuff, war-camp development is almost over, but before jumping to that i decided to make a "performance" day before we'll jump forward. So todays update is mostly about improving performance, fixing most reported and critical bugs (hello, roads calculation) + adding some very important feature, some of you (i'm sure) will like. First - performance.

I know that there were report about lags during riding or travelling on fast speed. These lags were connected with applying of vegetation masks, so i made some changes there and there and now travelling became much smoother (but there is still a laaarge room for improvement). Next, bugfixing. Thanks to your reports, the most annoying bug - roads calculation window pop-up when it shouldn't (when sleeping, trading, looting etc.) was fixed. (Full list of changes follows, as usual).

And finally, new mechanic or i think more gameplay improvement. Now player can change all "speed" options right in game, so you don't have to start new game to change chopping or gathering speed, it can be made in-game now. Also i've set max settlers cap to 5000, it can be changed right in game as well, no new game is needed.

BUGFIXING
•   Fixed issue when wall calculation took too much time after loading;
•   Fixed issue when roads could be calculated wrong after starting new game, causing various issues (i.e. stuck "roads are calculated" window);
•   Fixed issue when road didn't delete mask properly;
•   Vegetation mask calculation scripts were rewritten in order to reduce (ideally - remove) lags when player is moving;
•   Lags when riding a horse were reduced a bit;
•   Fixed issue when interaction text was visible when enabling global map;
•   Fixed issue when roads generation window could pop-up even when some UI element was active (looting, trading etc.);



IMPORTANT
1) Please, feel free to use built-in bug reporter (F11) - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make saves compatibility for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to experience KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out.

Thanks for your support, see you very soon!
Cyfieithydd

Title: Re: Kingdoms
Post by: Asid on July 23, 2020, 01:34:46 AM
UPDATE 0.503 [WARCAMP MANAGEMENT #3]
Wed, 22 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/c207f2920d999370e1048ade1b73c7aeb04ecc6d.png)

Welcome, lords and ladies of KINGDOMS!


0.503
Today's update is the last in war-camp management "series", as i said somewhere before - the only thing was left here were AI animations in war-camps, so here we are. When assigning a settler to a structure in war camp this settler will automatically move to spot and play animation - building, chatting etc. Important moment here is that i want to use these script in coming updates as well - for assigning settlers to siege towers, ram, battle-spots etc. If war-camp animations scripts won't show any issues, they'll be used in sieges - i hope we'll start at Monday already, after Friday bugfixing. Alongside I've fixed some bugs there and there (mostly war-camp issues), full list follows. Oh, yeah, almost forget, some bonus for those who want to experiment a bit - i've fixed "NPC max amount slider" in game setting and set max number to 10k - this is experimental though to understand how such number will affect total performance. Now to fixes:

BUGFIXING
•   Delay between roads calculation was increased a bit;
•   Fixed issue when roads masks for vegetation could be calculated incorrect on hilly terrain;
•   Fixed issue when road generation screen could appear when player was on board of the ship, right after creating populated world;
•   Fixed issue when player could start building a wall, when there were less than 4 houses in settlement, pop-up message was added as well;
•   Fixed issue when NPC max setting wasn't saved correctly when changing it using game settings;
•   Max NPC number on the map was increased to 10k (in game settings only!) - use with caution, needs testing;
•   Animals path-finding script was changed a bit in order to increase performance;
•   Fixed banner animation near war-camp commanders tent;
•   Banners were added to all types of gates except 1;
•   Fixed issue when banners on houses weren't changed correctly when changing banner using message board;
•   Fixed issue when changing building type in war-camp new building was finished;
•   Fixed issue when changing building type in war-camp calculated incorrect resources amount needed for building;
•   Fixed issue when AI stood still sometimes when war camp was destroyed;
•   Fixed issue when Soldiers in Camp and Soldiers Working values were calculated incorrect after loading a save;
•   Fixed issue war-camp building weren't deleted properly after destroying war-camp;
•   Commanding and Bandits perks icons were updated;
•   Fixed issue when banner icon wasn't updated correctly when changing banner in settlement management window;
•   Fixed issue when war-camp parameters were calculated incorrect when creating war-camp right after destroying previous-one;
•   Fixed issue when assigned workers were calculated incorrect when creating fresh war-camp after destroying previous-one;
•   Fixed issue when war-camp couldn't be deleted properly;
•   Fixed issue when assigned workers weren't removed when building type was set to "nothing" in war-camp;
•   Fixed issue when morale and supply percent value was shown incorrect when using war-camp management window;
•   Fixed swords visibility for guards animations;



IMPORTANT
1) Please, feel free to use built-in bug reporter (F11) - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make saves compatibility for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to experience KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out.

Thanks for your support, see you very soon!
Cyfieithydd


Title: Re: Kingdoms
Post by: Asid on July 25, 2020, 01:01:55 AM
UPDATE 0.505 [BUGFIXING]
Fri, 24 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/453510d896446eff9536ae4d3b37ab9b16dc6966.png)

Welcome, lords and ladies of KINGDOMS!


0.505
New Friday - new bug-fixes! Some of fixed bugs were quite old, i.e. bugged time speed-up when crafting or bugged wooden logs physics. I'll never be tired to remind - feel free to report bugs in-game using reporting tool - f11. Every report helps the game to become better and more enjoyable to play. We all hate bugs - more reports = less bugs. Thank you all for participation and i hope you're ready for next week updates, hehe. See ya, full list of fixes follows:

BUGFIXING
•   Trading window now can be closed after hitting ESC;
•   Fixed issue when crafting process was calculated incorrect, when hitting ESC during crafting;
•   Fixed issue when time was still speeded up when crafting process was over;
•   Fixed issue when tree log was spawned in wrong place after cutting a tree;
•   Wooden log physics was reworked in order to fix various connected physics issues;
•   Wooden log model was replaced with new one;
•   Fixed issue when player could use pause menu during waiting or sleeping;
•   Now player can use ESC to stop waiting or sleeping in the middle of process;
•   Fixed issue when Roads Calculation window stayed active 100% completed;
•   Fixed issue when game could start to calculate roads when sending a bug report;
•   Fixed issue when AI animations were playing even when game was paused;
•   Fixed issue when building model stayed active in from of player when loading the game in the middle of building process;
•   Fixed issue player could use inventory when bug reporting windows was active;
•   Fixed issue when settlers body could be spawned in the middle of the tree;
•   Now when using godmode (g+o) player now can learn or unlearn perks just by clicking it in inventory;
•   Fixed issue when wooden log could become invisible when hitting non-terrain object, i.e. rock or player;
•   Gathering Raycast length was changed a bit in order to make gathering a bit more comfortable;
•   Russian localization was updated;
•   Fixed issue when AI could stay still right after landing;


FULL LIST OF UPDATES

IMPORTANT
1) Please, feel free to use built-in bug reporter (F11) - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make saves compatibility for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to experience KINGDOMS as it was initially designed - smooth, without bugs and full of working mechanics - please, wait till final version will be out.

Thanks for your support, see you very soon!
Cyfieithydd



Title: Re: Kingdoms
Post by: Asid on July 28, 2020, 12:30:10 AM
UPDATE 0.511 [DIALOG WITH BANDITS]
Mon, 27 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/e5f11e862126ee278691e14d00fe7ffce5e05276.png)

Welcome, lords and ladies of KINGDOMS!


0.511

Before we'll jump to adding siege stuff i decided to make a small break with wars to

1) add some stuff that was planned a long ago
2) take more time to think about siege mechanics once again - basic concept is ready, now i'm thinking of details and their realization;
3) fix and polish where needed war-camp mechanics, because they'll also be part of siege planning;
Soo, today i'll add some int resting stuff, that will be the base for more similar mechanics - dialog with attacking bandits. In the current build bandits behavior is not so much deep as it should be (and was designed) - they just attack player when player is approaching.

Now bandits are asking for money in dialog. And you as player can:

•   Give those money and get rid of bandit for a while;
•   Try negotiate and change final sum (depends on trading perks - both player and bandit);
•   Attack
•   Try to join the gang (possible only with bandits perks);

The tricky part was that it's the first time when aggressive AI starts conversation, so separate "talking" script was written. I want to use the same mechanics further - i.e. in apology when some settler was accidentally attacked or in quests - hate this word, but potential is quite good here, so i hope that new mechanic will work without issues.

At Wednesday we'll start with sieges - i have a plan to add stuff in several stages (like it was with warcamps), more info will come with Wednesday update.

Oh, yes, i've fixed tax collector - now when settler is far away, money will be taken from settlers storage - i hope it will solve the issue with settlers wandering far away.

BUGFIXING
•   Fixed issue when part of the wall was spawned outside the settlement and stayed there even after save/load;
•   Fixed issue when tax collector couldn't collect taxes from settlers, that were too far away, now if settlers is far away tax collector will take money from settlers storage;
•   Fixed issue when player couldn't press "back" button in "i don't need your service anymore" dialog;
•   Fixed issue when AI answer "Sorry, i can't teach you anything could loop";
•   Fixed issue war-camp wasn't set properly sometimes due to script error;
•   Now bandits are asking player for gold when meeting;
•   Player now can ask bandits to join their camp during "asking for money" dialog;


FULL LIST OF UPDATES

IMPORTANT
1) Please, feel free to use built-in bug reporter (F11) - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make saves compatibility for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to experience KINGDOMS as it was initially designed - smooth, without bugs and full of working mechanics - please, wait till final version will be out.

Thanks for your support, see you very soon!
Cyfieithydd



Title: Re: Kingdoms
Post by: Asid on July 30, 2020, 01:20:34 PM
UPDATE 0.513 [SIEGES - BARRICADES AND GATES]
Wed, 29 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/7b2d3d5c8b4bc06be1b9accef1065af0a3d4c41c.png)

Welcome, lords and ladies of KINGDOMS!


0.513
Today's update is the very first in "siege" series. But before i'll tell you about barricades and their function, i want to share with you the whole plan concerning coming sieges. As i said this Monday i want to deliver sieges mechanics in several stages:

•   Barricades and gates;
•   Defense towers reworking;
•   Sending troops from war-camp and starting siege;
•   UI and siege calculations: troops, defense, walls destruction, gates breach etc.
•   AI siege-scripts and behaviors;
•   Battle-animations and AI vs AI fights during siege;
•   Using siege Technic - trebuchets, rams and siege towers;
•   Final stage - taking the settlement;

As you can see, a lot of work is ahead, i think the most stuff will be added in 1 update, but some may take 2 (I bet at UI like it was with war-camps). So the final result will be here around end of August. On the way i want also ti improve some existing mechanics there and there - melee combat animations improving (for player), bodyguards system (similar to those we had already in 2017), new weapons (maybe!) like spear and crossbow etc. In example in today's update i've tweaked archery a bit - aiming system was changed, now you can use default dot to aim (not the current arrow position), which makes the whole shooting process much more intuitive. Plus arrow colliders were changed a bit.

Not to barricades. Each wall in settlement has 4 gates. if build. And player now can finally interact with those gates. To defend a settlement you can set up a barricade near wooden gates and close the gates for stone-ones. This mechanics will be used in defense calculation.

BUGFIXING

•   Fixed issue when dialog with bandit was looped after player and bandit became friends (>10 friendship);
•   Fixed issue when player couldn't attack bandits after choosing "join gang" in dialog;
•   "Join gang" line was changed a bit in order to be more neutral;
•   Archery was reworked a bit - aiming is now orienting on central dot (previous - on actual arrow position), arrows colliders were changed, where needed;
•   Fixed issue when gates #2 blocked correct path-finding calculation, blocking exit/enter to the city for settlers;
•   Gates #4 position was changed a bit in order to make entrance a bit higher;


FULL LIST OF UPDATES

IMPORTANT
1) Please, feel free to use built-in bug reporter (F11) - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make saves compatibility for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to experience KINGDOMS as it was initially designed - smooth, without bugs and full of working mechanics - please, wait till final version will be out.

Thanks for your support, see you very soon!
Cyfieithydd


Title: Re: Kingdoms
Post by: Asid on August 01, 2020, 11:27:52 PM
UPDATE 0.515 [BUGFIXING]
Fri, 31 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/b2377f6a8b4e366e6b71fe699f3185b079fd596c.png)

Welcome, lords and ladies of KINGDOMS!


0.515
It's friday and new bugfixes are here! This bugfixing is mostly about warcamp issues - i.e. soldiers equipment now works correctly, settler now can be set as soldier right in dialog as well as player can change soldiers rank there, treasure chest was added to commanders tent in order to add equipment without running to City Hall every time. Also, i've made some small addition for the players who use "no war" option - with this setting enabled you won't have restriction to build 1 settlement at time. By the way, this idea was given by some of you - players - so be free to use Your ideas and suggestion section if Kingdoms community, i look there very often, because this isn't only source of great ideas, but also source of big inspiration. Thanks again for ALL your bug-reports (f11) - this is really a huge help for the game! Full list of changes and fixes follows:

BUGFIXING
•   Fixed issue when player couldn't join bandits gang and dialog looped;
•   Fixed issue when quests lines where visible during usual conversation - about teaching or help in settlement;
•   Fixed issue commanding perks icons and bandits icons had wrong textures;
•   Fixed issue when player was unable to speak with settlers after speaking with bandit;
•   Fixed issue when animals could move during "warning" animations;
•   Pop-up message was added, when player tries to build new house when having another scaffold to build;
•   Fixed issue city gates could have wrong height position after loading;
•   Now player can build multiple settlements when "no war" option is enabled;
•   Now its impossible to create and manage war-camp when "no war" option is enabled;
•   Fixed issue when soldier could take all items from the chest when equipping an item;
•   Now soldiers automatically equip items when being in war camp;
•   Settlement's treasure chest now can be accessible right from commanders chest in war-camp;
•   Fixed issue when AI still could use tree's coordinates when tree was disabled by road or structure;
•   Now player can change settlers job to "Milita" right in dialog;
•   Now player can change rank of soldier right in dialog;
•   Sunrays intensity was decreased a bit, color change script was changed;
•   Fixed issue when equipped items weren't shown correctly on the soldier;
•   Russian translation was updated;
•   Now when pressing "Changelog" in main menu you'll automatically open all changelogs in Steam community;
•   Fixed issue when wall was unable to build sometimes, when previous wall had active barricade;


FULL LIST OF UPDATES

IMPORTANT
1) Please, feel free to use built-in bug reporter (F11) - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make saves compatibility for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to experience KINGDOMS as it was initially designed - smooth, without bugs and full of working mechanics - please, wait till final version will be out.

Thanks for your support, see you very soon!
Cyfieithydd

Title: Re: Kingdoms
Post by: Asid on August 04, 2020, 12:09:35 AM
UPDATE 0.521 [SIEGES #2 - DEFENSE TOWERS REWORKED]
Mon, 3 August 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/f7b063544201dab516a365bf14cadc778fde29a5.png)

Welcome, lords and ladies of KINGDOMS!


0.521
Today's update will bring some changes to defense towers functionality. Now each tower has new parameter:
•   Observation radius

This parameter will affect how fast your guards will react on enemy army or warcamp. Also i've tweaked perks and resources needed to build towers. Full list of changes follows:

BUGFIXING
•   Fixed issue when player could cancel crafting while crafting process, causing instant time speed up;
•   Fixed issue when AI had not maxed speed when landing during player's crafting process;
•   Fixed issue when AI didn't exit the house properly, without spawning near entrance after using animation place;
•   Fixed issue when AI landing wasn't calculated properly sometimes, causing AI to stand near port for quite long time;
•   Fixed issue when AI landing spot wasn't applied correctly causing to spawn at wrong coordinates;
•   Fixed issue when bandits couldn't exit house properly when starting a fight;
•   Fixed issue when after any fight AI teleported to last animation place instead of walking to house entrance;
•   Distance was added to tracking icon;
•   Fixed issue when player couldn't properly use objects that were under characters feet - logs, berries, vegetables etc.;
•   Resources and perks need to build defense towers were reworked;
•   Deference towers now have new parameter - "Observation radius";
•   Fixed issue when players stats (HP, vigor etc.) were calculation during roads calculation;
•   Fixed issue when recruiting soldiers line showed players name, but not AI's;
•   Fixed issue when AI was playing "gather" animation near house entrance after using house to eat a meal;


FULL LIST OF UPDATES

IMPORTANT
1) Please, feel free to use built-in bug reporter (F11) - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make saves compatibility for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to experience KINGDOMS as it was initially designed - smooth, without bugs and full of working mechanics - please, wait till final version will be out.

Thanks for your support, see you very soon!
Cyfieithydd

Title: Re: Kingdoms
Post by: Asid on August 08, 2020, 02:19:38 AM
UPDATE 0.525 [BUGFIXING]
Fri, 7 August 2020
Welcome, lords and ladies of KINGDOMS!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/6fbb292003fe37065e8ff234c8e78fd6ace4bc5e.png)

0.525
It's Friday and another pack of bugfixes are here. Most of them are about various pathfinding issues connected both with AI and animals. Also animals behavior scripts were changed a bit in order to make hunting less annoying because of unpredictable animals paths. Also some tweaks in melee were made. Thanks (again!!!!) to all the players who uses in-game bug reporter! Sending bug with f111 is the best way to make me see it and fix, so feel free to use f11 as often as you like, the more reports = less bugs:) Full list of changes follows:

BUGFIXING
•   Fixed issue when animals spawn point could be set in the ocean;
•   Fixed issue when animal could be chased into ocean;
•   Animals moving path was tweaked a bit in order to make their movement a bit more predictable;
•   Now when animal changes running trajectory pathfinding obstacles are calculated in order not to let animals to run trough various objects;
•   Fixed issue when animals speed was too high sometimes, when running;
•   Pathfinding scan setting were tweaked a bit in order to make AI and animals paths more accurate;
•   Fixed issue when animals repath rate was too low when fighting, causing various pathfinding issues;
•   Fixed guards animations at City Hall entrance;
•   Fixed incorrect Y position for "writing" animation used for Tax-collector and Council in City Hall;
•   Sword hit point for the player's sword was changed a bit in order to make sword to hit the target not to soon and avoid too fast strikes;
•   AI now attacks more often and more aggressive;


FULL LIST OF UPDATES

IMPORTANT
1) Please, feel free to use built-in bug reporter (F11) - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make saves compatibility for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to experience KINGDOMS as it was initially designed - smooth, without bugs and full of working mechanics - please, wait till final version will be out.

Thanks for your support, see you very soon!
Cyfieithydd


Title: Re: Kingdoms
Post by: Asid on August 11, 2020, 12:10:20 AM
UPDATE 0.531 [BANDIT'S RAIDS]
Mon, 10 August 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/34fc56c8cd8a1b0e76347807d0f301e5421c9723.png)

Welcome, lords and ladies of KINGDOMS!

0.531
In today's update we'll try to make AI attack settlements, as form of bandits raids. Now after some time (that depends on "War is declared every day(s)" parameter) bandits will come to closest settlement to attack settlers and steal money from dead bodies. Player can set in game options how much bandits is needed in gang to attack the settlement (from 1 to 10). If city has guards they will automatically fight with attackers. Basically this update is kind of test before the same mechanic will be added for more massive siege battles. When settlement is raided (or it will be under siege soon) player will get notification + visible UI with defenders and attackers numbers. Also, UI show current actions made both by defenders and attackers. As already said, i want to see how this mechanic will work and tweak it there and there to add it to wars mechanics.
Also, i've fixed some bugs connected with AI fighting, full list follows:

BUGFIXING
•   Many speeds options cap was set to 5000%, that basically can turn the game into "Press E" simulator, can be used only in-game;
•   Bandits now can raid nearest settlements and steal money from City Hall and attack settlers;
•   Fixed issue when object's info icon could be visible when other UI windows were open (like trading, looting etc.);
•   Raid's info window was added to UI, it will be visible when player is in raided settlement;
•   Fixed issue when AI couldn't properly attack the enemy (except player), just standing near this enemy;
•   Now if bandit kills peaceful settler, he/she takes all settlers money;
•   Player can set up minimum number of bandits that can attack nearest settlement;
•   If "NO WAR" option is enabled, bandits won't attack settlements;
•   Fixed issue when dead settlers were sometimes counted as living ones in settlers list;
•   Fixed issue when walls colliders weren't properly calculated as obstacles when calculating pathfinding grid;


FULL LIST OF UPDATES

IMPORTANT
1) Please, feel free to use built-in bug reporter (F11) - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make saves compatibility for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to experience KINGDOMS as it was initially designed - smooth, without bugs and full of working mechanics - please, wait till final version will be out.

Thanks for your support, see you very soon!
Cyfieithydd


Title: Re: Kingdoms
Post by: Asid on August 13, 2020, 12:20:05 AM
UPDATE 0.533 [AI's IMPROVES SETTLEMENT]
Wed, 12 August 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/912f773fa8b864ce49e114bddbe35b97c57c8f04.png)

Welcome, lords and ladies of KINGDOMS!


0.533
Today's update will bring more life, management and logic to AI settlements. Before this update non-player settlement were lacking on many things: no city hall, defense towers, no guards on streets or at their posts, tax-collector didn't collect the money and council didn't managed settlers roles. For now on

all listed things will happen in AI settlements. Basically it's also the kind of preparation for settlements siege mechanics - my task was to odd the chances between quite fast acting player and quite slow developed AI - in meaning of settlement management. Also, many bugs were fixed along the way, some of them were quite old, full list (as usual!) follows.

!!!IMPORTANT!!! It's recommended to start new world to make new mechanics work properly, old saves will work though, but some visual issues (like floating boards or missing wells) are expected!!!

BUGFIXING
•   Fixed issue when settlement leader didn't go to owned tavern/shop/manufactory if having such;
•   AI management system was completely rewritten and reworked in order to fix various issues;
•   Fixed issue when well and notice board placement in AI's settlements was on other side of the map sometimes;
•   Fixed issue when bandits had notice boards and well in their lairs sometimes;
•   Fixed issue when walls are being build all over the map in AI's settlements sometimes;
•   Fixed issue when both notice-board and well became red after placing them;
•   Fixed issue when player could move after entering "FINANCES MANAGEMENT" window;
•   Fixed issue when settlement script can cause fps drops when leader of settlement was killed or missing;
•   Fixed rare issue when AI tried to take jobs from notice-board using scripts from 2017 build, causing overall fps drops and lags;
•   Fixed issue when walls of AI settlement can cross with walls in player's settlement causing various visual bugs;
•   AI now can hire City Hall staff - tax collector, ambassador, council, general and guards and manage city finances and taxes depending on various perks like trading-, commanding-ones;
•   AI now can build City Hall in settlement;
•   AI now can build Watch Towers depending on settlement size, Tower type depends on leaders commanding perks;
•   Rocks colliders parameters were tweaked a bit in order to properly exclude them from navigation grid and fix "walking trough" stones issue;
•   Fixed guards animations in second floor of City Hall;
•   Tax collector "collecting" radius was tweaked in order to speed up his work a bit;
•   Fixed issue when "roads calculation" could pop-up while sleeping or waiting;
•   House set-up script was changed a bit in order to speed up populated world generation;


FULL LIST OF UPDATES

IMPORTANT
1) Please, feel free to use built-in bug reporter (F11) - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make saves compatibility for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to experience KINGDOMS as it was initially designed - smooth, without bugs and full of working mechanics - please, wait till final version will be out.

Thanks for your support, see you very soon!
Cyfieithydd



Title: Re: Kingdoms
Post by: Asid on August 15, 2020, 01:55:01 AM
UPDATE 0.535 [BUGFIXING]
Fri, 14 August 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/10455751/cd7d03c2613c2981089999243dff1b9972b7a1f2.png)

Welcome, lords and ladies of KINGDOMS!


0.535
I've decided to upload today's update a bit earlier than usual, because update contain very important fixes for critical and game-breaking bug. In particular - update fixes bugged roads calculation, caused after 0.533, no new game needed, fix will delete all roads (including bugged ones) and create fixed ones once again. Also, some issues with stuck City Hall workers were fixed + you can experience some issues with false notice boards positions when using saves made before 0.533, so now notice board can be destroyed. As usual, full list of updates follows. All these fixes weren't possible without your participation, so if you'll notice some bug in game. please be free to use built-in bug-reporter (f11), this will help Kingdoms a lot!

BUGFIXING
•   Fixed issue when roads calculation could create a loop, creating roads over and over again;
•   Looped roads from #1 were deleted in order to make save file working again without further issue, though game will calculate roads again;
•   Fixed issue with performance drops during sleeping, crafting or waiting. caused by backgrounds calculations;
•   Bandit's raids were tweaked a bit: now they can attack only if player is near by;
•   Fixed issue when leader could count watch towers and city hall as his own house, trying to use it for needs purpose - eating and sleeping, causing various logic bugs;
•   Fixed issue when AI leader couldn't properly use City Hall animation places;
•   Fixed issue when player couldn't use City Hall's chest after killing settlement's leader and taking it;
•   Now player can destroy notice board if it's location should be changed;
•   Fixed issue when AI build their buildings on well and notice board created by player (new game needed);
•   Pathfinding calculation distance was changed for 30m to 15m in order to include many objects that use occlusion culling (object is enabled only when it's visible by camera) were correctly included to pathfinding grid;
•   House setting script for AI was changed a bit in order to remove buildings corners floating above or under earth sometimes (new game needed);
•   Fixed rare issue when game could stuck at populated world calculation;
•   Fixed rare issue when player couldn't establish new settlement and could move when management window was active;
•   Russian translation was updated;

Title: Re: Kingdoms
Post by: Asid on August 18, 2020, 12:26:12 AM
UPDATE 0.541 [WHAT ARE YOU DOING?]
Mon, 17 August 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/10455751/fbe14e86bb70913cdabb09e3cdaf16455f4086e6.png)

Welcome, lords and ladies of KINGDOMS!


0.541
Today's update will bring more understanding to AI's mechanics and behavior. For now on player can ask any settler with friendship more than 10 (practically - everyone) "What are you doing?" and settler will explain his current actions. This small (but not in meaning of development - a LOT things were made to add this dialog line, because it takes all AI's aspects) addition should dramatically change the whole understanding on how AI works in the game. Now it's always clear - what settler does in the current moment and why. I tried to make this as vary as possible. One of many examples - when smith settler is looking for ore to craft things - in shop or in the field - this will be two separate replies and in the second one settler will reply that ore wasn't found in any shop that's why he's going the gather it himself. Also, i'm slowly starting to add more quests to the game. i.e. today's update will bring 7 new quest. As for fixing - there was one serious bug, that was reported the most - non-destroyable buildings in players settlement - it was fixed (thanks to your activity and reports!). As usual, full list follows:

BUGFIXING
•   Fixed issue when player couldn't destroy house in owned settlement;
•   Fixed issue when wall wasn't build after clicking "Build wall" button;
•   Now player can build walls and roads even if "AI can't build walls" and "AI can't build roads" parameters were enabled;
•   Fixed logical issue when settler bought food in shop but if it wasn't a berry still went to forest to gather berries;
•   Fixed logical issue when settler ate in Common House he could stuck near it's Entrance when next action is going to sleep;
•   Now player can ask settler what he's doing at the moment;
•   Fixed some logical settlers behavior when settler is going to the shop, tavern or at home to relax or clean there;
•   Player can ask what settler is doing only if friendship is greater than 10;
•   Quest "Bring 3 fox meat to settlement leader" added;
•   Quest "Bring 1 fox skin to settlement leader" added;
•   Quest "Bring 3 pumpkins to settlement leader" added;
•   Quest "Bring 3 pumpkins to settlement leader" added;
•   Quest "Bring 1 azalea to ambassador" added;
•   Quest "Bring 1 fern to wounded settler" added;
•   Quest "Bring 1 fern to trader" added;
•   Quest "Bring 10 wooden logs to settler" added;


Title: Re: Kingdoms
Post by: Asid on August 22, 2020, 12:45:47 AM
UPDATE 0.545
Fri, 21 August 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/10455751/66fe9a4df630fb0a82d18a76631b1a4889e13f1c.png)

Welcome, lords and ladies of KINGDOMS!


0.545
Today's update includes content that should have been introduced at Wednesday, but in spite the fact it took long time to include it to the game, the final result was not so significant, so i decided to leave it for Friday - hope, you wouldn't mind after i'll tell you about it. As you know, houses in Kingdoms can be count as good hideouts - you couldn't hide there from animal or bandit, that were attacking you though the wall in some mystical way. It was clunky, it worked clunky and i knew that someday i need to make, that the game will register that player is inside the house. It sounds easy in theory, but practical i had to remake ALL houses models and bake them again to achieve the result. Plus i hope that it will be useful not only as protection from wild animals but also will be used in various future mechanics, i.e. in family stuff. Good thing was that on the way i could fix various issues with houses models there and there, that were in game for a very long time and finally could be fixed. The full list of fixes is quite significant, next week i'll back to siege mechanics (I had time to think about it once again), that were delayed a bit in my TODO because of this week fixes. As usual, thanks (!!!) for all reports you've sent, full list of fixes follows:

BUGFIXING
•   Fixed issue when player could be attacked by animals or bandits when being inside house;
•   Fixed issue when player could be attacked by animals when sleeping;
•   Fixed issue when big wooden tower was sometimes impossible to build;
•   Fixed issue when wild animals could spot player even if distance to player was quite large;
•   Now distance when animals can spot the player depends on hunting skills: Butcher - 75% of initial distance, Yager - 50% and Skinner - 25%.
•   Fixed various errors in "What are you doing?" replies (Thanks Renegade01 for pointing at these!);
•   Fixed issue when players position was calculated incorrect when using map in cave;
•   Russian translation was updated;
•   Fixed various shadows parameters of lights in wooden house, that were causing performance drops at some point;
•   Fixed ladder collider in common house, that made stair climbing in common house a bit clunky;
•   Fixed issue when small wooden house was unable to build under some circumstances sometimes;
•   Fixed collider parameters in two-stored wooden house, so player stucked at some places there sometimes;
•   Bear attack radius was decreased a bit;
•   Wolf attack radius was decreased a bit;
•   Changed descriptions of Butcher, Skinner and Yager perks;
•   Fixed some light sources parameters in tavern #1 and #3 building, that were causing performance drops sometimes;
•   Fixed some light sources parameters in all shops buildings, that were causing performance drops sometimes;
•   Fixed issue when AI could stuck at place when buying thing sometimes, without loading further behaviors actions;
•   Fixed issue when AI could build right next to port sometimes;
•   Fixed issue when AI could stuck at place sometimes after fighting a bandit;
•   Fixed some mesh errors in tavern#3 model, that was causing performance drops sometimes;
•   Fixed issue when settler of player settlement could join bandits with no reason;
•   Fixed various light script issues in all luxury houses;
•   Fixed issue when map's camera could stuck and place sometimes when choosing bandits lair as destination;
•   Fixed issue when settler refused to take planks sometimes in quest "Bring 10 planks for...";
•   Fixed issue when bandits sometimes preferred very distant trees to gather in order to build houses;
•   Fixed various lights parameters errors in all smiths models;
•   Fixed issue when chest was unaccessable sometimes in two-stored luxury house;
•   Fixed issue when settler that owns tavern#3 used wrong animations when working there sometimes;

Title: Re: Kingdoms
Post by: Asid on August 25, 2020, 11:28:17 PM
UPDATE 0.552 [PERKS PROGRESSION]
Tue, 25 August 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/10455751/fb7687e8793ff54567ddfb61ff0e57cb3e2809ee.png)

Welcome, lords and ladies of KINGDOMS!


0.552
Today's update should dramatically change the whole gameplay of KINGDOMS, for some players it will be (i'm sure!) a pleasant surprise because it was discussed many times in the community and i decided that it's a perfect time to try it out - right before large scale battles. So, to the point - as you know, Kingdoms uses progression system similar to Gothic series - to learn something you have to find a teacher and have enough LP and gold. This system has its pros and cons, but the fact is - it needed to be improved someday and the time before large battles will be added is more than perfect. So, for now on player can gain perks for performing various actions. There are 50 various perks now in the game and they can be grouped into 13 specific categories. Performing various actions will add points to each group:

•   Building - perform building actions;
•   Scholar - complete quests;
•   Swordsman - use sword in battles;
•   Archer - use bow in battles;
•   Trader - 1 point for each 100 gold sold or bought;
•   Blacksmith - create swords;
•   Hunter - kill wild animals;
•   Gardener - gather plants;
•   Woodworker - chop trees and logs;
•   Traveler - discover new locations;
•   Digger - dig rocks or ores;
•   Commander - protect settlement from raids or attack other Kingdoms in coming wars;
•   Thief - Attack peaceful settlers;

Each perk requires specific amount of points to be learned, i.e. to learn a Scholar you have to discover 10 locations, but to gain Novice Swordsman you have to strike 100 times etc.etc. Also, this addition will solve some RP moments when you were playing as bandit but couldn't progress because of limited actions and lack of teachers around. I'm sure this system still need to be tweaked there and there to find the right balance, so feel free to discuss it in game community! Plus i'm going to add an option for those player who want to use old "teachers" system only and a bar for points needed to progress. The rest of today's changes follows:

BUGFIXING
•   Fixed issue with farm house performance;
•   Fixed issue when farmer didn't use proper animations when working in garden;
•   Fixed pop-up message after killing an animal;
•   Fixed some animals pathfinding parameter to fix the issue when animals could walk at the same spot;
•   Fixed some animals pathfinding raycast parameters in order to increase performance;
•   Perks now can be gained when performing various actions;


Title: Re: Kingdoms
Post by: Asid on August 29, 2020, 03:34:59 AM
UPDATE 0.555 [BUGFIXING]
Fri, 28 August 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/fd27d5fdcdcfb57fed9a3e89182a46780c35bb9b.png)

Welcome, lords and ladies of KINGDOMS!


0.555
It's Friday and bugfixes are coming. I'm still preparing build for final steps of wars. At the moment i'm trying to make soldiers march from war camps to city gates and set siege weapons there. I want to clean most annoying and game-breaking bugs before that, so the build will be clean and smooth and new bugs (that will inevitably come with wars) won't be added to old bugs. The main tweak of current update is the option to disable active perks progression (new game needed) and a slider that can change amount of point needed to gain new perks. Also, if you missed yesterday's performance hotfix (i made change-log only in Community, more info here  https://steamcommunity.com/app/409590/discussions/13/2919976282199249246/  ), i'll duplicate fixes here. As usual, full list follows:

BUGFIXING
•   Fixed memory leak issue when travelling at long distances;
•   Fixed issue when script that calculated if player was inside house caused performance drops;
•   Fixed lights parameters in almost all houses, it was causing crashes as well;
•   Removed all shadows from small wooden house, that caused performance drops and crashes;
•   Vegetation cells calculation radius was tweaked in order to increase performance and solve memory leak problems;
•   Perk progression UI is now becomes invisible when using various UI like looting, trading etc.;
•   "Do not use perks progression" option was added to world creation settings;
•   Player can change perks progression speed (points needed to progress) using game options now;
•   Fixed issue when player couldn't destroy notice board properly, when there were more than 2 boards built in the settlement;
•   Fixed issue when settlements could belong to wrong kingdoms after loading a save (new game needed);
•   Russian translation was updated;
•   Tweaked some vegetation spawn parameters in order to increase performance a bit;
•   Fixed missing City hall doors, that were included to interior previously;
•   Fixed issue when AI body wasn't properly disabled sometimes at long distances, causing performance drops sometimes;
•   Fixed issue when player killed a bandit in a gang, other bandits continued to ask about gold, now all become aggressive;
•   Ambient occlusion was tweaked a bit in order to fix shadows artifacts in some interiors and increase performance a bit;
•   Fixed issue when "sprint" control could be reset in controls setting sometimes;

Title: Re: Kingdoms
Post by: Asid on September 02, 2020, 02:21:43 AM
UPDATE 0.561 [WORKING TAVERNS]
Mon, 31 August 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/0b379edc30d27d4766c1c4689a038336bb2eaccb.png)

Welcome, lords and ladies of KINGDOMS!

0.561
Today's update will finally bring to kingdoms working taverns management! Previously taverns were a pure decorative thing for any settlement, now they're used by settlers as it was initially designed - traders, that produce food (farmers, bakers, berries-gatherers) will sell this food to taverns; settlers will look for a food not only in shops but also there. Tavern now function as a shop - with storage management, wares management - but don't expect settlers will buy your swords or skins there - it's a place to buy/sell food. Also I've tried to populate taverns a bit more with settlers, making them eat there in the evening (not only in common house or at home) sometimes. When brewery mechanics will be added, tavern will become not only "eating" place but also "drinking" one.

Alongside with adding of new mechanics I've also fixed some bugs there and there (mostly cause by last patches) - vanishing settlers after landing, broken roads calculation window etc. As always, full list follows.

IMPORTANT!!! For such players who is experiencing crashes at launch, that started 2-3 weeks ago. I've finally found the issue - this is connected with one of latest Windows security update (thanks MS!). If you experience this issue, make sure that Kingdoms folder is added to exceptions by your Windows Defender. This will work not only for Kingdoms, but also for other Unity-made games, that also started to crash after recent Windows update.

BUGFIXING
•   Fixed issue when AI body wasn't showed correctly after landing sometimes;
•   Fixed issue when AI body was flickering sometimes when loading a save made on board of the ship;
•   Fixed issue when roads calculation screen stayed active even if calculation was over;
•   Fixed issue when baker's Beauvoir could get broken after selling pies or bread;
•   Fixed issue when player couldn't use shop to trade sometimes;
•   Fixed issue when settlers weren't landed properly sometimes, causing various AI issues;
•   Fixed issue when player saw and heard underwater effects after spawning on board of the ship;
•   Fixed issue when AI could build City Hall in quite hilly place, that caused various visual bugs;
•   Burst libraries were updated to latest version in order to fix crashes at some systems;
•   Tavern keepers now can also manage their storage and money inside;
•   Farmers now can sell their products in taverns too;
•   Bakers now sell their products in taverns;
•   Settlers that gather food to sell now will sell this food in taverns only;
•   Now settlers can use taverns as place to buy food;
•   Houses building parameters were tweaked a bit in order to let player set up houses on more hilly terrain;
•   Now when quest was refused by the player settler won't ask about it again (value resets every 00:00);
•   God-mode (g+o) is being disabled now when exiting to main menu in order to fix various connected issues;


 
Title: Re: Kingdoms
Post by: Asid on September 03, 2020, 02:50:52 PM
UPDATE 0.563 [TUTORIAL EXPANDED]
Wed, 2 September 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/3ef8e51d62ee0f2219c70c40ea64fa1ff9dfbdb2.png)

Welcome, lords and ladies of KINGDOMS!

0.563
Today's update will expand game tutorial, so new players will have much less issues with getting involves into game mechanics. I've tried to put there as much useful info as possible, tutorial can be found in pause menu. Of course, it's not full at all, so feel to let me know - what else should be added and explained here. Two new quests were added and alongside with that few bugs were fixed there and there, (though there are still some not game breaking were left for Friday bug-fixing). As usual, full list follows:

IMPORTANT!!! For such players who is experiencing crashes at launch, that started 2-3 weeks ago. I've finally found the issue - this is connected with one of latest Windows security update (thanks MS!). If you experience this issue, make sure that Kingdoms folder is added to exceptions by your Windows Defender. This will work not only for Kingdoms, but also for other Unity-made games, that also started to crash after recent Windows update.

BUGFIXING
•   Fixed issue when mouse cursor wasn't lock down in game window when using windowed mode;
•   Fixed issue when animals started to rotate at place when reaching navigation grid end point;
•   Fixed some messed up player's replies in "Bring 10 planks" quest;
•   "Distance to other buildings" parameter was decreased a bit for garden plots;
•   Fixed issue when player's horse could start instantly running in circles when calling it with whistle;
•   Fixed issue when player couldn't talk to settlers right after landing sometimes;
•   Now player can talk to settlers even with weapon or tool drawn;
•   Now amount of seeds crafted depends on gardeners perks;
•   Quest "Bring untreated stone for..." was added;
•   Quest "Bring treated stone for..." was added;
•   Tutorial PROGRESSION was added;
•   Tutorial HOW AI WORKS was added;
•   Tutorial SETTLEMENTS - GENERAL was added;
•   Tutorial SETTLEMENTS - SOCIAL JOBS was added;
•   Tutorial SETTLEMENT - WALLS AND ROADS was added;
•   Tutorial MILITA was added;
•   Tutorial WAR-CAMP was added;
•   Tutorial HOW TO USE ITEMS was added;
•   Tutorial HUNGER AND VIGOUR was added;
•   Tutorial HOW TO CRAFT was added;
•   Tutorial I’M STUCK! WHAT TO DO? was added;
•   Tutorial HOW TO BUILD was added;
•   Tutorial HOW TO TRADE was added;
•   Tutorial QUESTS was added;

Title: Re: Kingdoms
Post by: Asid on September 03, 2020, 02:51:43 PM
(https://steamuserimages-a.akamaihd.net/ugc/1615058918992913828/803261C9760B41734D4758D0C04D72A7D0628645/)

Title: Re: Kingdoms
Post by: Asid on September 05, 2020, 02:47:57 AM
(https://steamuserimages-a.akamaihd.net/ugc/1615058919002008063/AB888863C3E24C980B426A96CB436696F2601EFA/)

(https://steamuserimages-a.akamaihd.net/ugc/1615058919002007527/2996FC66F2BF2307D9EA4DC57BA098C7462BADA5/)

Title: Re: Kingdoms
Post by: Asid on September 06, 2020, 02:46:41 PM
(https://steamuserimages-a.akamaihd.net/ugc/1615058919005018649/9EA6D931EB716B28B87F8227D99FDD8AC271014A/)

Title: Re: Kingdoms
Post by: Asid on September 08, 2020, 01:51:55 PM
UPDATE 0.571 [DISTANCE BETWEEN BUILDINGS]
Mon, 7 September 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/8307d3b7094a041635d79cec3e7620869b8a2f3e.png)

Welcome, lords and ladies of KINGDOMS!

0.571
First of, sorry for all players who have been waiting new part of war-update today, i was expecting it too. But as usual, planning in game development is the most unpredictable thing in the world. Some of the players have problems with loading of their saves (Fortunately, only small group, otherwise it would be a disaster!), and as you can understand that's #1 priority at the moment - to fix game-breaking issue. So, I've created a topic to gather all possible info about the info about the issue - both from player who doesn't have the issue and from those who have. So feel free to participate!
Back to today's update! Because half of my time was spend on the described issue i physically couldn't add planned war stuff - marching (sending soldiers from war camp to other settlement gates) and setting and managing of war-camp by AI, so this comes at Wednesday only. BUT! I'm sure that the feature that i added in today's update (it was much easier than expected) will joy many of you. Now player can change the distance between buildings using slider in game settings menu. This will work for player only, AI will still set up houses as it was used to. So if you like to plan settlement by yourself don't forget to toggle "AI can't build" option in settlement management menu!

The rest changes follow:


BUGFIXING
•   Settlers pathfinding calculations were changed a bit in order to increase performance in large cities;
•   Fixed issue when "Mine worker" and "Digger" gathering time was switched;
•   French translation was updated (thanks a LOT for all players from France for participating!);
•   Notice board "distance to other buildings" was decreased to 10m from 20m;
•   Now player can change "Distance between buildings" parameters using game settings;
•   Quest "Bring 2 meat pies for tavern's keeper" was added;
•   Fixed issue when location coordinates when bandits for raid should spawn was calculated incorrect sometimes;
•   Fixed issue when building a notice board caused skipping settlement (and kingdoms) name to empty one;
•   Fixed issue when building a notice board caused skipping settlement (and kingdoms) name to empty one;
•   Now player can destroy City Hall in owned settlement (using diplomacy table);
•   Fixed issue when bandits lair was destroyed incorrect sometimes;
•   Fixed issue when war-camp parameters weren't properly saved sometimes;
•   Fixed issue when soldiers positions at war-camp weren't properly saved sometimes;

Title: Re: Kingdoms
Post by: Asid on September 08, 2020, 01:52:28 PM
(https://steamuserimages-a.akamaihd.net/ugc/1615059232606435300/B410492A957F5C46175119B8D4A04D25B6FC456A/)

Title: Re: Kingdoms
Post by: Asid on September 11, 2020, 01:08:42 AM
UPDATE 0.574 [ARMY ON THE MARCH]
Thu, 10 September 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/19f5ba3f9fdefe90537c056b6e4bc7f6d6da9e89.png)

Welcome, lords and ladies of KINGDOMS!

0.574
As it was announced before, my plan is to add all war features step-by-step - we already have a war-camps and working mechanics there, army can be gathered at one place and equipped there. Today we're finally moving to battles! This update will allow player to send an army to other settlement (but not to attack - yet!). This can be done 2 ways:
•   With war declaration;
•   Without war declaration;

Both ways take player reputation - before i'll add various reasons for war - war is a hostile action by default, that takes reputation. Sending an army to settlement without war declaration is considered as more hostile action and takes even more reputation. With war-camp build army starts to move from there, without one - right from settlement. The most tricky thing here was to understand how army should move and don't break the formation - for my taste the result looks nice - solders avoiding objects, change speed when needed to hold the formation. The next step here are AI actions - the most interesting part - building and managing war-camps, declaring wars and sending armies - we'll start right from the next week here. I left the most fixes (including mouse sensitivity issue!) for Friday, though some important ones are on today's list:

BUGFIXING
•   Quest "Bring iron ore for smith" was added;
•   Russian translation was updated;
•   German translation was updated;
•   Now player can declare war to discovered settlement;
•   Now player can send army to other settlement;
•   War restrictions were changed a bit - from 4 max to infinite - basically player now can fight with the whole map;
•   New animation was added for marching soldiers;
•   Fixed issue when some settlers sometimes were floating in air when calculating pathfinding;
•   Fixed issue when hiring milita through dialog caused that already hired solders were automatically fired;
•   main scene was optimized a bit - some objects re removed or disabled - in order to increase performance;


Title: Re: Kingdoms
Post by: Asid on September 12, 2020, 10:33:08 AM
UPDATE 0.575 [BUGFIXING]
Fri, 11 September 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/10455751/ab5fdd08d0d232c94ab1e8be7a3255963406566d.png)

Welcome, lords and ladies of KINGDOMS!

0.575
It's Friday and time to fix some bugs! Today's fixing is mostly about war-camp/war declaration/marching issues - I've fixed some logical ones here and there, fixed some path-finding issues, settlers body glitches when they could stuck in the air or half in the ground. Also, lanterns were added to all types of city gates, it's lit at night and disabled at day. Also mouse sensitivity now loads correctly from options file, no need to change it every time now. As usual - feel free to report as many bugs as you can - it will definitely will help the game to get better and better with every Friday's bugfixing update! Full list, as usual, follows:

BUGFIXING
•   Fixed issue when player could declare war when pressing "Send gift", "Marriage proposal", "Send spy" or "Send assassin";
•   Fixed issue when "Mouse sensitivity" setting wasn't loaded correctly when launching the game;
•   Animals spawn algorithm was changed a bit in order to smooth overall animals spawn;
•   Fixed rare issue when animal could spawn underwater sometimes;
•   Lanterns were added to add types of gates;
•   Fixed issue when army formation was still moving when roads are calculated;
•   Fixed issue when speeding up the time didn't affect army formation moving speed;
•   Fixed issue when player could see AI floating in the sky after body creation sometimes;
•   Fixed issue when player exit trading with "amount window" active this window stayed active;
•   Some lanterns light now depends on day cycle;
•   Quest "Bring 5 flour bags for trader" was added;
•   Russian translation was updated;
•   Now player can sign "Peaceful agreement" for gold after declaring a war, amount of gold depends on Trader and Commander perks;
•   When war is declared many "peaceful options" become unavailable now;
•   Fixed issue when warning about war declaration wasn't properly calculated when choosing another settlement without exiting the map;
•   Now player can add soldiers to already marching army, when new soldiers are added to the army - march will be calculated from start point;
•   Fixed issue when "settlement to march" was saved and loaded incorrect, causing soldier march to wrong settlement (new order is needed to recall an army);
•   Now reputation is being taken from the player when army was send without war declaration only when settlement will be attacked or war is declared after army was already send;
•   March can be canceled when army is send to war-camp;
•   Fixed issue when some settlers wasn't properly set to ground sometimes and their bodies were invisible;
•   Fixed issue when army could disappear right after sending to other settlement;
•   Fixed issue when AI could move in wrong direction when reaching end of navigation grid;
•   Fixed issue when settlers on ship became invisible sometimes when starting new world right after exiting old world;
•   Fixed issue when your horse didn't react on whistle when being on the other side of the map;


Title: Re: Kingdoms
Post by: Asid on September 15, 2020, 12:08:42 AM
UPDATE 0.581 [AI FARMS FIXED]
Mon, 14 September 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/10455751/a24d6d8fa7584ffe3f3b157311689326ddea6cd0.png)

Welcome, lords and ladies of KINGDOMS!

0.581
Today's update will improve a bit farmers behavior logic + fix some visual farm issues, i.e. missing vegetables in AI's gardens. Farmers are travelling to settlement to sell goods how they used to be. Also I'm still fixing some issues connected with marching and war declarations, some fixes are included to this update. My goal is to clean the build before we'll jump to war's mechanics. I really hope, that we'll start this Wednesday, i already started to test how AI builds and manages war-camps today - looking good so far. Also this update should fix broken saves for those players who declared wars after 0.573 (and saved it) - saves should load without any issues now with all progress saved. (More info was given here) The full list of changes follows:

BUGFIXING

•   Fixed saves issue, that could appear after 0.573 update in case player declared wars to other kingdoms;
•   Fixed issue when wooden tavern was unable to be build;
•   Fixed issue when player received "no pickaxe in hand" message even if pickaxe was equipped and activated;
•   Fixed issue when farmer didn't travel to nearest city to sell goods there;
•   Amount of farmers on the map was increased a bit;
•   Now all farmers can build a windmill on their farm;
•   Now farmers can grow and sell all kind of vegetables on their farm, not only specific ones;
•   Now farmers can use their gardens properly by putting seeds there;
•   Fixed issue when farmers didn't sell their good to taverns;
•   Quest "Bring light iron boots for ambassador" was added;
•   Some fixes were made for "Bring azalea for council" quest;
•   Fixed issue when AI could stuck in front of tavern entrance without doing any actions;
•   LOD calculations for vegetables in gardens were changed in order to increase performance;
•   Now player can't use gardens and windmills owned by AI;
•   Fixed issue when AI could buy something in store without physically going there;
•   Fixed issue when settlements that were declared as war targets weren't saved properly;

Title: Re: Kingdoms
Post by: Asid on September 22, 2020, 02:45:35 PM
UPDATE 0.592 [AI PREPARES FOR WAR]
Tue, 22 September 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/10455751/13e97bb43d37699287448aa108592725a29dda4d.png)

Welcome, lords and ladies of KINGDOMS!

0.592
We're back on track! Todays update will bring us closer to wars - actually we're almost there, only final shapes are left. As you remember Kingdoms is 100% AI designed game - that means when I design game mechanics the main thought is "How it will work for AI first?", the player is only small part of constantly developing open-world and for me, as for designer, is always very important to understand how that or that game mechanic will work for AI. And when developing war-camps, marching and future (but almost ready) settlements attacks I've always kept in head following "All these should work for AI", so I prepared all the code and all the mechanics for that. And the day when AI could use (and manage!) war-camps, gather army there, build things, declare wars and send their armies to enemy gates has finally come! Now AI cant do the same things player can and world around becomes more and more alive. When testing todays update mechanics and seeing armies marching all over the map, war-camps smokes popping there and there and thought "This is actually cool, thing are finally shaping". If everything goes well, I'll start to add sieges stuff tomorrow (or Tuesday, depends) already. I want and don't want to rush at the same time. It's exiting to finally see all this in action already, but amount of thing to polish is still quite large - using of sieges machines/barricades, animations, background calculations for battles (when player is far away, but battle is happening), walls destructions etc.etc.

Today's changelog is quite large and I would like to point at most important "non-war" additions. First one is archery balance - weapons and arrows damage was changed as well as archers perks additional damage. Now experienced archer with good bow can hunt animals or kill bandits without 100+ arrows shots. But please (please!) don't hunt bears with self-made wooden bow, made literally from the stick! The second one I want to point is UI change. This one is important because it was added thanks to your feedback (Don't be afraid to share it in game Community!). Central pop-up text was moved to right-bottom corner of the screen and font size was reduced a bit - looks much better now. Full changelog follows:


CHANGELOG & BUGFIXING

•   Fixed issue when settlements weren't discovered from start in populated world when player picked "Pilgrim" perk;
•   Amount of items bought from the shops was decreased a bit in order to balance mirco economy and not to let shops become empty at some point;
•   Positions of central UI notifications (static ones) were changed a bit;
•   Central notifications messages were moved to right-bottom corner of the screen, font size was reduced a bit;
•   Fixed issue when Kingdoms could belong to wrong kingdom after loading the save (new game needed);
•   Now all war notifications are more precise in meaning of naming settlements and kingdoms they belong;
•   War declaration mechanics for AI were completely rewritten in order to make every war declaration logical and understandable in meaning of AI goals;
•   AI now can choose a place for war-camp and set it there as well as player can;
•   Archery balance: bows damage was balanced a bit;
•   Archery balance: arrow damage was fixed;
•   Archery balance: shot damage now depends on archery skill (+50%, +100%, +250%, +500%, +1000%);
•   Wolves running speed was decreased a bit;
•   AI army size depends on leader commanding skills (10%, 20%, 50%, 80% of total settlers);
•   AI will declare war when having at least 10 soldiers in army;
•   AI now can set soldiers to build structures at war-camp;
•   AI now can send army march to hostile settlement when all structures in war-camp are ready;
•   Fixed issue when sometimes house parameters in settlement could be saved incorrect when this house was previously empty;
•   Quest "Bring raw bears meat to general" was added;
•   Quest "Bring iron axe to farmer" was added;
•   "EXP" was replaced with "LP" in all places where needed - UI, dialogs, character creation etc.
•   After Level up player can see how much learning points are left;
•   Snow amount on terrain for cold months was changed;
•   AI pathfinding parameters were changed a bit in order to increase performance;
•   Animals pathfinding parameters were changed a bit in order to increase performance;


Title: Re: Kingdoms
Post by: Asid on September 26, 2020, 02:34:49 AM
UPDATE 0.595 [BUGFIXING]
Fri, 25 September 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/10455751/3367c3938abf7149d846b355e7cdd4b3b2eac813.png)

Welcome, lords and ladies of KINGDOMS!

0.595
It's Friday and weekly bugfixing is here. Before going to full changelog I would like to point at most important/interesting changes that were added. First of, I've experimented with settlers migration a bit - for the first time actually - to balance population between AI vs players settlement to odd the chances for both sides in coming wars. Now settler will join not to the nearest settlement but will decide from many factors like settlement size, amount of houses build, prosperity, amount of shops and taverns. The second change is "Take all" buttons for garden/windmill and for all "looting" windows - I know this was asked by some players. As usual, big thanks for all bug-reports you've send - this really helps the game to get better with every Friday update. As usual, full changelog follows:


CHANGELOG & BUGFIXING
•   Notification about tutorial in pause menu now appears after ship arrives to the island;
•   "Take all" button was added to gardens and windmills;
•   "Take all" button was added to all containers;
•   Algorithms of AI joining the settlement were changed in order to balance players vs AI settlement grow speed;
•   Fixed issue when road calculation window could stuck on the screen when hitting ESC button during calculation;
•   Fixed issue when player couldn't use axe to chop a tree after picking up herbs sometimes;
•   Fixed issue when player could chop a tree with a pickaxe;
•   Fixed issue when vegetation random seed wasn't properly saved and applied sometimes;
•   Russian translation was updated;
•   French translation was updated;
•   Fixed issue when settler could stuck at place when setting up a house sometimes;
•   Some fixes in crafting UI: now player can see time and final amount of items made depend on slider value;
•   If crafting will be longer than 500 minutes warning will be shown near total crafting time;


Title: Re: Kingdoms
Post by: Asid on October 07, 2020, 01:13:09 AM
UPDATE 0.612 [NEW LAWS]
Welcome, lords and ladies of KINGDOMS!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/8698aaa2efbd4e871797c5615e9ad0f44ca56bd5.png)


0.612

Todays update will add to the game 2 new laws for settlement management:
•   Council (if hired) can greet all new arriving settlers, no need to talk to each one personally now;
•   General (if hired) can automatically hire an army and guards, desired amount (% of total settler can be also set);

But the main purpose of todays update is to prepare build for siege - I hoped for today already, but timing is not my strong size - though I fixed many war-camp, army and marching related bugs.
As for siege - soon (I know you tired of this word, as well as I do), we're almost there. Full list of fixes and changes follows:


CHANGELOG & BUGFIXING

•   Algorithm that calculated what settlement AI will choose to join was tweaked a bit in order to smooth population on the island and fix the issue with to OP settlements on the map;
•   Slider "Day duration" was added to game options and can be changed after world creation;
•   Fixed rare issue when day duration value could be loaded and calculated incorrect after loading the save sometimes;
•   Fixed rare issue when settlement's Kingdom Color could be loaded incorrect when game was saved right after kingdoms was established;
•   Fixed rare issue when settlement's parameters could be loaded incorrect when game was saved right after kingdoms was established;
•   Fixed issue when Kingdoms could be calculated incorrect after taking iron bank;
•   Fixed issue when new kingdom could calculate random kingdom color incorrect and choose the color that was already taken by other kingdom;
•   Fixed issue maps top UI element (with current time) could stay active after map was closed;
•   Default war declaration period was changed from 30 days to 7 (new game needed);
•   Now tutorial will be shown after player arrives the island (for the first time only);
•   Fixed issue when rain particles could be visible inside port building;
•   Tweaking in some quests logic - now AI will ask for buildings material not when she or he has no house, but when really looking for these materials;
•   Fixed issue when army didn't properly started to march if new war-camp was created after destroying old one;
•   Fixed issue when AI could spawn on the ship in underwear only;
•   Fixed issue when army was send to another settlement some soldiers could stuck at place playing animations from war-camp;
•   Fixed issue when player could press "Build" when building a City Hall without settlement established;
•   Fixed issue when asking settler "What are you doing?" right after landing calculated false answer;
•   New Law was added - now if Council is hired he can greet all new coming settlers, friendship with player will be 0 after that;
•   New Law was added - now General can hire army and guards automatically - the % of total settlers can be set up, but max amount still depends on player perks;


Title: Re: Kingdoms
Post by: Asid on October 14, 2020, 01:32:08 AM
UPDATE 0.622 [SIEGES #1]
Tue, 13 October 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/10455751/6e85cdce1a4e1706e86b812464d40565a628a110.png)

Welcome, lords and ladies of KINGDOMS!

0.622
This was a really crazy week - last 7 days I was working to deliver you the thing that will change Kingdoms. To tell the truth its my four attempt to write this announce - previous tree were too pathos, so this time I'll just tell -we're there. As you can see - there is number 1 before word "siege" meaning that todays update is NOT FINAL - some things are still missing (like some animations, ram and siege tower are still in work, army reaction to enemy is still need to be tweaked), but core mechanic is there - settlement now can be sieged and conquered. I think I'll manage to finish all stuff till end of this week - at least I'm full of enthusiasm after seeing in action all these mechanics I was working last week.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/10455751/11d78eaca7cc5ae618a4da31bffc782d71f027e2.jpg)

Change log is really LONG this time, I'll point at most important stuff:

•   Optimization work (including lags while crafting sleeping or travelling);
•   Some tweaks were made for early game - now not all building require "Worker" perk;


CHANGELOG & BUGFIXING
•   Fixed issue when soldiers in army didn't follow the formation properly after sending an army to settlement (both for player and AI);
•   Fixed issue when army reached it's destination soldier were still marching at one place;
•   Now the spot where marching army will stop depends on closest house position, not the overall settlement position;
•   Fixed issue when wild animals didn't notice settlers around, attacking player only;
•   Fixed issue when army formation could continue moving when roads were calculated;
•   Army formation objects script was optimized a bit in order to increase performance;
•   Fixed issue when fireball could got missing after first shot (including trebuchet in main menu);
•   Fixed issue when wild animal could continue to attack already dead settler;
•   Fixed issue when trebuchets script didn't properly calculated fireball parabola sometimes, shooting right to the ground;
•   Now siege info UI will appear when player is close enough to his army positions or to sieged settlement;
•   Some changes in animals scripts were made in order to increase performance;
•   Some changes in settlers scripts were made in order to increase performance;
•   Now player can't take the settlement by just killing its leader;
•   If leader of AI settlement dies for some reason, its place is automatically taken by other settler in this settlement;
•   Early game balance - now following structures don't require "Workers" perk to be build: bandits lair, small smithy, woodworkers house, stoneworkers place, bakery, small shop, small wooden tavern, farmhouse.
•   Bakery now requires "Butcher" perk to be build instead of "Worker";
•   Now perks needed to establish a settlement marked with a green house in characters creation menu;
•   Some tweaks were made in background calculations during sleeping or crafting in order to remove lags;
•   Fixed issue when wild animal could start to attack a settler in war-camp without any reaction from a settler;
•   Fixed issue when player couldn't properly interact with war-camp chest sometimes;
•   Fixed issue when soldiers couldn't attack wild animals when being at march;
•   Fixed issue when some soldier is being killed when building a war-camp object in AI settlement, AI starts instantly add more and more soldiers at each war-camp object;
•   Now game will automatically fix the number of working soldiers in war-camp if by some reason it was calculated incorrect;
•   Volume of notification sounds was tweaked;
•   Fixed issue when AI army didn't start to march at war when everything in war-camp was build;
•   Fixed issue when AI army went back to camp in the middle of march when AI hired new soldier to the army;
•   Now AI can recruit new soldiers from the settlement when old ones are dying in battle;
•   AI war balance: AI can't declare wars when its army is on the march or sieging other settlement;
•   AI war balance: AI won't declare new wars if AI's settlement is under siege or war was declared recently;
•   AI war balance: AI can't siege settlement that is already under siege of other AI;
•   Fixed issue when attackers could stop too close to sieged settlement;
•   AI can't destroy following buildings during siege: well, notice board, common house and city hall;
•   Each building now have new parameter - HP, trebuchet shot can take 20-30 of HP, max HP is 100, when its lower than 0, house is destroyed;
•   Siege effectiveness depends on following: houses destroyed, settlers killed, leader killed;
•   Fixed issue when army could go to settlement for too long when speed is up (sleeping or crafting);
•   AI will destroy war-camp after war is won;
•   Trebuchet can shoot and damage 4 random targets: houses, settlers, wall and gates;
•   AI will automatically set up barricades when settlement is under siege;
•   Fixed issue when general could recruit to army social workers (tax collector etc.)
•   Fixed issue when AI could walk straight into water when player was standing at the end of pierce;
•   Fixed issue when AI didn't properly assigned soldiers to build structures in war-camp;
•   Lag that appear when many settlers were looking for settlement was significally reduced;
•   When settlement is captured, all fires inside are automatically disabled;
•   When settlement is captured, AI removes all barricades from the gates;
•   Fixed issue when bandits lair parameters could be saved incorrect when lair leader was killed but lair wasn't destroyed;
•   Trebuchet shooting speed depends on soldiers attached to this trebuchet at war-camp;
•   Fixed issue when trebuchet speed didn't change when time was speeded up;

Title: Re: Kingdoms
Post by: Asid on October 15, 2020, 02:47:04 AM
0.623 [SIEGES #2 - TREBUCHETS]
Wed, 14 October 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/10455751/00fe35442f62279970707ed2444edf8afeb12566.png)

Welcome, lords and ladies of KINGDOMS!

0.623

If by some chance you've missed yesterday update - check it out first (ABOVE POST) . As it was said yesterday - some aspects of siege are still missing and this is the second update in global "update line". Some main features I would like to point at:

•   Population fix - since last update there was an issue when very first settlement might become overpopulated - fixed;
•   Player can assign soldiers to trebuchet right on battle field;
•   Player can help to reload trebuchets - final speed depends on builder perks;

The rest of changes follow:

CHANGELOG & BUGFIXING

•   Fixed issue when settlers joined to the very first settlement on the island when there were no others established causing its overpopulation;
•   Fixed issue when settlers couldn't properly find place for new settlements sometimes;
•   Fixed issue when trebuchet stopped shooting after time was speed up (while waiting, sleeping etc.)
•   Distance when army stops before sieges settlement was increased from 50m to 75m in order to give trebuchets more space;
•   Now fire is properly spread across the wall, if wall is damaged;
•   Size of the fire during sieges is now a bit random to make burning settlement look more natural;
•   Some tweaks were made for trebuchet shots: now most of the time (50%) trebuchet shots the buildings, 30% - the wall, 10% - settlers, 10% - barricades;
•   AI war balance: AI now can attack the settlement if it's at least 1.5 km near;
•   If settlement is conquered before last trebuchet shots hit anything - these shots won't do any damage;
•   Now player can help soldiers to reload trebuchet, the speed added depends on players working perks;
•   Now player can change number of soldiers working with trebuchet right on the battlefield, no need to run at war-camp every time anymore;


Title: Re: Kingdoms
Post by: Asid on October 18, 2020, 03:50:46 AM
UPDATE 0.626 [BUGFIXING]
Sat, 17 October 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/10455751/ed46419f70ce393dcd89ac84289ca1b6e03ee360.png)

Welcome, lords and ladies of KINGDOMS!

0.623
Next week will continue siege thematic, but before that - bug fixing is coming. Thanks to all players who is using f11 to report various bugs - for small indie games it's very important to have such dedicated players, so thanks you a lot for your activity and participation - this means LOT for the game and its quality, believe me. Full list of changes follows:

CHANGELOG & BUGFIXING
•   Shadows were removed from some grass types in order to improve performance;
•   Fixed issue when settlers sometimes didn't join settlements properly after 0.622;
•   Population fix - since last update there was an issue when very first settlement might become overpopulated - fixed;
•   Player can assign soldiers to trebuchet right on battle field;
•   Player can help to reload trebuchets - final speed depends on builder perks;
•   Fixed issue when world generation window could stay active after generation if player pressed esc in process;
•   Fixed issue when trading window won't close sometimes after pressing ESC button;
•   Fixed issue when there wasn't much farms spawned on the map sometimes;
•   Fixed issue when bandits couldn't join bandits lair sometimes;
•   Now the radius from the settlement when player or AI can build a war-camp depend on settlement wall size if it's build;
•   Fixed issue when bandit could establish a lair very close to the settlement but not in the wilderness;
•   Various grass spawn and visual parameters were tweaked in order to increase performance;
•   Grass texture resolution was tweaked from 1024 to 256;
•   Trebuchet shooting priorities were tweaked in order to make bombardment more intense;
•   Veggies and forest objects spawn parameters were tweaked in order to increase performance;
•   Some grass was added to the beach;
•   Fixed rare issue when AI actions weren't properly calculated in the background sometimes;
•   Fixed issue when sound of house destroyed during siege was playing even if player was far away;
•   Fixed issue when AI sometimes couldn't properly calculate distance to closest settlements and as result set settlement of it's own;
•   Some tweaks in AI background calculations were made in order to increase performance;
•   AI enemy searching script was rewritten in order to increase performance;
•   AI enemy spotting distance was changed from 15m to 20m;
•   Navigation grid size was increased a bit in order to fix various AIs and animals pathfinding issues;


Title: Re: Kingdoms
Post by: Asid on October 18, 2020, 03:51:46 AM
(https://steamuserimages-a.akamaihd.net/ugc/1645462318527896863/8E7024D0DC3F4B926C771BA4AA43D41C72267776/)

Title: Re: Kingdoms
Post by: Asid on October 20, 2020, 02:28:25 AM
UPDATE 0.631 [BLACKSMITH PROGRESSION]
Mon, 19 October 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/10455751/02f782c12250410f48a26cc34123f4630aa856bc.png)

Welcome, lords and ladies of KINGDOMS!

0.631
Friends, at the moment I'm working on remaining sieges stuff - army fights, towers and rams. I wanted to introduce armies today already, but pathfinding work messed all my plans - walking through buildings and other objects are most common reports, so I took some time to make some changes here.
Then I looked at the list of changes and decided to update the game today anyway because 1) list contains some important fixes including optimization stuff 2) it's quite large already.
As it's clear from the title, main tweak I would like to points is some improvement in blacksmith progression: now player can progress by crafting iron and steel blanks.
The rest changes follow:

CHANGELOG & BUGFIXING
•   Fixed issue when AI could stuck half in the ground sometimes when performing static animation;
•   Fixed issue when AI sometimes could be visible in the air;
•   Fixed issue when too many settlers could join a settlement in the single moment;
•   Fixed issue when settlers could join the settlement in big number instead of spreading across all settlements on the island;
•   Fixed issue when settler could freeze at place when navigating sometimes;
•   Fixed issue when wild animal could chase player even if player was inside a structure;
•   Some code optimization was made in AI settlement joining script in order to increase performance;
•   More random was added to behavior when AI chooses what settlement to join;
•   Fixed rare issue when settlers sometimes didn't join the settlement even if there was enough houses;
•   Fixed issue when AI body could be visualized at the long distance sometimes causing performance drops at such moments;
•   Fixed issue when AI could disappear in the middle of walking;
•   Fixed issue player didn't get the got the massage about reputation decrease when siege started without war declaration;
•   Now player will get notification when some settlement sieged the other settlement;
•   Fixed issue when AI could slide in front of player sometimes when moving;
•   Fixed issue when AI could spawn in the ocean sometimes;
•   Fixed issue when AIs facial morphs weren't properly applied sometimes;
•   Fixed issue when AI could walk through buildings sometimes;
•   Fixed issue when animal could cut the path through stone or wall, instead of using all navigation points;
•   AI and animals navigation scripts were rewritten in order to smooth their movement a bit and increase performance;
•   Fixed rare issue when animals weren't correctly spawned on terrain sometimes;
•   Fixed rare issue when animal could vanish somewhere after loading;
•   Fixed rare issue when animal could spawn in the ocean sometimes;
•   Fixed issue when settlement siege could be reset after loading;
•   Fixed rare issue when world generation could stuck when settlers could find suitable place for new settlements;
•   Fixed rare issue when settler continued to move during the conversation;
•   Now player can progress in blacksmith by making iron and steel blanks;
•   Fixed issue when soldiers could half sink in terrain after returning to war-camp after siege;
•   Fixed when soldiers working at war-camp were flying in the air sometimes;
•   Fixed issue when bandits didn't attack player sometimes, just standing at place;
•   Fixed issue when bandits couldn't decide where to join, just standing at place;
•   French translation was updated;

Title: Re: Kingdoms
Post by: Asid on October 20, 2020, 02:29:59 AM
(https://steamuserimages-a.akamaihd.net/ugc/1645462536948408081/F11352001F7ADD9DA79D9BCA1F076A9F8327E84A/)

(https://steamuserimages-a.akamaihd.net/ugc/1645462536948407862/538265B2EBE89780EC06D382D7345EAE8A144FB7/)

(https://steamuserimages-a.akamaihd.net/ugc/1645462536948407685/63903D1F45DD844BCD470A002C9B51DC3E441DC3/)

Title: Re: Kingdoms
Post by: Asid on October 22, 2020, 03:55:13 AM
UPDATE 0.633 [PROTECTING GUARDS]
Wed, 21 October 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/10455751/ff84eea468f87111e16112fedc5b0f61406ee13a.png)

Welcome, lords and ladies of KINGDOMS!

0.633
Todays update can be basically called "sieges#2.5" because main new feature will find use (and partly already did) in sieges. Now guards in settlement can react to enemies around - kill wild animals, attack passing by bandits, attack enemy army during siege - the attack range is 100m. I've also made some tweaks there and there to increase damage delivered by AIs weapon - now guards should survive bear or wolf attack and not to die one by one. For player it will be also a bit more challenging to fight AI and good defense (=good armor) is now really matter. Army men will do the same, but only in case they're not at march or in war-camp. The only exception is siege - in that case army will return to settlement to defend it.

The rest changes follow:

CHANGELOG & BUGFIXING
•   Fixed critical issue, when AI wasn't properly set up to the terrain sometimes, spawning underground;
•   Fixed critical issue when structures could disappear without any reason after travelling at long distances;
•   Fixed critical issue when all AI around started to attack the animal, that was far away;
•   Fixed issue when army couldn't properly start to march when general was fired (or killed) with army active;
•   Fixed issue when army couldn't properly win the war, when there is no general hired;
•   Fixed issue when general could hire himself as a guard, becoming common milita;
•   Now guards in the settlement or army (if not at march or in war-camp) will defend settlement from wild animals around the settlement;
•   Now guards in the settlement or army (if not at march) will defend settlement attacking army;
•   Fixed issue when soldiers in war-camps sometimes took wrong position to perform war-camp animations;
•   Fixed issue when AI soldiers stood at place after sending to war-camp sometimes;
•   AI weapon damage was increased a bit;
•   Now AI will use strike animation in fights more often;
•   Fixed issue when AI's swords were visualized wrong sometimes - with wrong blades, pommels, length etc.
•   Fixed issue when AI used long two-handed swords instead of one-handed sometimes (new game is needed);
•   AI sword start parameters were slightly changed to more damage dealing (new game is needed);
•   Fixed issue when AI can fall under terrain sometimes when player is approaching;
•   Fixed issue when guards or soldiers didn't properly changed their gear in city hall in case they previously owned shop or tavern;


Title: Re: Kingdoms
Post by: Asid on October 24, 2020, 02:23:12 AM
UPDATE 0.635 [BUGFIXING]
Fri, 23 October 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/10455751/c6f0e4c3a4a87f1b3a22a2a781bce5fcbe648783.png)

Welcome, lords and ladies of KINGDOMS!

0.635
It is time for weekly bugfixing at Friday. Main fixes I would like to focus at are some performance improvements, that were made there and there in some scripts. According to game profiler game now has 15-20% more FPS in 1000+ populated worlds. As usual - BIG thanks to all who is participating in bug reporting. By doing that you help not only me or the game, but also other players, who will have better game experience thanks to your reports and my fixes, so feel free to use bug reporting button (f11) any time you feel it has to be used. The rest changes follow:

CHANGELOG & BUGFIXING

•   AI pathfinding script was changed a bit in order to increase performance in large settlements;
•   Fixed issue when AI defense wasn't calculated properly when AI was attacked by wild animals;
•   Fixed issue when AI didn't buy logs for building in shops sometimes, looking for sword instead;
•   Now AI will buy in shops not only logs for building but also wooden planks;
•   Fixed rare issue when after AI bought a house it was still on sale = player got money over and over again;
•   Now AI can move in in empty houses that were left after owners were killed;
•   Now after conquer a settlement players friendship with all settlers alive will be decreased on -50;
•   Now player can take the settlement after killing ALL settlers there, but the chance for new settlers coming after that is significally decreased;
•   House building script was changed a bit in order to increase performance in large populated worlds;
•   AI spreading and smooth across the island was tweaked again in order of balance;
•   Fixed issue when AI could stop in front of building and freeze there without doing anything;
•   Default building speed value was changed to 300%;
•   Fixed script issue when damage dealt by AI was calculated incorrect;
•   German translation was updated (big thanks to MadCad!);
•   French translation was updated (big thanks to KiFouine!);
•   Translation Brazilian Portuguese was updated (big thanks to Kyo!);
•   Russian translation was updated;

Title: Re: Kingdoms
Post by: Asid on October 29, 2020, 02:49:33 AM
UPDATE 0.643 [ANIMALS HITBOXES FIXED]
Wed, 28 October 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/9ccdfe9ab4b6acf68cc95988207bf161eea77f4e.png)

Welcome, lords and ladies of KINGDOMS!

0.643
Todays update was made thanks to your participation in game community discussion. As you know current animals hitboxes are messed up - it time to change it! I've looked through every animal, checked/changed/tweaked every collider in their bodies to make colliders perfectly match body shape - it took quite a time, but the result is totally worth it - now killing animals feels not so clunky and in-intuitive as before. Also, damaging animals head now will take 2x HP. Colliders tweaks will also fix various animals looting issues. As usual - thanks a lot for participation - every discussion is matter, so feel free to leave your feedback in game community. Full list of changes follows:

CHANGELOG & BUGFIXING
•   Fixed issue when mouse cursor was sometimes visible on the screen even if UI was closed;
•   Now when animal is hit/shot in the head it receives 2x damage;
•   Fixed issue when AI became invincible when wearing plate armor;
•   Now player can add materials to structure without worker perk in order to have chance to finish buildings that don't require Worker perk to be set up;
•   Now after pressing "Take All" button on dead AI or animal body this body becomes in-active in order of interaction (fixes issue with multiple dead bodies at one spot - now they can be looted one by one);
•   Colliders parameters in bear's body were tweaked and fixed, missing body parts colliders were added;
•   Colliders parameters in deer's body were tweaked and fixed, missing body parts colliders were added;
•   Colliders parameters in buffalo's body were tweaked and fixed, missing body parts colliders were added;
•   Colliders parameters in wolves body were tweaked and fixed, missing body parts colliders were added;
•   Fixed physics issue with wolves dead body;
•   Colliders parameters in rabbit's body were tweaked and fixed, missing body parts colliders were added;
•   Colliders parameters in racoon's body were tweaked and fixed, missing body parts colliders were added;
•   Colliders parameters in foxes' body were tweaked and fixed, missing body parts colliders were added;
•   ~30% of English text was proofread (BIG thanks to Amiiban TNMRN YT!);


Title: Re: Kingdoms
Post by: Asid on November 12, 2020, 12:31:15 AM
UPDATE 0.653 [SIEGE #3 - ATTACKERS VS DEFENDERS]
Wed, 11 November 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/10455751/21f1b3185c60f4f9e5f44c194f2f31635f2134cc.png)

Welcome, lords and ladies of KINGDOMS!

0.653
New siege update has come. Changelog is quite large, mostly containing sieges and AI fighting fixes. Some important things I want to mention:

•   Attackers and defenders now can properly react to each other;
•   Soldiers now can properly use trebuchet animation places;
•   Barricades and gates now can be destroyed with a sword or other weapon;

We're still missing siege towers and rams, but I'm working on it at the moment - with settlers acting properly against each other during siege it became more epic than before, so we're almost at finish line of wars = diplomacy updates are very close.

CHANGELOG & BUGFIXING
•   Fixed issue when settler could still receive a damage after siege is over;
•   Fixed issue when settlers list was calculated incorrect sometimes after loading the game;
•   Fixed issue when settler could join the settlement when being very far away from it;
•   Now general can not only hire army and soldiers but also fire already hired ones;
•   Animals behavior script was changed a bit in order to increase overall performance;
•   Now player can see separate army and guards amount on milita management window;
•   Now size of an army that general can hire in players settlement depends on players commanding perks;
•   Now player can't send an army to enemy settlement without having war-camp build;
•   Fixed false warning notification when declaring a war;
•   Fixed issue when "Create a war-camp" button text went missing after pressing "Diplomacy" button;
•   Now settlers of sieged settlement will be aggressive to the player during siege if player is a leader of attackers;
•   Fixed issue when "Recall army" button didn't work properly;
•   Fixed performance issue when after unpausing the game all AI animators could be enabled for a moment causing a lag;
•   Fixed visual issue when AI could start flickering when being at march after game was unpaused;
•   Camera movement on global map was 2x times increased when using "Run" button;
•   Fixed issue when non-soldiers could march to war-camp sometimes;
•   Fixed issue when some soldiers could stay in the war-camp after sending an army to enemy settlement;
•   Fixed issue when player could assign soldiers to trebuchets even if there weren't enough of soldiers;
•   Soldiers now can use trebuchets and play animations there during sieges;
•   New quest was added "Bring healing herbs for wounded soldier";
•   Russian translation was updated;
•   French translation was updated;
•   Some errors in English translation were fixed;
•   Now barricades HP depends on wall type (100, 200, 400, 750, 1000);
•   Now Barricades can be damaged with sword or other weapon;
•   Distance when settlers of a settlement will attack aggressive player was increased from 30m to 100m;
•   Now after killing a settler player will improve siege effectiveness;
•   Trebuchet target choice was changed a bit - now it will mostly attack the houses, the wall and barricades;
•   Fixed issue when AI could start to vanish during the fight sometimes;
•   Fixed issue when AI could stuck near house entrance during the fight sometimes;
•   Fixed issue when settlers could be killed by invisible enemy during siege;
•   Now player receives no damage when being attacked in god mode by AI;
•   Now attacking army can kill civilians;


Title: Re: Kingdoms
Post by: Asid on November 26, 2020, 01:48:24 AM
UPDATE 0.663 [DISTANCES REWORK]
Wed, 25 November 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/73dfa77923c9dfbacae3d970ed35de54b1f03a62.png)

Welcome, lords and ladies of KINGDOMS!

0.663
First of, sorry there weren't any updates last week, the reason was given in this post https://steamcommunity.com/app/409590/discussions/13/2969523484457705471/ . The worst thing here was that I had some cool content and fixes prepared, that couldn't be uploaded just because my physical condition and this fact pissed me more than covid itself. Anyway, today I decided that its enough and you know "I can". So here is todays update.

The main addition is basically a gamechanger for many of you - possibility to tweak distances between various types of settlement for

AI. With distance control it's possible now to control amount of settlements farms and lairs on the map,. There are 3 sliders:
•   Settlement -- Settlement;
•   Settlement -- Farm (Bandits lairs are here too);
•   Farm -- Farm;

Now the whole map can be filled with farms with only several big settlements - it's all in new tweaks now.
Besides I've fixed various siege issues, some of those were quite serious like settlers that didn't stop to aggro and disappearing walls after conquering a settlement. The rest list follows:

CHANGELOG & BUGFIXING
•   Fixed issue when "siege effectiveness" points weren't properly calculated after killing attackers soldiers;
•   Fixed issue when settlers could remain aggressive towards player even after conquering a settlement;
•   Fixed issue when settlement wall could disappear after conquering a settlement;
•   Now player can tweak various distances between location using sliders in game options or during world creation;
•   Default distance between settlements was tweaked to 600m;
•   Default distance between settlements and small locations (farms and bandit lairs) was tweaked to 350m;
•   Default distance between small locations (farms and bandit lairs) was tweaked to 150m;
•   Fixed issue when farms couldn't spawn between settlements properly;
•   Fixed issue when AI didn't use trebuchets during sieges sometimes;
•   Now AI will 100% build at least 1 trebuchet for siege;
•   Economy tweak - now settlers will buy and sell more or less equal amounts of goods in order to keep local shops economically healthy;
•   Now aggressive settlement can actually loose siege when all soldiers in army are dead;
•   Settlers profession randomizer now works more smooth in order to introduce all AI professions on the island in more or less smooth correlation;
•   Fixed issue when player couldn't change day duration using in game options;
•   Amount of farmers and trader was increased a bit in order to boost economy in some settlements;
•   Fixed issue when attackers could sometimes stand still, without attacking sieged settlers;
•   Fixed issue when city defender could stuck at place in combat animation during siege;
•   Fixed issue when settler could stuck at place in combat animation when fighting an animal;

FULL LIST OF UPDATES

IMPORTANT
1) Please, feel free to use built-in bug reporter (F11) - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, I try to make saves compatibility for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to experience KINGDOMS as it was initially designed - smooth, without bugs and full of working mechanics - please, wait till final version will be out.

Thanks for your support, see you very soon!
Cyfieithydd



Title: Re: Kingdoms
Post by: Asid on November 26, 2020, 01:49:58 AM
(https://steamuserimages-a.akamaihd.net/ugc/1644339927634230931/5B429569134CBF8BEFD7CFD6EB868214D7ADEAA5/)

Title: Re: Kingdoms
Post by: Asid on December 07, 2020, 01:38:06 AM
UPDATE 0.664 [MUSIC REWORK]
Sun, 6 December 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/bceb2eb240484222502df6a6d57f11c5c084b836.png)

Welcome, lords and ladies of KINGDOMS!

FIXES
•   Fixed issue when bandit could play running with sword animation during the dialog;
•   Fixed issue when settlers in conquered settlement could remain hostile after siege is over (new game needed);
•   Fixed issue when player couldn't hire guards in conquered settlement (new game needed);
•   Fixed issue when tax collector didn't collect taxes in conquered settlement sometimes (new game needed);
•   Fixed issue bandits didn't properly react to to players replicas during dialog sometimes;
•   Fixed issue when battle music could be looped even if fight was over;
•   Fixed issue when battle music could be looped even if enemy (i.e. animal) was already far away;
•   Fixed issue when settlers looped in combat animation sometimes even of combat was over;
•   Some structures Update () function were optimized and rewritten in order to improve performance;

CHANGES
•   New animations were added for talking settlers during dialog;
•   Now not hostile settler will use greetings animation during the dialog;
•   Now destroying of bandits lairs will improve commanding perks;
•   Now conquering new settlements will improve commanding perks;
•   New music tracks were added for settlements;
•   New music tracks were added for exploring;
•   New music tracks were added for fights;
•   Now caves have new music inside;
•   New music on the ship;
•   New music during loading or world generation;
•   New music in taverns;
•   New music was added for bandits lairs;
•   New music was added for farms;
•   New music was added for sieges;
•   New quest "Bring poorman's hat for settlement leader" was added;
•   Russian translation was updated;

Title: Re: Kingdoms
Post by: Asid on December 09, 2020, 03:15:16 AM
UPDATE 0.665 [NEW AI JOBS]
Tue, 8 December 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/0ce3595cda535d1128a7829663448431b8244a96.png)

Welcome, lords and ladies of KINGDOMS!

CHANGES
•   Now amount of goods that is added in shop after settler sells there something depends on settlers trader perks - that will boost economy in settlements with skilled traders;
•   Sieges on large distances that plyer can't observe were tweaked a bit to take less time than before;
•   Now settlers can go to the wild and gather a leather from the animals there;
•   Now settlers can mine untreated stone in the wild;
•   Now settlers can gather various herbs in the wild and sell it in shops;
•   Now settlers can buy raw meat in tavern and cook it at home;
•   Now settlers can look for various veggies in the wild and sell their seeds in shops;
•   Now settlers can take various types of meat from killed animals and sell it in shops;
•   Amount of money when settler is performing gathering actions to earn money was increased from 300g to 500g;
•   Houses selling prices were decreased a bit;
•   Now settlers wont pay full sum when buying a house if they haven't this sum;

FIXES
•   Fixed issue when money wasn't taken from settlers inventory when buying a house or manufactory;
•   Fixed issue when settlers couldn't properly enter buildings sometimes, when there were a lot of other settlers near entrance;
•   Fixed issue when player could fall down the floor sometimes when sleeping on the second floor;
•   Fixed issue when UI could show incorrect amount of bandits in the lair;
•   Fixed issue when settler spend in animation place (inside buildings) much lesser time than needed;
•   Fixed rare issue when tracking a bandit could lead to false settler, that never was in the gang;
•   Fixed rare issue when settlers could join another settlement after loading a save;
•   Fixed rare issue when settler sometimes could take players settlement after loading;
Title: Re: Kingdoms
Post by: Asid on December 11, 2020, 12:31:24 AM
UPDATE 0.667 [WINNING SIEGE SLIDER]
Thu, December 10, 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/10455751/42e13729daecbe11cfc399251f7a23f1fb0b4249.png)

Welcome, lords and ladies of KINGDOMS!

CHANGES

•   Woodworker now can create and sell planks;
•   Now % that defines when siege will be won/lost can be changed in game settings (Settings >> Game);
•   % From the above addition now can be seen on siege screen;
•   Dialog line "What are you doing?..." was updated for meat gatherers;
•   Dialog line "What are you doing?..." was updated for herbs gatherers;
•   Dialog line "What are you doing?..." was updated for stone gatherers;
•   Dialog line "What are you doing?..." was updated for leather gatherers;

FIXES

•   Fixed annoying issue when player could accidentally hit the settler while helping to attack wild animal;
•   Fixed issue when siege couldn't be lost even if rating was <-100%;
•   Fixed size of wooden watchtower;
•   AI spreading inside houses was changed a bit in order AI could take all places available;
•   Fixed issue when AI will just stand before house entrance if all animation places there are already taken;
•   Fixed rare issue when AI couldn't properly leave animation place in the house;
•   Fixed issue when settler couldn't properly sell meat in the tavern;
•   Fixed issue when settler couldn't properly collect and sell boston-fern;
•   Fixed issue when "Distance between settlements" parameter weren't properly saved and applied sometimes;

Title: Re: Kingdoms
Post by: Asid on December 16, 2020, 02:16:46 AM
UPDATE 0.668 [BLOCKING]
Tue, 15 December 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/10455751/7606bb03749b5cd96aecd6c137d2513986b265fc.png)

Welcome, lords and ladies of KINGDOMS!

CHANGES
•   Now player can block enemy strikes (both from animals and settlers) using RMB (by default);
•   Impact animations were added when player is hit when using block;
•   When block is used it takes stamina, depending on potential damage;
•   When player's stamina is low all strikes will deliver only 50% of damage;
•   If stamina is <0, player's block can't prevent damage;
•   Now arrow loading speed and preparing to shoot depends on archer perks (+10%, +25%, +50%, +75%, +100%);
•   Weapon strikes speed now depends on swordsman perks (+10%, +25%, +50%, +75%, +100%);
•   Energy taken after using a sword now depends on swordsman perks (-30, -25, -20, -15, -10, -5);
•   Stamina now regenerates much slower when in block - 20% from usual speed;
•   Quest "Bring vegetable pie for hungry settler" was added;

FIXES
•   Fixed issue when player's stamina wasn't properly decreased when swinging a weapon;
•   Fixed issue when pickaxe didn't deal any damage;
•   Fixed issue when player could accidentally hit someone after saving;
•   Fixed false "% to win siege description" in game options;
•   Fixed issue when settlers swords weren't properly visualized sometimes and all settler have default small iron dagger of save form etc.;
•   Fixed issue when player could hit someone just by standing nearby;

TRANSLATIONS
•   Now player will see available languages when game is launched for the first time;
•   French translation was updated;
•   Russian translation was updated;

Title: Re: Kingdoms
Post by: Asid on December 21, 2020, 03:32:59 AM
UPDATE 0.669 [BUGFIXING]
Sun, 20 December 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10455751/95f34469bccd5b18b5af4bcaaec0d4ddb6768baf.png)

Welcome, lords and ladies of KINGDOMS!

CHANGES
•   Now amount of grass on the terrain fully depends on the season;
•   Now settlers will bow to the leader instead of just waving when greeting before conversation;
•   Bowing animations depend on settlers character;
•   Two handed swords damage was balanced a bit;
•   Pickaxe damage was balanced a bit;
•   Pickaxe damage was balanced a bit;
•   Textures of some city gates were changed to metallic;

FIXES
•   Fixed issue when player couldn't use map properly (including diplomacy one) when there are too much kingdoms on the map;
•   Fixed rare issue when bandits tried to talk to the player being very far away;
•   Fixed issue when player pressed pause during screen fading and could brake game camera and players movement;
•   Fixed issue when settler could stuck in talking animation sometimes when conversation was already over;
•   Fixed issue when music in main menu could start playing for a moment even if volume was set to zero;
•   Fixed issue when players camera could have incorrect position right after landing;
•   Fixed issue when battle music could start playing even if was disabled in music options;
•   Fixed issue when player hands were lighted incorrect at night;
•   Fixed issue when some horses were lighted incorrect at night;

Title: Re: Kingdoms
Post by: Asid on December 21, 2020, 03:34:26 AM
(https://steamuserimages-a.akamaihd.net/ugc/1644342164401954149/DC3D14605D096939A915037FC4394F62EF170AFD/)

Title: Re: Kingdoms
Post by: Asid on February 23, 2021, 02:32:59 AM
UPDATE 0.671 [PERFORMANCE AND MULTITHREADING]
Mon, 22 February 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10455751/029def705d40aa270a8a2e6fde074d40450e8c23.png)

FOREWORD
Friends, welcome back to KINGDOMS! As you may know from this post last two month I was working on massive performance update that adds multithreading support to the game. During this process I understood that multithreading is only the top of the iceberg and I could try to improve the performance of the game in any possible aspect - textures, meshes, scripts logic, pathfinding, world generation, AI logic etc.etc. The goal was:

o   Add multithreading where is is needed to not harm the performance;
o   Optimize ram usage and remove all possible memory leaks;
o   Optimize scripts logic - mainly for AI, structures and settlements - to improve performance for high-populated islands;
o   Optimize spawn system for almost all in-game objects - settlers bodies, animals bodies, houses models and vegetation;
o   Optimize pathfinding and navigation scripts both for settlers and animals;
o   Optimize all siege connected assets to improve performance during sieges, especially in large settlements;
o   Optimize game loading time and saves loading time;
o   Fix as many bugs as possible on the way;
o   Possibility to use old saves without any issues;

As you can see the amount of work was quite large, but I really hope that the result is 1000% worth it. Now to the points:

MULTITHREADING
This one took good half of the total amount of work. At first I wanted to experiment and understand on practice where multithreading is able to give real performance boosts. After numerous tests the result was: pathfinding and spawning can use multithreading at 100% speed, AI though can use it in some heavy code parts like complicate formula calculations. Of course the result depends on cores you have - 8-cores CPU will give much better result than 2-cores CPU.

SCRIPTS
The next global goal was to clean up all possible game scripts and change their logic in such way so they could use less CPU resources and give the same results. Update() functions were mainly removed and replaces with IENumerators() - this gave significant boosts to settlers, houses and animals scripts. Memory leaking code parts (i.e. with many GetComponent<> calls) were removed, cleaned and rewritten. Scripts are now working asynchronically to remove all performance spikes from the game.
Some systems, that worked individually for each object and took significant amount of performance - like AI finding place for house - are now calculated in separate threads.

BACKGROUND CALCULATIONS
The main key point of Kingdoms is breathing and living world. When playing it you can be sure, that even at very large distance settlers do exact the same thing they do near you - building, trading, crafting, selling, growing stuff at farms etc. For me it was and is to not cheat the player and calculate something in a tricky way, like spawn goods at shops or add settlers to the settlement - even at the distance world should have the same logic as at the very close distance. Most players won't even notice that, but for me it was important to make the world live in any point of the island even of player doesn't see it. And to tell you the truth all these calculation took quite significant part of script calculations. So I revisited all of them to understand where I can improve performance without loosing mechanics working. It was long and quite monotone process but the result is in the game, which is totally fine by me.

LOADING SPEED
Now game uses different compression method and this method increases overall loading time about 80-100%. Another issue was long saves loading, in particular - long roads calculation. This was because game also calculated walls all over the map at start of roads calculation. This was also improved - walls now can spawn much faster and as result it increases save loading about 200%. But roads spawn is not the single spawn system that was changed.

STATIC SPAWN AND MEMORY LEAKS FIXES
Another serious issue that needed to be fixed is periodically memory leaks. In most cases it was inefficient spawn of static objects. That's why the whole spawn system for static (i.e houses, scaffolds etc.) was rewritten from scratch to remove memory leaks. Vegetation was changed as well. First of, now it uses multithreading, plus many connected systems were changed as well in order to increase performance - masks on structures (that remove grass and other objects), masks on roads, all vegetation textures were compressed, distances were tweaked, LODs were optimized, colliders were optimized as well.

AI BODY SPAWN OPTIMIZATION
Previous AI bodies also affected performance in a negative way, causing fps drops there and there sometimes so the goal here was to make it work as fast as possible. Was was changes - body texture and mesh combiner scripts are now multithreaded, meshes were optimized (as a bonus all body customization options are more visible now), textures were compressed.

PATHFINDING OPTIMIZATION
The main thing here is multithreading support. Also some additional features were added to scripts in order to increase performance, i.e. occlusion culling.

SIEGES PERFORMANCE FIXES
As many of you could notice sieges in game affected performance in a very negative way sometimes, so this update will fix it. Many scripts were rewritten here as well, plus optimization of light sources and particles now give significant performance boost.

WHAT'S NEXT?
So, the huge optimization work is over and we're back to usual schedule - three update per week, the next one (0.672) is coming Wednesday. Plus update contains a LOT of bugfixes, I decided not to add them to this announce, they will be added to Wednesday patch note.
Thanks to all the players for support and patience, I really hope that you'll like the result!


IMPORTANT
1) Please, feel free to use built-in bug reporter (F11) - it will help development a lot.

2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, I try to make saves compatibility for every new version of the game, but can't guarantee it all the time.

3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to experience KINGDOMS as it was initially designed - smooth, without bugs and full of working mechanics - please, wait till final version will be out.

4) You can support development of KINGDOMS on my official Patreon page.

Thanks for your support, see you very soon!

Cyfieithydd

Title: Re: Kingdoms
Post by: Asid on February 27, 2021, 01:35:03 AM
UPDATE 0.673 [BUGFIXING]
Fri, 26 February 2021

Welcome, lords and ladies of KINGDOMS!
It's Friday and bugfixing is coming! Before going to the list of changes, make sure you didn't miss big 0.671 performance update, that significally improves performance and add multithreading support to Kingdoms. Thanks to all the players who is actively reporting bugs both using in-game reporter (f11) and game community - your help really matters a lot for the game.

CHANGES
•   Slightly changed war modificators by killing settlers or burning the houses - now single attack action can't be less than 5%;
•   Wars balance: now AI settlement can declare war to another settlement even if settlement-settlement distance parameter is too high;
•   A line about active quest was placed at the top of dialogue list;

FIXES
•   Fixed performance issue for specs with less than 8Gb RAM, when building masks (for removing grass, tress etc.) could take a long time to calculate and cause fps drops, i.e when house model is being spawned;
•   Fixed issue when AI couldn't use shops and taverns at far distances;
•   Fixed issue when AI couldn't properly buy and sell items in shops sometimes;
•   Fixed issue when AI soldiers didn't properly use watch-towers at far distances;
•   Fixed issue when player's title wasn't properly displayed when global reputation was above 10k;
•   Fixed issue in quest "Bring iron axe for farmer" when quest took a sword instead of axe from the inventory when finishing it;
•   Fixed issue when building big stone tower - big wooden tower carcass could spawn instead;
•   Fixed issue when pickaxe could disappear from the inventory when trading to someone;
•   Fixed issue when farmer could stuck at place in the garden collecting vegetables in the loop over and over again;
•   Now when farmers inventory is full by some reason, he/she can put item in the store and use later when needed;
•   Fixed issue when AI didn't participate in wars when settlement-settlement distances were too high;
•   Fixed issue when grass spreading wasn't correctly calculating depending on in-game season sometimes;
•   Fixed issue when farm-to-farm distance parameter wasn't correctly saved sometimes;


Title: Re: Kingdoms
Post by: Asid on March 02, 2021, 12:43:09 AM
UPDATE 0.674 [WHERE CAN I FIND...?]
Mon, 1 March 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/10455751/7427c48c885dc8cba824814753ee85631df99dea.png)

Welcome, lords and ladies of KINGDOMS!

Todays update adds to the game very useful feature, that will make a life of all travelers a bit easier. Now you can ask settlers to mark various location on your map - settlements of all kind, ruins, useful building like shops or manufactories - it's all there. The idea came to me when we were testing performance for 0.671 and I actually managed to play my game for a quite long time - usually because of often update timeline I usually see only some local areas I'm working for particular update - and that's the downside of such planning. And this time session was large and I could finally play and enjoy (!) Kingdoms. During the testing I clearly understood that game is desperately missing that and that here and here - when working on the game all days long you just don't see such things. So asking for locations is one of these features that I'm planning to add before we'll get back to the roadmap. It won't take long but definitely will make Kingdoms more enjoyable to play.

CHANGES
•   Now player can ask settler about following locations:
o   closest settlement;
o   closest farm;
o   closest bandits lair;
o   closest ruins;
o   closest iron bank;
o   closest shop;
o   closest blacksmith;
o   closest tavern;
o   closest stoneworkers place;
o   closest bakery;
o   closest woodworker's house;
o   notice board;
o   leader of your settlement;

•   The result depends on many factors, i.e. if settler didn't join the settlement, he cant tell about any shops or if shop wasn't build the answer also be negative etc.

FIXES
•   Fixed issue when the phrase "I cant teach you anything" could stuck in the dialog;
•   Fixed issue when AI's answer after player refuses to make a quest disappeared too quickly;
•   Fixed issue when AI's answer after player agrees to make a quest disappeared too quickly;
•   Fixed issue when the last phrase of AI after finishing the quest was invisible;
•   Fixed issue when marking settler as destination font color was unreadable sometimes, now it's white;
•   Fixed false AI animations and meshes clipping in watch-towers;



Title: Re: Kingdoms
Post by: Asid on March 05, 2021, 01:41:27 AM
(https://steamuserimages-a.akamaihd.net/ugc/1746805744359335156/AA175E8EDCA09DD7A68D85AF6FA5EA785CC73706/)

Title: Re: Kingdoms
Post by: Asid on March 06, 2021, 02:33:47 AM
UPDATE 0.675 [BUGFIXING]
Fri, 5 March 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/10455751/141aa25bb571b7a054cb246023df4a87ae585ab2.png)

Welcome, lords and ladies of KINGDOMS!
Today is Friday and today we have fixing of various bugs you've sent to me through in-game reporter and via community. As always, I'll repeat many time said words - don't be afraid to tell about various issues and report them - it really helps the game to become better with every portion of fixes. Every single report is matter - horse is flying? report! save won't load? report! report and report! My job is to fix things here making Kingdoms the game we all want to see. And now - to the list of todays fixes.


FIXES
•  Critical issue: fixed bug when sometimes game could freeze at roads calculation when loading saved game;
•  Building and scaffolds pools size was changed from 15 to 30 to prevent situations when player has 15 i.e. build towers in scene but can't build or finish new one because pool is over at 15;
•  Fixed issue when house doors could have false position and rotation sometimes when spawning;
•  Fixed issue when AI gatherers could only gather wood, ignoring all other resources;
•  Fixed issue when AI couldn't sell nothing but wood in the shop;
•  Fixed issue when farmers couldn't properly sell various seed types in shops;
•  Fixed issue when settlers couldn't sell various meat types in shops;
•  Fixed issue when game didn't mark biggest settlement on the map after populated world generation;
•  Fixed issue when gold in killed NPC pockets was calculated incorrect sometimes;
•  Fixed issue when AI farms could have missing doors sometimes;
•  Fixed issue when game marked farm or bandits lair instead of biggest settlement right after landing if save was loaded with player on ship;
•  Fixed issue when saddled horse couldn't properly spawn near the player after whistling;
•  Fixed bugged physics of some doors happening sometimes;
•  The scale of big wooden tower was increased a bit;
•  Fixed issue when player couldn't destroy bandits lair sometimes (new game is required);
•  Fixed issue when the icon of biggest settlement (after populated world landing) could have farm icon instead;
•  Fixed some AI scripts logic in order to increase stability;
•  Default AI building speed was set to 3 instead of 1 in order to balance AI settlements grow speed;
•  Fixed issue when fresh saddled horse couldn't properly called by whistle;
•  Added automatic unused resources unloading to some scripts in order to optimize memory usage and overall stability;

Title: Re: Kingdoms
Post by: Asid on March 13, 2021, 11:47:21 PM
UPDATE 0.676 [DESTROYING AI SCAFFOLDS]
Mon, 8 March 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/10455751/18f25b2df67f1c7ccc656fb01df4464cae24cee3.png)

Welcome, lords and ladies of KINGDOMS!

Todays update should fix the most annoying and most reported issue of current build (thanks for reporting btw!!) - AI building inside already build houses. First, they won't do this anymore. Second, to fix already messed up structures now player can demolish scaffold as well as already build houses - but in owned settlement only (would be strange if you could demolish structures in some random settlement - though, never say never). Another things to mention - fixes for animals behavior when they could loop in warning animation which was kind of annoying. Plus now player can see the amount of gold of each individual settler in the notice-board list. The rest of changes and fixes follows:


CHANGES

•   Now player can destroy AI scaffolds in owned settlement, no need to wait until house is build;
•   Now player can destroy any scaffold without having Builder perk;
•   Now player can see the amount of known settlers gold when using settlers list;

FIXES

•   Fixed issue when AI could calculate place for their houses at the same time as player is building something and two result could cause "building-in-building" bug;
•   Fixed issue when AI could spawn their building inside players common house because it wasn't properly added to settlement houses lists during building process;
•   Fixed critical animals behavior, when they stayed at one place in looped warning animation instead of running away or attack;
•   Fixed issue when wild horse could be looped in annoying warning animation;
•   Now horse galloping sound is less annoying and unnatural;
•   Fixed issue when meat-eaters didn't properly react on other animals and didn't chase them;
•   Fixed issue when game sometimes set resolution to 0x0 when first launching the game (mostly because of video driver issue), causing crash, now if this happens, the resolution will be set to 640x480 and players will be able to launch the game;
•   Fixed issue when AI could build a house right inside the wall sometimes;
•   Fixed issue when AI didn't got a gold for item sold in the shop;
•   Fixed critical trading issue when AI gold didn't change after barter causing impossibility to earn money and buy expensive stuff in shops;
•   Fixed critical trading issue when after selling an item the gold went to shops storage and to to settlers pocket;
•   Now the game can recreate options file once it will find out that it was created incorrect by some reason;
•   Now amount of pooled houses depends on RAM available in order to prevent crashes on systems with <8GB RAM;



Title: Re: Kingdoms
Post by: Asid on March 18, 2021, 11:56:52 PM
UPDATE 0.678 [NEW QUEST TYPES]
Welcome, lords and ladies of KINGDOMS!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/10455751/71722ee1975d975b134b3fbf43ff9c86ecc714e1.png)

CHANGES

•   New quest type was added: go and discover;
•   New quest was added "Find closest undiscovered ruins for settlement leader";

FIXES

•   Fixed issue when building a small smith big one was spawning instead;
•   Fixed issue when player could fall underground when building a big smith;
•   Fixed issue when gold payed to AI for training wasn't added to their inventory and couldn't be looted back after killing;
•   Fixed issue when player could build a settlement ignoring "distance between settlements" parameter;
•   Fixed misprint in text "I don't need your service anymore, N" where N should be settlers name;
•   Fixed issue when the game showed no notification when quests were taken, executed or finished;
•   Fixed issue when roads from previous world could be loaded in new world sometimes;
•   Fixed issue when "bring x to y" quest types sometimes stuck at finishing quest stage because of incorrect inventory calculations;
•   Fixed issue when pressing "shift" (speeding up camera movement) on global map didn't work when player was on horse;
•   Some changes in animals behavior scripts in order to increase performance;
•   Shadows of the fire on the walls during sieges were removed in order to increase sieges performance;
•   Fixed issue when pressing on quest in journal didn't correctly marked quest objective sometimes;
Title: Re: Kingdoms
Post by: Asid on July 27, 2021, 12:43:16 AM
UPDATE 0.701
Mon, 26 July 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10455751/155a8f9525a893eaee58fcecf0fb2f8008dec12d.png)

Welcome, lords and ladies of KINGDOMS!

We're finally back on track! Before reading this update news, please make sure you've checked updated roadmap I've published recently. Basically, this update is kind of preparation before real battle - it contains a lot various fixes I've made during this months - some are big ones (like fixing 16Gb RAM performance issue - it was tricky one), some are small, but important. New feature is new quest type - killing a human. Now we can improve bandits activities a bit (i.e. when player joined a gang or made new one) or create some interesting little stories here.

CHANGES

•   New quest type was added - killing a human;
•   New quest "Bandit asks to kill a farmer near by";
•   New quest "Baker asks to kill another baker";

FIXES

•   !!! Fixed critical performance issue on systems with 16Gb RAM;
•   Fixed issue when vegetation spawn system could use too much RAM sometimes, causing crashes;
•   Fixed issue when player model proportions in inventory menu was too big + fixed camera position;
•   Fixed camera position in player creation menu;
•   Fixed issue when player's puppet became invisible when loading save right after exiting player creation menu;
•   Fixed issue when quest could become bugged sometimes when quest giver was killed;
•   Fixed issue when inventory window could become bugged sometimes not reacting on button pressing;
•   Fixed issue when right after loading game could use too much RAM sometime trying to fix settlements IDs errors;
•   Fixed issue when navigation grid could be calculated incorrect around large bandit house sometimes;
•   Fixed issue when bandit could stuck in walking animation in his house sometimes;
•   Fixed various AI animation issues both in small bandits lair and large one;
•   Fixed issue when player stamina wasn't correctly calculated during melee fight sometimes;
•   Fixed issue when quest animal was killed by AI quest became bugged sometimes;
•   Fixed issue when game could freeze and crash sometimes when calculation road from one settlement to another;
•   Fixed issue when bandits lair became invisible on the global map after exiting diplomacy menu;
•   Fixed issue when game could freeze or crash when calculating and compilating AI cloth textures;
•   Fixed missing eating sound when using some vegetables types right after exiting the battle;
•   Fixed issue when time flow could stop sometimes when pressing inventory button during sleeping;
•   Fixed issue when AI animation time was calculated incorrect sometimes during player's sleep;
•   Fixed issue when houses models were missing sometimes when having too much houses of the same type in the settlement;
•   Fixed issue when "Search for ruins" quest marked iron bank instead of ruins sometimes;
•   Fixed issue when all AI had same appearance or bugged textures after world generation when player pressed inventory button during generation.

LOCALIZATIONS

•   Russian translation was updated;

FULL LIST OF UPDATES

IMPORTANT
1) Please, feel free to use built-in bug reporter (F11) - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, I try to make saves compatibility for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to experience KINGDOMS as it was initially designed - smooth, without bugs and full of working mechanics - please, wait till final version will be out.
4) You can support development of KINGDOMS on my official Patreon page.

Thanks for your support, see you very soon!
Cyfieithydd

Title: Re: Kingdoms
Post by: Asid on July 27, 2021, 12:45:29 AM
ROADMAP UPDATED [0.701 - 1.0]
Mon, 26 July 2021


(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10455751/c7b31e0379f9afeb756ed6ee7bc19317fe383ceb.png)

Good day, lords and ladies! I would like to put a few comments here before you'll dive to the roadmap.

1) First of and most important -
it's not 100% final
. I'm sure that before we'll reach 1.0 I'll edit the list not once - mostly with additions and editing of existing stuff, without removing anything, so this list represents features that 100% will be in the final product, so no worries here. Also, Steam sub-forum "Your Ideas and suggestions" still welcomes all the players!
2) Second important thought - when writing this
I tried to be as realistic as possible
in order of development - everything you'll see in the roadmap is 100% possible to develop without any serious issues and that mean - relatively fast. I've prepared code for this, so I hope that everything will be smooth here. As you can see, there are 3 big themes, and some stuff is marked with *. * Means features that not 100% thematic correct, sometimes not at all, but they'll match the development timing.
3) Third important thing -
I've changed my initial development plan a bit
. The plan was to finish all the gameplay stuff till 0.8 and since that add and polish things. But changed my mind and that's why - bringing new content (like new items and building) as important as adding of new gameplay features, I make polishing at Friday anyway, so stuff like main quest, new items, weapons etc. etc. were added to main themes.
And the last question is obviously - when? The answer is - we'll start today. It's 26.07.2021, Monday, and the first update of this roadmap will come today - we're making final test at the very moment. The plan is to release 3 updates per week. Monday, Wednesday - stuff from the roadmap, Friday - bugfixes and tweaks. I.E. today you'll have "New quest type - killing human", Wednesday is for "New system for AI names - second name, titles" and Friday is "Bugfixes".

FAMILIES

•   !!!DONE!!! - *New quest type - killing human;
•   New system for AI names - second name, titles;
•   *New UI element - now players with high hunter perks can mark nearest animals by type using a journal.
•   New arrived NPC can automatically form families: wife-husband-child;
•   New AI nickname system: "the Tall", "the Black", "the Strong'' etc. - will be connected with perks and AI characters;
•   Families can live in a house together;
•   *New wild plants type - flowers;
•   New dialogs options for player - marriage proposals;
•   New dialogs options - asking for settlers available for marriage;
•   *Main quest and it's mechanics - I;
•   *New armor/cloth type - I;
•   *New food/resource type - I;
•   New UI element - possibility to add the person (i.e. a good teacher) to the list in journal;
•   New UI element - list of all players houses in the inventory;
•   *New notice board use - orders;
•   *Orders - order for soldiers - patrolling, scouting;
•   *Orders for traders and manufacturers - producing certain goods for money;
•   New family laws - amount of allowed children, possibility to take only married couples etc.
•   Reworked global reputation system;
•   Social ranks system for player;
•   Social ranks system for AI;
•   *New location type - hunters hut;
•   *Hunters can patrol local area, hunt animals and sell trophies in the city;
•   Family tree UI;
•   Heirs and their unique dialog options;
•   *Armor rebalancing and adding new armor types;
•   New quests for family members;
•   *Main quest and it's mechanics - II;
•   *New armor/cloth type - II;
•   *New food/resource type - II;
•   New family quests for AI;
•   Blood enemy system and unique quests - after killing family member the rest of the family will become the blood enemy;
•   AI friends and enemies system - AI can make friends and enemies, that will cause unique quests;
•   Migration system - settlers won't stick in one settlement anymore - depends on happiness and friendship with leader;
•   *New place of interest type - abandoned graveyard;
•   *Main quest and it's mechanics - III;
•   *New armor/cloth type - III;
•   *New food/resource type - III;

DIPLOMACY

•   New resource locations - new ore types;
•   Jewels and new crafting recipes;
•   Jewellery and new structures types;
•   Reworked happyness system that is calculated not only from wealth, but from some additional factors;
•   Trading post in the port;
•   Possibility to upgrade the port (making it stone one);
•   *Integrating marriage into diplomacy - family alliances;
•   Conspiracies system - now certain characters can make a conspiracy against each other;
•   *Main quest and it's mechanics - VI;
•   *New armor/cloth type - IV;
•   *New food/resource type - IV;
•   Orders - sending spy to another kingdom;
•   *Bodyguards system - hiring up to 10 (depends on commander perks) personal bodyguards;
•   *AI bodyguards;
•   Adding family trees UI to diplomacy interface;
•   Possibility to poison other leader and his family;
•   Sabotage system - possibility to sabotage settlement manufactories;
•   Rebellions - now settlers can be aggressive if prosperity was low long enough;
•   Rebellions additions - quests and dialogs;
•   *New armor type;
•   More transparent in-settlement crafting - possibility to leave orders on notice board for certain goods, final quality will depend on settlers perks;
•   Settlement specializations - depends on location, places nearby etc.
•   *Rebalancing smith system - adding new skill tree for armor crafting;
•   Goods that can be produced in certain settlements only, depending on this settlement specialization, without these goods settlers can't be 100% happy;
•   New UI element - list of produced goods in settlement;
•   Trade caravans of various types - carts, horses etc.;
•   Possibility to add guards to caravans;
•   *Main quest and it's mechanics - V;
•   *New armor/cloth type - V;
•   *New food/resource type - V;
•   Bandits raids on travelling caravans - AI;
•   Bandits raids on travelling caravans - Player;
•   *New resource type - fish;
•   *New mechanics - fishing;
•   *New building type - fisherman’s hut;
•   *Main quest and it's mechanics - VI;
•   *New armor/cloth type - VI;
•   *New food/resource type - VI;

GUILDS

•   New building type - guild house;
•   *Main quest and it's mechanics - VII;
•   *New armor/cloth type - VII;
•   *New food/resource type - VII;
•   Guild types - fighters, farmers, traders - each guild has uniques random name;
•   Guild organization - central “office” with smaller “departments”;
•   Guild quests;
•   *Main quest and it's mechanics - VIII;
•   *New armor/cloth type - VIII;
•   *New food/resource type - VIII;
•   *New farm type - animal farm;
•   *Adding more animals types and new goods to the farm;
•   *Main quest and it's mechanics - IX;
•   *New armor/cloth type - IX;
•   *New food/resource type - IX;

Title: Re: Kingdoms
Post by: Asid on July 28, 2021, 11:37:37 PM
(https://steamuserimages-a.akamaihd.net/ugc/1687146319980186589/D2682322C0C1A2C054F3A9E48DBB469C3A548224/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)

Title: Re: Kingdoms
Post by: Asid on July 28, 2021, 11:39:10 PM
UPDATE 0.703 [FAMILIES - FAMILY NAME]
Wed, 28 July 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10455751/388d4da2c9dc0bb2db8987d808b66ed5dea85550.png)

Welcome, lords and ladies of KINGDOMS!

Today we're going down the roadmap. It's the first update for family theme that adds unique family name for each person on the island - it will be used a bit later for family systems and marriages. Player can choose family name as well when creating a character. Old saves will duplicate existing name i.e. "Cyfie Cyfie". Also, important change are female names. I've created newname generator that can create unique names both for males and females - I tried to make both look and sound like proper ones, so we could understand the gender of settler just by looking at the name. The next step here will be title system and it's a bit more complex and gameplay affecting - I'll see it in Mondays update already. Also, a small note I didn't cover in roadmap announcement - we still have war stuff to finish. I decided to put in Fridays updates - some adding and tweaks there and there between fixes, without creating new theme in the roadmap.

CHANGES

•   Now each settler has unique family name, created by randomizer;
•   First name of settlers now is generated in unique way, not just from the list - using unique elements, postfixes and prefixes;
•   Settlers from the old saves will change their names automatically - no worries if Gudporn suddenly becomes Anny Kar-Tan;
•   Female names are now different from the males ones, with unique style, so player can know the AI gender just by looking at the name;
•   All names and family names can be translated in different languages, all their parts were put to default English file used for translation;
•   Different family names styles were added, i.e. with using of "-" like Kor-o-Wan or Amir-Tin, or standard ones like Vindor, Sunway etc. - all procedurally generated;
•   Player now can choose a Family name in characters creation menu;
•   Character no cannot be created without inputting families name, new warnings were added;
•   Old save will just duplicate previously chosen name as a Family name, i.e. "Cyfie Cyfie";
•   Generic lore name (i.e emperor's one) were changed as well;

FIXES

•   Fixed issue when player could use space when inputting characters name, causing saves issues sometimes, warning was added;
•   Fixed issue when player could use dialog menu on the ship sometimes, causing following script errors;
•   Fixed issue when AI could have 2 identical names sometimes even if gender was different.
•   Fixed issue when player could exploit LP in character creation menu just by unlearning perks;
•   Fixed forest generation script error that can cause absence of ruins on the map;
•   Fixed issue issue when by creating of empty world AI characters could have identical faces and hairstyles sometimes;

LOCALIZATIONS

•   Russian translation was updated;

Title: Re: Kingdoms
Post by: Asid on August 02, 2021, 11:54:00 PM
UPDATE 0.711 [TITLES AND NOBILITY]
Mon, 2 August 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10455751/8b54d489d07977418db14520d9546da0eb4bf193.png)

Welcome, lords and ladies of KINGDOMS!

This is the second part of "Family name and titles" paragraph of the roadmap. From now on AI has one of 10 possible social titles (full list follows), that depends on his position in Kingdoms world. When reaching certain life goal AI will change his social rank in a different way, i.e. becoming a king after establishing a settlement, a merchant after opening the shop, the bandit after joining the gang etc.,etc., Also from now on settlers also have another important social indicator - nobility. In most cases it totally depends on social position, i.e. becoming a king means becoming a noble as well etc. Two titles be both noble and commoner - merchants and landsknechts. The next update will bring the same system for the player and replace old one ranking system, that was defined by reputation.

CHANGES

•   Now AI has 10 titles types that depends on AI social position in the world:
Emperor
- owns more than 10 cities on the map, noble;
King/Queen
- owns less than 10 cities on the map, noble;
Prince/Princess
- son/daughter of emperor/queen, noble;
Duke/Duchess
- own a city on the map, but NOT the capital of kingdom, noble;
Knight
- general, captain of the army, noble
Landsknecht
- recruit, sergeant on the army, noble-commoner;
Merchant
- owns manufactory/shop in the city, noble-commoner;
Freeman
- owns a farm, commoner, vassal of the king/emperor;
Serf
- owns a house or homeless, commoner, vassal of the king/emperor;
Bandit
- bandit, commoner (maybe noble too);
•   Now each settler is randomly gets "Noble" or "Commoner status;
•   Now title and nobility can be seen in Dialog window;
•   Noble status depends on social status, i.e. serf can't be noble, the king or knight will become noble etc.
•   Merchants and landsknecht can be both noble and commoner;
•   Player can learn AI's title/nobility only after making > 10 friendship with a person;

FIXES

•   Fixed issue when settler name could move too much up in the dialog UI sometimes;
•   Fixed issue when bandit could reset his variables and became a citizen sometimes, abandoning bandit's lair;
•   Fixed script issue when game could crash when building a notice board in bandit's camp;
•   

LOCALIZATIONS

•   Russian translation was updated;
•   French translation was updated (big thanks to KiFouine!);
•   Brazilian Portuguese translation was updated (big thanks to Kyo!);

Title: Re: Kingdoms
Post by: Asid on August 07, 2021, 05:09:10 PM
(https://steamuserimages-a.akamaihd.net/ugc/1682643584571934168/7622090E7AD49E5ECCD5852F24933154E3F52B58/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)
Title: Re: Kingdoms
Post by: Asid on August 11, 2021, 11:53:42 PM
UPDATE 0.723 [FAMILIES - AI COUPLES]
Wed, 11 August 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10455751/b1169d316eaec6857316e3b8aaea4280b5170904.png)

Welcome, lords and ladies of KINGDOMS!

As you can see this update title is "AI couples", but the most of changes are about performance improvements. I want to get rid from most of performance issues before adding something massive to the families. Sooo, for today's update I decided go through the most reported and most annoying ones - RAM leaks and saves crashes. The final list of fixes is quite large and I really hope that most of the issues are gone - smooth game experience is one of important things here. There is no point in adding new stuff, when the game runs like potato, right? Thanks you all for participation, I try to look through all Community discussions and your help is priceless 100% of the time, friends!

Now a few words about family stuff: now AI can form a couple when settling in the city - for now it's just a prep for further family forming, that will come in next updates, but basic (code-wise) is already here. Please, feel free to look at the roadmap for better understanding of what to expect next.

Have a nice and smooth (!) play, folks!


CHANGES

•   Now AI can find a couple when reaching the settlement;
•   For now only citizens can form a couple - farmers, bandits etc. are coming later;
•   The chance to form a couple is random;

FIXES

•   Siege fires particles were tweaked - in order to increase performance during siege;
•   Fixed issue when players title could gone missing sometimes from the UI;
•   Fixed issue when destination icon could miss distance number of location name was too large;
•   AI body spawn script was tweaked a bit in order to reduce lags in large settlements;
•   AI body LOD script was changed in order to improve average FPS in large settlements;
•   Various structures meshes were optimized in order to improve FPS in large settlements;
•   Many small objects of structures now don't cast shadows in order to increase FPS;
•   Wild plants spawn script was changed a bit in order to increase performance;
•   Now AI body is using pooling system - this should decrease RAM usage;
•   AI body texture size was decreased in order to reduce RAM usage and improve performance;
•   Fixed rare issue when AI body could half clip in the ground sometimes;
•   Fixed issue when "NOBLE" and "COMMONER" description didn't fit the window;
•   Optimized more than 100 UI text elements in order to increase performance when calculation UI size;
•   Fixed issue when FPC could go down when left side notification was visible;
•   Walls and gates models were optimized in order to increase performance;
•   Shadows quality was tweaked a bit in order to increase performance;
•   Fixed shop history script in order to increase performance;
•   Ship history list now can clean itself if its loo long - in order to reduce save size;
•   Fixed performance of gates lanterns;
•   Now wall size can't be more than 500m - larger size can heavily affect performance - works both for player and AI;
•   Some lighting settings were tweaked in order to increase performance;
•   Forest generation script was changed a bit - old system is now completely removed from the code;
•   Cleaned up some very old code that still using GUI system - in order to increase performance;
•   Fixed issue when game could crash when loading the save sometimes;
•   Size of some in-game fonts was changed;

LOCALIZATIONS

•   Russian translation was updated;
•   Brazilian Portuguese translation was updated (big thanks to Kyo!);


Thanks for your support, see you very soon!
Cyfieithydd

 
Title: Re: Kingdoms
Post by: Asid on August 12, 2021, 12:00:05 AM
(https://steamuserimages-a.akamaihd.net/ugc/1690525287935967650/43BD116BA3E4D49160FAAA0BBC84C1D1B74FA617/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)
Title: Re: Kingdoms
Post by: Asid on August 16, 2021, 11:03:19 PM
UPDATE 0.731 [COUPLES SETTINGS]
Mon, 16 August 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10455751/216bc9f528ba3e8441f29feb6be508fc99b4e7a4.png)

Welcome, lords and ladies of KINGDOMS!

In today's update we'll continue with couples mechanics. New tweaking sliders were added to game options, i.e couple creation chance or max amount of kids by AI (kids will come a bit later, see roadmap for more info). Plus now if player has a settlement notification will be shown if couple was created in your settlement. Also when creating the world player can choose the way couples will function in game. I.e. toggle "same-sex couples" option and as addition to that "historically accurate same-sex couples". Full list of changes follows.

In the next update couples will finally live together. I wanted to add it by today's one, but amount of work here is quite large - dialogs + basically rework of all interior animations spots, to make sure, that couples will have free place to eat and sleep together. Of course, I wish I could add things faster here - but unfortunately I'm not a machine + I want to make sure all new stuff is working as planned.
Also, some fixes were made there and there - thanks to all the player who is using in-game bug reporting tool (f11)!

CHANGES

•   Now player can change the chance for AI for creating a couple using game settings;
•   Default couple chance is 50%;
•   Max amount of desired kinds if AI now can be adjusted using game options;
•   AI can form the couple only with AI who also with to create a couple;
•   Now couples will have common family name;
•   Player now will receive a notification of new couple was created in settlement;
•   If one on the couple is noble, the other one will become noble as well;
•   Option "Same-sex couples possible" was added to world creation (new game is needed);
•   Option "Historically accurate same-sex couples gameplay" option was added to world creation (new game is needed);
•   If "Historically accurate same-sex couples" were enabled it's % from total population can be still tweaked in game options;
•   Option "Wife family name is used in couple" was added to world creation (new game is needed);

FIXES

•   Fixed issue when killed wolf could stuck in howling animation;
•   Fixed issue when stamina could rain when pressing sprint button just standing at place;
•   Now time can be changed with numpad +- only when using god-mode (G+o);
•   Fixed issue when saddled horse could disappear when player exits the cave;
•   Fixed issue when structures could disappear when player exits the cave;
•   Fixed issue when soldier was on march sword damage was calculated incorrect sometimes;

LOCALIZATIONS

•   Russian translation was updated;


Title: Re: Kingdoms
Post by: Asid on August 18, 2021, 11:29:44 PM
UPDATE 0.733 [SETTLERS NICKNAMES]
Wed, 18 August 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10455751/1945dcab310c3432953dbccc74d318be036c7a3e.png)

Welcome, lords and ladies of KINGDOMS!

According to the roadmap today's update is about AI nicknames, so here we go! For now on settlers can have unique nicknames that depends either on their appearance (i.e. "Kissed by Fire" for red haired, or "The Rock" for tall people) or on their perks (i.e. the Ranger for best hunter etc.). "Perk-nickname" is given to settlers with highest possible perk in the line, so now it will be a bit easier to find best teacher just by looking at his/her nickname.
The next step here will be dynamically given nicknames, that depends on AI's actions like "Bears Bane", "Wolves Killer" or "The Coward", I think it will be added somewhere near diplomacy stuff, I've added this to the roadmap as a separate paragraph. In the next update we'll return to our couples - they still need to live together:)
So, stay tuned and have a nice play!


CHANGES

•   Now settlers can have unique nickname right after the name, depending on their appearance or perks;
•   "Height" parameter was tweaked a bit for AI - women now can be taller, men can be smaller;
•   Nicknames were added for tall people (new game required for proper working);
•   Nicknames were added for short people (new game required for proper working);
•   Nicknames were added for best builders;
•   Nicknames were added for best scholars;
•   Nicknames were added for best swordsmen;
•   Nicknames were added for best bowmen;
•   Nicknames were added for best traders;
•   Nicknames were added for best blacksmiths;
•   Nicknames were added for best hunters;
•   Nicknames were added for best farmers;
•   Nicknames were added for best woodcutters;
•   Nicknames were added for best travelers;
•   Nicknames were added for best miners;
•   Nicknames were added for best commanders;
•   Nicknames were added for best thieves;
•   Nicknames were added for bearded males;
•   Nicknames were added for red hairs;
•   Nickname was added to dialog UI;
•   Nickname is visible on settlers list;

FIXES

•   Fixed issue when AI name was visible on selling paper even if player didn't know settler's name;
•   Fixed issue when settler's name could go missing sometimes in dialog UI;
•   Fixed issue when AI height parameter wasn't properly saved sometimes;

LOCALIZATIONS

•   Russian translation was updated;

Title: Re: Kingdoms
Post by: Asid on August 23, 2021, 11:54:05 PM
UPDATE 0.741 [COUPLES HOUSES]
Mon, 23 August 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10455751/3703b0b1e22cdef4304c7806021d818423879f6d.png)

Welcome, lords and ladies of KINGDOMS!

Today's update will finally add common house for settlers couples. This feature is not visual only, but also has some affect on gameplay - couples now have common house, meaning they'll build it together = a bit faster. If both in the couple had a house when couple was created the second house will be set as owner-free - other settlers will take this empty house.
Another feature I want to mention is small animals rework - their speed and notice radios was changed in order to make their tracking more comfortable - now player can catch them even without sprinting. As a small bonus rabbits models size was increased a bit.


The rest if today's changes and fixes follow:

CHANGES

•   Now AI family will have a common house to live together;
•   AI with family now can help his/her couple to build a house;
•   Of one in the couple has a house, partner will automatically use this house. Old house will reset owner and will become owner-free;
•   All members of the family can use their house as common place for sleeping-eating-resting;
•   Manufactories will remain individual - for now;
•   Quest "Farmer asks to kill a wolf" was added;
•   Rabbit's running speed and notice radius were decreased in order to make their killing a bit easier;
•   Racoon's running speed and notice radius were decreased in order to make their killing a bit easier;
•   Rabbit's size was increased a bit in order to balance hunting;
•   Now houses of dead settler can be taken by new arrived settlers;
•   If one in the family couple has a house, he/she can sell this house to new arrived settlers;
•   Now settlers will use their homes for relax or work more often;

FIXES

•   Fixed issue in quest "Kill racoon" when racoon was names as a "rabbit" on the destination icon;
•   Fixed issue when Buffalo map icon had no name at all;
•   Fixed issue when marked rabbit was named as a "fox" on destination icon;
•   Optimized living houses animation spots - removed all unused objects in order to increase performance;
•   Gates model for wall#4 was optimized in order to increase performance;
•   Fixed issue when settlers could miss their meal or bed-time;
•   Fixed issue when AI could have the same body models;
•   Fixed issue when settlers could have the same cloth sometimes;
•   Fixed issue when plate armor model could be missing sometimes;
•   Fixed issue when soldiers didn't equip new armor properly;
•   Fixed issue when guards didn't check for new armor in Town Hall chest;
•   Fixed issue when settler could stuck in front of entrance sometimes;
•   Fixed false setting description for "Couple chance" and "Max possible children";

LOCALIZATIONS

•   Russian translation was updated;

Title: Re: Kingdoms
Post by: Asid on August 25, 2021, 11:17:08 PM
UPDATE 0.743 [WILD FLOWERS]
Wed, 25 August 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10455751/b9ed2ede30a0be54855679467412625da92c2c19.png)

Welcome, lords and ladies of KINGDOMS!

Today's update will add to the game new resource type - flowers. There are 9 types of different flowers that can be found in the wild. Later they'll be used for couples interaction and various craft - i.e. in alchemy. Adding new item was very important step - development-wise - and I'll explain why. Previously adding any type of new item required new game from the player - old saves just didn't work anymore. Items lists were used in too many scripts - prices calculation, loot, trading, AI crafting, farming - etc.etc. and all these lines were written into save. To fix this issue some areas of save script needed to be completely rewritten. With current update schedule (3 update a week with planned new items on the roadmap) this issue should have been fixed asap, so here we are. For now on I can (finally!) add new items and this won't break saves - old ones will work perfectly. Some of you could think "And what?" but I really worked on this issue for a long time and finding the solution was a small victory. We're on track, so more updates are coming!


CHANGES

•   9 New flowers were added to vegetation:
Bouncing Bet
Cornflower
Emperor's Wort
Poppy
Chicory
Chamomile
Brown Ray Knapweed
Goldenrod
Sunroot

•   Each plant recovers 1 HP - not much, I tried to stay realistic here;
•   New item - bouquet - was added;
•   Player can craft bouquet right from the inventory;
•   Main screen logo was replaced;

FIXES

•   Fixed issue when player couldn't pick up quest "Farmer asks to kill a wolf";
•   Fixed issue when player's save could got broken if there were too many stored items on horse's back;
•   Fixed issue when prices in shops weren't correctly calculated sometimes - AI traders perks weren't properly loaded to formula;
•   Fixed issue when "Buy" and "Sell" parameters in shops weren't saved correctly sometimes;
•   Fixed issue when game couldn't be loaded when new item was added;

LOCALIZATIONS

•   Russian translation was updated;


Title: Re: Kingdoms
Post by: Asid on August 30, 2021, 11:29:44 PM
UPDATE 0.751 [CRYSTALS]
Mon, 30 August 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10455751/5d7c7040124ec9929557f6479a8fe12f02357e48.png)

Welcome, lords and ladies of KINGDOMS!

Now, when we can finally add new items to the updates (more about it can be found here) I decided to make a little more preparations before marriage proposals, plus I wanted to make some stuff from the game world interactable for soooo long time already, so I just couldn't resist:) From now on player (and AI characters as well) can gather crystals from the caves and use then in jewelry. Yes, right, in jewelry - I've added 4 new crafting recipes for rings - they'll be used very-very soon. AI can use all new stuff already - mine crystals, sell it, blacksmiths can craft rings and sell it as well.
Also, few most reported bugs were fixed. Most annoying one - animals clipping through ground when killed. Second to mention - flying settlers, when player was more than 50m away, so no more flights to stratosphere. The rest of the fixes follows.

In the next update I want to make some cosmetic, but very important change - rework most of settlers animations, used both in exterior and in interior. I've prepared all needed stuff for that, so everything should go smoothly. Downside - marriage proposals are moving to next week, but I'm sure that new animations are 100% worth it - game really needs it:)
So, that's it, see you this Wednesday already!

CHANGES

•   Now player can gather crystals in caves;
•   New craftable items were added: iron ring, iron ring with crystal, steel ring, steel ring with crystal - can be crafted in blacksmiths;
•   "Novice blacksmith" is needed for iron rings, "Blacksmith" - for steel ones;
•   Now building price is visible on sale paper;
•   Settlers can gather and sell crystals in shops;
•   Blacksmith now can craft rings and sell them in shops;
•   Now player can finish "talk to" quest in one pressing, without clicking reply over and over to finish quests.

FIXES

•   Fixed issue when font size of "resource for building" description was too big and didn't showed full list of needed resources (i,e. for City Hall);
•   Fixed issue when perks description font size wasn't small enough to show full list of buildings possible to make;
•   Fixed issue when settler could fly in the air when being 50m away from the player;
•   Fixed issue when settler could sing into the ground sometimes;
•   Fixed issue when animal could clip under the ground after death. not it will count parallel position;
•   Fixed issue when fox could continue running after death;
•   Fixed issue when player had to finish each "talk to leader" quest individually, which led to various quest errors, i.e. taking quest to destroy bandits lair, when it was already destroyed etc.
•   Now player can't exit dialog with ESC button in the middle of quest dialog - exiting with esc caused various quests bugs;
•   Fixed issue when level of friendship didn't change when finishing "talk to leader" quests;
•   Fixed issue when settlers couldn't properly use animation places when travelling from one settlement to another;
•   Fixed issue when "killing a wolf" quest marker led to leader instead of wolf sometimes;

LOCALIZATIONS

•   Russian translation was updated;

Title: Re: Kingdoms
Post by: Asid on September 01, 2021, 11:48:25 PM
UPDATE 0.753 [NEW ANIMATIONS]
01 Sept 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10455751/1849af5377b5780d2064c5693fbb99b05eb25bd4.png)

Welcome, lords and ladies of KINGDOMS!

As it was announced in the previous update, today's update will be about settlers animations. Before we'll jump to marriage proposals next week (already!) I would like to improve some animations aspects to make all this relations/marriage stuff more visually convincing. Now males and females have some different walking animations - first of all, walking and carrying one. No more cowboys carrying logs! Alongside with that I've fixed some interior animation bugs there and there, some animations were replaced, some were added, some were reworked. Anyway, after testing all new animations today I can totally say, that immersion-wise is was 100% worth time spend on these improvements (I doubt at first, to de honest).

Also, important thing I wanted to mention - houses selling bug was fixed - it was caused by recently added couple houses, that can also sell their houses. Anyway, fixed:) Full list of changes/fixes follows:

CHANGES
•   AI "picking up" animation was changed;
•   AI default "walking" animation was changed, new keys for starting and ending walking were added;
•   "Walking with torch" animation was changed;
•   "Walking with log" animation was changed;
•   "Walking with crate" animation was changed;
•   "Walking animation" for males was changed;
•   "Walking animation" for females was added;
•   "Table writing" animation was changed;
•   Hammer model was added to blacksmithing animation as well as sparkling and sound effects;
•   AI wood chopping sound was changed;
•   "Look around" settlers animation was changed;
•   "Counting" settlers animation was changed;
•   Settlers animations in shops were changed;

FIXES
•   !!! Fixed critical issue, when player didn't got the money for selling the house;
•   Fixed notification about player's house selling;
•   Fixed issue when settler couldn't enter the house sometimes if this house was visited by another settler previously;
•   Fixed issue when settler visited shop too quickly;
•   Fixed issue when a house, previously owned by couple couldn't be bought by other settlers;
•   Fixed issue when settlers could suddenly teleport from one shop to another;

LOCALIZATIONS
•   Russian translation was updated;

Title: Re: Kingdoms
Post by: Asid on September 08, 2021, 11:43:03 PM
UPDATE 0.763 [RELATIONSHIP IMPROVEMENTS]
Wed, September 8, 2021

Welcome, lords and ladies of KINGDOMS!

Before we'll finally jump to marriage proposals, I want to polish, balance and finish recently introduced relationship system, so this is what todays update will be about. Plus I've fixed some couples bugs there and there, because all couples mechanics that are already working for AI should work the same way for the player and this experience should be smooth as well.

First addition I want to mention is the second way to increase relationship - conversation. Now player can talk with settler about various topics. Each settler has favorite and hated topics, and that will have effect on final result. In order to balance and make relationship system more or less realistic player can talk about topics and send gift only once a day. Nobility from both sides also affects conversation's result.

Also question about favorite stuff were balanced - now player can't learn everything from start (only with high Scholar perks), given info now depends on relationship number.

Now, to the proposals - today I've worked on their preparations a bit - moved players couple to player's house, everything seems working fine, so the next content update will finally (!) add marriage proposals. So, that's it for today - nave a nice play and see you on Friday already!

CHANGES

Now player can increase/decrease relationship by talking with a person;
There are 6 topics to talk about - politics, family, business, fighting, craft and travelling;
Scholar line perks now used to learn about settlers favorite/hated items/topics;
To learn about disliked topic player should have at least 5 relationship or Scholar perk;
To learn about disliked item player should have at least 10 relationship or Scrivener perk;
To learn about liked topic player should have at least 15 relationship or Scrollmaster perk;
To learn about liked item player should have at least 20 relationship or Wiseman perk;
New non-cyclic quest was added - "Talk to farmer about the island";
Player can gain -5, -2, 1, 2 or 5 relationship when talking to the settler;
Player can talk about various topics with a settler once a day;
Player can send only one gift a day;

FIXES

Fixed issue when AI could stuck at place when deciding to eat in common house when common wasn't build.
Fixed issue when one in the couple couldn't move to couple's house sometimes.
Fixed issue when AI couple wasn't correctly loaded sometimes;
Fixed issue when AI was still counting as coupled even if wife/husband were dead;
Fixed issue when gifting disliked item didn't decrease relationship sometimes;
Fixed bugged AI chopping animation;
Some grammar in English lines was fixed;

LOCALIZATIONS

Russian translation was updated;

Wed, September 8, 2021
Title: Re: Kingdoms
Post by: Asid on September 14, 2021, 12:00:12 AM
UPDATE 0.771 [MARRIAGE PROPOSALS]
Mon, 13 September 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/10455751/fee658b3366a2244d4ee55462ec60d77f6bf9f9c.png)

Welcome, lords and ladies of KINGDOMS!

As it was announced last week today's update will finally add marriage proposals for the player. Player can ask about marriage if relationship is higher than 50. Gaining nobility or title will work for the player the same way they work for the AI - if someone from the couple is noble - after marriage both will become noble. When making a proposal player can also choose place to live - in players last build house (in that case wife/husband will change their settlement and join the one where family house is build) or in AI house. If player will flirt with someone when already having a family - relationship and friendship with in the family will decrease.
According to roadmap next update will improve in-family dialogs a bit, plus I'm working at family quests at the moment, so stay tuned and watch for KINGDOM's updates!

CHANGES

•   Now player can make marriage proposals;
•   To make a proposal player should have at lease 50 relationship points;
•   Player can't make marriage proposal if he already has a family;
•   Players family can move to AI house (if finished);
•   Players family can move to last build players living house (if finished);
•   Married settler can move to new settlement, depends where last players house was set;
•   If player's family moves to player's house, settlers change settlement to those, where house belongs to;
•   If player is a noble, couple will also become a noble;
•   If couple is a noble, player will also become a noble;
•   Couple will get players title if having lower title previously;
•   If player is flirting with someone when having a family, relationship and friendship with partner will decrease;

FIXES

•   Fixed issue when players title wasn't visible in the inventory menu;
•   Fixed issue when perk description font on character creation page wasn't fully visible for some perks;
•   Logs physics was tweaked a bit - now after 6 sec log will stop - that should help is cases when tree was cut on the hill;

LOCALIZATIONS

•   Russian translation was updated;

Title: Re: Kingdoms
Post by: Asid on September 19, 2021, 11:56:59 PM
(https://steamuserimages-a.akamaihd.net/ugc/1613967569142566241/FB30889A9178344E56869E948205C21B0BD82236/?imw=1920&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)

(https://steamuserimages-a.akamaihd.net/ugc/1613967569142568537/2A241C768D70046FED78F48F619BCE1F6748C9CD/?imw=1920&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)

(https://steamuserimages-a.akamaihd.net/ugc/1613967569142568325/551C41FB75373332E4F295CEA59FA44F57901E95/?imw=1920&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)

(https://steamuserimages-a.akamaihd.net/ugc/1613967569142568132/88620712AD7A260B986452DECA2569F60685777D/?imw=1920&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)

(https://steamuserimages-a.akamaihd.net/ugc/1613967569142567910/ACB784163C9B0A1A01B0749D365C5BC5F2355C2F/?imw=1920&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)

(https://steamuserimages-a.akamaihd.net/ugc/1613967569142567763/919A16A6109F2B87D2881F12A97D9CFC53435299/?imw=1920&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)

(https://steamuserimages-a.akamaihd.net/ugc/1613967569142567573/596E0388C5EF6B62276EF7DAF5D3E1C2BBB40FF0/?imw=1920&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)
Title: Re: Kingdoms
Post by: Asid on September 21, 2021, 11:45:50 PM
UPDATE 0.781 [NEW ITEMS]
Tue, 21 September 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10455751/fd256ca3b85382f4d5a2f8b2209beb29cd90d18a.png)

Welcome, lords and ladies of KINGDOMS!

Today's update is about new items and new gameplay features. First of, more jewelry types were added + jewels mining mechanics. When mining stone or iron player has a chance to find one of 4 jewels: diamonds, rubies, sapphire and emeralds. The chance depends on mining skills (2%, 5%, 8%). Also player can craft iron and steel rings with these jewels as well.
The second change is wetness mechanic. Now player can get wet under the rain or under the water - if parameter will reach 100% equipped tool can become rusty. To get dry player have to find a shelter or wait until rain will stop.
The rest of changes/fixes follow:

CHANGES

    4 New jewels types were added: diamond, ruby, sapphire and emerald;
    New jewels can be collected from stone or iron while mining, the chance depends on mining perks (1%, 3% and 5%);
    Settlers now can gather and sell diamonds, rubies, sapphire and emeralds and sell it in shops;
    New rings were added: iron and steel rings with 4 new jewels = 8 total;
    New rings can be crafted in blacksmith (Masterful blacksmith is required);
    Wood and jewels were added as a "resource" gift;
    Rings with new jewels were added as a "jewelry" gift;
    New player parameter was added for player - "wetness";
    Player's equipment could get wet under the water or under the rain;
    If rain drops couldn't reach the player equipment got dry;
    If wetness reaches 100% player's equipped tool will become rusty;
    Items mining and chopping formula was changed;
    "Mining" parameter description was added for pickaxe and rusty pickaxe;
    New quest "Gossips with blacksmith" were added;
    Balance: attack for steel axe was decreased to 20 in order to balance crafted weapon usage;


FIXES

    Fixed issue when players couple from another settlement was still counted as previous settlement settler;
    Fixed issue when rain particles were moving with player;
    Fixed issue when chopping tree with a pickaxe was too fast;
    Fixed issue when weather was saved and loaded incorrect;
    "Chopping" and "mining" descriptions were removed for bows and arrow;


LOCALIZATIONS

    Russian translation was updated;


Title: Re: Kingdoms
Post by: Asid on September 27, 2021, 11:30:45 PM
UPDATE 0.7815 [ASKING FOR SINGLE SETTLERS]
Mon, 27 September 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10455751/55d44dade0de8a62ee78ce281ba59605f822961d.png)

Welcome, lords and ladies of KINGDOMS!

We're moving further and further along the roadmap and today's update will be about additional dialogs. Now player can ask about single male or female settlers in the settlement. This should help a bit in finding a potential partner. Also, as you remember last update added wetness mechanics and new type of tools - rusty ones. Now player can fix these in blacksmiths.

Also, few bugs were fixed, some (i.e. looped animations in war-camp) were quite annoying. That's it for today, have a nice play!

CHANGES

    Now player can ask settler to mark random male settler without a couple on the map;
    Now player can ask settler to mark random female settler without a couple on the map;
    Now player can fix rusty tools in blacksmith ("Novice blacksmith" perk is required);
    Now settlers can be withdrawn from the war-camp just by changing their job;
    New quest was added "Wife is asking for crystals";
    New quest was added "Baker needs a LOT of flour";
    Now when settlement was conquered all settlers professions will be automatically reset;


FIXES

    Fixed issue with bugged emerald rings naming;
    Fixed issue when settler couldn't be withdrawn from the war-camp even if removed from the army completely;
    Fixed issue when settlers could "stuck" at the war-camp in the same position sometimes;
    Fixed issue when settler could stuck in the looped war camp building animation;
    Fixed text error in Quest "Bring onion for trader";
    Fixed issue when farmer could stuck in front of his house for a long time sometimes;
    Fixed issue when animals models could suddenly disappear in front of player sometimes;
    Fixed issue when no crystals could spawn in the cave;
    Fixed issue when blacksmith in the settlement didn't craft rings sometimes;
    Fixed issue when guard was fired he/she still was doing the duty;
    Fixed issue when farmers couldn't buy food in tavern sometimes;


LOCALIZATIONS

    Russian translation was updated;