Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on June 28, 2017, 12:36:42 AM

Title: Medieval Kingdom Wars
Post by: Asid on June 28, 2017, 12:36:42 AM
(http://cdn.edgecast.steamstatic.com/steam/apps/499660/header.jpg?t=1497624578)

Rewrite medieval history through bloody siege combat and grand strategy. Rule, build, and wage war as one of the minor lords of medieval Europe… Medieval Kingdom Wars redefines Medieval Grand Strategy.

Official Site: Here (http://medievalkw.com/)
Official forum: Here (http://steamcommunity.com/app/499660/discussions/)
YouTube Channel:Here (https://www.youtube.com/channel/UCVgBVoDskR-wv7qiMtS87mQ)
Steam: Here (http://store.steampowered.com/app/499660/Medieval_Kingdom_Wars/)


Single-player, Online Multi-Player, Online Co-op


Official trailer
https://youtu.be/AbWLgGYdJ1Y


About This Game
Medieval Kingdom Wars brings a fresh perspective to the grand strategy genre, combining it with a full-on real time approach, and daring to go where few strategy games have ventured before…Redefining Medieval Grand Strategy, by combining historical accuracy, a huge living and changing world, and historical quests, all in a real-time environment. Build your cities, wage your wars, serve your king, and experience siege combat with a degree of brutality never seen before

Features:
Medieval Kingdom Wars features a variety of features that breath new life into the grand strategy game genre:
•   Innovative Real-Time Strategy with a single player grand campaign and solo/co-op multi-player modes
•   A grand campaign that puts the player in charge of a lordship entangled by domestic and international politics
•   The bloody siege combat of the period, with numerous survival elements and brutal historical realism. Includes looting corpses and hunting rats to feed your starving garrison
•   Realistic, medieval siege combat with intricate stronghold construction, and over 30 siege weapons and units
•   Featuring the most detailed and beautiful maps seen in this genre. The world map covers all of Western Europe
•   The complex city-building and economic model carries over seamlessly, from the skirmish battles to the grand campaign
•   One game combines players’ favorite features from the most popular RTS and Grand Strategy games on the market
•   A completely new IP, yet it will feel familiar.
•   Beautiful, yet gory game world where players fight across epic battlefields, and play a role in the grand events of the Medieval Europe
•   Solo and multiplayer skirmish and coop modes, with thousands of other players and a full set of features from ranking to guilds.

As well as:
•   Beautiful and Dynamic World Map
•   Real Time Grand Strategy Approach
•   Incredible Historical Accuracy
•   Complex Economic Survival Model
•   Non-linear Quests, Multiple Paths
•   Political Relations with Other Lords
•   Construct Enormous Castles
•   Complex Technology Tree
•   Weather and Seasons Change
•   Powerful World Editor & Workshop


(http://cdn.edgecast.steamstatic.com/steam/apps/499660/ss_75eac0a68d052d63cd40b66a04243b4e79b6f0f1.1920x1080.jpg?t=1497624578)

(http://cdn.edgecast.steamstatic.com/steam/apps/499660/ss_424f6a8fe6b5181fccc5809db93af1f0d884a2aa.1920x1080.jpg?t=1497624578)

(http://cdn.edgecast.steamstatic.com/steam/apps/499660/ss_5aac5841ec0532feb4d1c70be1bb222f2f5ace1e.1920x1080.jpg?t=1497624578)

(http://cdn.edgecast.steamstatic.com/steam/apps/499660/ss_cc52d8a7aef569b72a7ee4de6d2c0814a2e39d3b.1920x1080.jpg?t=1497624578)

(http://cdn.edgecast.steamstatic.com/steam/apps/499660/ss_b5c1c67784335e40b7ba96e3dd5caac6c7084caa.1920x1080.jpg?t=1497624578)

(http://cdn.edgecast.steamstatic.com/steam/apps/499660/ss_a44f9494676eac3316980b8235ab186535d138ca.1920x1080.jpg?t=1497624578)

(http://cdn.edgecast.steamstatic.com/steam/apps/499660/ss_bfad9df47834d40541d00c574fdc167266f8c1e9.1920x1080.jpg?t=1497624578)

(http://cdn.edgecast.steamstatic.com/steam/apps/499660/ss_0ad86f3c05ef90af44f91288b24f700f324b0fed.1920x1080.jpg?t=1497624578)

(http://cdn.edgecast.steamstatic.com/steam/apps/499660/ss_365114783b32032dc90559a40869a9ee5cfd65b8.1920x1080.jpg?t=1497624578)

(http://cdn.edgecast.steamstatic.com/steam/apps/499660/ss_8f20569979515d52a88a9f4bfe5146211d1648ee.1920x1080.jpg?t=1497624578)
Title: Re: Medieval Kingdom Wars
Post by: Asid on July 04, 2017, 09:06:49 PM
July Roadmap and Upcoming Updates
4 JULY   - DEV KONSTANTIN


(http://mkw.reverieworld.com/steampics/n2.jpg)

Dear Players,

It`s great to see that so many of you are enjoying this early alpha version of the game. Same time it`s awesome to see stable player numbers and that MKW is not falling through the charts. To be honest - we were worried that things might go badly, considering the Mixed reviews. So - Big Thank You, for the warm reception - this gives us good hope for the future!

Also if you`r enjoying the game, or have some suggestions, please take a moment to drop by our Steam forums, or consider reviewing the game at whatever portal you purchased MKW.

We try to consider all of Your suggestions and reply to every post. And we always appreciate more reviews as well - to show the new players what the game is like.

But first... lets start with some bittersweet news (bitter for our players, sweet for us)


Vacation Time....
Both of our developers (myself and OddConfection) are taking a long planned vacation in July (can`t remember last time we been out). So unfortunately from around 15th until 22nd there will be no updates. But we`ll be sure to make up for it before we leave, and once we are refreshed and back - expect a flurry of new updates. Meanwhile Langor will still be available on the forums to read through and reply to all the posts.

Now lets look onto the plans for July...


July Development Roadmap
During July we hope to add last of the core features into the game, these will include:

World Map Unit Management - this is HUGE, and the main core element missing right now. We are doing away with the whole Army level thing, instead - just like in majority of grand strategy games - you will be able to train troops and transfer them between armies and towns.

World Map Building Management - also big part of the core campaign - instead of going into View Town Mode all the time, you will be able to construct buildings, right on the world map (for now using Silver, until we add world map town economy).

Naval Combat - the boarding actions, battles will start with a dozen of ships already in boarding position, and a quick fixed force battle taking place. The whole thing is simplified compared to games like Total War, and works more like naval battles in some of the Mount and Blade mods, but we are taking our time to make it very atmospheric, and dramatic. Besides - who has the time to chase ships over the water map for an hour?:)

Saving Units, Livestock e.t.c - as part of the WM Unit Management update - units will also save in battle, in view mode e.t.c

Spawning Units on the battle maps - same time we`ll be adding proper spawn position for all troops and economy units on all levels (right now they just all spawn by the town hall)

Research Tree, Locking stuff until researched - also a huge addition. Right now everything in-game is unlocked, however we have a huge progression in-mind (similar to what we did in KW2B, but with a tech tree that`s twice as big). Once this is in - we`ll lock something like 70% of available buildings, techs, units, abilities e.t.c and you will need to research it in the Steward menu as you progress through building your empire. As for the trade crafting components used to unlock techs, we`ll come up with some quick way to generate these for now (until full trade economy is in)

New Town Levels - we are adding a number of new town levels, this will help with variety quite a big. Also each starting town (for HRE, Castile e.t.c) will be unique now.

New Hamlets level - same time we are working on more hamlets designs - including fishing villages, small harbors e.t.c

Expanding the Random Map - right now most levels for Army vs Army or Hamlet attack look the same - just some Oaks, maybe a lake and a river there. in July we are greatly updating this system to include a lot of new terrain - from dense forests, to swamps.

Reworking Army Vs Army - Right now it`s too similar to Army Attack, instead it will see greatly reduced building options, and more of a fixed force scenario approach.

Bug Fixes and Improvements - there are over 50 other smaller bug fixes and improvements planned - too many to get into, but yeah - something like 36 of these are Your suggestions and bug reports, so once again - Thank You!
Title: Re: Medieval Kingdom Wars
Post by: Asid on July 06, 2017, 02:57:53 AM
Update # 9 is Here!
Medieval Kingdom Wars - Dev Konstantin


And we are back with another large update. Our goal this time around was to once again polish up all the current content, making campaign bug free, balanced and more enjoyable to play. In addition to complete this update we`ve included over a dozen of your suggestions and fixes for the bugs that You reported.

Our next update is due early next week. Yeah...just one update this week, BUT - the reason for slowing down the updates is that we are working on a huge addition of being able to construct buildings directly on the world map, as well as completing the work on Naval Combat. You can expect both of these massive features later next week.

Thanks for all the support and help on our Steam forums!

And so - presenting Update # 9

-Added speed controls to the campaign map from 0.4 to 3.
-Town Hall level is now saved in View mode
-Completely reworked how Auto-Resolve works, much stronger army/town is now almost guaranteed to win against a much weaker opponent - 2 army/city strength difference
-Reworked Weather lighting - much easier to see units during rain
-Reworked Weather Lightning - looks much better and more realistic
-Major rework of the Dover Level - front walls not upgradable and capturable, other changes
-Major rework of Paris level - removed two extra gateways, improved combat performance
-Fixed major problem with buildings spawning units inside walls on some levels
-Fixed a bug with towns not properly revealing enemy armies
-Added short intro cinematics to Army vs Army and Hamlet attacks
-Exiting in the middle of the battle will result in a loss, and provides appropriate message
-Added warning about forfeiting battle when exiting in the middle of any battle
-Battle time increased to 45 for Hamlet attack/defense, and 90 for City attack/defense
-Can now skip town intro flyby
-Greatly increased world map fog of war view for armies and towns
-Cities can now recruit a higher level army, up to level 5.
-Added Time limit selection option to the Skirmish game mode
-Tutorial Button will now resume tutorial at the point last played, resets on completion
-Temporarily hiding Continue button
-Arranged Marker Building buttons better
-Removed Low Shadow options, was not working right
-Corrected Army Tent description mentioning Goblins...
Title: Re: Medieval Kingdom Wars
Post by: Greybriar on July 06, 2017, 03:17:19 PM
It looks so good that I plan on buying Medieval Kingdom Wars after it gets out of Early Access.
Title: Re: Medieval Kingdom Wars
Post by: Asid on July 06, 2017, 03:29:06 PM
The devs are very responsive.

I like what I see so far  :thumbsup
Title: Re: Medieval Kingdom Wars
Post by: Asid on July 12, 2017, 03:46:28 PM
Update # 10 Has Arrived!

As we are slowly packing the bags for the week long vacation ahead, we are excited to present the next massive update - that luckily we have finished just in time.

With this and our future July updates, our goal is moving from quantity to hm... Epicness. It`s time to start adding some big feature to MKW, so while todays update comes with a short list of changes - they are the big once. Like - Naval combat - for the first time ever in a KW game, or, a real game changer for the campaign - constructing buildings right on the world map.

As always - Thank You for your continuous support. There`s a chance we`ll squeeze in another update on Friday, though can`t promise this. And once we are back from vacation the following week we`ll continue with rolling out more awesome features this month.

And so - presenting Update # 10
-Added building construction and management on the world map
-Added Naval Combat - work in progress
-Fixed blockading palisade not fully building around the large towns
-Fixed auto-resolve issues with AI attacking army always winning
-Fixed problem with campaign armies going one on top of another by the besieged city
-Trees now have a lot more wood in them, improves wood economy and serf silliness
-Cursor will properly change to show what walls units can be tasked on, and what walls can`t
Title: Re: Medieval Kingdom Wars
Post by: Asid on July 29, 2017, 02:09:23 AM
Update # 11 is Live - We are Back!

(http://mkw.reverieworld.com/steampics/large.jpg)

Dear Players,

After taking a week off we are back to work, and continuing with our weekly updates schedule.

This week we have another massive update for you. One of the top requested features has always been adding more playable kingdoms - and in today`s update we did just that - unlocking every nation from The Papacy, to small Duchies like Bohemia. In addition we focused on polishing all of the recent new content. Fixing a numbers of issues across the board, improving the balancing, and taking care of a few bugs reported by our players.

Our next major milestone is completely rework unit management and fixed force part of the game. In the next update (or the one after) we plan to enable recruiting units from your towns right on the world map; and allow towns and armies to hold and transfer actual units.

Next up we hope to finally concentrate on the basic Diplomacy and Research Tree.

As always - thank you for your support, and we are very glad to see the Review score improving with every update, this is the best indicator that we are moving in the right direction.

And so, introducing Update # 11:

-All nations are now playable, with different starting conditions. Including - Ireland, Scotland, Burgundy, Austria, Bohemia, Papacy, Venice, Aragon, Portugal and Granada
-Enemy nation Armies will not longer attack player right away on the first run of the game
-Reworked how often AI attacks the player, now depends on campaign difficulty
-Improved the look of the naval combat level
-AI now will aggressively attacks in Naval Combat
-Constructing buildings on the campaign map shows building tooltip, needs a bit more work
-World Map MiniMap and Town Ownership flags on the world map are now updated to show controlling player
-Adjusted Building GUI so text will not overlap buttons
-Serf removed buttons to mine gold and iron, and fixed description on the looting action
-Fixed major visual glitch when destroying some buildings
-Fixed exploit allowing to exit battles without forfeiting
-Fixed bug with minimap showing wrong colors when attacking large cities
-Fixed problem with armies coming to attack player towns overlapping with player armies
-When exiting or entering campaign or main menu- all GUI menus will be closed
-Fixed the lag with loading portraits in the main main
-Fixed problems with some ports being unaccesible on the world map
-Campaign Selection screen now shows starting towns or hamlets
-Improved the Nation portraits for all minor nations
-Difficulty effects army cost 15% less
-Tax Income, Hamlet Upgrade price cost slightly increased on easy, decreased on hard ~10%-15%
-Campaign Intro cinematic reworked with more time to read text
-10% less chance to win in auto-resolve when attacking AI towns
-Reduced the range of Wall Capture object, no longer can capture through the walls
-When army or town is too far away to attack on the world map, appropriate message will show as army marches
-Clicking on enemy army or ship out of range will now initiate army movement
-Fixed problem with AI army passing by without attacking
-Fixed problems with AI armies standing by player towns for a very long time before attacking
Title: Re: Medieval Kingdom Wars
Post by: Asid on August 05, 2017, 02:31:54 PM
Update # 22 (or 12th by the old count) - Is Here!


(http://mkw.reverieworld.com/steampics/n1.jpg)

Dear Players,

Hope everyone`s doing well and ready for a weekend ahead! With today`s update we are starting a three update combo that will completely rework the core worldmap gameplay.

Today we introduced the town garrison system and town unit recruitment... Though I must admit - the current system is a work in progress. But it`ll all make perfect sense next week, once we expand the garrison to 30 units, and start adding whatever units you had in battle or in town view mode to the garrison. We`ll also introduce building and unit silver upkeep cost, and smart unit placement at the start of the battle (no more raves by the town hall).

Another thing of note, to avoid confusion in the future we decided to change how we refer to our updates. From now on we`ll use the game version to refer to our updates. So today`s update # 12th - would be Update 22. Sorry for any confusion this might cause, so yay - update 23 nextweek:)

In addition we are making a lot of changes to the world map level design, and are happy to introduce our 4th town level - Nantes, France. This huge river port city is waiting for you both in Skirmish and in campaign.

As always - Thank You for your continuous support, and can`t wait for the epic new update next week.

And so - presenting Update # 22

-Towns can now hold garrison of up to 12 units (to be expanded to 30 in the next update)
-Towns can now recruit units
-In View Town mode population temporarily reduced to 12 (will be back to 30 in the next update)
-Translated all the current not localized text
-New Level added to Skirmish - Nantes
-Changed levels for most of the world map towns, adjusted strength values, more variety
-Cleared and improved Hamlet locations on the world map
-Added new world map markers for hamlets - look like large villages or small towns now
-Nantes added to the world map, used for several shore towns, level 4
-In Skirmish AI partner will no longer constantly open gates
-In Skirmish AI partner will no longer order player wall construction
-Redesigned Pirineos mountains on the world map
-Redesigned Portugal on the world map - less mountains
-Redesigned Wales mountains, Breacon Beacons much smaller, and massive Snowdonia mountains.
-Moved Barcelona Hamlet on the World Map into it`s proper location
-Fixed minor issue with hamlets and army camps having extra 6 population in battles
-Various small GUI improvements: tooltip for town buildings fixed, move and scaled some strings
-Added scrollbar to long nation descriptions
-Fixed skirmish bug where friends would not see each other games
Title: Re: Medieval Kingdom Wars
Post by: Asid on August 11, 2017, 03:30:01 AM
August Roadmap and Upcoming Updates
9 AUGUST   - DEV KONSTANTIN


(http://mkw.reverieworld.com/steampics/n2.jpg)

Dear Players,

We want to start by thanking you for giving MKW a chance, and for all the continuous support. It`s truly inspirational for us to see that so many of you are enjoying this very early version of the game. Player numbers have been steady, and majority have many hours in-game, even hundreds. Big Thank You, for the warm reception - this gives us good hope for the future!

And if you are enjoying the game, or have some suggestions, please take a moment to drop by our Steam forums, or consider reviewing the game at whatever portal you purchased MKW.

We always consider all of Your suggestions and reply to every forum post. In addition now that there are first social elements in the campaign, I will set a few hours each week to talk to our players in-game.

Now lets look onto the plans for August. After 12 updates in the past 8 weeks - we are just gaining the momentum and continue with our weekly updates.


August Development Roadmap

World Map Unit Management - this is the BIG August project, and the main core element missing right now. We are doing away with the whole Army level thing, instead - just like in majority of grand strategy games - you will be able to train troops and transfer them between armies and towns.
ETA: late August.

Reworked World Map Town GUI - managing your towns is a big part of the campaign experience, and we are completely reworking the Town GUI.
ETA: early August.

Saving Town and Army Units - we plan to have MKW fully persistent between worldmap, battles or RTS town management - and this fill finally come together once all the units - trained or kill are saved once you are back to the world map.
ETA: mid to late August.

Spawning Units on the battle maps, remembering position and tasks - next is the proper spawn system for all troops and economy units on all levels (right now they just all spawn by the town hall). As for units that you have placed somewhere on a map, or given a task order (like cut wood) - that position and action will be remembered for the next time you open the town.
ETA: early August.

Research Tree, Locking stuff until researched - another huge addition. Right now everything in-game is unlocked, however we have a huge progression in-mind. Once this is in - we`ll lock something like 70% of available buildings, techs, units, abilities e.t.c and you will need to research it in the Steward menu as you progress through building your empire. As for the trade crafting components used to unlock techs, we`ll come up with some quick way to generate these for now (until full trade economy is in)
ETA: late August.

New Town Levels - we plan to add at least one more large town to the game in August - Caen is confirmed, Dublin is a possibility
ETA: late August.

New Hamlets level - same time we are working on more hamlets designs - including fishing villages, small harbors e.t.c
ETA: mid August.

Expanding the Random Map - right now most levels for Army vs Army or Hamlet attack look the same - just some Oaks, maybe a lake and a river there. in July we are greatly updating this system to include a lot of new terrain - from dense forests, to swamps.
ETA: mid August.

Reworking Army Vs Army - Right now it`s too similar to Army Attack, instead it will see greatly reduced building options, and more of a fixed force scenario approach.
ETA: late August.

Bug Fixes and Improvements - there are over 40 other smaller bug fixes and improvements planned - too many to get into, but yeah - something like 21 of these are Your suggestions and bug reports, so once again - Thank You!
ETA: Earl to Mid August.
Title: Re: Medieval Kingdom Wars
Post by: Asid on August 12, 2017, 12:48:20 AM
Update # 23 - The Big One - Is Live!

(http://mkw.reverieworld.com/steampics/small.jpg)

Hey Everyone,

It`s a big one. Our biggest update so far. From improving performance, to fixing over 30 issues and bugs, to amazing new content when it comes to town management and garrisons. But we didn`t stop there...no sir. This update also re-balances entire unit relations system, changes how you play the campaign (no more OP auto-resolve), and so much more...

Next week we have a major sale event for MKW, and fingers crossed, by next weekend we should see the player population reach 100-150 players online at once. This should help us get some multiplayer skirmish games going - a welcomed break from playing singleplayer campaign all the time.

And of-course - you can expect another awesome update next week. For more details on what`s coming please don`t forget to check the August Roadmap here:

http://steamcommunity.com/games/499660/announcements/detail/1444946433185332921

Thanks for all the support guys, it`s amazing to see review score moving closer towards a Very Positive score.

Best Wished for the Weekend Ahead!


And yeah... - presenting Update # 23

MAJOR FEATURES
-Town GUI relocated to the bottom of the screen, to be further rearranged and updated
-Town GUI garrison menu now allows training all units include siege and support
-Towns now remember units at the end of the battle, and save these units to the garrison
-Expanded Town Garrisons to 30 units
-New Major Video Quality setting - Model Quality now available in the Options Menu
-Completely reworked Auto-Resolve code, no longer favors the player, and mostly depends on Level +-20%
-Greatly improved performance in all large town sieges, still not perfect, but much better

FIXES AND UPDATES
-Fixed major problem with user interface breaking when going into a battle from the world map
-Improved Defending AI - will move more units of more types to garrison the walls
-Town GUI garrison and buildings - cursor automatically changes to an empty slot for the next building or unit
-Towns will no longer auto spawn serfs and chickens, instead added these to the town Garrison on default
-Skirmish for new players on default only features 1 AI attacker, not 3 AIs
-Large Chat fonts will increase font size everywhere
-Fixed campaign news feed lines cutting in two
-Better art for GUI Garrison unit and empty slot
-New campaign now starts in March instead of January
-Translated some of newer text into all 6 languages
-Improved Spanish translation, many thanks to our player Alonso for helping out
-Improvement to all translations
-Fixed German tutorial text - was shown in English before
-Increasing Chat Font in the options increases font everywhere else in-game, applies after restarting the game
-Fixed double quest pop-up window on starting new campaign when skipping the cinematic
-Paris Notre Dame will no longer burn down after a few hits with the weird texture
-Paris and Nantes levels fixed a few holes units would use to sneak through walls
-Fixed Paris and Nantes gatehouse barricades not removing once building town stone towers
-Fixed problem with Hamlet world map design not showing properly in the new campaigns
-World Map fixes - change Dodger Bank to Dogger Bank
-Fix bug with the new campaign start not being about to zoom in and out, or use the edge screen scroll
-Fixed siege weapon not properly forming when group of them is tasked
-Campaign map properly centers on reload
-Various tutorial fixes and changes
-Tutorial now uses new type of closable text window

PERFORMANCE AND STABILITY
-Fixed a lot of small lag spikes when selecting units or creating new units or buildings
-Fixed lag spike at the start of the battle level cinematic
-New players starting the game will see the High shadow settings, makes game look much better
-Reduced visual memory usage by 310Mbs (900 MBs on older video cards)
-Improving the game shadows for many lower and mid range system players
-Lower end systems will experience up to 20 FPS increase with lowest Model Quality Settings
-High end systems will benefit from better visual quality with High or Highest model quality settings
-Small downgrade of the building art quality to improve performance
-Fixed Lagspike on campaign map when opening town or garrison menus

MAJOR BALANCING CHANGES
======================

-Total re-balance of all units in a new tier system. Higher tier unit cost a lot more and are a lot more effective
-Unit Tier balance rules - higher tier units cost up to 4x more resources and can face several lower tier units
-Total re-balance of projectile of mobile and tower based siege weapons - a lot more powerful, accurate and expensive
-Mounted Weapons are several times more resistance to arrows - best approach is to climb the walls to kill them
-Battle AI is a lot easier and slower on Easy Difficulty
-Trees, especially small trees hold a lot more wood resources
-Towers and palisade walls are a lot more resistant to Ballista and Catapult fire
Title: Re: Medieval Kingdom Wars
Post by: Asid on August 16, 2017, 12:14:03 AM
Update # 24 - The Small One - Is Here!

(http://mkw.reverieworld.com/steampics/large.jpg)

Hey Everyone,

It`s amazing to see so many of you enjoying MKW. The player population is growing, and the results are well beyond what we had hoped for. This is very encouraging, and Thanks to your support we can now make MKW into an even better and bigger game than we originally planned.

The team is having an amazing time talking to our players in-game and in the forums, and a big Thank You for all the suggestions, reviews and feedback.

Today we have a small update addressing one major translation issue, and incorporating two most common player suggestions of the past 24 hours. We might get another update later this week, and of-course a major update 25 is due next week.

Thanks for all the support guys!

And so presenting the mini Update # 24

-Major rework of the languages - everything in game is properly translated now
-Removed time limits when attacking towns or armies in the campaign
-Adjusted the time limits when AI attacks your town. 20 minutes for a village attack, 40 minutes for a city attack
-Rework of the option presets and visual settings
-Added Shadow Quality setting to the Options
-Added Highest Preset setting to the Options
-Added Highest Draw Distance setting to the Options
-Some stability fixes and improvements
-Fixed issue with very bright terrain on certain settings
Title: Re: Medieval Kingdom Wars
Post by: Asid on August 17, 2017, 08:49:27 PM
Update # 25 - You Shall Not OOS - Is Live!

(http://mkw.reverieworld.com/steampics/n1.jpg)


Hey Everyone,

As this amazing week continues the team is hard at work on a major update 26, due early next week. And it`s a big one, but more on this later. First - introducing a smaller Update 25. As the title suggest this update completely eradicates any out of sync issues in multiplayer. In addition all localized versions of the game will now play English voice response dialogues when tasking and selecting units. We will be recording dialogues in other languages later on this Fall.

Now - for a quick preview of next update. We are completely redesigning the world map interface as well as the way campaign is played. Update 26 will enable armies to hold actual units, as well recruiting and transfer. Armies will also remember what units are left there at the end of the battle. This update also will do away with the town and army levels, instead switching to a system of units and total army or garrison strength. This and much more more. We are very excited about this update, and hoping for a Tuesday release.

Thanks for all the support guys!

And so presenting the mini Update # 25

-Fixed all multiplayer out of sync issues
-Unit response and selection dialogues will play in all languages (in English)
-Gameplay messages will play in all languages (in English)
Title: Re: Medieval Kingdom Wars
Post by: Asid on August 26, 2017, 12:38:36 AM
Updated # 26 - Thy Army - is Here!

(http://mkw.reverieworld.com/steampics/n2.jpg)

Hello Everyone,

Following a great sale event last week, we are back to work on new features, and today we are excited to release one of our biggest updates so far. The long awaited Update # 26. Finally - campaign basics are starting to take shape, and now that your armies use actual units, we are a step closer to completing the foundation of the campaign. You`ll notice that this update have really evolved the campaign gameplay. New strategies, new challenges. This update also includes dozens of player suggestions requests last week, and completely reworks the balancing of the campaign gameplay.

And of-course - you can expect another awesome update next week. Next up - transferring units between armies and towns, unit and building upkeep and basic diplomacy. For more details on what`s coming please don`t forget to check the August/September Roadmap here:

http://steamcommunity.com/games/499660/announcements/detail/1444946433185332921

Best Wished for the Weekend Ahead!

And so - presenting Update # 26

Major New Features
-Armies can now recruit and hold a unit garrison just like cities
-Armies spawn units that they hold
-At the end of the battle armies remember what units are left or were trained
-At the end of the battle armies remember resources that were left
-Redesign world map Town and Army GUI
-Player can now recruit a level 0 empty army, or a lot more expensive pre-made armies up to level 5
-Selecting Enemy Towns or Armies now shows additional information on the Garrison and Buildings
-Greatly increased the maximum zoom out in battle mode
-New world map music tracks
-Doubled the number of unique voice response that the serf plays by adding over 50 new voice lines
-Units will no longer auto attack enemy buildings or enemy citizens

Fixes and Additions
-Closing all world map GUI windows when attacked
-Fixed issues with AI constantly repairing it`s buildings
-Updated Town GUI not to lock the screen view, and allowing to switch between towns by clicking on the map
-Corpses now disappear after a few minutes, improves performance, rushes looting
-Various minor adjustments to camera angles and controls
-Fixed objects popping in on screen with lower draw distance
-Performance improvements with shadows, draw distance and reflections
-Fixed a bug with random citizens attacking player buildings in the view mode
-Temp removed Nations from the Skirmish list
-Ordering peasants to livestock detects clicks much better in larger area
-Fixed the bug with invisible army tents
-Displaying proper town names on loading screens in all languages

Balance Changes
-Rebalanced all campaign world map costs. Increased prices, and income
-Hamlets now get 6 building plots
-Trebuchet projectiles are less accurate now
-Nerfed Archers effectiveness vs heavy armored units
-All livestock now adds to the population cap, battalion size doubled
-All livestock price, effectiveness, amount of food increased 2x to 3x
-All mounted and mobile ranged siege weapons - cost increased up to 60%, area of effect damage decreased 30%
-Army tent gives 50% more population increase
-Melee units can now kill any siege weapon in seconds
-Added counter to heavy troops, Crossbowman and Maceman are now able to easily take out heavy armored troops
-Sheep no longer generate gold, updated description to reflect this
-Trees and Townhouses are no longer selectable
Title: Re: Medieval Kingdom Wars
Post by: Asid on September 01, 2017, 07:04:01 PM
Update # 27 - AI Strikes Back - is Live!

(http://mkw.reverieworld.com/steampics/small.jpg)

Hey Everyone,

And we are back with another update, just in time for the long weekend ahead. I must say that update # 27 is not the most impressive update we had so far, but - while short, it hits all the right spots. You`ll notice a large number of annoying bugs have been fixed, and AI is back with vengeance and much harder difficulty. There is a number of new minor features as well.

Meanwhile - we are concentrating our efforts on several much bigger projects that will be ready later in September and early October. These projects include research tree, basic diplomacy, transferring units between armies and towns, new level and town design, and completely reworked and expanded tutorial prologue campaign.

Thanks for all the support guys, and wishing everyone amazing Labor Day weekend ahead!

And so presenting the mini Update # 27

-Major rework of the languages - everything in game is properly translated now
-Removed time limits when attacking towns or armies in the campaign
-Adjusted the time limits when AI attacks your town. 20 minutes for a village attack, 40 minutes for a city attack
-Rework of the option presets and visual settings
-Added Shadow Quality setting to the Options
-Added Highest Preset setting to the Options
-Added Highest Draw Distance setting to the Options
-Some stability fixes and improvements
-Fixed issue with very bright terrain on certain settings
Title: Re: Medieval Kingdom Wars
Post by: Asid on September 09, 2017, 02:47:40 AM
Update # 28 - The Smart One - Is Here!

(http://mkw.reverieworld.com/steampics/large.jpg)

Hey Everyone,

Welcome to another big update. With this update campaign playability goes up quite a bit, and get ready to be challenged by the AI, and get ready to even loose...sometimes.

To start things off we`ve added full persistence to the level saves. Now your unit position on the walls or on the ground, as well as worker tasks are all remembered. In addition we changed how your units spawn when you enter the town for the first time - with everyone getting auto-positioned in just the right spots. AI got a lot smarter and better as well - so get ready for some real challenge. From AI properly manning the city walls, to progressing on the world map - attacking more often and with larger armies as time goes by. And last but not least - 4k resolution got some love, making the game fully playable in UHD and other high end resolutions.

Our next update will be delayed by a few days - towards September 22nd, but it`ll be worth the wait due to huge new features - from upkeep cost, to research tree implementation, transferring units between armies and towns and so much more.

And so presenting Update # 28

-Units in towns will now remember their position on the level after the battle end
-Units in towns will remember their positions on walls
-Workers in towns will remember their task
-New Units at the start of a battle or town view spawn on walls and other logical positions, not at the town hall
-Completely reworked the world map AI attacks - AI will attack more often and more intelligent
-Reworked how world map AI composes armies - smaller armies in early game, and larger, and larger armies as game progress
-New chat art for the World Map
-Fixed the bug with building plots not being given to attackers on some levels
-Defensive Battle AI properly positions units on walls and around town
-Preview of the 120 tech research tree - can`t use it yet, but it`s pretty
-4k resolution - fixed the look of the world map banners
-4k resolutions - various fixes in the main menu and options menu
-4k resolutions - adjusted unit selection look and other minor bugs
-Larger banners on the world map
Title: Re: Medieval Kingdom Wars
Post by: Asid on September 22, 2017, 12:24:47 AM
September & October Roadmap and Upcoming Updates
21 SEPTEMBER   - DEV KONSTANTIN

(http://mkw.reverieworld.com/steampics/small.jpg)

Hey Everyone,

We want to start by thanking you for giving MKW a chance, and for all the continuous support. It`s truly inspirational for us to see that so many of you are enjoying this very early version of the game.

Now lets look onto the plans for the rest of September & October. As we near the 30th version , just 3 months after Early Access launch - we are just gaining the momentum and continue with our weekly updates.

September & October Development Roadmap

Campaign AI Improvements - tour primary focus right now is on making the game more fun to play, and Campaign AI really needs to up it`s game to provide more challenge. Soon AI will learn to send larger armies, skip on sending small suicide armies, and learn to attack more vulnerable targets.
ETA: Late September

Battle AI Improvements - same time we are working on improving battle AI as well. The main two areas would be more efficient use of siege weapons, use of various ranged siege weapons, and of-course - sallying forth if attacking player army is weaker then the town garrison.
ETA: Late September

Transferring Units - the final addition to complete world map unit management would be allowing to transfer units between armies and towns.
ETA: Late September

Upkeep Cost - this minor feature will have a huge impact on the world map gameplay. As units and buildings will drain your silver resources in a monthly upkeep cost. This will force players to better balance out their towns and garrisons.
ETA: Early October

Minimizing World Map GUI - we plan to scale down the army and town GUI, to take up less of the screen, should help a lot with world map navigation.
ETA: Early October

Bug Fixes and Improvements - there are over 25 other smaller bug fixes and improvements planned - too many to get into, but yeah - something like 16 of these are Your suggestions and bug reports, so once again - Thank You!
ETA: Late September

Research Tree, Locking stuff until researched - another huge addition. Right now everything in-game is unlocked, however we have a huge progression in-mind. Once this is in - we`ll lock something like 70% of available buildings, techs, units, abilities e.t.c and you will need to research it in the Steward menu as you progress through building your empire. As for the trade crafting components used to unlock techs, we`ll come up with some quick way to generate these for now (until full trade economy is in)
ETA: Late September

Unit Recruitment and Building Restrictions on World Map - soon after the tech tree is in, we`ll start restricting what buildings and units can be recruited and constructed on the world map - based on what building players has in the town and what techs has been researched.
ETA: Early October

New Town Levels - we plan to add three new large towns to the game - Caen, Dublin and Munich are next.
ETA: Late September to Late October.

Level 4 and Level 5 Hamlets - We are working on expanding the Hamlet system to allow upgrading to level 4 and 5. New Hamlets will have dual palisade and even an inner stone keep. In addition Hamlets will come with more buildings slots as Hamlet is upgraded.
ETA: Mid October

More Hamlet Designers - same time we are working on more hamlets designs - including fishing villages, small harbors e.t.c
ETA: Late October

Basic Diplomacy - Its time to introduce the very basic diplomacy features - to simply have war and peace relations between factions, and between player and other factions. This is just a foundation of a much larger system to come.
ETA: Early October

Expanding the Random Map - right now most levels for Army vs Army or Hamlet attack look the same - just some Oaks, maybe a lake and a river there. in July we are greatly updating this system to include a lot of new terrain - from dense forests, to swamps.
ETA: Early October

Reworking Army Vs Army - Right now it`s too similar to Army Attack, instead it will see greatly reduced building options, and more of a fixed force scenario approach.
ETA: Middle October

Reworked Tutorial Campaign - This is a BIG one. We are completely redesigning and greatly expanding our prologue learning tutorial campaign. It will become a lot more entertaining and cinematic, and cover 8 scenarios instead of 3. New tutorial will cover majority of the world map features as well as plenty of combat features.
ETA: Middle October
Title: Re: Medieval Kingdom Wars
Post by: Asid on September 30, 2017, 01:52:00 AM
Update 29 - The Biggest One - is Live!
Medieval Kingdom Wars - Dev Konstantin

(http://mkw.reverieworld.com/steampics/n1.jpg)

Hey Everyone,

Welcome to another big update. Actually - the biggest update we had so far. With over 50 changes and major additions, we are finally ready to present to you our vision for MKW.

With most of the foundation in place grand campaign is really starting to take shape and now provides long term challenge. Get ready to suffer crashing defeats, and face overwhelming odds at every step, as you slowly progress through the new research tree, waiting to unlock a higher tier unit that just might give you a chance to make it through the year.

The foundation of this update is the new research tree, with 120 technologies that will take your kingdom well into 1400s to master. In addition everything about MKW has been re-balanced - from the speed of combat, to all the prices and unit stats. AI is up to the challenge as well as it`ll progress together with you - learning and upgrading as the campaign years go by. And finally we fixed dozens of bugs including the long term MKW problems such as siege combat lag and occasional crashes.

Our next update will build up on this foundation - completing last of the techs (only around 90 currently work), fine tuning the balance, and including last of the core mechanics like transferring units between armies and towns, and unit upkeep.

And so presenting Update # 29

New Features
-Research tree implemented with 120 technologies. 40% are currently locked
-Various techs, buildings, and units are now locked until researched in the Steward menu
-Add collect all Taxes button, comes with a 15% penalty
-Fixed lag issue in large cities large Nantes. Greatly improved in super large cities like Paris.
-Potential fix for the crash issue when switching between levels
-Changed army vs army combat to be more of a field battle with less emphasis on build and destroy
-Hamlets can you be upgraded to level 4 and 5, with larger walls, including inner stone wall.
-Hamlets start with 4 building plots on level 1, and can be expanded to 8 buildings plots by level 5.
-AI town garrisons are much larger and better organized - providing harder siege challenge
-In the Steward menu clicking on the Trade Goods now opens a purchase for Silver option
-Greatly scaled down Army and Town GUI on the world map
-Major change to combat - units survive in battle twice as long
-Major changes to the Nantes level

Fixes and Improvements
-Fixed game breaking bug - where screen would go black when defending some towns
-Fixed a major bug where during a battle units positioned in hamlets would be all over the place
-Fixed problem with unit description pop-up always getting stuck on screen
-Hamlets look more unique with it`s own level position for each hamlet
-Fixed a problem with town garrison not taking damage if wining an auto-resolve battle.
-Switched from 5 levels town size measuring system to a 10 level system
-In Army vs Army combat both armies now properly line up
-Hamlet will now always face attacking army with the front gate
-When army attacks another army, dialogue window properly shows army strength value
-Fixed random maps having empty terrain without trees, and added deer
-Units can no longer attack livestock, it won`t get in a way of targeting either
-Animals will no longer capture town flags
-Removed the silly looking Level up FX
-Completely reworked entire Spanish translation, courtesy of Alonso
-Greatly improved most of the German translation, courtesy of Alexander

AI Improvements
-AI unit composition changes as time passes and AI unlocks more unit types
-AI will use much large variation of armies
-AI will almost always bring siege weapons with it`s army
-AI now builds and uses Ranged Siege Weapons
-AI armies get a lot tougher and higher tech as the game years go by and AI progresses
-AI will level up it`s troops based on Battle Difficulty, up to level 5 on hard difficulty for starting troops
-AI in battles will actively defend the town capture flag
-AI will train mostly lower tier units on easy and medium difficulty while in battle

Balance Changes
-Greatly increased the cost of all buildings, in most cases the cost doubled
-Corpses stay on the battlefield much longer now - up to 10 minutes
-Cost to upgrade hamlets increased 30%
-Silver reward for winning battles reduced 30%
-AI sends armies to attack player 30% less often
-Level 2 to 5 pre-made armies that player can recruit now come with some siege weapons
-Removed neutral animals from Hamlets were giving too many free resources
-Corrected the price of recruiting pre-made armies, greatly reducing it
-Cavalry takes less damage while trampling units
-Cavalry boosted by around 30% all around
-Greatly increased iron cost to start wall construction
-Reduced animal slaughtering, Iron and Stone camp income by 30%
-Increased wood gathering rate by 30%
-Increased speed of looting corpses by 100%
-Level up buildings is a bit cheaper
-Leveling up buildings is a lot more beneficial
-Siege Army camps reduced to 8 buildings plots
-A lot slower overtime food income rate from cows
Title: Re: Medieval Kingdom Wars
Post by: Asid on October 05, 2017, 09:55:07 PM
Update 30 - First Milestone - is Here!
Medieval Kingdom Wars - Dev Konstantin


(http://mkw.reverieworld.com/steampics/n2.jpg)

Hey Everyone,

Today`s update marks the first major milestone in MKW`s journey through the Early Access. With our 30th update we`ve finally completed the basic foundation of the Grand Campaign. Now, with that grunt work behind us, it`s time to get to the fun features - from diplomacy and trade, to kingdoms feudal hierarchy and quests. You can expect to see the first of these fun features later this Fall, as we work towards the Alpha milestone; aiming for late December there.

But, before we move onto the fun stuff - we want to go through everything we have done so far, and fix hundreds of small bugs and issues with the current content. From combat issues and small bugs to performance and AI problems. We should be done with all of this towards the end of October.

We got a feeling you`ll love today`s update # 30. With nearly 60 fixes and additions, once again it`s a huge step forward for MKW. Some of the bigger new features include unit transfer between armies and towns, as well as switching to realistic unit recruitment on the world map. Towns must have correct research and buildings to produce units, and armies can only recruit units in towns. In addition we have reworked how the battles and RTS town management works, with addition of upkeep silver drain. Now if you are attacking something, or managing your town, you will need to do store quite a bit of silver to pay for the time spent in the RTS mode.

Also - we`ll have a very exciting announcement for you next week, with a special gift for all the active players of MKW.

And so - presenting our first milestone update # 30:

New Features
-Managing Towns and while in a battle now drains World Map Silver resource
-Running out of silver while in battle or managing town will return player back to the world map
-Towns only allow recruiting units when corresponding building has been constructed
-Added ability to transfer unit between armies and towns
-Armies can now only recruit units from a specific town
-Reworked Unit Behavior - will always obey commands and targeting orders even in Aggressive stance
-Major change to Research. Research from towns buildings gives permanent Local upgrades only for this town or army
-Major change to Research. Research from Steward tree gives permanent global upgrades to all towns and armies
-Fixed major visual lag problem in large towns during night time
-Rain causes a lot less lag
-Rescaled horses and riders to realistic proportions with larger horses
-Added recruit units button to both armies and towns
-Various world map GUI windows now pause the game and not allow clicking stuff on the map
-Training units on the worldmap now accounts for the building level in the city
-Rearranged research tree, moving a lot of techs around, especially these that unlock units
-Research trade good prices greatly increased and rearranged

Fixes and Improvements
-Fixed the bug with Palisade wall staying after upgrading to the Stone walls
-Unit purchase window no pauses the game, and got rid of the slot numbers at the top
-Fixed major issue with battle dialogue popping up while already in battle
-Fixed the bug with army showing all units as ? after recruiting the 30th unit
-Fixed ballista not auto-firing, including AI ballista never firing
-It`s now easier to select your army, and to click target enemy army
-Orleans fixed wrong palisade wall by the entrance
-Gate Gears are easier to attack, target and destroy
-Fixed one of the Hamlet design stone walls
-Fixed one of the hamlets giving free units
-Its easier to see units through the rain
-Fixed rain sound not playing during rain
-Reworked some ultra bright terrains, especially near Mills
-Square stone tower no longer allows Ballista without research
-Fixed visual bug - invisible legs - with the world map army unit
-World map army unit animation slowed down to match new slower speed
-Horses now properly die under riders
-Fixed visual bug when Calvary units fight each other
-Can click collect all taxes button while any GUI window is open
-Tutorial - improved performance, and fixed some resources issues
-Ranged siege weapons no longer ignore orders and fire instead of moving
-Fixed a bug with being unable to open the gate for a long period of time

AI Changes
-Reduced radius of AI armies attacking player armies
-AI will bring and use more Battering Rams
-Slightly longer time limit on AI attacking player Hamlets, +5 minutes

Balance Changes
-World Map army movement speed reduced by 50%
-Reduced radius of player army attacking AI towns
-Time to capture town control flag increased by 50%
-Increase the price of purchasing trade goods from Steward
-Greatly increased hitpoints for the battering ram and escalade
-Monk healing requires more stamina, and 40% less effective
-High level units gain 33% self healing
-Nerfed Hobelar stats on average around 30%
-Nerfed other cavalry on average 15%
-Piked units not can`t be knocked down by cavalry
-Cavalry trample damage reduced by 25%, self-damage increased by 30%
-15% increase to battle starting resources
-Only give trade goods for winning battles, not for losing
Title: Re: Medieval Kingdom Wars
Post by: Asid on October 12, 2017, 09:31:20 PM
Update 31 - Improovements Part I - is Live!
Medieval Kingdom Wars - Dev Konstantin

(http://mkw.reverieworld.com/steampics/large.jpg)

Hey Everyone,

Another week - another great update with 40 changes and improvements. With this, and next week`s update, our goal is to polish up the current content, as well as to include many of your suggestions. We are concentrating on bug fixing, adding various small quality of life features, and of-course - balancing. After the second part of Improvements update next week we`ll finally focus entirely on the diplomatic features of the game, that we hope to complete by early November.

As always - thanks for your support, and please keep these suggestions and bug reports coming. We make sure to read every post on our forums.

And so - presenting our first milestone - Update # 31:

New Features
-Massive update for the world map AI. Army composition will vary quite a bit - from siege armies to cavalry armies
-Massive update for the world map AI - will attack a lot less, but with bigger armies
-Additional improvement to performance when attacking largest towns
-Added voice acting to each nation into cinematic
-Added voice acting to advisers, and Marshal VO for AI sending armies to attack player towns
-Unit level now adds to the unit strength on the world map and in auto-resolve
-Reworked how auto-resolve kills off units in case of victory and defeat
-Selecting enemy towns and armies allows spying that shows some of the units and buildings inside
-Translated all recent text, including all the techs, into all supported languages

Fixes and Improvements
-Hospitaller and Templar now require Hospital on world map, not Church
-Militia and Hunter trained on world map takes Town Hall level
-City View message about limitations shown once per campaign
-If there is only one town or army option for Recruitment or Transfer of units, don't show choices dialogue
-ESC menu now pauses the game in battle and in town view
-Capturing Town Flag now goes down super fast if AI only has couple of soldiers left
-Players now have a bit of time after loading world map before getting attacked
-Fix for player navy attacking ai navy resulting in a field combat battle
-Fix for army location/destination saving (wandering armies)
-Added location saving on exit campaign
-Startup email and Name prompts size/scale fixes
-Fixed exploit for Steward item buying
-Corrected issues with units unable to get on palisade walls in some Hamlets
-New silver icon for the worldmap - clearly shows silver coins
-Fixed issue with town defenders starting the battle too close to the enemy camp

AI Changes
-AI will no longer spend resource to build large stone walls in towns during battles
-AI uses different army unit compositions with a total of 50 army possibilities
-AI will no longer send countless armies to attack the same settlement, just one at a time
-AI will better pick player targets not always going after the closest or the strongest
-AI now properly construct wall defenses
-AI will now level up troops, on the world map as well as in battle\
-AI better positions siege weapons in towns to make them useful during defense

Balance Changes
-Lowered army range for recruitment of units or transfer of units
-Greatly reworked ranged unit - a lot more powerful, but much lower hitpoints and armor for melee
-Greatly increased cost of Militia, Hunter, Horse Cart, Mantlet
-Small balancing changes to cost of majority of units
-Maceman reduced stats by 10%
-Escalade, Belfry and Ram - a lot better defense, but higher cost
-Hobelar removed Heal ability
-World map silver cost of units and buildings reduced by 25%
-Monks a lot weaker in battle
Title: Re: Medieval Kingdom Wars
Post by: Asid on October 17, 2017, 01:16:50 AM
October November Roadmap and Upcoming Updates
Medieval Kingdom Wars - Dev Konstantin

(http://mkw.reverieworld.com/steampics/small.jpg)

Hey Everyone,

Thank You for supporting our early access production and giving Medieval Kingdom Wars a chance. We have a long journey ahead of us - and as of now, the game is in early pre-alpha state with many months (if not a year) away from completion.

With that said - even now MKW has quite a lot to offer, and we are committed to releasing big weekly updates. With over 30 updates since the EA launch this summer, we are just gaining the momentum.

Now lets look into production plans for the rest of the Fall.

OCTOBER & NOVEMBER DEVELOPMENT ROADMAP

Upkeep Cost - this seemingly minor feature will have a huge impact on the world map gameplay. As units and some buildings will drain your silver resources in a monthly upkeep cost. This will force players to better balance out their towns and garrisons, as well as spread our the unit producing buildings
ETA: Middle October

World Map Economy - next up, we are adding new ways to earn Silver and research tree Trade Goods on the world map. Constructing certain building will improve tax rate, and certain settlements will produce certain Trade Goods.
ETA: Middle October

Tech Tree Updates - tech tree will get greatly improved interface, with techs showing icons and details of exactly what units, buildings or sub-techs they unlocked. In addition a lot of techs will get moved around and their prices improved. Finally we have to complete around 40 of the techs that effect the world map gameplay.
ETA: Middle October

Core Resources Persistence - it`s about time to connect the RTS view and world map resources together. Now all the resources, including army resources will be persistent, they will continue to slowly gather while player is on the world map, and player could also exchange silver to purchase RTS resources for a particular town or army. In addition we will add a Silver Mine that will slowly produce silver while in RTS view.
ETA: Late October

Updates to Silver Drain - silver drain is about to become a much bigger factor. While having very little effect in early game with small settlements and armies, it`ll play a much bigger role in later game - as larger armies and towns will have a much higher silver drain
ETA: Late October


Bug Fixes and Improvements - there are over 36 other smaller bug fixes and improvements planned - too many to get into, but yeah - something like 21 of these are Your suggestions and bug reports, so once again - Thank You!
ETA: Late October

New Town Levels - we plan to add three new large towns to the game - Caen in large October, and Dublin and Munich in November.
ETA: Late October to Late November.

AI Armies Behavior - AI armies will get a lot more intelligent and start playing by the same rules as the payer. For example they will not disappear after capturing a town, but will continue their conquest. Also they`ll look for targets that they can reasonably hope to defeat, instead of occasional suicide attacks.
ETA: Early November

AI Town Behavior - AI will start building up their towns with buildings and walls as campaign progresses, as well as upgrading the settlement levels. Garrisons will also improve so in the mid to late game there will be no walk-overs.
ETA: Early November

World Map collision and Choke Points - World Map is getting collision and choke points, where armies would not be able to scale mountains, or cross river unless there`s a bridge or a major ford.

Kingdom Diplomacy
This is the biggest change this Fall. It`s not just about the new Chancellor Menu, but so much more. Diplomacy system in MKW is complex and a mini game in itself. And while we`ll only see basic diplomatic features added at first, it`ll be a huge step forward.
ETA: Early November

Local Lords Diplomacy
As part of taking things to the new level in grand strategy - diplomacy is designed to account not just for the 14 current nations, but for each and every of over 60 minor lords and nobles (to be expanded in the future).
ETA: Early November

More Hamlet Designers - same time we are working on more hamlets designs - including fishing villages, small harbors, mountain villages e.t.c
ETA: Mid November

Expanding the Random Map - right now most levels for Army vs Army or Hamlet attack look the same - just some Oaks, maybe a lake and a river there. in July we are greatly updating this system to include a lot of new terrain - from dense forests, to swamps.
ETA: Mid November

Feudal Kingdom Hierarchy
And last by not least we hope to start including the very basics of the Feudal Kingdom Hierarchy - players and other minor lord standing without the kingdom, their relations with the king and each other and so much more. Again - we`ll only the very basics of this system in for now, but it will dramatically effect the gameplay already.
ETA: Late November

Reworked Tutorial Campaign - This is a BIG one. We are completely redesigning and greatly expanding our prologue learning tutorial campaign. It will become a lot more entertaining and cinematic, and cover 8 scenarios instead of 3. New tutorial will cover majority of the world map features as well as plenty of combat features.
ETA: Late November
Title: Re: Medieval Kingdom Wars
Post by: Asid on October 21, 2017, 12:07:42 AM
Update 32 - Improovements Part II - is Here!
Medieval Kingdom Wars - Dev Konstantin

(http://mkw.reverieworld.com/steampics/n1.jpg)

Hey Everyone,

It`s fantastic to see so many of you enjoying MKW. The player population is steadily growing, and this is very encouraging for our small team. Thanks to your support we can continue our lightning fast progress, with massive weekly updates.

And the team is having a fantastic time talking to our players in-game and in the forums, and a big Thank You for all the suggestions, reviews and feedback.

Today we have yet another significant update, as we continue to polish and improve many areas of the game. It looks like we`ll go for one more quality of life update next week - Improvements Part III, and after that, we`ll finally focus entirely on the diplomatic features of the game, that we hope to complete by early November.

As always - thanks for your support, and please keep these suggestions and bug reports coming. We make sure to read every post on our forums.

And so - presenting our first milestone - Update # 32:

New Features
-Major change to the world map AI - it now improves and builds up towns over the game years
-Major change to Steward tech tree - with preview of all units, buildings, and techs that are unlocked
-Completely reworked auto-resolve winning and losing. It now deals significantly more damage to the army and calculates a lot more factors
-AI will increase garrison in hamlets over time as it upgrades the hamlets
-Camera Scrolling speed added to the Options
-Game Speed such as world map speed controls or slow-mode in battle no longer affects scrolling speed

Fixes and Improvements
-Reworked location and size of time controls on the world map GUI
-Fixed issue with Pause/Resume world map speed button not always working
-Fixed issue with closing unit transfer window requiring a double-click
-New cursor when mouse over the towers that units can be positioned at
-Pausing the game during attack window pop-up
-Added "Help" chat tab
-Added several new death animations to units
-Fixed issue with Dover and some other towns missing two buildings plots
-Fixed issue with AI not attacking 2nd gates on Dover and some other levels
-Changes to a lot of large town level, more palisade is walkable, relocated some gatehouses
-Fixed numerous spelling mistakes
-Siege Pushers all of them don`t play wounded animation
-Moved techs around most of the best techs that unlock units much later in progression
-Knight Templar's and Knight Hospitallers now correctly unlock under the proper research
-Units are don`t support levels - like siege, livestock, no longer get levels on the world map
-Sprinting consumes units Stamina
-Auto-Resolve capturing of a settlement no longer gives full garrison of units
-Fixed bug with armies taking no damage when engaging another army

AI Changes
-World Map AI will improve major towns and hamlets with needed buildings, and occasionally construct walls
-World Map AI will upgrade Hamlets to higher levels as the game years go by
-World Map AI greatly increases the size of it`s Hamlet Garrisons
-World Map AI armies also loose units after victory or defeat
-World Map AI armies are likely to continue on a warpath after taking a settlement, though often reduced in strength
-World Map AI will send armies to attack other kingdoms a lot more often

Balance Changes
-Ranged of army recruitment from towns increased by 50%
-Slightly lowered the price to upgrade Hamlets on medium and easy difficulty
-20% increased Auto-resolve chance of loosing, requires bigger strength advantage to win
-Minimal large city strength increased to 5
-Most hamlets now start new campaign as level 1 or 2
-Hospitaller now does full Crash damage and good vs. heavy armored troops
-Increased the price of higher tier units by up to 30%
-Increased trade goods price by up to 50%
-Mantlets should take more ranged damage
-Rams, even slower, 1.5 more expensive and 50% more hit points
-Starting resources greatly increased
Title: Re: Medieval Kingdom Wars
Post by: Asid on October 25, 2017, 05:13:35 PM
The Halloween Week - Update 33 is live!
Medieval Kingdom Wars - Dev Konstantin

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28834551/9c38c5f7c3d1d0054141d4fdc0a8547db4976651.jpg)

Hey Everyone,

With Halloween just around the corner we wanted to add a bit of a theme to the game. And so presenting a mini update 33 - The Halloween Wee update. Meanwhile we continue work on the next Update - Improvements Part III, that we hope to release later this week/early next week.

This mini Halloween update includes a lot of cosmetic theme changes, as well as a few minor fixes worth mentioning:
-Fixed the bug with displaying large quantities of resources, will not properly display 100k, 1mil
-Added language selection icon to the main menu, to make it easier to switch languages
-Adjusted when AI builds palisade walls, it will now construct camp walls when attacking player towns

Wishing everyone a great Halloween weekend ahead!
Title: Re: Medieval Kingdom Wars
Post by: Asid on November 02, 2017, 08:08:21 PM
Update 34 - Improvements Part III - is Live!
Medieval Kingdom Wars - Dev Konstantin

(http://mkw.reverieworld.com/steampics/n2.jpg)

Hey Guys,

Hope everyone had a great Halloween weekend! Today we have yet another significant update - the final part of our Improvements Milestone. Once again this update is mostly about improving the current content, but we did include some major features as well. Such as Building and Unit income/upkeep; renaming your towns, armies and more.

Now we are finally ready to completely focus on the big game changing features - such as Diplomacy and Lord relations. With that said - we have to warn you that there will be a significant delay with the next update - as Diplomacy is a massive change that will require a lot of balancing and polish before it`s ready for release. Hoping to bring you Update 35 - The Game Changer - around November 21st.

As always - thanks for your support, and please keep these suggestions and bug reports coming.

And so - presenting Update # 34:

New Features
-Added ability to upgrade building level on the world map by clicking on it
-Archers look for a new target, if they can`t hit something 3 times in a row (unit behind a wall e.t.c)
-Added ability to rename Armies and Towns
-Added monthly Unit Upkeep (all military units) and Unit Income (from livestock and serfs)
-Added monthly Building Upkeep (all military buildings) and Building Income (from economy buildings)
-Displaying Monthly income and upkeep on towns, armies and main screen (doesn`t count taxation)
-When capturing towns, player will get to keep all the buildings and walls previously constructed in the town
-Reworked Pausing the game - various menus now auto-pause the game
-New way to display development notifications in-game. Smaller window that fades out, and plays small notification sound

Fixes and Improvements
-Fixed various issues with the game un-pausing on it`s own
-Added multiple dialogue for build options when clicking on a world map building
-Fixed issue with not being able to collect all taxes when recruit units or construct buildings window is open
-Screen will not continue scrolling on hold RMB if only 1 unit is selected
-Updated messages for offline play, entering username and email on the first run
-Reworked how offline play and entering username works, added option to the offline play
-If the player starts in Offline mode and goes online, if they have not yet created a username, they will be prompted for one
-Fixed first run of the game issue with banners floating on the screen
-City Buttons updated - removed Exit City, and moved Enter City to the Top
-Fixed problem with some villages missing a building plot
-Potential fix for a rare bug that not allows selecting all nations on campaign creation screen

AI Changes
-AI when defending large towns will be sure to build street barricade palisade
-AI will construct wall mounted ballistas on palisade towers when defending towns
-AI will construct full range or wall mounted siege defenses on stone walls, including in Skirmish game mode
-When AI army attacks your Hamlet it will construct camp palisade to protect itself
-When AI captures player town in auto-resolve, it`ll right away put together a garrison to protect the new town

Balance Changes
-Trebuchet and Catapult do a lot more damage vs walls
-Ranged unit attacked nerfed by around 30%, especially for Hunter and Bowman
Title: Re: Medieval Kingdom Wars
Post by: Asid on November 17, 2017, 08:17:29 PM
Update 35 - More Improvements - is Here!
Medieval Kingdom Wars - Dev Konstantin

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28834551/9cbdda0254a262994b89078ad4654bdc1dd226c4.jpg)

Hello Everyone,

What a busy week. We are making a lot of progress on the Diplomacy, and can`t wait to share it with you - but looks like we are still 10+ days away from the first draft.

Our animator and artist are busy preparing a unique look for each of the 52 Lords and 14 Rules in the game, and OddConfection is coding away at this monster of the project at full speed.

Meanwhile if you`ve missed it, we have 'pre-anounced' our new game - Stars End, more about it here: http://steamcommunity.com/games/499660/announcements/detail/2472902157226137566

Since Diplomacy is taking a while to finish, we took a bit of time to prepare another big update to ease up the wait. And really this updated turned into quite a game changer. From new towns, to awesome new AI behavior, as well as greatly balancing out the mid to late game and the challenge. And of-course couple of dozen of 'quality of life' fixes and improvements.

There`s a small chance that this update can bring back the lag and the crashes, if so please let us know and we`ll hot fix this ASAP.

As always - thanks for your support, and please keep these suggestions and bug reports coming.


New Features
-New AI world map army behavior - will chase after other armies in range
-New level - Town of Caen. Will be used for several of the world map towns
-AI city defender will sally forth and attack if they are are significantly stronger than the attacker
-Attack cursor only shows over enemy units/buildings, not allies or neutral
-Marshall highlights AI armies on the way to attack player

Fixes and Improvements
-Removed various fade out effects from Advisors
-0 strength armies are now properly removed
-Potential fix for auto pausing when double attack happens
-Not spawning all siege weapons in naval combat, only ranged siege weapons
-Creating a new army only offers one option to recruit a base army
-Fixed both palisade and stone wall overlapping in player and AI towns
-Hiding World Map GUI on Campaign first run, so Advisors don't overlap subtitles
-Moderator Announcement stays up for 30sec
-Moderate improvement to tasking units onto towers
-Showing unit upkeep/income cost in all mouse-over pops-up including training and building construction
-After auto-resolve units in the army are updated to show the losses right away
-Properly spawn entire army or town garrison if there are a lot of units of the same type, instead of bundling them up by the town hall
-Re-ordered nations for campaign selection menu
-It`s now a low easier to intercept AI armies that seek battle
-With single unit select can move the camera by RMB and move

AI Changes
-AI constructs a lot of siege defenses on the town walls
-AI is a lot better at closing town gates to stop player from rushing in
-AI is a lot better at attacking player towns, especially large castles
-AI serfs should target trees closest to their town hall first
-AI will not pause the attacks if it runs out of siege weapons, will always construct new rams
-AI repairs buildings a lot less often, giving player a chance to properly destroy them

Balance Changes
-Greatly increased the cost of creating a new army
-Greatly increased the cost of technology research
-Technology tree cost increases with progression
-Livestock and workers generate a lot more silver on the world map
Title: Re: Medieval Kingdom Wars
Post by: Asid on November 23, 2017, 12:07:09 AM
Update 36 - Balancing and Fall Sale - 33% off
22 NOVEMBER   - DEV KONSTANTIN


Hello Everyone,

As we near completion of the first Diplomatic features, we wanted to spend a bit of time balancing out the middle and late game. Today`s update 36 is a small one, but each change will be very noticeable and greatly effect how you play the game.

Moving forward elite units will become just that - elite units, and player will not be able to field a full army of elite units, having to rely on more high level base units. Upkeep cost will come a lot more into play when it comes to unit composition. Same time town management loopholes are gone, and only variety of economy buildings will generate enough income. The big new feature of this update is the world map collision. With Armies unable to climb mountains or to cross rivers without a bridge, choke-points and strong-points really come into play when positioning your armies.

Also with Steam Fall sale starting today, Medieval Kingdom Wars is now 33% off, biggest discount that we had so far, and a great time to grab the game.

As always - Thanks for your support!

And so - presenting Update # 36:

New Features
-World Map Armies now can`t climb mountains or cross rivers without a bridge
-Income generating building of the same type generate a lot less income, promotes variety

Balance Changes
-Strong Units like Swordsman and Crossbowman price and upkeep increased
-Elite Units price and upkeep greatly increased
-Auto-Resolving battles can deal a lot more damage, especially when loosing
Title: Re: Medieval Kingdom Wars
Post by: Asid on December 19, 2017, 08:29:20 PM
Update 37 - Diplomacy Part I & New Hamlets
Hello Everyone,

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28834551/c4ab963fdbe47b6241c1b57d2481b4a82a9b078b.jpg)

And welcome to the game changing update 37. It took us over 3 weeks to finish this big update, but the changes, especially under the hood, were really massive. Moving forward we are back to regular updates that will add more Diplomacy features over the next several weeks, until it`s finally good and done.

The first big addition of 37, are the all new Hamlets. The smaller towns will provide a lot of fun development and unique siege opportunities with dozens of new hamlet designs - from rivers and hills to mountains and coastal hamlets.

Now lets talk about the new Diplomacy features. With this update we are only adding the foundation, including the 66 AI lords, Chancellor menu, and historically accurate starting diplomatic relations. You will be able to see the scope of the diplomatic system, and the starting conditions will effect your gameplay, but at this point 70% of the work went under the hood to develop the foundation of the system.

The next step that will really change things around is adding ability to make simple treaties, as well as AI changing relations between lords and kingdoms. This will be in our next update.

And of-course we included a dozen of other key fixes and improvements that were top player requests or complaints on our forums.

As always - Thanks for your support!

And so - presenting Update # 37:

New Features
-Chancellor Diplomacy window added
-Starting Diplomatic conditions added
-Total of 66 AI lords and kings added
-All the Hamlets on the worldmap updated with new levels depending on terrain
-Coastal Hamlets added with geographically accurate rotation
-River Hamlets added with geographically accurate rotation
-Mountain Hamlets added
-Hill Hamlets added

Fixes and Improvements
-Fixed major issue with AI armies not attacking player armies
-Intercepting AI armies now works 100% of the time
-World Map armies now display the color of their nation better
-Updated world map armies
-AI world map armies and towns now show details of the lord that owns them
-Added Diplomacy button to AI towns and Armies
-Only nations at war with player nation will attack the player
-New campaign menu delete campaign button
-Corrected "Nordingen" to "Nφrdlingen" and "Magbeburg" to "Magdeburg"
-Fixed level 10 units shows as level 0 on the world map

Balance Changes
-Unit income and upkeep adjusted for difficulty. 30% difference from current levels on medium, and 60% on easy
-Hobelar Cavalry now has trample ability
-Belfry move speed greatly reduced
-small reduction to serf income generation by 25%
Title: Re: Medieval Kingdom Wars
Post by: Asid on December 21, 2017, 08:17:13 PM
Update 38 - Diplomacy Part II
Medieval Kingdom Wars - Dev Konstantin

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28834551/0585db4f7a01d7d271f2cae870383d7a9ffa780a.jpg)

Hey Everyone,

We are happy to present our second update this week, and the focus this time around is mainly on the Diplomacy. We plan to update it weekly until the system is compete towards the end of January. With the foundation in place things should go nice and quick now.

So... today`s update finally makes Diplomacy a part of the game, and not just a pretty menu. Majority of the basic functionality is in now, and Chancellor menu will now become quite an important part of the game.

In the next update we will add Kingdom rebellion mechanics to penalize player for attacking his own Kingdom. Same time we will work towards player being able to become a King of his realm, and expand AIs use of Diplomacy.

We are grateful for your support, and hope you enjoy this update.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28834551/0306704a14f4c9c611a63896f386bc3d4e772b02.jpg)

And so - presenting Update # 37:

New Features
-Added player Lord to his Kingdom Feudal Hierarchy
-Diplomacy is now an active tool that both AI and player can use
-Added Send Gift function to diplomacy, used to improve standing between your King and another nation
-Added Hostile Intrigue function to diplomacy, can bring down relations between your King and another nation
-Nations declare war once Relations go under -10, and ask for peace when relations go over +10

Fixes and Improvements
-Chancellor menu number of portraits per row is expanded to 9
-Added At War icon shown over nation portraits. On the right for the Kingdoms, and on the Left to the Player Lord personally
-AI players will change relations with each other, and may declare war or ask for peace
-AI players relations will change monthly
-AI players to human player relations may change monthly
-Attack your own nation will reduce your standing with the King, but no rebel status added yet
-Attacking other nations that you are not at war with will greatly reduce relations, especially attacking their towns

Balance Changes
-Units can run for 40% longer before using up all Stamina
-Templar Knights are no longer completely resistant to arrows
-All siege weapons are a lot more effective vs walls
-Ballista and Trebuchet more effective vs Infantry
-Slightly lowered the cost of Trebuchets
Title: Re: Medieval Kingdom Wars
Post by: Asid on December 30, 2017, 12:04:45 AM
Update 39 - Happy New Year!
Medieval Kingdom Wars - Dev Konstantin

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28834551/c4ab963fdbe47b6241c1b57d2481b4a82a9b078b.jpg)

Hey Everyone,

As we are all waiting for a New Year with hope, we would like to thank all of our players for overwhelming support in 2017, and giving us an opportunity to continue working on Medieval Kingdom Wars. From our small team, we would like to wish everyone an amazing year ahead!

Now... to end the year on a good note, we have quite an update for you today. We took a step back from Diplomacy this week (big update there next week), and instead took our time to improve, balance and polish MKW, to give you the best possible experience with the game over remaining Holidays. Update 39 comes with nearly 50 changes that should improve MKW across the board.

In the next update we will add Kingdom rebellion mechanics to penalize player for attacking his own Kingdom. Same time we will work towards player being able to become a King of his realm, and expand AIs use of Diplomacy.

We are grateful for your support, and hope you enjoy this update.

And so - presenting Update # 39:

New Features
-Caen like town levels - major redesign, just one way into the castle with extra defenses
-Nantes like town levels - major redesign, a lot more defenses, and removed one entrance
-Major change to combat flow, units survive in combat much longer, by 50%
-Defensive war slowly increases diplomatic standing, but aggressive war - attacking enemy towns, decreases standing
-Added various stone towers to all Level 5 Hamlets
-AI infantry will now attack closed palisade gates
-Town Capture flag will be very difficult to capture if defenders have over 18 units left
-All buildings now properly create units at the entrance
-AI Armies now also show Diplomacy icon

Fixes and Improvements
-Reworked Stone and Iron icons, much clearer and unique now
-Updated world map intro text, only English version for now
-Fixed auto-resolve exploit where only couple of peasants would get removed on victory
-Fixed issue with world map banners not showing in tutorial
-Fixed issue with workers getting stuck after leaving Town Hall in some Hamlets
-Max zoom out slightly lowered in RTS combat, by 10%
-Zoom in speed is now significantly faster
-Fixed a spot in Paris that was causing lag as defender siege weapons were inaccessible
-Fixed issue in Dover with inner palisade gatehouse missing
-Fixed water bug on lower water settings
-Fixed bug with deer model bugging out with odd visuals
-Fixed issues with melee units barely being able to alack closed palisade gates
-Fixed issues with units barely being able to attack Gate Gears
-Player infantry will auto-attack closed gates
-Nantes level greatly improved lag on this level


Balance Changes
-AI now attacks a bit more on medium difficulty, and a lot more on hard difficulty
-AI will train troops during battles around 50% faster on hard difficulty, and 20% faster on easy and medium difficulty
-AI uses a less siege units in high level armies
-Sending Diplomatic Gifts and Insults are now a lot cheaper
-Update starting diplomatic relations value for all nations
-Diplomatic relations deteriorate or improve every month twice as fast
-War and Peace are now auto signed at -30 and 30 relations value
-Silver drain increase 100% on Hard difficulty, and 50% on medium difficulty
-Victory rewards reduced by 20% to 40% depending on difficulty
-Reduced tax revenue by 10% on medium and by 25% on hard
-Minor reduction to how many units army can use during auto resolve
-Mounted units now also have bonus VS siege weapons
-Small nerf to Hobelar stamina, health and attack (~10%)
-Mantlet can now take 3 times more ranged damage
-Army Tents now add more population 5 total, 40% increase
Title: Re: Medieval Kingdom Wars
Post by: Asid on January 04, 2018, 12:02:33 AM
Update 40 - Starting The Year Right!
Medieval Kingdom Wars - Dev Konstantin

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28834551/9cbdda0254a262994b89078ad4654bdc1dd226c4.jpg)

Happy New Year Everyone!

Well refreshed (or at least no longer hungover) we are jumping right back to work, with two big updates this week, 40 Part I and II.

Hopefully everyone had an amazing New Year celebration, and is ready for more Medieval Kingdom Wars. We`ll be back to work on the major diplomacy features next week, but for now, it`s time to fix last of the remaining bugs and tune up the balancing just right, based on our player feedback.

Please keep in mind, this update has two parts. And part two will be live in 24 hours. In part two we are adding first batch of achievements, fixing the long initial loading time bug, as well as adding Save Game to the skirmish.

And so - presenting Part I of the Update # 40:

-Fixed camera but with camera jumping to the edge of the screen on it`s own
-Fixed rare zoom camera bug making game unplayable for some players
-Corrected Diplomacy gift and insult showing incorrect higher cost value
-Corrected Diplomatic relations changes on attacking at war and at peace AIs
-Completely reworked auto-resolve, with a lot of realistic factors
-Much stronger armies in auto-resolve will barely loose any units
-Disable Silver Drain when managing towns
-Greatly reduced silver drain when attacking towns (by up to 50%)
-Reduce Unit Upkeep by 30% to 40%
-Reduced Building Upkeep from 40% to 60%
-Fixed issues with AI armies attacking player at the start of the campaign
-Temporarily removed Camera speed options
Title: Re: Medieval Kingdom Wars
Post by: Asid on January 05, 2018, 09:01:48 PM
Update 41 - Fast and Save
Medieval Kingdom Wars - Dev Konstantin

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28834551/c4ab963fdbe47b6241c1b57d2481b4a82a9b078b.jpg)

Hey Everyone,

It`s amazing to see that so many of you are enjoying MKW. And always awesome to see so many players online. We want to thank you for all the support and encouragement. Your feedback, reviews and suggestions mean a world to us, and really do inspire us to pull more and more overtime as we work on new features.

With that said - we have a 3rd update this week, and was about time to change the game version for 41. Today is a good one! We`ll be back to work on the major diplomacy features next week, but for now, it`s time to fix last of the remaining bugs and tune up the balancing just right, based on our player feedback.

And so - presenting Update # 41:


New Features
-Greatly reduced initial loading time, from 1 minute average to around 20 seconds
-Fixed major bug with game getting stuck on a black screen
-Fixed major bug with first game loading time taking up to 10 minutes
-Added Save Game feature to Skirmish
-Added Continue button to Skirmish (just to continue the one current save for now)

Fixes and Improvements
-Added Discord button to the Skirmish - Social menu
-Minor change to the in-game camera angle, bigger angle, covers more ground
-Significantly Faster Zoom and Camera Scroll speed
-Fixed major bug on Campaign Selection screen, some players could not select all nations
-German and Italian translation for the Welcome to Campaign quest
-Fixed major issue with AI sometimes failing to attack large player towns
-AI will act much better during sieges on large player towns
-Corrected Siege Defender and Field Battle Commander achievements
-Fix the bug with buildings sometimes not getting destroyed and staying at 1 HP
-Fixed Auto-Resolve exploit, where only weakest units would get removed

Balance Changes
-Weak units like serfs and livestock are 2 times as likely to survive auto-resolve now
-AI attacks less often (30% less) especially on hard and medium difficulty
Title: Re: Medieval Kingdom Wars
Post by: Asid on January 07, 2018, 08:48:03 PM
Update 42 - Another Day in the Office
Medieval Kingdom Wars - Dev Konstantin

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28834551/9cbdda0254a262994b89078ad4654bdc1dd226c4.jpg)

Hey Everyone,

The past few days have been an amazing experience for our team. We started MKW as a small indie title, never expected to compete with top strategy games. But now - thanks to all your overwhelming support, and amazing feedback, we know that we are working on something special here. Sure - we still have months and months of work ahead of us, and this is just an early pre-alpha build, but we are encouraged like never before. These long days at the office are that much easier now. Thank You!!!

With our forth update this week, it was time to work on some major additions. So we picked the three most player requested features. From a full events log, and social list in the campaign, to the regional non-English chat channels. In addition we hope we finally fixed the last crash in-game, that annoying CTD on the loading screen.

We have big plans for the week ahead, as we continue work to address most of your requests and suggestions. Here`s to another great week ahead.

And so - presenting Update # 42:

New Features
-New Messenger adviser added to the campaign
-Social List added to the campaign in Messenger menu
-Events log added to the campaign in the Messenger menu
-Added new chat channels - Campaign and Off-Topic
-Added a localized non-English chat channel
-Added French, German, Spanish, Italian, Russian chat channels
-Added new dialogue lines for Chancellor for War and Peace being declared

Fixes and Improvements
-Possible fix for crash during the loading screen
-No longer playing town cinematic when managing the town
-Saving value for the Enemy Withdrawal Timer in for Skirmish Saved Game
-Corrected inner palisade walls in Orleans having a hole
Title: Re: Medieval Kingdom Wars
Post by: Asid on January 10, 2018, 07:07:11 PM
Update 43 - Tactical Pause Heraldry
Medieval Kingdom Wars - Dev Konstantin

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28834551/95ff30ed905d737c189fe0f25dca2592b4996af4.jpg)

Hey Everyone,

We are starting this week with another major update. Over the past several days we have read and answered over a hundred posts on our forums, and had countless hours of conversations with our players in-game. And I must say, your feedback was really an eye-opener. As a result - we are greatly changing our production plan for the next couple of months, to concentrate elusively on our player suggestions and feedback.

Today`s update is the first of many more to come until we implement majority of your suggestions and requests. Update 43 added a Tactical Pause, speed controls in combat and town management, new world map Heraldry and so much more. We will follow up tomorrow with a smaller update to improve and expand some of the new features added today. And please note - there`s a small issue with Tactical Pause, you must select a unit before pressing the Pause Button for it to work, but we will be correcting this in 24 hours.

We are very grateful for your feedback, and the support!

And so - presenting Update # 43:

Major New Features
-Added Tactical pause feature - pause and issue commands - to the battles and Town Management
-PLEASE NOTE: Tactical Pause will only work if you select a unit before pressing the Pause button. This will be fixed in 24 hours.
-Game Speed Control added to the Battles and Town Management
-New Day and Night wheel for the towns and battles, art to be updated
-World Map now shows heraldry instead of flags on all towns and hamlets
-Added Heraldry on top of all Lord and King portraits

Fixes and Improvements
-Added Battle chat back to the multiplayer
-Fixed major issue with large town sieges with AI constantly repairing and rebuilding
-Improved how the game responds when issuing orders and accidentally right click dragging the screen
-Dover, fixed incorrectly rotated palisade gatehouse
-Your units will no longer attack enemy citizens
-Saved Skirmish games not properly remember which gate was closed and which opened
-Fixed main menu getting stuck and appearing in campaign
-Scribe news log now sorts events by the month and year
-Added a warning when joining a multiplayer game, and you or the host have old game version
Title: Re: Medieval Kingdom Wars
Post by: Asid on January 10, 2018, 07:14:25 PM
SPECIAL PROMOTION! Offer ends 18 January

40% off  £13.99   £8.39

http://store.steampowered.com/app/499660/Medieval_Kingdom_Wars/
Title: Re: Medieval Kingdom Wars
Post by: Asid on January 16, 2018, 09:36:19 PM
Update 44 - Cloud, Tooltips, Name
15 JANUARY   - DEV KONSTANTIN

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28834551/0585db4f7a01d7d271f2cae870383d7a9ffa780a.jpg)

Hey Everyone,

Hope everyone had a great weekend, and glad to see so many of you chose to spend your well deserved time off with Medieval Kingdom Wars.

We are starting this week with another big update. As we continue to work our way through you requests and suggestions we worked on finally adding Steam Cloud saves, that now work both for campaign and skirmish. Another long overdue feature added are the loading-screen tips. We also worked changed how the player heraldry works on the world map, fixed issues with tactical pause and added an option to change your username. In addition several highly requested fixes, and a lot of work was done on preparing Chinese and Portuguese localization - it should be ready sometime next week.

Later this week we will concentrate on more player reported issues, such as hamlet walls problems, as well as performance. We should have another update towards Thursday afternoon.

Thanks for all your support, feedback and reviews!

And so - presenting Update # 44:

Major New Features
-Steam Cloud save for the campaign
-Added 32 new loading screen tips, English only for now
-Change Name option now available in Skirmish menu version of Social
-New way to display player Heraldry on the world map
-New Player Heraldry separate from the Kingdom Heraldry

Fixes and Improvements
-Fixed issue with Tactical Pause not always working
-Campaign map will center on the last used army or town when returning to it
-Fixed issues with Scribe social window getting stuck on screen
-Localization translation added for everything by the tool-tips and few more lines
-Corrected major problem in Spanish localization
-Lots of ground work for Portuguese and Chinese localization - eta 1 week
Title: Re: Medieval Kingdom Wars
Post by: Asid on January 18, 2018, 06:34:22 PM
Update 45 - Portuguese Language & Improvements
18 JANUARY   - DEV KONSTANTIN

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28834551/9cbdda0254a262994b89078ad4654bdc1dd226c4.jpg)

Hey Everyone,

As we end this week we have another great update for you. Finally after so many requests we are glad to say that Portuguese translation is here! Keep in mind that there are probably some minor issues with this first draft of localization, and we are looking for a native Portuguese BR speaker to help us proof-read and improve the translation.

This updates also brings over a dozen of very important fixes and improvements. For starters we have 100% fixed all of the crash to desktop issue during loading screen. Visual performance has also been improved. In addition we`ve included few more fixes and changes requested by our players.

In our next update we`ll finally fix the last of the combat crashes, making MKW crash free, yay. Same time we are continuing work on Chinese translation, and should be ready to go live in the next update - scheduled for Friday next week.

And so - presenting Update # 45:

Major New Features
-Add Portuguese translation of the game
-Fixed ALL crash bugs during loading screens
-Updated texture of all the king characters
-Greatly decreased the load time of Chancellor window
-Reduced visual memory use by over 150 mbs
-AI army strength will now get reduced when it wins auto-resolve battles
-If AI army is a lot stronger than player army in auto-resolve, it will eliminate player army
-Greatly improved visual performance on the world map on all game settings

Fixes and Improvements
-Updated how buying resources at the Steward window works - much easier and quicker
-Greatly improved how world map looks on the Lowest settings
-World Map on lowest settings now has trees and houses
-Fixed problem with high or slow game speed continuing onto the world map
-Fixed issues with hamlet walls if upgrading inner walls first
-Fixed issues with hamlet walls when capturing AI hamlet with built walls
-Fixed exploit with selling buildings on the world map
-Fixed auto-resolve exploit with AI constantly attacking player army to generate resources
-Fixed town of Nordingen on the world map
-Lowered World Map zoom by around 20%
-On re-connection, switch to Online mode and re-open chat
-Chat will no longer ever open in offline mode
-Fixed major issue with last level of Tutorial not opening
-A lot of work on the game fonts in preparation for Chinese localization
-Translated all the text in all languages including tooltips and other new text
-Greatly improved the Spanish translation, courtesy of Javi Garrido

Balance Changes
-Easy Difficulty much easier: more taxes and starting silver, AI attacks a lot less
-Different starting Silver values depending on Campaign Difficulty
-Deleting building on the world map only returns 25% of the cost now
Title: Re: Medieval Kingdom Wars
Post by: Asid on January 25, 2018, 09:26:39 PM
Update 46 - Chinese Langauge Improvements
Medieval Kingdom Wars - Dev Konstantin

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28834551/c4ab963fdbe47b6241c1b57d2481b4a82a9b078b.jpg)

Hey Everyone,

I`m back after a short trip and we are right back into it, with a monumental update, that`s extremely overdue. With Chinese players representing over 60% of the Steam players, and huge share of MKW players as well, it`s about time that we add a proper Chinese translation. Due to various tech issues - mainly having our own game engine - the workload to enable Chinese characters took us a very long time to complete. But finally - we are here. In addition we are considering translating all voice overs into Chinese as well to have a 100% localization.

This update also finally fixes the foreign player chat issues, as well as addresses a few more problems - including the infamous Hamlet Wall bug.

You will also notice a cap on how much resources your town can hold in RTS mode. For now it`s set at 4999, but we will adjust it based on your feedback. Also in the next update we`ll make certain buildings like Storehouse increase this resources cap.

And so presenting Update 46:

-Full Chinese Translation
-Added resource cap to RTS mode. Capped at 4999 per resource
-Regional foreign chat will now properly work
-Fixed displaying non-English characters in the chat
-Fixed problems with Serfs not saving their location in RTS mode
-Final fix for All the Hamlet Wall issues
-A lot of changes under the hood - major code revision
-AI will progress in game much faster on hard difficulty
-AI will progress in campaign much slower on easy difficulty
-Fixed issues in Portuguese translation
-Reduced volume of the company logo splash screen
Title: Re: Medieval Kingdom Wars
Post by: Asid on February 03, 2018, 03:59:47 PM
Update 47 - Wall Defences and Hamlet Skirmish
Medieval Kingdom Wars - Dev Konstantin

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28834551/95ff30ed905d737c189fe0f25dca2592b4996af4.jpg)

Hey Everyone,

We are wrapping this week with another big update, and as become the norm in the past few weeks - we are again working on the top player requested features. Over the past few weeks we tried to incorporate as much player feedback as possible into the game, but it`s time to get back to working on the big features - so next week we are returning to more diplomacy features, polishing up Techs, and opening way to work on CoOp features towards early March.

Today`s update finally adds saving of the wall mounted defenses built during battles. In addition auto-resolve will level up units. We also took some time to address the town storage capacity based on player feedback. And last but not least, you`ll notice the first of the several upcoming pathfinding and combat improvements. In addition a brand new Skirmish mode - defending or besieging a Hamlet.

Best wishes for the weekend! And so, presenting Update 47:

New Features
-Combat and Pathfinding update - reworked how units get stuck or slow-downed when moving through tight passages
-All wall mounted defenses and siege weapons now permanently save
-All wall mounted defenses and siege weapons can now be constructed in town view mode
-Constructing a storehouse now adds 3000 to the town storage
-Auto-resolving battles levels up units
-Final round of a updating and cleaning up the engine code
-New Skirmish game mode - Army vs Hamlet

Fixes and Improvements
-Updated town view mode description, no longer any temps there
-Updated Storehouse description
-Fixed common arrow with AI fire and flaming siege not working
-Fixed props (weapons, hats) on a couple of units showing up as white or missing
-Larger font for the next on screen
-Resources bar now shows town storage limit
-Temporary Disabled Wall Hoarding upgrade

Balance Changes
-Town Storage increased to 6000
-Nerfed Swordsman unit, nearly 20% reduction in stats
Title: Re: Medieval Kingdom Wars
Post by: Asid on February 13, 2018, 10:45:23 PM
Update 48 - Campaign Battle Saves and Rebellions
Medieval Kingdom Wars - Dev Konstantin

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28834551/0585db4f7a01d7d271f2cae870383d7a9ffa780a.jpg)

Hey Everyone,

We are getting back on track with our production plans and continuing work on major new features. Today`s update bring two major additions to the game - Kingdom Rebellions and Campaign Battle Saving.

New battle save features will automatically and manually save campaign battles and automatically resume them when you reload load your campaign. As we are still working on solution to the occasional crash in battles, the save feature should help minimize the lost progress. And overall it makes things are lot friendly when it comes to these long major town sieges.

Rebellions game mechanic will no longer let you attack your own Kingdom without penalties. If your standing with your King falls bellow 0, you will be declared an outlaw and a rebel and find yourself hunter by your own kind. But corruption is your friend here, and for a good bribe your King will turn a blind eye to you carving out his Kingdom for yourself.

A lot more awesome diplomatic options are coming soon, including being able to depose your King and crown yourself or the other Lord in your Kingdom. In addition we are working on a complete rewrite of the world map campaign AI, it`s making it a lot smarter and changes things from Kingdoms attacking each other, to individual lords waging their wars on their own or by their King`s command. You can expect all of these awesome features later on in February.

Best Wishes to everyone celebrating Lunar New Year! And so - presenting Update 48:

New Features
-Resuming campaign battles, if player quit or crashed during the battle
-Campaign Menu shows Resume Battle crossed swords symbols if save is available
-Added auto-saving every few minutes to campaign battles
-Added manual saving to the campaign battles - in the Pause Menu
-Player Rebellion & outlaw feature implements if standing with your King falls bellow 0
-Player can send Gifts and Insults within their own Kingdom to raise or lower standing
-Your own nation will actively attack you if your declared an outlaw

Fixes and Improvements
-Player Nation shows Standing with the King instead of a Diplomatic Relations value
-Diplomacy window shows Peace icons for each nation
-Fixed issue with resources lost despite sufficient resource cap at start of scenarios
-Changed the look of the Diplomacy window - all the Kingdoms in the certain spot in the list
Title: Re: Medieval Kingdom Wars
Post by: Asid on February 28, 2018, 10:37:45 PM
Update 49 - Game Changer...
Medieval Kingdom Wars - Dev Konstantin

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28834551/9cbdda0254a262994b89078ad4654bdc1dd226c4.jpg)

Hey Everyone,

After nearly two weeks of grueling work we are happy to present you update 49, that we, with a good reason, are calling the "game changer"

From total rework of the world map AI rules and behavior, to finalizing the core diplomacy and completely reworking how it integrates into the game... We are also introducing taking over Kingdoms and eliminating other lords and countries... And so much more, for example the long requested feature where we have pre-made unit groups in battles, sorted by unit type

Everything you do will require careful planning and diplomacy now, having one enemy at the time will become critical to your success. This will make the game a lot more fun for our veteran players as well.

And last but not least - this update finally includes saving unit hitpoints and member count after the battles. There`s no such thing as a perfect lossless battle now - so get ready to see your empires crumble.

Please keep in mind that with update of this size, we might come across a couple of new bugs over the next 24 hours. If you encounter some weirdness please let us know.

And yes - this update - as always - is save game compatible.

And so, presenting Update 49:

New Features
-Player and AI Units remember their Hit Points after the battle
-Auto-resolve can now damage unit instead of destroying it
-Each lord, rather than nation, launches their own attacks
-Banners show War and Peace icons for non-player nation controlled towns
-AI will be able to raise a lot more armies - 1.5x on medium, and 2x on hard
-RTS GUI now includes unit type group buttons added (WIP)
-Defeated Lords are removed from the Chancellor window
-Major event log changes
-When a nation is destroyed, and it`s King falls, it`s removed from diplomacy list

Fixes and Improvements
-Chancellor menu shows if player is an Outlaw (at war with his own Kingdom)
-Event log will no longer show lines about AI army movement vs other AI towns
-Event log will show relative messages a lot longer
-Notification when AI lord, and AI Kind dying in battle
-Fixed major problem with Hamlet garrisons not increasing properly as the game progresses
-Fixed bug with Hamlet garrisons resetting to default on reload of the world map
-SPACE pauses/unpauses world map or battle map

Balance Changes
-Players initial standing within their Kingdom is now 25 instead of 0.
-Town garrisons - Restore 10%/20%/30% health based on Campaign Difficult per month (reversed for AI)
Title: Re: Medieval Kingdom Wars
Post by: Asid on March 13, 2018, 12:57:59 PM
Our 50th Update - Alpha Milestone is here!
Medieval Kingdom Wars - Dev Konstantin

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28834551/c4ab963fdbe47b6241c1b57d2481b4a82a9b078b.jpg)

Hey Everyone,

We never shy away from admitting that we have really ambitious plans with Medieval Kingdom Wars, and we still have months and months of work ahead of us, and well - at the moment - MKW is as far from perfection as ....well, it`s just far.

But, with that said - I think we can allow ourselves a little 'pat on the back', and maybe a month long vacation (fine, fine - just the back pat thing) - and celebrate the 50th update, and finally reaching the Alpha milestone of production, yay!

None of this would be possible without our player support - so please accept our never ending gratitude for believing in MKW! Special thank you to so many of you who`ve been here with us from Day 1:)

Alpha to Beta plan
Now that at least the majority of the core features are in, we are very excited to see what the next few months will bring as we work towards the Beta milestone, with ETA - later this summer.

First of we plan to wrap up last five core features this spring
-Final Diplomacy features,
-Merchant Trade Menu
-Chaplain Religion Menu
-Multiple Armies in battle
-CoOp and PvP campaign battles.

And last but not least - we are finally wrapping up a total upgrade of our game engine, switching to DirectX 11/12 tech - expected later this spring as well. Not only will it get MKW to look much better, but should also resolve the majority, if not all, performance issues.

With all of this done we`ll start working on polishing and adding to the content - unique units for all nations, more towns, new tutorial, a lot of polish to the combat and so much more.

But all of this is still to come, for now lets look at today`s Update # 50:

New Features
-Trade Goods production added to various buildings that players can construct in towns, production stacks up with more buildings of the same type
-Auto Trade Goods production added to various town and hamlet locations
-Added ability to sell Trade Goods with right click on the goods in the Steward window
-Added auto-healing to armies near friendly towns
-Added manual healing option to army units near friendly towns - click on a unit

Fixes and Improvements
-Fixed various bugs with units spawning with damaged battalions
-Changed the font used by the Chinese translation
-Updated the smallest game fonts to appear much larger
-Fixed various issues with Chinese translation fonts
-Solution for rare crash issue effecting very small number of players - requires game reinstall
-Winning battles reward greatly increased
-Removed trade goods reward for loosing battles

Balance Changes
-Re-Balanced prices for each technology, prices are greatly increased towards 400% boost
-AI will heal units significantly faster depending on difficulty
-Auto-healing player units is now depended on difficulty
-Ranged units gain significant boost, up to 30% higher attacks values
-Nerfed low tier infantry including Maceman and Billman - less protection vs archers, or high tier melee
Title: Re: Medieval Kingdom Wars
Post by: Asid on March 16, 2018, 04:40:46 PM
Update 50 - Part II is here!

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28834551/0585db4f7a01d7d271f2cae870383d7a9ffa780a.jpg)

Hey Everyone,

We have a follow up to our big 50th update today. To celebrate the Alpha milestone we are starting a big promo event for MKW, with sale, marketing and much more, and hope to see a lot of players. And just in time to get the game ready for a large audience, we rushed this update 50B.

-Fixed rare startup crash effecting small number of players
-Fixed terrible lag when attacking large towns
-Fixed all game crashes when attacking large towns
-AI defending large town is not as good as before now
-Trade Good requirements to unlock Steward Techs reduced by 40%
-Fixed major bug with Tutorial pausing and not unpausing
-Enabled Auto-Saving campaign battles on default, saving every 10 minutes
-Removed Norwich from the map list, the level is not ready yet
Title: Re: Medieval Kingdom Wars
Post by: Asid on March 19, 2018, 04:07:09 PM
Update 50 - Part III is here!

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28834551/9cbdda0254a262994b89078ad4654bdc1dd226c4.jpg)

Hey Everyone,

Another follow up to the 50th update today, just in time for the big promo to celebrate the Alpha milestone. This update is mostly about balancing and working out couple of last minute player suggestions

-No refund for replacing/removing unit/building on the world map
-Auto Restoring Health greatly increased to 50%,40%,30% per month/difficulty
-Reward for victory in battle or auto-resolve, lower by ~30%
-Trade Good Buying price for all - lower ~30%
-Healing troops in town should be 40% cheaper
-Return from selling Items based on Campaign Difficulty: 35%/28%/20% for Easy/Normal/Hard
Title: Re: Medieval Kingdom Wars
Post by: Asid on March 22, 2018, 07:20:42 PM
Update 51 - Attack Window and Weeklong Sale
Medieval Kingdom Wars - Dev Konstantin

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28834551/9cbdda0254a262994b89078ad4654bdc1dd226c4.jpg)

Hey Everyone,

It`s amazing to see that so many of you are enjoying MKW, especially now that we have hundreds of players online at once. We want to take a moment to thank All of You for all the support and encouragement. Your feedback, reviews and suggestions mean a world to us, and really do inspire us to pull more and more overtime as we work on new features.

This and next week we have really great updates for you...

This week - introducing the long overdue attack window, which was sorely missed and really adds to the game. We also added a good way to capture these large strong AI towns - without 2 hour long battles - by using multiple attack auto-resolve, as garrisons now take damage. Same time we included several highly requested bug fixes and improvements.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28834551/b3bb0cf9a315138ae9184cf92ee21f8fd6d87d79.jpg)

Also next week - is a monumental step forward, as we plan to increase the number of playable factions to ~50. Instead of selecting a Kingdom - player will be able to choose to play as any of the Lords on the world map. Each Lord comes with very different starting conditions - from 1 hamlet to several hamlets, some even start with couple of large towns. Aside from different starting position, we are working to add as much difference as possible to these play-through, through starting resources, ranking with the king, and relations with other nations. Personally can`t wait to try it our next week:)

Best wishes for the weekend! And for now, presenting Update 51:

-New attack window layout
-Lords, army and other details added for the attack window
-Auto-resolve attacks on AI towns will result in AI garrison taking damage
-A way to capture large town through auto-resolve with several armies
-Fixed major issue with hamlets sometimes appearing empty
-Fixed major out of sync problem in multiplayer games with pressing Space
-Fixed bug with healing units in armies resulting in red health
-Re-balanced how much damage AI garrison takes in auto-resolve
-Fixed issue with renamed armies/towns not showing in Transfer units dialogue
-Fixed common error with Steward crafting window
Title: Re: Medieval Kingdom Wars
Post by: Asid on April 05, 2018, 08:47:07 PM
Update 52 - Massive Update Price Change
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/0585db4f7a01d7d271f2cae870383d7a9ffa780a.jpg)

Hey Everyone,

After two busy weeks its time to present another massive update # 52... and for the lack of any better ideas we called it just that - a Massive Update. With over a dozen major new features and additions it`s one of the biggest updates we had so far: Over 50 new starting Lords (increased from 14), population happiness with lots of gameplay effects, first round of interface updates, renown implemented, cheats enabled and so much more.

And seeing how far MKW has come since Early Access launch earlier in 2017, we feel that the time is right for a price increase, to represent all the additional value. This is also fair to our early adopters and these who supported the game during the Pre-Alpha period. So... after careful consideration, we have decided to set the new price of the game to 30 USD (or your regional equivalent). If you have any questions or concerns about this - please let us know.

And as the Spring continues, we have several truly exciting updates on the way. In the next update 53 we`ll be presenting the long awaited multiple armies feature. Next up in 54 we`ll be wrapping up Diplomacy and reworking campaign AI. And finally in 55 we`ll implement first of campaign CoOp features. Around this time we should also see the first installment of the long-awaited DirectX 11 update, as well as four new major towns, and new terrain sets (desert, forests e.t.c)

Best wishes for the weekend ahead, and for now, presenting Update #52:

New Starting Lords
-Campaign Creation screen now has entirely new layout
-Over 50 different starting scenarios now for each Lord on the world map
-Each Lord comes with its own starting settlements, renown, standing and so on
-Player will get to play as that particular Lord, and not a generic minor Lord

Other Major Changes
-Towns and Hamlets should gain +6 combat strength for each level
-Constructing each layer of palisade wall will add +4 combat strength to hamlet/town, +8 for each stone wall
-New way to limit RTS city management - as it decreases population happiness on entering the city, and on continuously staying there
-Hamlets and cities produces a lot less trade goods every month (only effects new campaigns)
-Kingdom that has been defeated is now properly disabled, but for now remains in the Chancellor list

Population Happiness
-Enabled population Happiness
-Adjusted relation between happiness and taxes - system now properly works
-Happiness value changed to % instead of descriptive words
-Added a positive/negative indicators for Citizen Mood and which way it`s progressing
-Very Happy cities (+75) produce 2x trade goods
-Unhappy cities (-25) don't produce trade items
-Very Unhappy citizens (-50) deny entry to town (view/manage)
-Rebellious cities (-75) stop producing taxes the month after they become rebellious
-Constructing Church, Academy, Market, Hospital improve Happiness
-Constructing Barn, Storehouse, Blacksmith, Stone Mine, Iron Mine, Armorer decreases happiness
-Military Units add to the happiness in the city

GUI Updates
-GUI Updates - changed how much windows fade out the screen when opened - easier to see the screen behind them
-GUI Updates - completely redesigned black transparent window for all GUI windows

Renown Enabled
-Enabled Renown system
-Starting renown for players Lord
-Renown is gained or lost through battles: +/-1 for Army vs Army
-Renown is gained or lost through controlling or loosing town assets +/-City Strength/Level of the town/hamlet gained or lost

Cheats Enabled
-Added Cheat Commands, can be used in the campaign or skirmish in chat:
/merchant - gives 10 of each trade item (only on the world map)
/silver - gives 5000 silver (only on the world map)
/food - gives 1000 food (only in RTS mode)
/wood - gives 1000 wood (only in RTS mode)
/stone - gives 1000 stone (only in RTS mode)
/iron - gives 1000 iron (only in RTS mode)
-Campaign menu will permanently display a white♥♥♥♥♥by the campaign where cheats were used
-Campaigns that have been cheated in can't gain Achievements

Other Fixes and Changes
-Greatly increased the cost of some buildings: market, blacksmith, armory, church, hospital, academy
-Pre-made unit groups show better - increased transparency for unused groups, overlay only shown on active groups
-Significantly reduced healing cost, about 40% less now and healing makes a lot more sense
-Fixed major bug constantly disconnecting some players from the game
-On server lost connection offline mode activated without kicking the player out
-Fixed bug with units walking through walls in Calais and some other hamlets
-City name shows in View/Battle over Day/Night clock     
Title: Re: Medieval Kingdom Wars
Post by: Asid on April 25, 2018, 07:15:11 PM
Update 53 - Menu, Banners, Balancing
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/95ff30ed905d737c189fe0f25dca2592b4996af4.jpg)

Hey Everyone,

Another solid update today addressing more of our player requests. Together with an overdue update of the main menu, we have included a long requested feature of adding banners to buildings. In the near future we also plan something similar for the units. In addition to work on various game pause issues, and world map army creation fixes we spent a bit of time improving the balancing on Happiness and Storage.

Meanwhile we are still working on the multiple armies in battle and auto-resolve feature... Yes it`s taking us quite a bit, as complexity of the whole feature, and how it then ties into upcoming CoOp is not to be underestimated. We are confident about getting the multiple army attack feature ready for you next week though.

We are aiming to have our next update 54 early next week.

And so, presenting Update # 53:

-Updated main menu scene and music
-Added name tag banner to all buildings
-Added banner to construction plots
-Citizen mood icon now changes color based on happiness level
-Cities now properly create armies on the world map if game is paused
-Fixed various issues with getting attacked on the world map while game is paused
-Creating a new campaign shows world map in background, centered on current nation's capital
-Barn and Storehouse Buildings no longer reduce happiness
-Academy, Church and University buildings improve happiness a lot more
-Default Town Storage limit reduced to 4,000
-Storehouse adds 2,000 to storage
-Starting standing with the respective King reduced for all starting lords
-Fixed last instances of speed controls not showing in battle
Title: Re: Medieval Kingdom Wars
Post by: Asid on May 02, 2018, 06:50:45 PM
Update 54 - Multiple Armies in Autoresolve
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/c4ab963fdbe47b6241c1b57d2481b4a82a9b078b.jpg)

Hey Everyone,

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

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

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

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

And so, presenting Update # 54:

-First part of the multiple army project complete
-Attack Screen now supports two armies per side (more to be added)
-Fight button is disabled for more than 2 armies in battle (until the next update)
-Player and AI can invite armies to join the battle in provincial range
-Army standing near the city becomes the city garrison for auto-resolve
-Auto-Resolve now uses battle difficulty instead of campaign difficulty
-Completely reworked Auto-Resolve victory or loss calculation
-Player army that`s weak or has just a few units will get removed on defeat
-Fixed exploit with repeating auto-resolve vs stronger army over 10 times
-Fixed common issue with horse cart ignoring orders
-Only the selected building banner is hidden (was part of the an earlier update)
Title: Re: Medieval Kingdom Wars
Post by: Asid on May 15, 2018, 06:40:28 PM
Summer Roadmap and Upcoming Updates
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/9cbdda0254a262994b89078ad4654bdc1dd226c4.jpg)

Hey Everyone,

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

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

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

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


SUMMER 2018 DEVELOPMENT ROADMAP

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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

ETA: Late August
-BETA MILESTONE
-Various player requested fixed and updates
-Work on balancing, improving starts
-Additional quests added, various historical events
Title: Re: Medieval Kingdom Wars
Post by: Asid on May 15, 2018, 06:41:14 PM
Update 54 - Multiple Armies More
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/0585db4f7a01d7d271f2cae870383d7a9ffa780a.jpg)

Hey Everyone

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

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

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

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

And so, presenting Update # 54:

-First part of the multiple army project complete
-Attack Screen now supports two armies per side (more to be added)
-Fight button is disabled for more than 2 armies in battle (until the next update)
-Player and AI can invite armies to join the battle in provincial range
-Army standing near the city becomes the city garrison for auto-resolve
-Auto-Resolve now uses battle difficulty instead of campaign difficulty
-Completely reworked Auto-Resolve victory or loss calculation
-Superior armies can win auto-resolve without any losses
-Player army that`s weak or has just a few units will get removed on defeat
-Fixed exploit with repeating auto-resolve vs stronger army over 10 times
-Fixed common issue with horse cart ignoring orders
-Only the selected building banner is hidden (was part of the an earlier update)
-Livestock will be fully fattened on reload of the city
-Building Name banners are much smaller and neater
-Fix major bug with gatehouse upgrades producing two gates
-Fixed other bugs with gatehouses
-New main menu music track
-New music for world map
-Added main menu Early Access letter
Title: Re: Medieval Kingdom Wars
Post by: Asid on May 21, 2018, 07:44:48 PM
Summer Roadmap & 50% off Weeklong Sale
21 May - Dev Konstantin   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/c4ab963fdbe47b6241c1b57d2481b4a82a9b078b.jpg)

Hey Everyone,

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

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

https://youtu.be/uK3SsiqEfUY


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

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

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

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


SUMMER 2018 DEVELOPMENT ROADMAP

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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

ETA: Late August
-BETA MILESTONE
-Various player requested fixed and updates
-Work on balancing, improving starts
-Additional quests added, various historical events
Title: Re: Medieval Kingdom Wars
Post by: Asid on May 25, 2018, 07:33:07 PM
Update 55 - Four Armies in Battles
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/9cbdda0254a262994b89078ad4654bdc1dd226c4.jpg)

Hey Everyone

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

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

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

And so, presenting Update # 55:

-Multiple armies in RTS battle mode enabled for Naval and Army vs Army combat
-Multiple armies in RTS battle mode enabled for Town and Hamlet combat
-During multiple battles in Hamlets or vs Army - additional armies spawn in supporting Army Camps
-During town battles additional armies spawn inside the city or in the second army camp
-AI controls the second army - to be changed in the next update
-Added Heal All option when clicking on damage soldier in the army
-Greatly improved camera centering on the world map - back to the last position before a battle or game exit
-On the World Map selected multiple armies will now march in close proximity to each other
-Destroyed nations are no longer selectable in Diplomacy window and have a death symbol over their portrait
-In Skirmish when selecting Hamlet battle added options for various random map terrain
-Cheat Codes can now be entered by clicking F7 key
-Cheats are: /merchant and /silver on the world map, /food, /wood, /stone and /iron on the battle map
-Skirmish Hamlet battle now has up to 4 players, with 2 other players having supporting Army Camp
-Victory and Defeat cinematic for large town battles
-Military Alliance and Trade Agreement icons show in Diplomacy/Chancellor
Title: Re: Medieval Kingdom Wars
Post by: Asid on June 20, 2018, 10:24:26 PM
Update 56 - Major Step Forward
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/95ff30ed905d737c189fe0f25dca2592b4996af4.jpg)

Hey Everyone,

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

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

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

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

And so, presenting Update # 56 Part I:

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

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

Balancing Changes
-Building level up cost increases much less with each level
-Building level up cost completely re-balanced, moderately reduced for most buildings
-Economic building level up cost greatly reduced for economic buildings
-Second army controlling AI will no longer create really advanced units
-Armies will always loose at least 1 unit when two armies are used at once
-Winning army units sustain a lot more damage, but battalions always survive
-Diplomacy - bribe to boost relations 30% cheaper, to damage relations 60% cheaper
-Happiness - on Default +50 points happier.
-Happiness - city garrison increases happiness 100% more
-Hamlet and City Tax income increased by 50%
-Silver income from buildings increased by 200%
-Silver income from units increased 100%
-Palisade no longer requires Iron cost upfront, only wood
-Mounted Hobelar, 30% cheaper, and 25% boost to stats
-Archery Range building stone cost greatly reduced, wood cost increased
-First two starting techs in each category are significantly cheaper and available early game
Title: Re: Medieval Kingdom Wars
Post by: Asid on June 25, 2018, 10:52:10 PM
Update 57 - AI on a War Path (Part I)
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/c4ab963fdbe47b6241c1b57d2481b4a82a9b078b.jpg)

Hey Everyone,

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

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

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

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

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

-AI will now often use two armies at once
-Good chance of a 4 army battles or town defense battles
-Re-balanced world map AI to be a lot more aggressive
-AI Armies will grow quicker with each game year
-AI will use double army attacks more and more as years go by
-AI will invite a second nearby army even on easy difficulty now
-Major change to Trade Good production - instead of monthly it`s now once per season ever 3 months
-Unit Upkeep greatly increased, up to 5 times more
-Building upkeep slightly increased and re-balanced
-Building and unit income reduced
-Research unlocking Knights Templar moved further in the tech tree
-Taxation now effects happiness much less
-Returns from selling items to the Steward reduced ~30%
-Wining battles now generates significantly larger reward in Silver
-Added minimap for Norwich and copied levels
-Fixed some level design issues in Norwich and copied levels
Title: Re: Medieval Kingdom Wars
Post by: Asid on July 03, 2018, 09:32:57 PM
Update 57 - Fixes and Improvements (Part II)

And so, presenting Update # 57 Part II:

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

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

Balancing Changes
-Significantly less upkeep for Militia and Hunters
-Greatly increased upkeep of military buildings
-Greatly increased happiness bonus of Church and Hospital
-Mill is no longer a drop off point for resources, bring a horse cart
-Slightly increased building income
-Reduced cost of Knight Templar, increased cost of Knight Hospitaller
-Chevalier price increased, feudal knight reduced
-Adjusted some costs in the Research tree to make more sense with what items unlock what tech
Title: Re: Medieval Kingdom Wars
Post by: Asid on July 12, 2018, 11:17:14 PM
Update 58 - The Good Update
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/0585db4f7a01d7d271f2cae870383d7a9ffa780a.jpg)

Hey Everyone,

We continue with our goal of polishing and fixing everything about the game in preparation for DirectX 11 launch later this summer. Today`s update comes with nearly 70 changes and improvements, including some major steps forward when it comes to town defense AI and game`s performance.

We`ll continue with another big update later next week again fixing whatever bugs remain, as we get ready for new features. And while we are slicing through remaining bugs, as well fine-tuning and balancing; It`s a good time to drop by our forums, and let us know if you have discovered a new bug or want something changed or improved.

We hope you enjoy this update! And so, presenting Update # 58:

Big Changes
-Eliminated lag when attacking large towns
-Eliminated lag when tasking 8 battalions on a busy battle field
-Greatly increased performance with Highest Model quality visual option
-Tasking multiple battalions now take up to 1.5 seconds for group of 8
-Units will no longer be able to sneak in through closed gates if tasked before closing
-Town defensive AI - it will now be a lot more active
-Town defensive AI - it will ride out to attack weaker attackers
-Fixed potential crash when changing game language
-Scaled up majority of buildings especially economy buildings

Fixes and Improvements
-Fixed major issue with some hamlets showing empty blue area
-When friendly AI attacks a city that recently has changed hands to a friendly or player, AI will not attack this city but move on
-Added a cap of max 5 prisoners to be captured when besieging a city
-Reduced memory load from various language files by good 500 mbs
-Increased amount of resources given in Skirmish on default
-Low, Medium, High resources in Skirmish now actually work
-Fixed issue with Storehouse not increasing resources on town reload or even deducting resources
-Better position for buildings banners, less chance to click it and not select the building
-Plains Hamlet design now has a walkable palisade by the gatehouse
-Orleans - redesigned city walls to added walkable palisade
-Orleans - redesigned city and removed staircases that made it exploitable defense
-Nantes - fixed issues with ladders not attaching to the inner keep walls
-Nantes - fixed issues with inner keep towers not letting units in or out
-Caen - completely reworked the area by the main gate to allow AI to attack it better without getting stuck
-Fixed houses sticking out through the wall in some hamlets
-Updated all hamlet designs where workers would get stuck in walls when gathering wood
-Chinese localization - fixed additional errors in Chinese fonts, incorrect symbols for ( ) and !
-Chinese localization - fixed text objectives in tutorial being very small
-Fixed hamlet banners being on screen when going to Skirmish after playing Campaign
-Region banners are more transparent and look more different from town banners, not to confuse the two
-New Campaign window portraits don't flicker when changing nation or lords
-Steward portrait doesn't flicker in tech window when buying something
-In Steward Tech window, can select any tech with pop-up staying open allowing to examine the tech
-Fixed odd flashing and pause about 20 minutes into managing towns
-Building plots now look normal on lowest settings
-Adjusted campaign intro cinematic not to zoom in on irrelevant town but continue fly by

Balancing Changes
-Trees no longer grow until level is reloaded
-AI gets less time to conquer player hamlet and town, 20 and 35, from 25 and 40
-Default town storage capacity reduced to 3000
-Catapult removed two other shot abilities
-Catapult fixed the firing FX for normal and flamed Projectile
-Catapult nerfed and fixed over powering damage and rate of fire
-Catapult flaming project now has a much less change to start a fire
-Ballista and Trebuchet fire projectile now have a strong chance to start a fire
-Economy changes - Peasants are 50% more expensive, but also 50% more productive
-Economy changes - livestock max food amount increased by 50%
-Economy changes - chicken and cow over time passive food income increased by 60%
-Economy Changes - Iron and Stone mines 30% more productive, mine level upgrade adds 50%
-Re-balanced movement speed - Heavy armored units and heavy siege units significantly slower
-Re-balanced movement speed - Medium armored units are a little bit slower
-Rebalanced movement speed - Light units regain same speed or a bit faster
Title: Re: Medieval Kingdom Wars
Post by: Asid on July 12, 2018, 11:19:55 PM
Unit Ovelay Idea

(https://steamuserimages-a.akamaihd.net/ugc/959714239173868006/70C2AAB3975D3DDEA65CE1E87D2A8AACA341A333/)
Title: Re: Medieval Kingdom Wars
Post by: Asid on July 18, 2018, 07:55:10 PM
Update 58 - Part I released
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/0585db4f7a01d7d271f2cae870383d7a9ffa780a.jpg)


Hey Everyone,

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

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

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

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

And yea - can`t wait till next week. The title of the update going to be 'Ye Shalt Not Crash'
Title: Re: Medieval Kingdom Wars
Post by: Asid on July 19, 2018, 04:25:27 PM
Update 58 - Part II - Ye Shall Not Crash (much) - Beta Build Only
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/95ff30ed905d737c189fe0f25dca2592b4996af4.jpg)

Hey Everyone,

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

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

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

And while we are slicing through remaining bugs, as well fine-tuning and balancing; It`s a good time to drop by our forums, and let us know if you have discovered a new bug or want something changed or improved.

We hope you enjoy this update! And so, presenting Update # 58 Part II:

Big Changes
-Fixed the last crash issue during combat
-Increased number of selected units to 16
-Eliminated lag when attacking large towns
-Eliminated lag when tasking 8 battalions on a busy battle field (still a bit with 16)
-Greatly increased performance with Highest Model quality visual option
-Tasking multiple battalions now take up to 1.5 seconds for group of 8
-Units will no longer be able to sneak in through closed gates if tasked before closing
-Fixed potential crash when changing game language
-Scaled up majority of buildings especially economy buildings

Fixes and Improvements
-Fixed various issues with gates, like double gates, or no gates
-When friendly AI attacks a city that recently has changed hands to a friendly or player, AI will not attack this city but move on
-Added a cap of max 5 prisoners to be captured when besieging a city
-Reduced memory load from various language files by good 500 mbs
-Increased amount of resources given in Skirmish on default
-Low, Medium, High resources in Skirmish now actually work
-Fixed issue with Storehouse not increasing resources on town reload or even deducting resources
-Better position for buildings banners, less chance to click it and not select the building
-Chinese localization - fixed additional errors in Chinese fonts, incorrect symbols for ( ) and !
-Chinese localization - fixed text objectives in tutorial being very small
-Fixed hamlet banners being on screen when going to Skirmish after playing Campaign
-Region banners are more transparent and look more different from town banners, not to confuse the two
-New Campaign window portraits don't flicker when changing nation or lords
-Steward portrait doesn't flicker in tech window when buying something
-In Steward Tech window, can select any tech with pop-up staying open allowing to examine the tech
-Fixed odd flashing and pause about 20 minutes into managing towns
-Building plots now look normal on lowest settings
-Adjusted campaign intro cinematic not to zoom in on irrelevant town but continue fly by

Balancing Changes
-Trees no longer grow until level is reloaded
-AI gets less time to conquer player hamlet and town, 20 and 35, from 25 and 40
-Default town storage capacity reduced to 3000
-Catapult removed two other shot abilities
-Catapult fixed the firing FX for normal and flamed Projectile
-Catapult nerfed and fixed over powering damage and rate of fire
-Catapult flaming project now has a much less change to start a fire
-Ballista and Trebuchet fire projectile now have a strong chance to start a fire
-Economy changes - Peasants are 50% more expensive, but also 50% more productive
-Economy changes - livestock max food amount increased by 50%
-Economy changes - chicken and cow over time passive food income increased by 60%
-Economy Changes - Iron and Stone mines 30% more productive, mine level upgrade adds 50%
-Re-balanced movement speed - Heavy armored units and heavy siege units significantly slower
-Re-balanced movement speed - Medium armored units are a little bit slower
-Rebalanced movement speed - Light units regain same speed or a bit faster
Title: Re: Medieval Kingdom Wars
Post by: Asid on October 07, 2018, 12:05:56 AM
Update 60 rollout schedule

Hey Everyone,

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

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

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

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

Update 60 - Full Release - by Friday or Saturday we`ll move DX11 update life, and we`ll also include, new unique nation units - for now just unit names, and unit stats has changed, but using same art.
Title: Re: Medieval Kingdom Wars
Post by: Asid on October 10, 2018, 12:02:16 AM
Update 59 - New Tutorial Campaign
8 October - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/0585db4f7a01d7d271f2cae870383d7a9ffa780a.jpg)

Hey Everyone,

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

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

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

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

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

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

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

And so, presenting Update # 59:
-New Tutorial Campaign
Title: Re: Medieval Kingdom Wars
Post by: Asid on October 24, 2018, 01:34:15 PM
Update 60 - New Game Engine - Beta Build
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/9cbdda0254a262994b89078ad4654bdc1dd226c4.jpg)

Hey Everyone,

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

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

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

https://youtu.be/YlrH2QpESTI


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

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


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

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

Fixes and Improvements
-Changed historically inaccurate helmet for Billman and Crossbowman
-Fixed broken cinematic for French campaign
-Animal don`t bunch up as much
-Minimap Wall Control is now more visible
-Longbow more anti-arrow armor
-Improved world map army - scale, animation, art
-New world map army dialogue
-Slight lower max zoom in in campaign and skirmish
-Update arrow trail - better visible now
-Update ballista trail - better visible now
-Improved Peasants Mask
-More natural hair color on units
-Changed French lords with starting conditions to be historically correct
-Fixed Portuguese translation missing a lot of text
-Reworked world map borders
-Winter worldmap fixed how the water looks
-A lot of fixes for Chinese translation (one more fix to come)
-Chapter 1 - flaming walls lag too much - reduce
-Chapter 6 - load up world map automatically after 20 seconds
-Various improvements to campaign cinematics
-Dover level - updated level design of a wall bridge
Title: Re: Medieval Kingdom Wars
Post by: Asid on October 24, 2018, 01:35:23 PM
Update 61 - New Game Engine - Live Release
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/c4ab963fdbe47b6241c1b57d2481b4a82a9b078b.jpg)

Hey Everyone,

It`s time to release our biggest update ever! And it only got bigger and better over the last week during the beta testing period. And so it`s official - new game engine is here. And from here on we have amazing options to improve other areas of the game.

And finally our team is back to working on current bugs and new content - at full strength. During the past few months - tutorial and this engine update really took up a lot of time, and we are glad to put this behind us.

Let us know what you think. But please keep in mind - there are still a few known issues that we`ll iron out later this week. Also there are almost no performance benefits right now vs the old engine - we will work on this next week, and results will follow.

Big Changes
-New Main Menu with Skirmish, Tutorial and Main scenes
-Game now starts at maximum possible resolution, and not in windows resolution
-Each nation now has a roaster of unique units - not yet implemented on the world map
-Unique units have different name and stats, but same art for now
-Major combat re-balance - fights last at least 50% longer
-Unit to Unit collision with enemy units is now on full strength
-Added selecting nation to Skirmish menu
-Fixed major issue with cavalry not going through some gatehouses
-Fixed various problems with AI attacking large towns

Performance Improvements
-Camera Fov reduced by 5 points, wins several FPS on low end PCs
-Rain is a lot less performance draining
-Updated options menu to disable Fog, Weather Effects and Normal Maps on lower quality settings
-Rebalanced Medium and High options settings for better performance
-Removed Unused Bloom control from the options
-Significantly improved performance during ranged combat

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

Fixes and Improvements
-Changing resolution now fully works
-Reduced world map brittleness
-Reduced battle map brightness in summer, spring and fall
-Reworked rain sequences
-Removed bad looking lighting flashes
-Updated texture on crossbowman and billman helmet
-Several battalions will get stuck at tight spaces a lot less
-All bowman a bit more arrow armor
-Arrow trail looks much better
-AI will only build single palisade wall in it`s siege camp
-AI will not build blockading palisade in town sieges
-Fixed building names not shown fully and moved to the next string
-Better formatting for text when buildings are selected
-Brighter player color on the worldmap minimap
-Some GUI sounds are now quitter
-Corrected some hamlets having both wall control points inside the walls
-Improved trampling units with horses. More damage, but also take more damage and slowdown faster
-Hard AI will no longer produce useless Stables and cavalry units during sieges
-Fixed gaps in siege palisade for attackers on all levels including Paris
-Tutorial Intro and outro cinematic, and main menu load faster
-Tutorial cinematics greatly improved

Diplomacy Changes
-Attacking your own nation towns and armies - has a much greater effect on reducing your standing with the King
-Attacking other nations that your king is not at war with - reduces your standing with the King
-Attaching nations that your King is at war with - will increase your relations with the King
-If you are in rebellion - destroying your Kings armies will increase your standing
-if you are attacking your Kings enemy - destroying their armies will increase diplomatic relations between your nations
-Raised the cost of diplomatic relations gift or insult
-Fixed Pax Europa tech not working



And last but not least - we are aware of a few known issues that we hope to resolve in the next 48 hours.
----KNOWN ISSUES----
-if you are getting a crash at the game start - disable PnkBuster - in your Task Manager (Cntrl + Alt + Del) list of Processes.
-On the world map unis show old default names - should be fixed in 24 hours
-Damaged buildings look weird - to be fixed in 24 hours
-On some nvidia cards when changing resolution, the game will automatically go into windowed mode (to fix, turn windowed mode on and off)
-You cant minimize the game - to be fixed later this week
-Town Houses in cinematics will show glitchy art, with walls trembling
Title: Re: Medieval Kingdom Wars
Post by: Asid on October 25, 2018, 01:06:08 AM
Update 62 - Unique Faction Units
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/95ff30ed905d737c189fe0f25dca2592b4996af4.jpg)

Hey Everyone,

...it seems like we just had a major update yesterday... did we?. Well - always happy to bring you another good one. We have finally completed another big project that we have been working on for quite a while - unique faction units. Each faction now have a roaster of 12-14 unique units with historical names and stats. And this goes beyond just artificial changes - as new units and their cost will greatly impact the play style from nation to nation - both on the worldmap and in battle.

And addition there are couple of dozen fixes to some critical and overdue bugs. Please continue to post on the forums if you notice something else that`s going wrong with the game, and now that we are free from working on the engine update, we`ll be able to fix dozens of bugs each week.

In a few days we`ll follow up with another update bringing you a massive new feature - looting and raising towns. Very excited about this one, as it`s truly changing campaign gameplay - from letting you or an angry AI to burn entire world to the ground - as raised towns can`t be rebuilt, or to let you go on a pirate/viking trip - looting and burning towns (looted towns are out of the game for a few months).

Big Changes
-Unique Faction units fully implemented in battle
-Unique Faction units fully implemented on the world map
-Unique Faction units fully implemented in Skirmish
-Hospital Building now heals nearby units

Fixes and Improvements
-Units again show description tooltip
-Fixed the bug with attack window getting stuck on screen in the main menu
-Fixed issue with one of the adviser menus being stuck on screen in main menu
-Improved the look of Tutorial text windows
-AI melee units will not properly assault climb the walls with belfry and ladders
-Fixed siege weapons and carts not using bridges or gates
-Fog is less visible during the day
-Fixed issue with very strong patchy fog during the night
-Rain is a lot less visible, does not get in a way during the night
-World Map is a lot brighter during winter
-Nighttime light visuals improved for summer and winter nights
-Fixed rare bug breaking Stewards window
-Fixed various bugs with new national units
-Fixed new nations units asking for odd resources like stone or 3 resources
-Fixed text getting cut off at the bottom at various menus and tutorial
-Dover castle expanded the inner gate landing so towers can better attach
-Fixed the bug with melee units attacking closed iron stone wall gate. suppose to only attack the palisade one
-ESC key now properly closes any adviser menu on the world map and opens options
-Fixed issue with one of the adviser menus being stuck on screen in main menu


Balance Changes
-Destroying a building on the world map returns small part of the cost, increases by level
-Destroying a building now returns a bit more silver, but not enough to be exploitable
-Gates are much slower to repair, fixing a known exploit of rebuilding or repairing gates during attack
-Decreased the chances of rain - was effected fire arrows too much
Title: Re: Medieval Kingdom Wars
Post by: Asid on November 03, 2018, 02:45:32 PM
Update 63 - Beta Milestone
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/0585db4f7a01d7d271f2cae870383d7a9ffa780a.jpg)

Hey Everyone,

The past month was a total roller-coaster with one large update after another. The new campaign, new game engine... and we continue just as strong with today`s update - with nearly 100 features, fixes, and changes. It`s fitting for our first beta build to be that epic...

And after eight long months in Alpha phase, we are happy to say that we are officially in the beta stage of production now. There`s still a lot of work ahead, but we managed to hit all the goals that we set out - from the new game engine to the tutorial campaign and a lot of campaign features.

None of this would be possible without your support – so please accept our never-ending gratitude for believing in MKW! A special thank you to so many of you who`ve been here with us from Day 1! Next week will be our 500th day of Early Access...

We hope you enjoy the new update, and the massive update 64 is on its way next week.

Big Changes
-New major feature - looting towns - good income, town is out of the game for half a year
-New major feature - raizing towns - best income, town is destroyed, and politically a bad move
-Major visual improvement with corrected blurring and smoothing
-Fixed a wide range of startup crash issues affecting a small number of players
-Updated all the in-game music - some of it now uses real recorded instruments
-Added 6 new music tracks, mostly for the world map gameplay - majority using real recorded instruments
-Redesign starting conditions for each nation with more historical and logical enemies and friends
-Redesigned post-siege sequence - awards and next step is now allocated on the world map
-All tutorial chapters are unlocked with no need to complete to unlock
-Increased performance when building walls and sieges in all large towns
-Text notification and scribe record of where AI armies are attacking now also list province instead of a town
-Fixed big graphical glitches on townhouses in cinematic
-Fixed graphical glitches on various small objects
-Removed walkable towers from the game
-Updated all levels replacing walkable towers with automated towers
-Updated all town siege camps leaving only 2 gates per layer
-Update all hamlet siege camps leaving only 1 entrance per layer
-All large town maps have improved attackers palisade camp
-All large towns removed a good number of towers
-Gatehouse now has voice lines for selecting opening and closing
-Gatehouse displays gate status on screen if it`s opened
-Tooltips that show unit cost now display easy to see resource icons
-No longer need to build army tents to increase population, everyone starts with 30


Fixes and Improvements
-Polished up Skirmish main menu scene
-Reworked battle income - reward now depends on the size of the town
-Hunters can no longer target livestock
-Regular and Fire arrows now don't look as invasive
-Archers will shoot straight at a longer distance
-Archers will now shoot as smaller vertical angle
-Fixed problems with crossbowman and other ranged units shooting short of their targets
-Horse Cart and Fire Cart is much easier to click select among other units
-Citizens now die from arrows or fires during town sieges
-Corpses no longer selectable
-When attacking Hamlets, the siege camp gets only one small inner walls, not two as before
-Yeomen unit better display player colors - can easily tell which player he belongs to
-Updated description for all the animals in English to describe their different roles
-World Map view boundary expanded in the east, allowing to better manage Bohemia and other eastern provinces
-Increased chances of rain
-Greatly increased performance when shooting a lot of fire arrows
-Fire arrows are not as visible now
-World Map clouds are less visible and obstruct the map view a lot less
-Water on Medium graphical settings now shows reflections for ships - especially visible in Skirmish menu
-Fixed bug with the naval map giving a free Voulgier battalion
-Improved the look of the Tutorial tooltip
-Fixed building destruction visual glitch on higher game settings with Normal Maps
-Expanded landing by Nantes final Keep for better siege opportunities
-Fixed all situation where palisade tower doesn`t have wall segment under it
-Removed chickens that were everywhere in large cities
-Updated Mines description, to indicate the benefit of upgrading, and removed tasking serfs feature
-Attack Town button now works properly, with the same range as clicking on the enemy town
-Skirmish menu now properly titled Available Games for multiplayer games
-Updated a lot of text lines about offline mode, banning e.t.c
-Removed outdated? section in Stewards menu
-Fixed floating fire and smoke in the air after walls and buildings are destroyed at night
-Larger torch fire FX
-Now showing full unit and building description in world map garrisons and armies
-Now showing unit description in buildings in combat mode
-Fixed volume issue with voice-overs in campaign intro cinematic
-Removed peasant Task to Plant Gathering button
-Fewer trees in army and siege camps - looks much cleaner

Balancing Changes
-Crossbowman now has much smaller range but is a lot stronger in all stats
-Bowman, Yeomen, and Longbowman do a lot more damage at large range
-Greatly increased silver reward for winning battles
-In large towns, it`s now a lot cheaper to build the sets of towers in the inner town
-Cows now bring a lot more food when slaughtered or milked, but also come with a greater price
-Sheep have almost no food on them, but this is made up by higher world map silver income
-Peasants gather food from slaughtering animals 40% slower
-It now takes significantly longer to repair or rebuild damaged gates
-Palisade walls now take twice as long to build but consume 30% less wood
-Stone walls now take 30% longer to build
-Maceman is 20% better vs high armored troops, but 30% less efficient vs other types of enemies
-Greatly increased the cost of diplomacy gift and gossip options
-Hospital building now heals in a smaller range, but slightly faster
-The cost to level up buildings on the world map is significantly lower
-AI will never send two armies to attack at once during the first year of gameplay on the easy and medium difficulty
-Besieged status on gatehouses reduced from 5 to 3 minutes
Title: Re: Medieval Kingdom Wars
Post by: Asid on November 09, 2018, 12:12:04 AM
Update 64 - The Game Changer
8 November - Dev Konstantin   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/9cbdda0254a262994b89078ad4654bdc1dd226c4.jpg)

Hey Everyone,

And we continue with massive weekly update - allow me to present our biggest gameplay update so far. The changes go beyond a simple patch, instead you can call this a total gameplay conversion - or as we like to say - The Game Changer.

Our main goal was to simplify controls - with fewer but much larger battalions, and to create more realistic combat. Almost every game stats has been changed for this update - and just in case there are some issues - we will iron it our by next week.

In addition we made a big step in improving the game`s graphics, as well as stability. We also started to work on updated unit pathfinding - you can expect a lot more improvements in this area next week.

As you discover the new approach to gameplay we recommend starting a new campaign. If you want to continue an old campaign, you might need to remove 2/3rds of yours military units to work with the new gameplay format.

And so presenting Update 64, it`s a long list:

BIG CHANGES
-Major visual update - might be a bit too bright though...
-Fixed the last startup issues
-Total Rebalance of the game, including all gameplay modes
-Gameplay changed to controlling fewer units, but of bigger size
-Battalion size increased with twice as many soldiers in each group
-Unit scale greatly increased - easy to tell units apart
-Battalions now fight as one unit - not separating nearly as much
-Battles last twice as long with units surviving much longer
-All units stats are doubled or tripled - cost, strength
-Reworked starting player garrison, starting payer army, and AI garrison for each city
-Ranged units reworked - new animation takes much longer to reload, but deadly
-Siege ranged weapons reworked - cinematic kills with knocking units down
-Starting Diplomatic relations for each nation redesigned - more historical, and better gameplay
-There is a lot more difference in stats between units of different nations
-Greatly slowed down movement speeds of all units for slower more realistic gameplay
-Completely reworked Serf resources gathering - big battalions, efficient, doesn`t get stuck
-A lot of improvements to the Tutorial with over 40 changes and fixes


AI CHANGES
-Combat AI - major improvements to AI laying sieges faster and more efficient
-Combat AI - AI will not use multiple Rams to attack the same gate
-Combat AI - disabled AI advantage where it would deal more damage to the player
-Combat AI - AI creates units a lot slower now to work with the new balancing
-Unit AI - there`s now an actual AI script controlling their individual behavior
-Unit AI - units now attack building that they feel threatened by - like Barracks
-Unit AI - units now advance to attack archers shooting at them
-Unit AI - units will often stand ground, or advance based on the situation
-Unit AI - units a lot smarter when it comes to choosing opponents
-World Map AI now replenishes dead units in Hamlets and Towns
-World Map AI now upgrades Hamlet garrison as the time goes on - for large garrisons
-World Map AI now gives player more peacetime at the start of the campaign


FIXES AND ADDITIONS
-World map clouds less shiny and interfere less with the line of sight
-Polished up a lot of building and unit descriptions in English
-Peasants will no longer automatically slaughter not fully grown sheep
-Fixed boats having texture issues
-Fixed naval combat level not working
-Tutorial now uses national troops and not defaults
-Fixed issue with bad looking extra large or small GUI icons
-Fixed national unit names not showing in RTS mode
-New idle animations for Knights and Ranged units
-Removed some ridiculous idle animations from billman and voulgier units
-Reduced volume of music track on winning or losing a battle
-World map clouds less shiny and interfere less with the line of sight
-World Map army larger
-World Map army less brightly lit
-Unlocking sheep moved further down in the economy tree
-Arrows look a lot better and more noticeable
-Crossbowman now properly holds crossbow with both hands
-New Crossbow shooting animations
-Defending the town no longer gives huge amounts of silver on the world map
-When AI captures player towns it no longer gets an odd garrison of mixed units
-On capturing AI town in auto-resolve players get a basic garrison, not a strong one as before


BALANCING CHANGES
-All unit battalions double in size - including livestock, serfs, and military units
-All unit cost, training time and upkeep increased 200%-300%
-All unit and building cost and build time increased 150%-200%
-Increased the strength of all units 200%-250%
-Increase starting resources in skirmish and in campaign battles and enter town mode
-Wall construction time, especially towers is greatly increased by up to 250%
-Increased resources cap to 4000 on default
-Income from building and livestock greatly increased up to 300%
-Income from mines, Serfs, and livestock increased 200%-300%
-Level up cost for buildings greatly increased - up to 400%, not effected on the world map
-Cow and sheep less passive food income 25 per minute chicken, 50 per minute cow
-Rams take significantly longer to known down the gate
-Each tree, especially small one has 30%-50% more wood
-Townhouses hold 400% more wood
-Fog of war reveal distance expanded for all units
-Cost of building blockading palisade decreased
-Livestock starts with more resources and bigger in size
-Archers can take a lot more arrow damage with higher piercing armor
-Piked units made to have a big bonus vs archers, now that archers have high piercing armor
-Archers now shoot 2x-3x slower and are but deal 2x-3x more damage
-Archers shooting straight at a shorter distance, preferring to shoot high flying arrows
-Peasants no longer generate silver income on the world map
-AI will use 3x fewer units everywhere
-Increased the price of hamlet upgrade by 40%
-The reward for looting and raizing low-level hamlets is increased by 300-600 silver
-Building give 25-30% more silver income on the world map
-Moved the Cow unlocking research to 1 position later in the Economy tree
-New Sheep unlock in the Economy tech tree, on the 7th position instead of second
Title: Re: Medieval Kingdom Wars
Post by: Asid on November 10, 2018, 12:11:37 AM
Update 65 - The Follow Up
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/c4ab963fdbe47b6241c1b57d2481b4a82a9b078b.jpg)

Hey Everyone,

As a follow up to yesterday`s update, we have another game changing patch for you today. We have reworked all the price tags in game, from livestock to research, both in RTS and World Map mode. You`ll find that all the income and expenses have went down greatly - up to 12 times lower. For example if before a unit could cost 1200, now it`s just 120.

These changes go far beyond simple math though, as relation between world map silver prices and RTS prices has been completely reworked as well. In addition this update is complete with the usual lengthy list of changes and fixes. We are breaking for the weekend, but you can expect another massive update next week.

And so presenting Update 65:
-All RTS mode prices reduced by 8x to 12x
-All World Map prices reduced from 2x to 4x
-Adjusted every single income or expense in-game to work with the new numbers
-Fixed the last startup crash issue, when clicking on Options window
-Fixed various issues with too much blurring in-game
-Adjusted in-game brightness and overwhelming bloom values
-New portrait for Serf, holding a pitch fork
-It is not significantly easier and more affordable to play on the world map
-Rebalanced income from Mines and Serfs to be significantly higher
-Reworked how AI trains units on the world map
-AI will no longer send overwhelming armies in the first couple of years
-AI progress through the first 10 years of campaign is significantly slower
-Reworked tutorial level 2 and 8 - AI assault force s a significantly larger now
-Reworked all tutorial levels with new light values and new unit cost
-All cavalry unit stats have significantly increased
-Archer attack significantly reduced - no longer op
-All the prices in-game are now even multiples of 5
-AI hamlet garrisons for level 4 and 5 are much weaker now
Title: Re: Medieval Kingdom Wars
Post by: Asid on November 23, 2018, 01:09:49 AM
Update 66 - Release Date Anounced
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steam/apps/499660/extras/3.gif)

Hey Everyone,

After spending last week working on reworked video trailers (to be released soon) and improving MKW`s store page, we are back into action. It`s time for another epic update that yet again changes the way you play the game. But before we get into the details, we have an announcement to make...

After nearly 3 years in development, we are almost ready to make the big move and graduate from Early Access. And the date is... Nth of January 2019. We`ll reveal the exact date soon.

There are two more months of work ahead, and we are confident MKW will be released in a solid shape. However, the official release is only a beginning... We already have 2019 all planned out - providing a constant stream of big updates post-release.

Also - if you own our previous game - KW2B - some good news. We`ll be releasing a definitive edition - a free update - that changes the game engine to DirectX 11, greatly improves many areas of the game and fixes the majority of leftover bugs in KW2B. We`ll have a full announcement and preview in December.

Now back to today`s update - the main feature is updated pathfinding and the new Epic camera mode. Let us know how it plays out...

And so presenting Update 66:

BIG CHANGES
-New Epic and Performance camera in the options
-New Epic camera is well - Epic - with extremely high zoom out
-Completely reworked world map camera, for a much closer view
-Adjusted the minimal zoom in a good way to play the game, and not just zoom in for details
-Pathfinding update - Battalions stay together in formation, without some units breaking formation
-Pathfinding update - tasking units - battalion now goes exactly to where it was tasked
-Pathfinding update - various fixes and improvement when tasking battalion to walk or to run to a location
-Visual update - greatly reduced bloom and blurring on all levels
-Performance boost of about 3-6 FPS on all graphics cards
-On town capture, reduce happiness by 70 if the same nation, by 150 if a different nation
-On town looted, reduce happiness by -150
-On town razed, diplomatic relations with all nations reduced by -5
-On town razed, razing player standing with his King drops by -5
-Building upkeep cost now increases with building level, instead of decreasing
-Raising now gives very high silver loot - a game changer
-World map game time goes by 50% faster
-Entering to manage towns deducts a lot more happiness, the longer you stay


FIXES AND ADDITIONS
-Game view now starts at max zoom in, instead of max zoom out
-Improved visual performance on high and highest game settings through LODs
-Update all infantry formations to be more evenly spread out
-First game run language prompt - now has a title, not to confuse new players
-Much quieter sounds of peasants chopping trees and dropping off resources
-Fixed major bug preventing cavalry passing through stone gates
-Fixed piked infantry unable to destroy Mantlets
-Fixed "Heal All" showing different cost depending on what unit was selected
-Less brightness in the campaign map
-When launching scenarios from the editor, it now uses the DX11 engine, and not 9
-Added world map borders to tutorial scenarios
-Fixed odd shadow on the ship in the skirmish screen
-Regular and fire arrows are a lot better visible
-Fixed naval combat level spawning units within range of enemy bowman
-After capturing the town the action screen shows up right away and not a few seconds later
-When the game is action paused the music is not as quiet as before
-Fixed odd shadow on the ship in the Skirmish screen


BALANCING
-Combat AI trains more rams and less siege of other types
-Combat AI creates new units significantly slower
-AI gets a lot less time to conquer player hamlet or town, making these battles go by a lot faster
-Ballista now consumes iron when firing
-Siege weapons now consume 0.2 stone/iron when firing instead of 1
-Destroying buildings on the world map gives more of their cost back
-Buildings that generate income, have their income significantly increase with high levels
-Buildings that generate happiness, generate more at higher levels
-The market now sells and buys resources by 100, and not 700
-Looting gives a little bit more silver for low-end hamlets and more overall
-Silver drain when attacking significantly reduced
-Increased the price of Serfs by 30%
-Reduced Serfs animal slaughter income by 25%
-Stone and Iron Mines level up cost increases 50%
-Stone and Iron camp 50% more cost, but 50% more productive
-Piked infantry now a lot more effective vs siege weapons
-All infantry is much better at killing mantlets
-Increased unit upkeep by 30%
-Increased building upkeep by 15%
-Blacksmith and Armoury now provide a lot less income
-Academy comes with an upkeep
-Price of all RTS mode techs increased 2X
Title: Re: Medieval Kingdom Wars
Post by: Asid on December 01, 2018, 01:11:58 AM
Update 67 - Victory or Death
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/95ff30ed905d737c189fe0f25dca2592b4996af4.jpg)

Hey Everyone,

With January release fast approaching, we are pushing hard to wrap up all the features and fix remaining bugs. And today`s update is a big step in that direction...

Update 67 finally gives campaign some meaning - with numerous victory and defeat conditions. We also start implementing adviser quests, campaign cinematics and notifications that help a great deal to emerge players into the game world. In addition a lot of work went into improving performance, as well as implementing a number of player requests. And of-course - dozens of other fixes and improvements across the board.

Next week we are continuing with adding more diplomacy options and unveiling reworked pathfinding and much better unit behavior in combat.

Thanks for your continuous support, and hope you enjoy this update!

And so presenting Update 67:

BIG CHANGES
-Adjusted all LOD settings to improve performance and visuals
-Major visual performance boost across all systems and specs
-Manor has been added to the world map buildings menu
-World Map buildings menu acts as a map – showing building distance away from Manor
-Reworked all building positions in town – note that current towns will be effected
-Silver and town Happiness now shown in the city view
-Added Gift Land feature diplomacy feature – increases relations and standing
-Added "European Union" victory for uniting all nations under your rule
-Added "Emperor" victory to eliminating 7 nations
-Added “Rivals” victory to eliminate historically rival nation
-Added “Usurper” victory to take over the throne
-Added cinematics with text for all four new victory conditions
-Added cinematics with text for a player getting wiped off from the campaign map
-Added cinematics with text for the player or other lords becoming King
-Added cinematic with text for the 14 nations getting destroyed on the world map
-Added new quest window for player becoming an outlaw and being forgiven
-Added new quest window for civil war in a Kingdom, and end of the civil war
-When player King his Lords can start a civil war if relations drop through player actions
-The player can regain lords trust and end a civil war through defeating armies or gifts
-Deleting campaign on a player loss
-When a player becomes King, if effects diplomatic relations with other nations
-AI will no longer use suicide attacks, and will look for weaker towns
-Fixed major bug with AI attacking player towns that recently been captured by player


FIXES AND ADDITIONS
-Standing/diplomacy after battles now updates without opening chancellor window
-Gifting land to own nation lord increases standing
-Gifting land to other nation lord improves diplomatic relations
-Victory conditions added to Marshal window
-Player can now raze his own town by clicking on Manor on the World Map town GUI
-Campaign now remembers unit position much better, even from building spawn
-Fixed various bugs with the first quest dialogue in the grand campaign
-New multiple branching quest dialogue when starting a new Campaign
-New branching campaign intro Dialogue
-On loading a level, scroll chat down
-Using renown instead of standing to choose a new king
-Minor adjustments to Camera distances
-Fixed market building buying resources
-Fixed campaigns now showing the current date
- Fixed HRE bowman having price in iron as well as wood
-Improved the look of the fog FX in game
-Added level up button to the Market building
-Removed the tooltip about building tents
-GUI improvement - Multiline centered names in unit GUI
-GUI improvement - Fixed building HP and text positioning
-GUI improvement - Adjusted world map region banners to fix the text
-GUI improvement - Large world map region banners to fix the text
-GUI improvement - Show a silver counter in all battles, town management, etc.


BALANCING
- AI now first trains melee units and only then archers, making it a lot more effective when attacking.
- Fix to AI armies attacking after diplomacy change says they shouldn't
- The player starts with renown of their chosen lord divided by Campaign Difficulty
- Adjusted AI lords renown values
-Renown increased faster through victories and decreased through defeats
- Adjusted Standing/Relations of gifting towns
-Gifted Town forms its own garrison instead of using player one
-Player defeat if no city and no army above 20 strength
-Adjusted world map time to be a bit slower
-Higher price on militia and hunter units
-Greatly reduced unit upkeep with just 10%-15% difference for some units
-Building level reduced level cost only by 5% per level instead of 10%
-Selling trade resources at steward gives significantly more silver
-Cavalry trample does 30% more damage both to the enemies and to self
-Increased passive food income from cow and chicken by 3x
-Improved Voulgier and Billman to be much better vs archers
-Increase food cost to train majority of military units
-Slighter lowered wood and animal gathering rate for workers
-Battering Rams 20% less resistance to pierce, and 20% less hit points
Title: Re: Medieval Kingdom Wars
Post by: Asid on December 12, 2018, 02:24:58 PM
Update 68 - Intorducing Evil Killer AI
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steam/apps/499660/extras/2.gif)

Hey Everyone,

With release date approaching, we continue to make great progress and today have an exciting new update for you.

Today`s update covers many areas, with well over a hundred changes, but what truly stands out is the new reworked AI. Get ready to be surprised. Nothing says 'Game Over' like several full stack AI armies landing on your shore at once, or the gates of Paris opening and a dozen Hospitaller battalions rushing your siege camp. AI is out for blood, so get ready!

Our next update will bring more diplomacy options, as well as finally unveil reworked pathfinding and much better unit behavior in combat. And yeah - we got a bit a delayed with this pathfinding update, but we are almost ready, just fixing the last issues and bugs.

And so presenting Update 68:

BIG AI CHANGES
-New town defense AI - will employ different tactics, and often ride out to meet weaker opponent
-Town Defensive AI will launch a counterattack vs weak besieger, or if it sees an opportunity
-In Battle AI units react to player attacks much faster, charging at archers or other melee units
-New smart world map AI - will look for weakness, and try to go after weak towns and armies
-AI armies on the world map will work together a lot more
-Tough new world map AI - in later years will utilize 2, 3 and even 4 armies when assaulting the player
-Weak or damaged AI armies will retreat to gather new units, or pursue new targets, or await reinforcement
-AI will only attack if it believes it can win a battle - no more suicide attacks
-Fixed various issues with AI armies standing still on the world map
-AI armies will now properly position them on the world map and not bundle up all in one place
-AI will now attack from further away on campaign map
-Having remote enemies will no longer be as forgiven on the world map - AI will come after you
-Completely reworked how AI progresses through the years on the campaign Map
-AI stars campaign slower with lower tech armies
-AI will never send powerful armies to attack players in the first year of the Campaign Map
-AI is a lot more challenging in later campaign years


OTHER BIG CHANGES
-Major Auto-Resolve change - if attacking army or armies have 3x more strength, they will never loose a unit, only health
-Buildings now show player owner colors on them
-Added first part of King diplomacy - ability to directly declare war, offer terms or signing a white peace
-Diplomatic relations changed to one way - no longer displaying two sets of relations icons
-Translated all the recent text, still waiting for Chinese translation - couple more days
-Fixed lag issue when assaulting large towns like Nantes or Paris


FIXES AND ADDITIONS
-Fixed major bug during civil war, allowing player to attack his own towns
-Fixed another civil war bug with player army defending AI town
-Fixed a civil war bug with player unable to attack his kings armies
-Fixed a rare civil war bug where player army would join the enemy
-Fixed extremely bright textures on heavy armored unit shields
-Improved the look of winter ground textures
-Greatly improved the look on world map mountains during winter
-Fixed a bug with selecting world map army sometimes showing ugly portrait in the left corner
-Town Hall starts at level 1 for both attacker and defender, fixing various bugs
-Manor now shows correct building level
-Every morning a rooster will sound to mark the end of nighttime
-Added ice and mini icebergs to naval combat during winter
-World map campaign quests now pause the game
-Fixed rare bug when entering battle just as relations with King drop, breaking the game
-Fixed bad shadowing issue on the pig
-Improved the pigs visual
-Added additional tutorial at the 1st campaign dialogue
-Cleaned up localization files
-Chicken portrait no longer covers buttons
-A lot of polish to camera scrolling and zoom in speed
-Camera scrolling and zoom in speed is now different for world map and RTS views
-Snow and rain is now well visible on all zoom in and out levels
-Rain and snow now don`t disappear when scrolling the camera
-Improved the look of snow and rain FX
-Corrected description of sheep and mines not to mention gold
-Music volume reduced less during tactical pause or pause on the world map
-Ballista bolts will no longer fall way short of the target unable to ever reach it
-Fire Cart is not longer just unlocked by constructing Storehouse, but by Liquid Transport tech
-Fixed Academy being unlocked too early by an incorrect tech


LEVEL DESIGN CHANGES
-Major change in Paris - just 1 outer gatehouse now
-Major change in Nantes - just 1 outer gatehouse now
-Nantes, Caen and Paris - palisade barricades only have 1 gatehouse
-Norwich - removed excessive bastions, with 12 per wall, max 6 now
-Caen - cleared the ground by the middle stone walls to make easier to assault
-Dover - fixed problem with ultra bright sandy beach
-Dover - added more eye candy to the level, ship harbor and so on
-Aberdeen on the world map now uses correct level, also changed Glasgow town design
-Nantes - player can now easily use attacker camp, without map edge getting in a way
-Updated tutorial menu background in the main menu
-Updated main menu background
-Fixed a bug with AI towns replenishing units fastest on easy, and slowest on hard - other way around
-Orleans reworked the central keep in the middle of the town
-Nantes, Dijon e.t.c levels - fixed missing wall segment and added more staircases
-Fixed various problems when rebuilding iron gates on stone gatehouses
-Fixed all mounted and tower siege weapons crew members twitching when attacked by archers
-Fixed wall mounted trebuchet having 4 tiny crew members, instead 2 proper size crew members
-Main menu now works great on ultra wide monitor


BALANCING
-Ranged units gain experience in combat twice as slow now
-Loosing and Winning auto-resolves with even odds, now removes a bit more units, on average 1 extra unit more
-Looting and Raising gives a lot more silver
-Other battle types give a lot less silver
-AI and player units are healed about 20% slower overtime on the world map
-AI armies that drop down from 20 strength will get defeated and removed
-Cost to upgrade buildings re-balanced to consume a lot more stone
-Increased Palisade wall and palisade tower hit points by up to 40%
-A bit more starting resources for battles, enough to start building a palisade wall
-Hospital is a lot more effective at healing units
-Monks healing spell is less effective
-Removed Healing Potion from Templar Knight
-Hospitaller Knight healing potion is more effective, but costs more stamina
-Palisade towers and stone towers take significantly longer to build
-Increased world map view for towns and armies
-Tech upgrade that increases world map view is more effective
-Changed starting enemies for Burgundy, Aragon and Spain,
Title: Re: Medieval Kingdom Wars
Post by: Asid on December 15, 2018, 02:47:50 PM
Update 69 - The Game Changer
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/9cbdda0254a262994b89078ad4654bdc1dd226c4.jpg)

Hey Everyone,

It`s time for a second major update this week, and once again it`s a true game changer! Get ready for a number of new features - from units routing to all new formations, as well as brand new unit combat pathfinding. We also reworked a lot of things under the hood - from adding V-sync, to reworking a lot of our world map gameplay code. And of-course - the bug list is getting shorter by the day, with a few dozen issues resolved.

Please keep in mind that with update of this magnitude, there might be some follow up work needed, but we are here this weekend and will take care of any issues that might arise.

Also now that MKW is really starting taking shape ahead of next month`s release, we want to start increasing the player population. To this end we`ll be inviting all of our players back into the game next week. We also hope to see some new faces during the upcoming winter sale.

As always - we really appreciate your feedback, and forever grateful for your support!

And so presenting Update 68:

BIG CHANGES
•   Added combat unit routing gameplay mechanic
•   Routed units flee to the Manor building, and try to regroup there
•   Completely redesigned Formation system
•   Unique startup formation for each unit type
•   Four unique formations for each unit class
•   Added VSync option to fix screen tearing to the options menu
•   Fixed resolution menu showing wrong resolution for players on laptops and some desktop systems
•   Potential fix for a rare crash when returning to world map after battle
•   AI on the world map redesigned to attack a lot less, but stronger
•   Unit location during town defense battle is now saved, if these units are on walls
•   Armies on the world map properly interact with towns or armies - resolves all problems with healing, adding units e.t.c
•   Redesigned inviting armies to battle - now works properly, extending range, and always finding your army to invite
•   Improved terrain graphics on most large towns during winter
•   Corrected various localization errors, or empty text after the last update


PATHFINDING CHANGES
•   Completely reworked combat pathfinding
•   Fixed pathfinding problems when tasking archers on units, and they walked to their location instead
•   Fixed pathfinding problems when taking melee unit on units, and units were not obeying orders
•   Entire ranged battalion now properly lines up to fire at the enemy from safe distance
•   Melee battalions now hold formation when advancing and attacking enemy units
•   Major improvements to unit behavior on walls
•   Units on wall will no longer try to climb into the towers
•   KNOWN ISSUE: Melee sometimes refuses to attack buildings, to be fixed in 48 hours


FIXES AND ADDITIONS
•   Fixed major issue with 2nd AI army taking no damage after being defeated by the player in town defense battle
•   Fixed issue with Oil Pot often not auto triggering
•   Added various gameplay messages and voice dialogues for routing
•   Various improvements and fixes to siege weapons on towers
•   Paris level fixed some building locations where town houses were too close to buildings
•   Towns front gate now always properly close
•   Fixed issue with players gates constantly closing when enemies are nearby
•   Fixed various issue with World Map GUI remaining on screen when returning to the main menu
•   Fixed various issues with world map GUI, or adviser windows being on screen when getting attacked by enemy army
•   Fixed major issue with world map GUI sometimes appearing during a battle
•   No longer have to reselect an army for option to Heal units to show up near a town
•   Increased the delay before showing Back to the World Map button on victory, fixes various issues
•   Fixed common issue with world map remaining paused after auto-resolving a battle
•   Fixed major issue with players army sometimes switching sides to the AI
•   Fixed view cutting of on player ships in naval combat and in naval combat tutorial
•   Silver counter no longer shows decimal points


DIPLOMACY CHANGES
•   World map icons that show war or peace status of towns now update on the world map in realtime
•   Updated description for new King diplomacy abilities
•   When you are King - attacking someone without declaring War will result in big diplomatic penalty
•   Declaring War using Kings diplomacy - reduces standing within your Kingdom by -20
•   White Peace doesn`t effect relations with other Kingoms, but reduces standing within your Kingdom by -20
•   White Peace requires relations of at least -30
•   Offering Terms is cheaper, but reducing diplomatic relations with all Kingdoms by -10


BALANCING
•   World map upkeep for Higher level buildings increased significantly
•   Even remote Kingdoms like Scotland or Ireland can now be attacked by far away nations from entire world map
•   AI gets more time to conquer large player town - 30 minutes
•   Wildfires damage to units greatly reduced, only kills lower tier units now
•   Doubled the price in iron to start construction of stone walls
•   Slightly increased the price in iron to start construction of palisade walls
•   All melees and cavalry units are now much better vs archers in close combat
•   Fixed issue with Mantlets taking melee units very long time to kill them
•   Archers, and especially Crossbowman now do very little damage to Mantlets
•   Mounted wall siege weapons are twice as expensive
•   Happiness goes up or down twice as fast as before
•   Techs that effect happiness going up or down faster/slower are 2X as effective
•   Looted towns now have 30% smaller unhappiness penalty
•   Captured towns from same nation, now have much smaller unhappiness of ~-60
•   Captured towns from other nations, now have small unhappiness penalty of ~-90
•   Soldiers inside the town increase happiness by 40% more.
•   Pricier building upgrades do not affect world map as much
•   Storehouse storage increased to +300, base storage increased to 500
•   All buildings prices nearly doubled, doesn`t effect world map silver price as much
•   Building level up price almost doubled, doesn’t effect world map silver price as much
•   On the world map - units cost less silver
Title: Re: Medieval Kingdom Wars
Post by: Asid on December 16, 2018, 02:31:11 PM
Update 70 - The Follow Up
16 December - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steam/apps/499660/extras/3.gif)

Hey Everyone,

As you might have noticed - yesterdays big update came with a few minor issues, that we rushed to address today. We also finished a dozen more fixes, to turn a hot fix into a full on update.

Changes of note include completely reworked archers targeting that makes ranged units a lot better at killing infantry. In addition by popular demand we have re-balanced AI army spawn time on the world map and unhappiness from visiting AI towns. And of-course, a lot more other fixes across the board.

We`ll continue with another major update next week, bringing you more of diplomacy, new terrain sets, and pathfinding improvements.

And so presenting Update 70:


FIXES AND ADDITIONS
•   Redesigned how archers target enemy units - a lot more efficient now with archers picking individual targets
•   Fixed issues with tower ballista hanging outside of towers
•   Fixed issues with wall mounted ballista not positioning itself right on wall bastions
•   Fixed some conflicting Hotkeys reported by players
•   Retreating units don't count towards town flag capture defense or quickly capturing the flag
•   Fixed a rare issue where hunters would completely stop attacking
•   Potential fix for new lag issues during combat
•   Slightly expanded Southern border of the world map - can now see North Africa, and easier to navigate at the Southern edge
•   Faster army position update allows to better invite army to battle if armies are on the move
•   AI builds up Hamlets much slower through the years, takes twice as long to upgrade all hamlets on the world map - up to 5 years


BALANCING
•   AI will attack about 30% more often now, pushed it a bit too far apart in the last update
•   Happiness goes down while being inside a city by 30% less now
•   Looted towns now stay looted for 1 year instead of 4 months
•   Slightly increased the chance of less damaged battalions routing
•   Increased bowman and hunter walk and run speed, perfect hit and run unit
•   Looting and raising low-level hamlets give proportionally a lot more silver
•   Slight boost to silver income from looting and razing all level hamlets and towns
•   Price of base buildings like a barn, storehouse - up 50% or so, other buildings 25% increase

Title: Re: Medieval Kingdom Wars
Post by: Asid on December 19, 2018, 01:19:26 AM
Update 71 - Same Rules for AI
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/c4ab963fdbe47b6241c1b57d2481b4a82a9b078b.jpg)

Hey Everyone

Another solid update today as we`r getting this week started. We have once again completely reworked the world map AI. No more cheats, unique rules or special treatment for AI. It will advance through the years same way the player does. So if you invest into techs you can now be the one fielding army of swordsman and Templars while AI only has basic militia units defending it`s towns. Best of all different AI Kingdoms will advance at their own speed.

Aside from this headliner, there`s plenty of other great stuff in this update. Check the patch notes - for more awesome additions this week, quite a few changes and balancing as well.

Also now that MKW is really starting taking shape ahead of next month`s release, we want to start increasing the player population. So tomorrow, after a quick follow up patch - we`ll be sending our an email invie to all of our players back - to come back and experience our progress. We also hope to see some new faces during the upcoming winter sale.

And so presenting Update 71:

BIG CHANGES
•   AI not progress through campaign same as player with researching techs and new units
•   AI starts campaign only with basic units and unlocks new units over the years
•   Each AI nation depending on size will incest into techs, some nations advance faster than others
•   Completely rebalanced few early years of the campaign - player has a chance to advance ahead of AI
•   AI armies will use massive attacks with up to 4 armies vs other AI players
•   AI will now capture, loot, and raze settlements by other AI lords
•   Reworked starting position for different Lords and nations - a lot more starts with just 1 or 2 Hamlets
•   Improved Peasant performance greatly in all areas
•   Fixed various OOS issues in multiplayer


FIXES AND ADDITONS
•   Start It Up achievement doesn't require player to be online
•   Disabled a few techs in buildings that will be added in later on expansion packs
•   Disabled the techs in the Steward window that will be added in later on expansion packs
•   Disabling loading screen music, if volume music is less than 5
•   Fixed major issue with AI not attacking player units right on tactical level
•   Fixed peasant moon-walking issue
•   Don't show building banners in naval combat
•   Fixed AI trebuchets not firing on other AI players
•   Fixed some Lords starting the game with very high renown

TUTORIAL POLISH
•   Chapter 2 - made easier with extra resources
•   Chapter 2 - Fixed trebuchet not firing in intro cinematics
•   Chapter 2 - Fixed stone walls not being walkable
•   Chapter 4 - Fixed catapult objectives not completing
•   Chapter 5 - fixed some objectives about collecting taxes not showing
•   Chapter 5 - fixed objective about building church appearing too early
•   Chapter 6 - made easier with extra resources
•   Chapter 8 - made easier with extra resources

BALANCING
•   Stone mines and peasants are twice as productive
•   AI armies and garrisons been reduced by 50%
•   Units are 50% more expensive, and have 50% higher upkeep
•   The game is about smaller armies now, with his 50% reduction, but expands towards late game to see full stack armies
•   Livestock is 50% more expensive, but twice as productive from silver to food
•   Sheep is now nearly useless as a food resources, mainly for silver on the world map
•   Reduced training time for all units, especially for higher tech units
•   Auto
•   healing of armies on the worldmap increased by 25%
•   Ranged units take longer to kill other ranged units
•   Slightly increased silver drain during battles

Title: Re: Medieval Kingdom Wars
Post by: Asid on December 21, 2018, 12:25:53 AM
Update 72 - Let Play a Game
20 December - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steam/apps/499660/extras/2.gif)

Hey Everyone,

The Beta is now in full swing with the majority of features in, but a fair deal of polishing and balancing is left to do before MKW goes live early next year. And now is the time when we really need your help to make sure MKW is in great shape for release. Today we are inviting all of the MKW players who ever purchased the game - in the hope of getting badly need feedback and bug reports over the Holiday season.

If you haven`t played the game yet - it`s a great time to get started. You get to experience a nearly complete game, but, there`s still room to leave your mark – perhaps there`s a feature you want us to add, or comment on balancing?

From tonight, we are starting daily interactions with our players in-game, with either a developer or a mod available around the clock. And if you have a spare moment – please support the development by leaving your feedback on the forums, talking to us in-game, leaving a review, or catching us on discard. Every form of feedback helps.

We are forever grateful for your support!

Post-release content
Oh and as some of you might have questions about some big features, that we not making it into release. Well - Rome wasn't built in a day, and the majority of grand strategy games on the marker - from Europe Universal to Crusader Kings only got their awesome feature sets a year or two after release. Our plan with MKW is the same - but with one big difference - we will not be milking our players, and all the upcoming updates will be free. We`ll be adding religion, new towns, coop battles in the campaign, complex trade system between towns, expanded world map and so much more. All in all, we are looking at several major expansion - completely free for our players!

And now onto today`s update - we are happy to present the new MKW pathfinding system.

And so presenting Update 72:

BIG CHANGES
•   Reworked unit path-finding
•   Units can now perfectly navigate tight passages and streets
•   Fixed unit behavior with all units walking through a single point
•   Fixed game breaking bug when using ESC key to close adviser window
•   Reworked AI siege combat
•   AI Belfry will now properly attach to walls and detach from walls
•   AI will now quickly advance through multiple defenses with Ram always finding gates


FIXES AND ADDITIONS
•   Fixed various issues in starting Diplomacy, with Kings or Lords stating with missing or incorrect towns
•   Once again reworked starting towns for various lords - a lot more interesting starts now
•   Austria gets another big province in the Alps
•   Fixed various diplomacy errors where HRE or Austria King or Lord can`t be killed
•   Fixed various issues with AI looting towns
•   Fixed resolutions menu only showing low resolutions on some systems
•   Orleans level - fixed new cavalry being stuck on spawn
•   Aberdeen and Orleans tutorial levels - much harder with AI now properly attacking

Title: Re: Medieval Kingdom Wars
Post by: Asid on December 28, 2018, 12:44:42 AM
Update 93 - Performance and Pre-Release
Hey Everyone,

We hope everyone had a great Christmas, and allow us to wish everyone an amazing New Year ahead! But we`ll still get to catch you before then - planning another two updates before 2019:)

It`s time to advance our game version count as we are getting closer to releasing MKW this coming January. Hope you forgive the confusion, with the game version changing from 73 to 93.

And we hope you like today`s update. While it doesn`t have an impressive list of changes, you should feel the difference right away, as our main area of concern was performance. There were quite a few bugs that greatly slowed down the game, especially on the world map, that we finally were able to track down and fix. In addition we have done some major balancing moves - making the early game fun and easy with small groups of Militia fighting it out, while also rebalancing the mid to late game - it`s no longer a walk in a park, with more expensive elite units and AI keeping paste with player advancements.

More great updates on the horizon later this week, and soon we`ll also show off the list of our post-release content, as well - the only thing that changes with release - is we`ll see more players. We planned months and months of work ahead of us adding amazing new features to MKW, as free updates.

And so presenting Update 73...err, I mean Update 93:

BIG CHANGES
•   Major improvement to performance all across the game
•   Fixed various major performance issues on the world map
•   Fixed performance drain when playing the campaign for a long time
•   Reworked balancing of mid to late game to be a lot more challenging, even if player holds a lot of land
•   Early game re-balanced to be a lot easier, and more about low tech units


FIXES AND ADDITIONS
•   Fixed German localisation not working right and not showing text in many situations
•   Fixed issue with some palisade walls having no collision on the map
•   Chapter 2 significantly easier, too many new players would loose
•   Fixed common tutorial bug, when your own gates open for no reason
•   Fixed a bug where during the siege, your gates might open when AI is attacking them
•   Polished up German translation of the game courtesy of Alex


BALANCING
•   AI attacks with lower tech armies during first 3 years of the campaign
•   Significantly reduced the cost of healing units on the world map for silver
•   Looting and Raizing towns give more silver for low level hamlets, but 30% less for larger towns
•   Taxes now generate 50% more silver
•   Increased taxes cap by 30% per town level
•   Increased the cost of cow and sheep by over 50%
•   Livestock generates 30% less silver on the world map
•   All regular and unit prices greatly increased, to make basic units be cheaper in comparison
•   Slightly increased upkeep of basic units like maceman, bowman and billman

Title: Re: Medieval Kingdom Wars
Post by: Asid on December 29, 2018, 01:18:07 AM
Update 94 - Reworking Auto-Resolve
28 December - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steam/apps/499660/extras/3.gif)

Hey Everyone,

A small update today, finally addressing a long time player complaint with auto-resolve. We have reworked it from the ground up, adjusting it for all possible scenarios. You will finally see armies take absolutely no damage when dealing with highly inferior forces. We also resolved a good number of exploits vs AI. In addition we polished the tutorial, and made Vsync optional, which greatly increases performance on higher end video cards, just make sure to disable it, if it`s already on.

Later this week, we`ll be releasing a big master plan of all the free expansion pack and updates for post-release, covering entire 2019. Can`t wait to share this with you - to show our players amazing plans that we have in mind for MKW.

Also more great updates on the horizon in the coming days.

And so presenting Update 94:

FIXES AND ADDITIONS
•   Completely reworked auto-resolve, much better calculations
•   When attacking significantly weaker armies - victor doesn`t take any damage
•   Attacking weaker armies results in a lot less damage
•   Fixed exploit with sending weak armies with livestock to attack larger AI towns to weaken them
•   Sync is now made optional, as most Nvidia cards get huge benefit in performance with no V sync
•   New sound loop for the main menu, really brings the town to live
•   Chapter 6 Tutorial - fixed being unable to win it
•   Chapter 6 Tutorial - fixed bugs with objectives not advancing
•   Chapter 6 Tutorial - fixes bugs with AI not closing it`s gates
•   Reduced the cost of healing units on the world map

Title: Re: Medieval Kingdom Wars
Post by: Asid on December 30, 2018, 01:42:29 PM
Update 95 - Combat & Game Balancing
30 December - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/95ff30ed905d737c189fe0f25dca2592b4996af4.jpg)

Hey Everyone,

Another solid update today. You will find a lot of balancing changes. The goal was to make entire campaign experience fun - from the first hour to the 50th. A lot of work went into completely rebalancing all the techs, both the effects and the cost, as well as difference between nations units. A lot of costs always went up across the board. In addition we started working on making our melee combat look better. As a big step forward - units no longer swing swords from few meters away, but battalions meaningfully engage, with front line units dueling each other, while soldiers behind them are holding the line and supporting their comrades. This update comes with many more balancing and gameplay changes, including player request for selling and buying multiple items at Stewards menu.

In a coupe of days we`ll be releasing a big master plan of all the free expansion pack and updates for post-release, covering entire 2019. Can`t wait to share this with you - to show our players amazing plans that we have in mind for MKW.

And few more big updates on the horizon, as we are gearing up for the release in January.

And so presenting Update 95:

BIG CHANGES
•   Major improvements to combat - units no longer swing swords from a distance, but engage in active fighting mostly in the front line of the formation
•   New approach to campaign army limit. Each town or hamlet can only support 1 army. Total limit of 10 armies per nation.
•   Completely reworked cost of all research in towns, different approach to balance for a better experience
•   Added buy and sell amounts for Steward, with options to sell or buy 1, 5 or 20 at once
•   Completely reworked Stewards tech tree - rebalanced for mid to late game, a lot of fixes, and much higher prices for unlocking elite units and global implements
•   Rebalancing techs will make sure player doesn't`t get stuck with hundreds of trade goods in the late game


FIXES AND ADDITIONS
•   Updated English description of some techs to clearly describe what they do
•   If player is King, the cost of diplomatic gifts and insults is doubled
•   If player is King, and attacks another nation he`s not at war with - relations with all other nations drop -15, even more of a drop with attacked nation
•   Fixed rare bug with gates staying alive once gatehouse has been destroyed by siege
•   Catapult regular projectile flies a bit shorter, and flamed flies longer reaching far away targets
•   Adjusted all tutorial levels to work with the higher cost of buildings, techs and units


BALANCING
•   Adjusted cost for Nations unique troops - a lot more difference from nation to nation in the cost of units.
•   Buildings price increased by 30%-50%
•   Peasant gathering rate for slaughtering reduced by 25%
•   Price to upgrade hamlet level increased by 30%
•   Greatly increased starting trade goods for a new campaign
•   Majority of Stewards techs tree increased, especially unlocking units and global implements
•   The Manor tech that makes basic units cheaper, reduces their price less
•   Increased the cost of a lot of town research and techs
•   The cost of diplomatic Gift and Insult increased by 30%
•   Ballista, Catapult and Trebuchet significantly more expensive
•   Oil pot price doubled
•   Price of mounted siege weapons is not the same as for ground version
•   Significant reduction to gestation time of all units
•   Siege and elite units gestation time reduced even more

Title: Re: Medieval Kingdom Wars
Post by: Asid on January 02, 2019, 11:50:57 PM
Update 1.00 - Post-Release Plans
02/01/19

Hey Everyone,

We are finally here... release is tomorrow (3rd) at 1pm EST. When we started this journey we never envisioned we`d get this much time to work on MKW. Thanks to your help and support - development of the game has gone over 3 years, and we are grateful for every extra day, and all of your help during production!

Our fingers are crossed that things go well, and MKW won`t get destroyed by quick negative reviews. Never know these days on Steam... We dream about being able to work on MKW for at least another year - releasing dozens and dozens of major new updates, free expansion pack, and countless new features. So lets hope - through the community support we`ll get this chance, and launch goes well enough.

Our plans are big. In a nutshell - release is not the end, but only the beginning. We want to do a lot more with MKW, and having a successful launch - and well - funding - will let us work faster, and hopefully expand the team (really could use some new artists to help us make unique units and so on)

Let me show you what we have planned for the rest of 2019. Please keep in mind that expansions are not in any order, as soon we`ll enable a Poll Feature in the MKW main menu, that will let our players vote on what projects and expansions we should prioritize.

MKW POST-RELEASE PROJECTS

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

We also have a solid update today, bringing the game version to 1.00 and fixing and adding quite a few things

And so presenting Update 1.00:

BIG CHANGES
•   Added new Visual Options to turn down bloom and blurring
•   Setting main player color default to Dark Red
•   Limiting player debt in silver on the campaign map to -200, -400, -600 - based on difficulty
•   Created Poll for players to vote on what the team should work on (to be enabled post-release)
•   Campaign battles now saves if the player exits the game or to the main menu
•   Editor now works, can be accessed using Editor.exe in the game Steam folder


FIXES AND ADDITIONS
•   Added mouseover tooltip for Resources icons
•   Fixed issue with units losing levels with auto-resolve
•   Fixed issue with units not saving their position near the edge of the town in towns like Dover
•   Fixed cavalry spawning on walls in some Hamlets
•   Fixed occasional bug with stone gatehouse getting a double gate
•   Fixed multiplayer skirmish bug with destroyed gatehouse not removing the gate
•   Fixed world map minimap background being offset a bit with actual town locations
•   Translated last remaining untranslated text
•   Updated some lines in translations to match the newer English descriptions for tooltips
•   Fixed various problems with the stone gatehouse on continuing a saved game
•   World Map Updates - Corrected Thames no longer go across England
•   World Map Updates - Wales has a lot fewer mountains


BALANCING
•   Remove the limit of 10 armies per nation, kept 1 army per city limit
•   A lot more starting resources for skirmish
•   More resources for building up in campaign RTS mode
•   Skirmish and tutorial battles have a higher resources cap
•   Oil pots significantly easier to kill, especially by melee on the walls
•   Cost of wall mounted ballista reduced to 180 iron

Title: Re: Medieval Kingdom Wars
Post by: Zarco on January 03, 2019, 12:16:36 AM
Any comments informaciσn this game? I played it months ago but it was still very green.

Enviado desde mi XT1575 mediante Tapatalk

Title: Re: Medieval Kingdom Wars
Post by: Asid on January 03, 2019, 12:21:14 AM
It has come a long way. Many additions and tweaked AI. The devs are constantly adding to it.  :thumbsup
Title: Re: Medieval Kingdom Wars
Post by: Asid on January 03, 2019, 11:05:01 PM
Update 1.00 - Post-Release Plans
3 January - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steam/apps/499660/extras/2.gif)

Hey Everyone,

We are finally here... Medieval Kingdom Wars is out! When we started this journey we never envisioned we`d get this much time to work on MKW. Thanks to your help and support - development of the game continued for over 3 years, and we are grateful for every extra day, and all of your help during production!

Our fingers are crossed that things go well, and MKW won`t get destroyed by quick negative reviews. Never know these days on Steam... We dream about being able to work on MKW for at least another year - releasing dozens and dozens of major new updates, free expansion pack, and countless new features. So lets hope - through the community support we`ll get this chance, and launch goes well enough.

Our plans are big. In a nutshell - release is not the end, but only the beginning. We want to do a lot more with MKW, and having a successful launch - and well - funding - will let us work faster, and hopefully expand the team (really could use some new artists to help us make unique units and so on)

Let me show you what we have planned for the rest of 2019. Please keep in mind that expansions are not in any order, as soon we`ll enable a Poll Feature in the MKW main menu, that will let our players vote on what projects and expansions we should prioritize.

MKW POST-RELEASE PROJECTS

Please keep in mind - this only lists big projects. There are nearly 200 other smaller things and improvements across the board that are still planned.

•   Adding CoOp to the campaign - including attacking friends or random players towns, armies, or inviting friend or random player to attack AI in your campaign
•   Workshop support, opening up all game files for modders
•   Religion - Chaplain Adviser that oversees religion, elections of Pope, various religious actions that benefit the player`s campaign
•   Complex Trade System - Merchant Adviser that oversees trade - conclude trade agreements, setup trade routes between towns and nations, earn silver, trade goods and reputation
•   Updated victory and information screens - showing all the changes in diplomacy, standing and reward
•   Being able to recruit Lords into your Kingdom
•   Customization of player colours and nation colours
•   Overlay on all unit battalions - that show their portrait, health, status and much more, optional can be turned on and off
•   Several new Diplomatic actions - trade agreements, various alliances, claims
•   Some of the starting lords become female Ladies instead, option to choose Male or Female character
•   New random map terrain sets (fir forests, rural areas, dry lands, desert and more)
•   Expanding tech tree to add another 25 technologies
•   Several new Large town levels (Lisbon, Cagliari, Rome, Florence, Milan)
•   Being able to issue orders to AI Lords during battle, depending on their relations and allegiance
•   Being able to issue orders to AI lords on the world map

If release goes very well, to be added later in 2019

•   Creating unique unit art for each nations unit roaster
•   Creating new town building and wall styles for different nations (including Muslim style, Italian style e.t.c)
•   Expanding world map to feature North Africa, Asia Minor
•   Adding 12 new nations to the game, complete with 50 new lords
•   Expanding tech tree to feature gunpowder advances - allowing recruiting cannons and musketeers in the late game
•   Zombie Mode - a secondary campaign mode, where dead do not stay dead - and armies of undead roam the world map, forcing rules to unite against the Undead plague
•   World Map quests - various random quests to complete on the world map for rewards
•   Town Development Quests - various optional random quests to complete while building up your town
•   Loans - take loans from different factions and characters, or become a banker yourself. Be warned - they will come to collect the debts.
•   Major events during campaign - including Black Death

Update 1.00

We also have a solid update today, bringing the game version to 1.00 and fixing and adding quite a few things

And so presenting Update 1.00:

BIG CHANGES
•   Added new Visual Options to turn down bloom and blurring
•   Setting main player color default to Dark Red
•   Limiting player debt in silver on the campaign map to -200, -400, -600 - based on difficulty
•   Created Poll for players to vote on what the team should work on (to be enabled post-release)
•   Campaign battles now saves if the player exits the game or to the main menu
•   Editor now works, can be accessed using Editor.exe in the game Steam folder


FIXES AND ADDITIONS
•   Added mouseover tooltip for Resources icons
•   Fixed issue with units losing levels with auto-resolve
•   Fixed issue with units not saving their position near the edge of the town in towns like Dover
•   Fixed cavalry spawning on walls in some Hamlets
•   Fixed occasional bug with stone gatehouse getting a double gate
•   Fixed multiplayer skirmish bug with destroyed gatehouse not removing the gate
•   Fixed world map minimap background being offset a bit with actual town locations
•   Translated last remaining untranslated text
•   Updated some lines in translations to match the newer English descriptions for tooltips
•   Fixed various problems with the stone gatehouse on continuing a saved game
•   World Map Updates - Corrected Thames no longer go across England
•   World Map Updates - Wales has a lot fewer mountains


BALANCING
•   Remove the limit of 10 armies per nation, kept 1 army per city limit
•   A lot more starting resources for skirmish
•   More resources for building up in campaign RTS mode
•   Skirmish and tutorial battles have a higher resources cap
•   Oil pots significantly easier to kill, especially by melee on the walls
•   Cost of wall mounted ballista reduced to 180 iron

Title: Re: Medieval Kingdom Wars
Post by: Asid on January 05, 2019, 12:52:13 AM
Update 1.01 - Lets get started
4 January - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/9cbdda0254a262994b89078ad4654bdc1dd226c4.jpg)

Hey Everyone,

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

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

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

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

MKW POST-RELEASE PROJECTS
Now onto the roadmap... Our plans are big. In a nutshell - release is not the end, but only the beginning. We want to do a lot more with MKW.

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

And we I only listed big projects. There are nearly 200 other smaller things and improvements across the board that is still planned.
•   Adding CoOp to the campaign - including attacking friends or random players towns, armies, or inviting friend or random player to attack AI in your campaign
•   Workshop support, opening up all game files for modders
•   Religion - Chaplain Adviser that oversees religion, elections of Pope, various religious actions that benefit the player`s campaign
•   Complex Trade System - Merchant Adviser that oversees trade - conclude trade agreements, setup trade routes between towns and nations, earn silver, trade goods and reputation
•   Updated victory and information screens - showing all the changes in diplomacy, standing and reward
•   Being able to recruit Lords into your Kingdom
•   Customization of player colours and nation colours
•   Overlay on all unit battalions - that show their portrait, health, status and much more, optional can be turned on and off
•   Several new Diplomatic actions - trade agreements, various alliances, claims
•   Some of the starting lords become female Ladies instead, option to choose Male or Female character
•   New random map terrain sets (fir forests, rural areas, dry lands, desert and more)
•   Expanding tech tree to add another 25 technologies
•   Several new Large town levels (Lisbon, Cagliari, Rome, Florence, Milan)
•   Being able to issue orders to AI Lords during battle, depending on their relations and allegiance
•   Being able to issue orders to AI lords on the world map

If release goes very well, to be added later in 2019
•   Creating unique unit art for each nations unit roaster
•   Creating new town building and wall styles for different nations (including Muslim style, Italian style e.t.c)
•   Expanding world map to feature North Africa, Asia Minor
•   Adding 12 new nations to the game, complete with 50 new lords
•   Expanding tech tree to feature gunpowder advances - allowing recruiting cannons and musketeers in the late game
•   Zombie Mode - a secondary campaign mode, where dead do not stay dead - and armies of undead roam the world map, forcing rules to unite against the Undead plague
•   World Map quests - various random quests to complete on the world map for rewards
•   Town Development Quests - various optional random quests to complete while building up your town
•   Loans - take loans from different factions and characters, or become a banker yourself. Be warned - they will come to collect the debts.
•   Major events during campaign - including Black Death

Title: Re: Medieval Kingdom Wars
Post by: Asid on January 08, 2019, 01:06:17 PM
Update 1.02 - Time to Vote
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steam/apps/499660/extras/3.gif)

Hey Everyone,

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

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

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

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

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

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

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

BALANCING
•   Rebalanced ranged units - fixed some OP issues - less damage, less armor
•   Fixed issue with HRE, Papacy and Venice crossbowman having super high pierce armor
•   Greatly increased the price of a large gatehouse upgrade it was brokenly low
•   Retreated units will no longer auto attack and target enemy units but will passively wait by the flag
•   Retreated units will no longer be able to protect the flag from capture
Title: Re: Medieval Kingdom Wars
Post by: Asid on January 09, 2019, 12:09:28 AM
Update 1.03 - Performance Optimization
8 January - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/c4ab963fdbe47b6241c1b57d2481b4a82a9b078b.jpg)

Hey Everyone,

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

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

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

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

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

And so presenting Update 1.03

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

Title: Re: Medieval Kingdom Wars
Post by: Asid on January 11, 2019, 12:09:47 AM
Update 1.04 - Diplomacy Part I
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steam/apps/499660/extras/2.gif)

Hey Everyone,

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

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

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

And so presenting Update 1.04

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

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

Title: Re: Medieval Kingdom Wars
Post by: Asid on January 14, 2019, 02:05:53 PM
Update 1.05 - New Poll and a Small Update
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/0585db4f7a01d7d271f2cae870383d7a9ffa780a.jpg)

Hey Everyone,

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

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

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

Thanks for your continuing support!

And so presenting Update 1.05.

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

Title: Re: Medieval Kingdom Wars
Post by: Asid on January 17, 2019, 12:25:59 AM
Update 1.06 - Lords for Hire
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steam/apps/499660/extras/3.gif)


Hey Everyone,

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

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

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

And so presenting Update 1.06.

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

Title: Re: Medieval Kingdom Wars
Post by: Asid on January 26, 2019, 12:18:36 AM
Unit Overlay Concept
Second draft at the unit overlay concept

(https://steamuserimages-a.akamaihd.net/ugc/955228549840407822/2F103820EBF5CC5C60A1706BA34397B7D5B0E681/)


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

(https://steamuserimages-a.akamaihd.net/ugc/955228549840040709/A6EDA352684D8DF38A0786322C082B045EAA0B97/)
Title: Re: Medieval Kingdom Wars
Post by: Asid on February 03, 2019, 01:53:45 AM
Update 1.07 - National Colours Performance
Medieval Kingdom Wars - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steam/apps/499660/extras/2.gif)

Hey Everyone,

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

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

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

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

And so presenting Update 1.07.

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


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


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

Title: Re: Medieval Kingdom Wars
Post by: Asid on February 09, 2019, 01:05:59 PM
Update 1.08 - Better Graphics & GUI
8 Feb - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/c4ab963fdbe47b6241c1b57d2481b4a82a9b078b.jpg)


Hey Everyone,

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

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

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

And so presenting Update 1.08.

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

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


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

Title: Re: Medieval Kingdom Wars
Post by: Asid on February 14, 2019, 12:01:44 AM
Update 1.09 - Better GUI & Fixing Bugs
13 Feb Dev Konstantin

(https://steamcdn-a.akamaihd.net/steam/apps/499660/extras/3.gif)

Hey Everyone,

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

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

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

And so presenting Update 1.09.

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


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


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

Title: Re: Medieval Kingdom Wars
Post by: Asid on April 22, 2019, 10:56:53 AM
Update 1.10 - Fixes, Taxes and Happiness
15 Feb @ 9:36pm - Dev Konstantin
 
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/95ff30ed905d737c189fe0f25dca2592b4996af4.jpg)

Hey Everyone,

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

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

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

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

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

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

And so presenting Update 1.10.

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

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

Title: Re: Medieval Kingdom Wars
Post by: Asid on April 22, 2019, 10:59:07 AM
Update 1.11 - The Game Changer
14 Mar @ 12:22am - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steam/apps/499660/extras/2.gif)

Hey Everyone,

The massive update 11 is finally here! This update adds a number of large new features and also redefines the gameplay - addressing main player complaints of the past month. So let's see for this Game Changing update has to offer:

The # 1 player voted feature has been completed - battalion flags and information overlays. Combat is now a much better experience, and RTS portion of the game feels quite different from what our players are used to.

Next up we worked on addressing the main player complaint - too much grinding and time building up towns. To this end - we have greatly sped up everything in RTS game mode, from economy to combat. In fact, higher speed controls are no longer necessary -which in turn greatly helps with performance.

Please keep in mind - that we listen to our community closely - and if the changes won`t be popular we are completely open to reworking this again. With the update of this magnitude, there`s a potential for new bugs. We`ll be correcting and improving things based on your feedback over the next couple of days

The update comes complete with over half a hundred other changes big and small affecting every area of the game. We hope you`ll enjoy the experience as we continue to work. Thanks for your continuing support, a lot more amazing updates on the horizon!

New Poll & Upcoming Sale
And we`ll be starting a new poll later this week - with an important choice between CoOp, trade, and controlling AI lords.

Also - we`ll be starting our first post-release sale next weekend - so if you're waiting for a discount, it`ll be a good time to join us!

And so presenting Update 1.11

MAJOR CHANGES AND ADDITIONS
•   Added detailed overlays for all unit battalions with a unique flag for each unit type
•   Added useful information to unit flags including hitpoints, stamina, level
•   Retreating battalion is clearly marked with ripped up white flag
•   Fixed the last combat crash, the only rare crash left is on the loading screen
•   Completely reworked how melee units attack buildings and gates
•   Added hitpoints bars to siege equipment, buildings, walls, gates - only shown when damaged
•   Added ability to select and task units by their flags instead of units - simplifies battle controls
•   Added silver reward for completing grand campaign objectives - from 8000 to 90k silver
•   Improved random terrain - more variation and less closed off areas
•   Removed grinding from building up towns in campaign mode - much faster, streamlined experience
•   Reworked RTS gameplay flow - much faster resources income and build times
•   Skirmish rebalanced for much faster gameplay experience, with faster AI progression
•   Build and Destroy gameplay plays a higher role in battles now - allowing both the player and AI to build up faster
•   Removed high game speed option in RTS gameplay - no longer needed with faster gameplay
•   Player will now get kicked out of town management, once happiness drops below -50
•   Reworked how world map objectives are shown in the tutorial
•   Fixed major issue with cavalry being useless in melee combat



FIXES AND ADDITIONS
•   Retreating units are now removed from unit type numbered groups
•   Reworked unit routing - only some will route, and some will die - freeing up pop for build and destroy gameplay
•   Can no longer target mill or village houses
•   Larger battalion tasking arrow
•   Fixed selecting units from multiple unit selection only working half the time
•   Fixed game breaking bug when resuming a saved Hamlet battle in Skirmish menu
•   Allied player AI is now dark blue color instead of grey
•   Reworked the look of the town and battle minimaps
•   Greatly reduced number of spike walls on all siege camps - easier to form up armies and navigate
•   Ballista bolt now has a visible attack trail
•   Tutorial 2 polished and improved – the English now properly retreat, less total defense time
•   Tutorial 2 and 4 minimaps fixed
•   Chapter 2 tutorial removed a confusing front walls control point
•   Tutorial chapter 7 fixed the bugs with stone and iron mine confusion
•   Fixed a lot of level design issues in the town of Caen level
•   Corrected some hamlets using old round towers
•   Chat is now always closed when starting the game
•   Ranged siege weapons have a larger line of sight
•   Ranged siege weapons will only fire at targets within their line of sight
•   Fixed exploit with Army Tent destroy button
•   Fixed issue with campaign cinematics playing with other background voices
•   Faster screen scrolling speed in battle on minimum zoom out
•   Slightly higher min zoom in the camera



BALANCING
•   Rebalanced unit strength values - militia and hunter less, elite units more
•   Hamlet upgrade cost increases by 40% of the base cost per city level
•   Greatly increased starting resources for build up
•   Increased happiness drain and silver drain - was necessary as gameplay is much faster now
•   Greatly increased all buildings hitpoints - harder to destroy with siege and fire arrows
•   The cost of leveling up building is greatly increased both in towns and on the World Map
•   Leveled up buildings are about 30% more effective now in battles and production
•   Units have a higher chance of fighting until death without retreating
•   Looting and Raising low-level towns bring 200-400 more silver
•   A bit of a boost to ranged units - were nerfed too much before
•   Major boost to cavalry in all stats for the best field unit
•   Destroying building on the world map gives fewer resources
•   Siege units consume 1 resource of stone or iron for each shot
•   Storehouse add 100 additional storage Base storage increased by 100
•   Increased peasant carry capacity by 50%
•   significantly increased price of walls in Iron

Title: Re: Medieval Kingdom Wars
Post by: Asid on April 22, 2019, 11:02:08 AM
Update 1.12 - Massive update and 30% off sale!
23 Mar @ 5:42pm - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steam/apps/499660/extras/3.gif)

Hey Everyone,

Another massive update today - as the team is working in overdrive ready for our next milestone.


It`s time for a sale!
To celebrate this milestone, we think the time is right to start a big two week-long sale, and show the game off to new players! We - the developers will also be extra active in-game chat during this sale - any questions or feedback - just open the game chat, and talk to us:)


Update 1.12
Now lets talk about this awesome update 1.12 - it comes with nearly half a hundred changes and new features. And every area of the game got some loving and polishing.

Especially the world map AI and pathfinding. It`s a joy to see your units nicely lined up on walls and ships now. Mid to late game has also been greatly re-balanced, together with a new approach to Kings diplomacy.

And we are aware that some of our players might not dig the new changes with making the game harder, especially happiness and silver drain. For these we have added a new campaign mode - Chill Mode, that basically removes these limiters.

(https://steamcdn-a.akamaihd.net/steam/apps/499660/extras/2.gif)

Looking ahead we are planning to solve last performance issue during large battles, as well as the last rare crash happening at the loading screen. The new poll will also go live shortly - as it`s time to start work on some big new projects - like commanding AI lords, new terrain, perhaps CoOp.

As always - forever grateful for your support!

And so presenting Update 1.12

MAJOR CHANGES AND ADDITIONS
•   Greatly improved visual performance when many units are on screen
•   Added Chill Mode to the campaign - greatly reduces silver and happiness drain for a calm and easy gameplay
•   Major pathfinding update - units appear on walls correctly now, without units dropping to the ground
•   Fixed a lot of additional problems with pathfinding on walls
•   Livestock now has an overlay icon to make them easy to select or task peasants on
•   Fixed major issue - archer units can attack buildings now
•   Fixed units falling through ships in naval combat and all other naval combat pathfinding issues
•   Reworked diplomacy peace making - it`s now much harder and expensive to conclude and maintain peace
•   Fighting enemy armies increases diplomatic relations and greatly helps with peace negotiations
•   Fixed major lagspikes when sieging large towns and AI opens gates to ride out
•   Battle rewards now scale depending on the battle size.

WORLD MAP AI REWRITE
•   Major rework and improvement to world map AI - armies will no longer attack same targets but spread out to look for weaknesses
•   World Map AI will often now attack in the first couple of months of the campaign, instead of letting player build up for a year
•   Fixed major issue with world map AI sending armies to attack player - will seem like a brand new experience. Effected all mid to late game campaigns
•   World Map AI will now send armies to attack player from far away towns and nations
•   World Map AI will complete it`s attacks on other AI towns faster without waiting around for months
•   World Map AI will never take long year long break from attacking player


FIXES AND ADDITIONS
•   Fixed Options menu appearing behind quest windows and being unusable
•   Changes to Tutorial and Campaign where sound volume for voices will no longer jump up an down
•   Fixed voices narration volume in campaign and tutorial being too quite
•   Added new Voice Volume setting to the Options - controls voiced over narrations volume
•   Fixed unit groups at the top overlapping with building banners
•   Fixed weird sound popping when skipping to the next dialogue conversation in tutorial
•   No longer applying large happiness penalty for entering town, only usual drain over time
•   Looted town is no longer auto-invited to join battle
•   Fixed game hanging when auto-resolving battle with a looted town
•   It`s now possible to select buildings by clicking the building banner
•   Building banners now show in multiplayer games
•   Fixed issue with world map army selecting when clicking on the ground near it
•   Greatly reduced lag that sometimes would happen when capturing the enemy flag
•   Fixed various issues with units on walls or on ships at the start of the game
•   AI will rush out from walled city to counter only if it has a strong chance of winning
•   Very rarely will AI now rush out from town just to surprise player
•   Large ship in naval combat can now be fully walked on
•   Fixed issue where AI army half across the screen would still protect it`s city
•   Arrows and ballista will no longer always hit village houses and set them ablaze
•   Ships no longer disappear during naval combat intro and outro cinematic


BALANCING
•   Diplomacy Gift and insult cost greatly increased, especially when the player is King
•   Trade Agreement cost increased when the player is King
•   Declaring War on a nation sets relations to -50, instead of 0
•   Increase the silver cost of Suing for Terms by 10x
•   Reduce diplomatic cost of Suing for Terms from -10 to -5
•   White Peace available at -10 relations instead of -30 relations
•   Only armies directly on top of cities will be auto invited to defend them
•   Range where armies can be invited is reduced by 30%
•   Can capture more units during battles, from up to 5 increased to 8
•   Mounted hobelar nerfed around 20%
•   Livestock max food is half of what it used to be. Same on start and grow quicker
•   Raising towns now has less diplomatic relations penalty, -3 for hamlets and -6 for towns
•   Reduced battering ram attack by 30% - to make Belfry and Escalade more attractive options
•   Reduced archer fire arrows damage by 25%
•   AI gets 5 minutes less (25 total) to conquer large player town
•   Silver drain increased- half an hour long battle now costs around 600 silver on medium
•   Units a 20% more likely to stay and fight until death instead of retreating
•   Price of trade goods increased 2x, makes it more important to produce trade goods in cities or through combat
•   Selling trade goods is 2x more profitable now

Title: Re: Medieval Kingdom Wars
Post by: Asid on April 22, 2019, 11:03:31 AM
New Poll & Upcoming Updates
31 Mar @ 10:08pm - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/9cbdda0254a262994b89078ad4654bdc1dd226c4.jpg)

Hey Everyone,

Thanks to your votes in the last poll – we got really needed feedback and heard you load and clear. New features like unit overlay GUI are now in-game. It`s time for a new poll...

For these of you just joining us - we have a voting poll right in the main menu, where our players decide what the team works on...

With over a dozen massive updates since release - MKW is starting to mature, and the number of players spending 50 and even 100 hours with the game have greatly increased. Perhaps it`s time to start adding major new features? However - there are still some performance issues affecting a number of players - especially in the large battles. So what should it be?

We can work on new awesome diplomacy features, giving orders to AI lords, starting work on Coop or working on the game world - adding forests, deserts and more. To see all the projects, we have planned for 2019 please click the button above.

Voting options this week are:

•   Major performance improvements, especially big town sieges
•   Terrain variations for maps and towns - deserts, forests etc
•   Giving direct orders to AI Lords and AI Armies on the map
•   Relations with AI lords - friends, betrayals, revolts
•   Major world map GUI improvements - transfer window, walls etc.
•   Forget everything - only work on Coop!

You can find the full list of planned projects on our roadmap here: https://steamcommunity.com/app/499660/discussions/0/1843566500534219066/

Thanks for your support!

P.S. Please keep in mind that we are just became aware of a couple of rare but annoying bugs in the current build - like rare missing units and some issues selecting armies, we should have this resolved asap.

Title: Re: Medieval Kingdom Wars
Post by: Asid on May 09, 2019, 11:16:38 PM
Update 1.13 - Maximum Performance
9 May @ 10:26pm - Dev Konstantin

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/c4ab963fdbe47b6241c1b57d2481b4a82a9b078b.jpg)

Hey Everyone,

We are very excited to bring you the long awaited update 1.13. In the recent poll - our players indicated that better performance is the top priority, and so we got to work... Over the past month we went through the entire game code line by line. Results have surpassed our expectations - but we`ll let you experience it for yourself.

On average the frame-rate should nearly double for majority of players, and large battles should play out smoothly.

This update also includes couple of cool features - like sharing line of sight with your Kingdom and Allies, as well as greatly improved World Map AI, with higher intensity, and introduction of long range expeditions by AI.

And please keep in mind that with update of this magnitude there might be some issues - but we`ll be sure to hot fix anything reported asap.

We are also looking forward to releasing massive update 1.14 later this month - being able to control AI lords both on the world map and in battles is a true game changer.

And so presenting Update 1.13


PERFORMANCE AND OPTIMIZATION
•   Major revision of the game code line by line to improve performance
•   Major visual performance boost for low end systems - average from 20 FPS to 40 FPS
•   Major visual performance boost for mid and high-end systems - average from 45 FPS to 70 FPS
•   Major combat performance boost in all situations
•   World Map visual performance increased - with FPS nearly doubled
•   Resolved major lag issue in large town battles
•   Fixed game stopping lag issue during very large battles in all scenarios
•   Fixed visual lag when selecting large number of units
•   Significant performance boost in all situations across the board
•   20% latency decrease in multiplayer games
•   Fixed common lag spikes when playing on the world map
•   Animations are smoother, and a little bit slower for better presentation
•   Fixed game stopping lag spike when attacking through the gates and other choke-points

MAJOR CHANGES AND ADDITIONS
•   World map fog of war is revealed by your Kingdom and Allied nations
•   Complete rewrite of the World Map AI
•   World Map AI is a lot smarter, plans it`s attacks better, and does more long range expeditions

FIXES AND ADDITIONS
•   World map on lowest settings now looks correct without missing trees, rocks and other objects
•   Units now look good during cinematics even on lowest model quality settings
•   Units now properly line up on walls in large town and other scenarios
•   Removed outdated Cant Move Mouse message on the first run of the game
•   Tasking multiple rams on a gate now only tasks one of them
•   Army strength indicator updates right away after adding or healing units.
•   Fixed world map army overlay jumping up and down when moving on the world map

BALANCING
•   Unit movement speed, building construction, and economy is nearly 20% faster on lower game speeds

DOWNGRADES AND COMPROMISES
•   Reduced number of units in battalions by 15%
•   Quality of units on highest settings slightly decreased
•   Reduced fog effect and clouds on the world map
•   Slight downgrade to the look of the fog effect
•   Some effects like fire and smoke are a little bit slower
•   Small downgrade to the quality of trees on the world map
•   Text on unit GUI portraits doesn`t have a shadow and slightly harder to read

Title: Re: Medieval Kingdom Wars
Post by: Asid on June 13, 2019, 12:10:09 AM
Updates schedule for June and July
12 JUN @ 6:15PM   - DEV KONSTANTIN

(https://steamcdn-a.akamaihd.net/steam/apps/499660/extras/3.gif)

Hey Everyone,

Just some quick info regarding the upcoming updates - and a preview of next week`s update 1.14...

But first - we have to apologize for the delays... As you might have heard we are working on launching Kingdom Wars 2: Definitive Edition - a total rework of our previous game, that we are releasing for free for our players who purchased original KW2B. You can find out more about it here:

https://store.steampowered.com/app/1036440/Kingdom_Wars_2_Definitive_Edition/

Unfortunately this launch is delaying work on the upcoming update 1.14 for MKW. We hope you can forgive us, we always want to do right by our players, and with a team of our size there are sometimes delays due to numerous projects and updates.

However, we really don`t want you waiting for a month for the next big update - so what we`ll do is release a mini-update 1.14 sometime next week. It will not include all the cool gameplay features like controlling lords and giving AI orders in battle... as we will have to push forward these additions for the big update 1.15. You can expect 1.15 later on in July.

With that said, you can expect some pretty cool things in this mini update 1.14 next week:

-Major visual update for our game engine - anti-aliasing, anisotropic filtering, post-processing e.t.c
-Major pathfinding engine update - makes tasking and controlling units in combat much easier, and solves problems like units sometimes ignoring orders
-Couple of minor fixes here and there

Thanks for your patience, and your continuing support!
Title: Re: Medieval Kingdom Wars
Post by: Asid on June 16, 2019, 04:16:37 PM
Update 1.14 - Better Visuals and Pathfinding
16 Jun @ 3:10pm - Dev Konstantin   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/9cbdda0254a262994b89078ad4654bdc1dd226c4.jpg)

Hey Everyone,

We hope everyone`s enjoying their summer, and in case you decide to spend some time with MKW this weekend, there`s a nice new update ready - full of pleasant surprises.

As you might have heard, our team is busy working on another project - KW2DE - rework of our earlier game, that we are releasing for free for the players of the original. This is adding a bit of a delay to our MKW updates, but we are still on track. And you can expect a major update 1.15 in July that will finally include controlling AI lords, and giving AI orders in battle.

Meanwhile we wanted to update the visual fidelity of MKW, as well as iron out some issues in pathfinding and combat, and after few weeks of work on our game engine, we are finally ready to release this small, but sweet update.

And so presenting Update 1.4

-Visual Update - added Anisotropic filtering - on by default
-Visual Update - added Anti Aliasing filters - MSAA 2x,4x, 8x
-Visual Update - various minor improvements and post-processing tweaks
-Updated options menu layout to implement new visual options
-Major pathfinding update when tasking a large number of units
-Fixed pathfinding issue with units ignoring orders to move
-Fixed pathfinding issue with only some battalions moving while others don`t
-Pathfinding improvements to tasking units across the map and in combat
-Pathfinding improvements to tasking a large number of battalions into a tight space
-Units form up on the wall on most levels (other than hamlets) much better
-Fixed units positioned on walls, sometimes standing on the ground
-Fixed Garrison Commander Achievement

A word of a warning, for most players we recommend using Anti Aliasing filter set to 2x or at most 4x. 8x only make sense on more advanced video card like 1070+
Title: Re: Medieval Kingdom Wars
Post by: Asid on July 17, 2019, 11:36:43 PM
Epic 60% off sale & Upcoming Update 15
16 Jul @ 7:08pm - Dev Konstantin   

(https://steamcdn-a.akamaihd.net/steam/apps/499660/extras/2.gif)

Hey Everyone,

Some good news - following the launch of KW2 Definitive Edition (the big free update to our old game), we are back to working on MKW full speed, with update 15 coming your way later this month. We can`t wait to share new awesome features with you, that will really advance the gameplay.

Meanwhile we are holding our biggest sale for MKW, with 60% off discount. It`s time to introduce the game to new players, and well - it`s just been a good summer, so we figured why not go big with this discount.

Myself and other guys from the team will be spending quite a bit of time in the in-game chat and our forums this week, so if you have any questions or suggestions, we`ll be glad to chat!

See you on the battlefield.

Title: Re: Medieval Kingdom Wars
Post by: Asid on August 28, 2019, 12:26:39 PM
Update 15 days away!
27 Aug @ 6:33pm - Dev Konstantin   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/0585db4f7a01d7d271f2cae870383d7a9ffa780a.jpg)

Hey Everyone,

It has been a while since our last update, but I`m glad to say we are finally very close and plan to release Update 15 next week.

Update includes wide range of new features, really changing both the visuals and campaign gameplay.

First we are adding ground view camera both for the worldmap and battles. So you`ll be able to zoom in close and see the sky, mountains, and everything else from the ground.

The big campaign upgrades allow you assigning tasks to your Lords, once your King. Such as telling lords to just build up armies and wait, do their own thing, or concentrate on building up their towns.

In addition there`s now a rally point system where you can tell your Lords (or Kings Lords) to perform various actions on the world map - like defend this town, or attack this area. This helps coordinate attacks with other Lords, and especially useful to staging large military campaigns when you are King.

Update 15 also features a lot of pathfinding and combat changes. From things like archers being able to hit moving targets by anticipating their location, to better unit movement, new rally flag system and so much more!

Also we are planning a sale event later in September, that should help bring some new players into the game, and get chat lively again.

Looking forward to releasing this major update next week!

Title: Re: Medieval Kingdom Wars
Post by: Asid on September 05, 2019, 01:22:49 AM
Update 1.15 - Ground Camera & AI Lords Controls
Major update 15 is here! Including Ground View Camera, Controlling AI Lords, Pathfinding!

(https://steamcdn-a.akamaihd.net/steam/apps/499660/extras/3.gif)

Hey Everyone,

We are happy to present 15th post-release update! With this update we have addressed one of the top player requests - a ground view camera. Now you can view the action in all it`s low-poly glory up-close and personal, with the sky, mountains and so on. Keep in mind it is performance intensive and only works with Epic camera settings (and not in Tutorial)

Next big feature is being able to control AI lords on the world map. Both as a minor Lord, and as a King you are able to place Rally Points on the World Map with Right Mouse Button. With time AI Lords will send armies to these locations to either defend or attack. With larger Kingdoms, especially if you are King, it`s possible to stage large coordinated invasions of enemy Kingdoms.

The Chancellor window now has Stances feature for AI Lords - this option is only available if your King. Here you decide what you want your Lords to do - build up, do their own thing, or create armies to await your orders.

In addition we have put a lot of work into combat - from pathfinding, to archers hitting moving targets to better tasking flags, fixing a lot of unit movement bugs and so much more.

Also by popular demand we relaxed the game rules a bit, and you can stay in town view mode a lot longer now.


Outdated Game Version Message
In case you get a message in the main menu about Outdated Game Version, you need to restart Steam to download the update. If that doesn`t work please follow these steps:
-Right click on Medieval Kingdom Wars in your Steam library, and select Properties
-Switch to Updates tab, and select - Always keep this game up to date
-Wait a minute, or if game didn`t update, restart steam (completely shut it down and start it again)


And so presenting Update 1.5

But please a keep in mind - with update of this magnitude we are expecting some new bugs to pop-up, especially when it comes to Ground Camera performance, and the new Lord Rally Point controls. We also plan to add ability to get AI Lords to give you their towns. We expect everything to be nicely polished by Tuesday

Major New Features

•   Added Ground View camera available on Max Camera Settings
•   Added distance fog visible in cinematics and with the ground view camera
•   Added Stances for AI Lords when player is King -
•   Added Rally Flag placed with RMB on the world map
•   AI Lords will attack or defend on the world map based on players Rally Flags placed


Major Additions & Improvements

•   Ranged units can now hit moving enemies by predicting their location before shooting
•   Fixed issue with tasking a number of battalions and some not moving
•   Major improvements to tasking battalions on the busy terrain - towns and mountains
•   When tasked battalions now show correct tasking flags in proper positions
•   Fixed a number of rare startup issues with the game
•   Improvements with ranged and siege units targeting enemy units


Fixes and Balancing

•   Greatly reduced happiness drain while managing towns campaign - by 40%

Title: Re: Medieval Kingdom Wars
Post by: Asid on September 10, 2019, 11:09:15 PM
Update 1.16 - Modding Support, Demands and Extortion
Tue, 10 September 2019


We have another great update for you today. that really changes up how the game is played.
Hey Everyone,

We have another great update for you today. While this update comes with a short list of new features and changes, it really changes up how the game is played.

To start things off - the games engine and assets are now fully open for modding. All the game files are now open access, and can be found inside Modding folder in the Steam installation folder. More details for Modders will follow.

Following last week`s update - we continued to expand the new ways to interact with AI Lords - this week adding ability to take towns from them, or to extort a bit of a silver. These features are available when you become King, and really help in mid to late game, especially once you start using your Lords to wage wars for you.

We have also rebalanced the game quite a bit based on recent player feedback - it`s now much easier to manage income, upkeep and happiness, giving you more time to deal with the AI. AI difficulty has been increased, but now player has new tools to deal with it by getting friendly AI lords to help.

We will have a small follow up update in a day or two, that will greatly improve the ground view camera - both visually, and how the camera moves.

P.S. MKW is now 60% off on a two week sale - great time to join in!

Major New Features

•   All game files opened up for Modding and Total Conversions. Located in the Modding folder
•   Demand Town feature added - Kings can demand land from their Lords
•   Extort Silver feature added - Kings can extort silver from their Lords
•   Total Rebalance of the game - from micro managing expenses to fighting more


Fixes and Balancing

•   AI Lords now hold a treasury which is displayed in the Chancellor window
•   Campaign AI difficulty increased in the first couple of years of the campaign on Medium and Hard difficulty
•   Main Menu redesigned with distance fog and other effects
•   Reduced upkeep of all units and buildings by about 30-35%
•   Reduced Happiness drain of industrial buildings by 20-30%
•   Increased Income from buildings by up to 20%
•   Peasants now bring small income when in towns
•   Slower zoom in/out speed with epic camera

Title: Re: Medieval Kingdom Wars
Post by: Asid on October 02, 2019, 12:21:53 AM
Future Updates and Improvements
Tue, 1 October 2019

It`s time share our plans for the future and what`s coming next to MKW this Fall and Winter

Hey Everyone,

It`s time to reveal more about upcoming Update 17, and to share our plans for continuing updating MKW in 2019 and 2020.

As September sale showed there`s still plenty of interest in MKW, and we are happy to continue updating the game for the rest of this year and into the next year. Over the next few months our focus will be on improving graphics, performance and combat with a lot of work planned on our in-house game engine. Same time we will be expanding the world map gameplay with additional features. World Map and combat AI will also see a lot of improvements.

However we do have to adjust our plans when it comes to adding major planned features - like CoOp campaign and World Map expansion. Our biggest regret is not working on these two massive updates earlier in the development, as now player population to support CoOp campaign is simply not there. CoOp campaign was always planned not really as a CoOp, but more of an MMO experience similar to the original Kingdom Wars, and this formula just doesn`t work with less than 50 players online at once. And with regard to the world map expansions - it`s clear that majority of MKW players would rather see improvements in other areas of the game - from AI and more campaign features to performance and graphics.

With that said - hope is not lost - as it would make sense to have these large futures in a sequel to MKW. We don`t have the details yet, but hope to have an announcement on this later on this year.

Update 17 Preview
With our 15th and 16th updates we started to improve appearance of the game world, as seen through the ground view camera. Our major goal with the next update is to complete this major upgrade - with more flexibility in the camera angle, better graphics in the ground view and fixes to the performance and camera scrolling.

Another major area of focus is improving the look of combat up-close - that involves characters actually fighting each other and not just swinging the swords.

And of-course - performance. There will be some minor sacrifices to the scale and graphics to improve performance, and a lot of optimization - but the end result will be worth it.

Finally - we also continue to expand campaign gameplay - up next - letting players issues commands to AI during battle - like attack here, defend this location e.t.c

Stars End
As some of you might know, we have another project going into Early Access now - Stars End, and while the team working on it is separate from MKW team - there will be a bit of a delay before we can release out 17th update - looking for early November.

To preempt possible complaints about working on another game - Stars End is designed by separate two developers, using completely different engine and completely independent from the two developers working on MKW. But since Stars End is launching soon, it would take all of our team couple of extra weeks to help out there with launch - thus the delay.

We hope that you can see Stars End Early Access launch from our point of view - the sales from Stars End will help us put more work into the Kingdom Wars games, perhaps even help to expand the MKW development team.

Thanks again for your support, and looking forward to bringing your Update 17 in a few weeks.

Title: Re: Medieval Kingdom Wars
Post by: Asid on October 31, 2019, 01:00:55 AM
Haloween Event & Upcoming Sales
Wed, 30 October 2019

Hey Everyone,

Thanks for supporting MKW and we wanted to share some ongoing news.

In time for Halloween we have a small cosmetic in-game event with some art changes for the next few days. We hope everyone has a safe and fun Halloween week!

Work continues on Update 17, and we do have to apologize for the delay, we are now couple of weeks behind schedule, but are on track for November release of the 17th update. There will also probably be a smaller update in the coming week taking care of some bugs and balancing.

Also we are running several sale events on MKW for the next couple of months - mostly taking part in Steam season sales, but also running Fanatical Star Deal on Monday, and starting a two week Steam sale on Tuesday. So if you were waiting for a good deal to get MKW - it`s coming up soon.

Thanks again for your support, and can`t wait to finally share Update 17 with you later this month.

Title: Re: Medieval Kingdom Wars
Post by: Asid on November 05, 2019, 04:49:20 PM
The Biggest Sale Event
Tue, 5 November 2019

Hey Everyone,

With holiday season approaching we are starting one of our biggest sale on Medieval Kingdom Wars.

For the next two weeks the game is available at 55% off, that translates to about 8.50$ USD.

We are exciting to see many new players join MKW, and will do our part to make new players feel welcome. Developers and mods will be available in the game chat around the clock, and we also stepping up our forum presence.

Meanwhile work is still ongoing on the 17th update. We do have to apologize for the delay, we are now couple of weeks behind schedule, but are on track for November. There will also probably be a smaller update in the coming week taking care of some bugs and balancing.

Thanks again for your support, welcome to Medieval Kingdom Wars - and can`t wait to chat with some of your in-game or on the forums.

Title: Re: Medieval Kingdom Wars
Post by: Asid on January 02, 2020, 10:59:45 PM
Upcoming Updates and the Big Sale
Thu, 2 January 2020

Hey Everyone,

From our small team we would like to wish everyone all the best in 2020!

Upcoming Major Update
And we have some good news to start the new year right - we are back to full scale work on MKW and have major update on the horizon. In a few days we`ll be releasing the 17th update that greatly expands the world terrains.

Right now the game world just uses one random terrain set - Oak forest, that you have seen again again in all hamlets and random maps. In the 17th update we have reworked this system completely to include a lot of variations that cover all of the terrain and climate zone featured on the world map. This will effect back the hamlets and the random map for battles.

New terrain sets include - fir forest, dry-land, grass-land, farmland, desert, northern higihlands, and hills.

Following release of this update we`ll continue on the 18th update that adds quite a bit more to the world map gameplay.

The Big Sale
Also from today we are running one of the biggest sales on MKW - with 55% off for the next two weeks. This should help increase the in-game population. During this sale you can expect to see our developer and moderators inside the game chat to help answer any questions you might have.

If you were on the fence about buying the game, this is the best sale we`ll have for a while. See you on the battlefield!

Title: Re: Medieval Kingdom Wars
Post by: Asid on February 26, 2020, 01:19:18 AM
Update 1.17 - Major Udpate & More...
Mon, 24 February 2020


Hey Everyone,

And we are back! Before we get to today`s awesome and long awaited update, just a few words about our plans. After some delays in the past couple of months we are back to actively updating and growing MKW, expecting to have couple of updates per month, so the 18th and 19th updates will be coming this March. Priority will be given to balancing, improving AI, and performance.

And now lets take a look at today`s major update 1.17. It took us quite a while to complete this update, as we had to create over 300 new terrain segments used in random maps, hamlets e.t.c And you`ll notice the difference right away. Every hamlet, field battle, hamlet siege will look quite unique and different with 5 terrain sets that don`t only create unique battlefield conditions but also vary by resources and geographical locations. We plan to continue expanding this city, also making large towns have unique looks based on their geographical location.

Second major part of this update look at visual performance and visual improvements. Quite a bit of work went into it, and on average players should see 15-20 FPS improvement across the board, and the game now looks much better (though admittedly the changes will only be noticed by these using Epic camera and playing on higher end PCs)

We also completely re-balanced the game, making things a lot harder, so it`s no longer just a challenge during the first couple of years, and a total walk in the park after.

This update comes with a few other bug fixes and improvements.

And a word about the 18th update - we are finally reworking the world map fixing all these inaccuracies and other issues. Performance also takes the main stage as we work to make large scale sieges lag a lot less. Can`t wait to share this next update with you.

For now - introducing Update 1.17:

Major New Features

•   Visual improvements and completely reworked game camera
•   Added variety to random map and hamlets
•   Added Hills, Desert, Dryland, Fir Forest, and Oak terrain sets that replace previous 1 default set
•   New terrain sets are quite unique and presents various strategic differences – resources, chock points e.t.c
•   Hamlets across the world map now use unique terrain sets that are geographically accurate
•   Field battles and other battles now feature new terrain sets depending on location


Fixes and Additions

•   Major graphical improvements across the board
•   World Map camera has been completely reworked
•   Improved visual performance on the worldmap by 15-20 FPS
•   New close up battle camera that`s much more playable and shows more of the battlefield
•   Greatly increased battle visual performance with new camera controls, up to 20 FPS more
•   Ground view camera still available in cinematic mode
•   Reworked both Performance and Epic camera settings for optimal gameplay and performance
•   Zoom in and out scroll is much faster
•   Disabled 8x anti-alliancing greatly increasing performance
•   Fixed Nantes having sand yellow texture all over the map
•   Replaced some of the worse looking loading screens
•   Fixed Bush object constantly disappearing when moving the camera


Balancing Changes

•   Significantly increased world map AI difficulty progression
•   AI will especially be harder after couple of years
•   AI will employ some new tricks on the world map when it comes to attacking player
•   Small increase in happiness drain while inside the city - unchanged for Chill Mode
•   Unit upkeep increased by 20% on average for all units
•   Rebalanced a few campaign settings to increase overall difficulty in the first few years
•   Minor rebalance to melee units damage to building and other units

Title: Re: Medieval Kingdom Wars
Post by: Asid on February 29, 2020, 12:17:07 AM
Update 1.18 - Major Graphics Update
Fri, 28 February 2020

(https://steamcdn-a.akamaihd.net/steam/apps/499660/ss_ac2436cf9508cedb4600811889e48462f19fcbd4.1920x1080.jpg?t=1580509323)


Hey Everyone,

It feels great to bring you another great update, just few days after the last one. We hope we can keep us this weekly update schedule as we move forward.

Today`s update is our biggest visual improvement for MKW so far. Please make sure to turn on Bloom in the game`s option though and play with Epic camera (if your PC supports that). We also recommend starting a new campaign as one of the Iberian or Italian Lords to experience the most of the new content.

We hope you`ll enjoy the new experience, and please consider reviewing MKW - we sure can use some more recent reviews. Thanks!

This update also comes with several fixes and improvement, though our main focus was on graphics and new southern city set. Also we went a bit too far with difficulty in the last update, so made some adjustments, reducing the upkeep for example.

And a word about the 19th update as we are taking a bit of a detour before we get to more bug fixing and performance improvement. The 19th update will feature major re-balancing of the game flow, making things a lot more streamlined and faster. Aside from being able to control the game speed in hamlet battles and while building up your town, we are completely re-balancing RTS mode economy and flow. Before it might take you 10 minutes to build up your hamlet, and 20 to build up a large town - we are changing this to only take 3/6 minutes respectively.

For now - introducing Update 1.18:

New Features & Major Fixes

•   Created southern version for most Italian and Iberian towns, with forever summer, and desert/palm tree terrain set
•   Major Visual update with distance fog and other improvements
•   Major visual improvements – distance fog is now present for all camera settings
•   Major visual improvements – make sure to turn Bloom On if it`s off
•   Bloom has been reworked to be less bright, and more natural
•   Redesigned tutorial cinematics with distance fog and other improvements


Fixes and Additions

•   Call to Arms is now activated with middle mouse button or double click right mouse button
•   New players start with bloom on by default
•   Rotating mouse wheel in the main menu no longer hides the distance fog
•   Distance fog now enabled right away as gameplay starts, and not only on camera scroll
•   Fixed main menu not having any visual effects when returning to it from scenario
•   Rotating minimap is now default option for new players
•   Playing proper intro and outro cinematic for battles where player attacks or defends a hamlet


Balancing Changes

•   Lowered unit upkeep, it was increased too much in the last update


Title: Re: Medieval Kingdom Wars
Post by: Asid on March 03, 2020, 02:27:26 PM
Update 1.19 - Total Gameflow Re-balance
Mon, 2 March 2020

(https://steamcdn-a.akamaihd.net/steam/apps/499660/ss_b31e4431835cb00c66661cf01810f7341c7edcc1.1920x1080.jpg?t=1580509323)


Hey Everyone,

Today`s update comes with short patch notes, but changes are massive and really effect the gameplay. Please keep in mind that if you don`t like the changes, we are open to discussion and continuing re-balancing. With that said - welcome to MKW on steroids. The main goal was to speed up slower parts of the game, as well as to give players a way to control the game speed.

The end results: it`s now possible to achieve in 1 hour of gameplay, what would take 2.5-3 hours before. All the waiting and grinding was taken out of the town build up, it`s now fast and fun, just keep an eye on that unhappiness meter, as your time is limited (unless you are playing with Chill mode enabled).

RTS gameplay now also becomes a much more important part of battles, as you can get your base setup faster and train more soldiers during the course of the battle.

On top of that you can now increase the game speed both in build up mode and during battles, that will make things go even quicker during the slower moments.

We been playing with the new game speed rules for a few days now, and I must say - feedback is very good, hopefully you`ll like the changes as well.

Signing of for now, but keep in mind - we are hard at work on a major update 1.19 and 1.20 coming later this month. We are working on a new world map transfer window, fixing two dozens of remaining bugs, and a huge update to the combat lag and AI lag that should finally deal with large battles lag.

And so, lets take a look at Update 1.19:

New Features & Gameflow Rebalancing

•   Ability to control game speed in RTS mode is back
•   Town build up and combat gameplay completely rebalanced
•   RTS game speed completely rebalanced
•   Happiness drain while in a town increased by 30%
•   Instead of spending 12-14 minutes to build up a hamlet it takes 6-7 now
•   Resources gathering by mines, livestock and serfs has been increased by 40%-50%
•   Unit and building production time decreased by 30%-40%
•   Rebalanced some costs, like cheaper serf
•   Corrected welcome message and some localization


Title: Re: Medieval Kingdom Wars
Post by: Asid on March 07, 2020, 12:46:32 AM
Update 1.20 - Unit Transfer Redesigned
Sat, 7 March 2020

(https://steamcdn-a.akamaihd.net/steam/apps/499660/ss_8defe845a6b5ae9cd0ace44fa2d50446c8394b96.1920x1080.jpg?t=1580509323)

Hey Everyone,

We have another major update for you today. The top achievement this week is the brand new Unit Transfer window. This has long been one of the weakest points of our GUI, and finally it`s been redesigned. You can now transfer multiple units, select where to transfer them, and time to transfer units or form armies have fallen from 30 seconds on average to 5.

Today`s update also comes with a solid visual and CPU performance improvement, as well as a lot of polish for the AI. We also looked on making certain parts of the game look better, and fixed some long standing bugs.

We are just getting started, and have more great updates coming to you this month. Thanks for your support!

And so presenting Update 1.20:

New Features & Major Fixes

•   Unit Transfer completely redesigned, but can still use old way of transferring
•   Unit transfer – select multiple units and click on any other army slot to transfer there
•   Unit transfer – select multiple units and use Transfer button to transfer and auto sort
•   Major performance improvement on the World Map for Epic camera settings
•   Minor performance improvement for Performance camera on world map and in combat


Fixes and Additions

•   Fixed one of the sources of very bad lag in large town sieges
•   AI will no longer do a suicide charge out of large towns each time now
•   AI will only sally forth to attack the player if it has 2x stronger force and a very good chance of winning
•   Small chance AI will sally forth at random to surprise player
•   AI will no longer build ballista on towers, as it was spamming them too
•   AI will not cheat in the first two years and use armies with advanced units, only the basic
•   High level AI towns still use the cheat units for now, but this is to be fixed shortly
•   Balanced AI armies in the first two years, more difference between easy, mid and hard difficulty
•   All campaign world map cinematics now have distance fog
•   Town intro, battle intro and victory cinematics now have distance fog
•   Fixed level design issues in some of the large towns
•   Polished main menu scene fog
•   Mobile Siege Weapons are much better at going to attack the specific target, but will get distracted if fired by ranged units
•   Various issues due to unreachable AI ballista on towers have been resolved
•   Removed tree visible in the middle of some hamlet rivers
•   Hill terrain set improved with dirty terrain under trees


Balancing Changes

•   Rebalanced early game technologies - they are not more affordable
•   New campaigns now start with more trade goods, allowing researching more early game


Title: Re: Medieval Kingdom Wars
Post by: Asid on March 27, 2020, 01:28:30 PM
Mini Update 20 & Upcoming Update 21
Thu, 26 March 2020

Hey Everyone,

We hope everyone is able to stay safe and healthy during this challenging time...

Luckily for our studio - we have always been working remotely, so we are able to continue our work uninterrupted. And so - lets take a minute to update you on what we are working on and what`s coming up next.

Mini-update 1.201

First of all - we had a mini-update today. This update fixes couple of issues we had with the game past couple of weeks:

•   Fixed not being able to enter or fight in some towns and getting stuck on the loading screen
•   Fixed all issues with some units getting stuck and becoming completely unresponsive
•   Fixed some issues with changing unit formations


Upcoming Update 1.21
And work continues on the major update 21 that we are expecting within two weeks. This updates comes with impressive list of features, here`s a few of them:

•   World map fixes and updates including fixing wrong town location, wrong geographical features and more
•   Performance improvements in large town combat
•   Performance improvements in other large combat scenarios
•   Major improvement of World Map AI in all areas
•   Rebalanced AI progression to keep players challenged as the game progresses
•   Dozens of bug fixes and other improvements


New Kingdom War Title
Within a week or two we will be announcing our next Kingdom Wars project...

...I can confirm that this will be continuation of the type of a game we started with MKW, and I think a lot of our Kingdom War players will find interesting. Can`t wait to share details with you guys. And I would like to say that it in no way effects our updates and commitments to both Kingdom Wars 2, and Medieval Kingdom Wars. You can expect a full on announcement, with media and in-game screenshots and more within 10 days.

As always - thanks for your support!


Title: Re: Medieval Kingdom Wars
Post by: Asid on April 27, 2020, 02:11:11 AM
Update 1.21 - Total Rebalancing & New Game
Sun, 26 April 2020

(https://steamcdn-a.akamaihd.net/steam/apps/499660/ss_140d368f470eb5c823f25bb7fcfad84394072f46.1920x1080.jpg?t=1584216771)


Hey Everyone,

Hope everyone is staying safe. We have a lot of news and exciting updates for you today!


Update 21
We are glad to finally present the long-awaited update 21. It took us good month and a half to compete, but we think this was well worth the wait. This update completely re-balance mid and late game. The challenge and difficulty will scale up correctly now, providing players with never ending challenge, from early to late game. This updates also does wonders for visual performance on the world map and covers a range of other issues.

Please keep in mind - there are hundreds of balancing changes in this update, and there`s a chance we might have went too far in some aspects. Please let us know what you think about the changes, and if there are aspects that our players don`t agree with, we`ll do a quick follow up update until we get this right.

New Game
Soon we will be releasing the next Kingdom Wars game. You can expect the Steam page with media, trailers and full announcement by May 15th. The new game is called "The Plague: Kingdom Wars". It`s a successor to Medieval Kingdom Wars, though gameplay is vastly different, and it`s more of Survival Grand Strategy game.

This might seem like bittersweet news. But rest assured - this only means great things to MKW. We are continuing regular MKW updates for at least the rest of 2020, and our work on The Plague: Kingdom Wars will not impact MKW updates.

World Map Expansion
Now for some good MKW news! You might have seen us do this with our previous Kingdom Wars game. Since the two games are pretty close together, we will be able to copy the elements of the new game into MKW.

The most noticeable will be the huge World Map expansion added to MKW this summer. We are talking 35-40 new Kingdoms, nearly 300 new Lords to play as, and world map that`s nearly 5 times larger.

We are very excited both to share The Plague: Kingdom Wars with you, as well as to add this huge free world map expansion to MKW.



And back to the update...
With that said, lets take a look at what today`s major update brings us.


Performance

•   Massive graphical performance boost for World Map
•   Average world map performance increased from 45 FPS to 90 FPS
•   Greatly improved performance fighting on smaller Hamlet maps


Combat AI & Pathfinding

•   Combat AI will perform much better when sieging or defending Hamlets
•   All Hamlet maps now have just one entrance instead of two
•   Unit pathfinding has been significantly improved in Hamlet battles


World Map AI Redesign

•   Complete rework on World Map AI for mid and late game
•   AI will send build up large force of 3 or 4 armies at before attacking in later years
•   AI will progress much faster after 3 years into the campaign – bigger armies and better units
•   AI builds up it`s towns nearly twice as fast on the world map with walls and buildings
•   AI will upgrade it`s garrisons a lot more often as it advances
•   AI will no longer Raise towns, but players can still do that


Fixes and Additions

•   Redesigned first tutorial chapter, no more oil pitch lag
•   Greatly increased upkeep for the very top tier of units - Knights, Longbowman e.t.c
•   Minor visual downgrade of the World Map - a bit less density for forests
•   Various stability and performance improves across the board
•   Fixed rare issues with unable to start multiplayer battle
•   Fixed various localization issues in all supported languages

Title: Re: Medieval Kingdom Wars
Post by: Asid on July 01, 2020, 11:37:38 PM
Massive Update Incoming + Plague: Kingdom Wars this July
Tue, 30 June 2020

(https://steamcdn-a.akamaihd.net/steam/apps/499660/ss_140d368f470eb5c823f25bb7fcfad84394072f46.1920x1080.jpg?t=1590595723)


Hey Everyone,

Hope everyone enjoying the summer and staying safe.

Upcoming Major Updates
Our team is wrapping up work on the upcoming new Kingdom Wars game - The Plague, and it will be released to Early Access this July. With that work complete, we are starting process of copying cool new tech and upgrades from the new game to MKW. These updates will make the bulk of the upcoming Update 22 and 23 later this summer, and will really help improve MKW.

To give you some previews of the cooler features:
-Total war like unit positioning preview when tasking soldiers
-Custom campaign game save
-Major performance improvements due to the new engine updates
-Large number of fixes and improvements to AI, combat and pathfinding

...and a lot more. We`ll post a detailed preview towards the end of next week.

World Map Expansions DLC
And as we have mentioned in our previous announcement, we can`t wait to release a huge DLC later this summer or early fall, that will feature a 4x bigger world map.

This new world map expansion will bring over 20 additional Kingdoms, and features areas from Constantinople and Middle East to North Africa, Poland and Sweden. And while it will be a little bit smaller than world map in the Plague, it more that double the playable area of MKW.

The Plague: Kingdom Wars

(https://steamcdn-a.akamaihd.net/steam/apps/1300700/header.jpg?t=1593621226)

And now it`s time to finally properly announce The Plague: Kingdom Wars. The game page is now up, and you can visit is here:

https://store.steampowered.com/app/1300700

You will note quite a bit similarities visually between MKW and The Plague. And while we are working towards making every asset be different from MKW, on our early access launch, the game share about 40% of art assets and 70% of level assets.

When working on The Plague our main goal was to come up with a brand new gameplay experience, and new tech to make large world map and battles possible. And good part of art and level workload was left for after we launch in Early Access.


Free Access to MKW Veterans
Following our studio's tradition, we will be giving all veteran MKW players a chance to get the new game for free. This week, we will be contacting thousands of players who have logged over 30 hours in MKW. Those who decide to join the pre-release beta test will receive a free key and will be able to start playing as early as next week, and will forever keep this free copy of The Plague.

Title: Re: Medieval Kingdom Wars
Post by: Asid on July 10, 2020, 12:48:54 AM
Massive 70% sale on MKW & The Plague: KW is released
Thu, 9 July 2020

Hey Everyone,

Our team has exciting news to share, as the sequel to MKW has been released today! To celebrate this we have started a massive 70% sale on MKW. An affordable way to get into the genre, for these not ready to take the plunge and try Plague: Kingdom Wars.

https://store.steampowered.com/app/1300700/The_Plague_Kingdom_Wars/


Upcoming Major Updates

As our team is wrapping up work on The Plague, we are working on copying cool new tech and upgrades from the new game to MKW. These updates will make the bulk of the upcoming Update 22 and 23 later this summer, and will really help improve MKW.

To give you some previews of the cooler features:
-Total war like unit positioning preview when tasking soldiers
-Custom campaign game save
-Major performance improvements due to the new engine updates
-Large number of fixes and improvements to AI, combat and pathfinding

...and a lot more. We`ll post a detailed preview towards the end of next week.


World Map Expansions DLC

And as we have mentioned in our previous announcement, we can`t wait to release a huge DLC later this summer or early fall, that will feature a 4x bigger world map.

This new world map expansion will bring over 20 additional Kingdoms, and features areas from Constantinople and Middle East to North Africa, Poland and Sweden. And while it will be a little bit smaller than world map in the Plague, it more that double the playable area of MKW.

Thanks for your support, and can`t wait to share these cool updates with our MKW players!
Game

Medieval Kingdom Wars   -70%    £10.99    £3.29

Title: Re: Medieval Kingdom Wars
Post by: Asid on September 03, 2020, 02:55:52 PM
Update 1.22 - Resuming Updates
Wed, 2 September 2020

(https://steamcdn-a.akamaihd.net/steam/apps/499660/ss_140d368f470eb5c823f25bb7fcfad84394072f46.1920x1080.jpg?t=1590595723)

Hey Everyone,

Hope everyone is staying safe. We have a lot of news and exciting update for you today!

Introducing Update 22
We are glad to finally present the long-awaited update 22. Please read on for patch notes. This update includes a few new features like a preview of how and where battalion will form when you task it, as well as things like GUI rescaling and minimap improvements, and a lot of other fixes and improvements.

Resuming Updates
We are back to actively updating MKW, and you can expect a solid update every 2-3 weeks this Fall. Today`s is just the first of four updates that will be adding cool new tech and features from the improvements we made to our engine while working on The Plague Kingdom wars.

Upcoming World Map Expansion
As we complete the work on porting rest of Plague tech and improvements to MKW, we will finally release the big DLC that adds the highly expanded World Map. We expect this to be ready towards November.

The Plague Bundle
As you might have heard, we have recently release The Plague: Kingdom Wars. To make it easier for our players to take the plunge and purchase the new installments we have setup the "Complete the set bundles", which gives everyone who purchased MKW additional 15% off The Plague: Kingdom Wars

This might seem like bittersweet news. But rest assured - this only means great things to MKW. We are continuing regular MKW updates for at least the rest of 2020, and our work on The Plague: Kingdom Wars will not impact MKW updates.

Update 22 Patch Notes
With that said, lets take a look at what today`s major update brings us.

Performance
•   Major scaling GUI update with various improvements in all menus for all resolutions
•   Added battalion formation and location preview when tasking units
•   New Campaign menu redesigned to show more lords
•   New Campaign menu now highlights the current selected lord
•   Minor improvements to unit tasking – a bit faster and more accurate
•   Minor improvements to performance – during large scale combat
•   Fixed some of the big towns not saving one of the buildings
•   Minor reduction to the zoom in level
•   Polished the translations, correction a lot of errors especially in Russian and German version
•   Repaired the proxy – fixing most issues when trying to play multiplayer games
•   Resolve a number of connection issues between players when playing with friends
•   Fixed common bug with parts of the screen flashing oddly – especially on shadows
•   Fixed various visual issues during campaign cinematics
•   Fixed various issues with minimap
•   Minimap now updates while the game is paused
•   Fixed very rare crash when sending units to climb to a wall


Title: Re: Medieval Kingdom Wars
Post by: Asid on November 14, 2020, 01:15:38 AM
Major Update 1.23 - Coming Soon
Sat, 14 November 2020

(https://cdn.cloudflare.steamstatic.com/steam/apps/499660/ss_140d368f470eb5c823f25bb7fcfad84394072f46.1920x1080.jpg?t=1602161182)

Hey Everyone,

We have some exciting news, as the work on the major update 23 is finally nearing completion.

Apologies for the delay, but some of the elements of this update were quite complex and required some time. Following this update for the rest of November and December we`ll be switching to smaller, more common updates.

As for the ETA - the best case - we`ll have this update out by Sunday evening , or worst case by Wednesday, depending on how the beta testing of the update continues.

And for the preview, here`s some of the bigger changes:

-Performance was one of the main areas of focus - from greatly decreasing loading times, to boost both the FPS and CPU performance, on average we showed off 30% of the loading times, and you can expect quite smoother experience in all game modes, even in very large town combat

-Reworked combat - combat got a total makeover, from the way battalions look, to how they fight, you will no longer see units just standing next to each other taking damage or swinging swords in the air

-The other part of this update was to copy dozens of improvements made while working on the Plague, from interface to the way menu operate and more, this really helps to streamline the gameplay experience.

-And finally we took the time to include fixes to a few annoying issues that plagued the game for a while

Looking forward to sharing this update with you in a few days!


Title: Re: Medieval Kingdom Wars
Post by: Asid on November 15, 2020, 12:44:34 AM
Update 1.23 - Optimization & Reworked Combat
Sat, 14 November 2020

Hey Everyone,

We have some exciting news, as the work on the major update 23 is finally complete.


Apologies for the delay, but some of the elements of this update were quite complex and required some time. Following this update for the rest of November and December we`ll be switching to smaller, more common updates.

With this update we focused on optimization and performance - greatly decreasing loading times, to boost both the FPS and CPU performance. You can expect quite smoother experience in all game modes, even in very large town combat

We also rebuilt melee combat from the ground up - starting from the way battalions look, to how they fight. You will no longer see units just standing next to each other taking damage or swinging swords in the air

And finally update comes with dozen of other improvements made while working on the Plague, from interface to the way menu operate and more, this really helps to streamline the gameplay experience.

Please keep in mind - that we have a World Map corrections updated on the horizon that fixes various mistakes with town position and names on the world, and a lot more.


Update 23 Patch Notes
Now lets take a look at what changes our 23rd update brings

REWORKED COMBAT

•   Completely reworked unit battalion formations, sizing and shape
•   Units will no longer swing weapons at each other several meters apart
•   Units will no longer stand by each other dealing damage and not actually fighting
•   Units now approach each other in battle to form closer battles lines, with other standing back if there`s no space
•   Battles between melee units now take on average 30% longer
•   Fixed issues in naval combat where units will keep on fighting for a very long time
•   Reduced the protection bonus to units that are on walls, speeds up the sieges a little bit
•   Range units now do a lot less damage, and are less OP - all ranged armies will no longer work
•   Siege weapons can now survive a bit longer vs ranged fire, making sieges less dead locked
•   All unit hitpoints reduced by about 30% that rebalances melee battles together with other changes


OPTIMIZATION

•   Main menu loading time reducing by up to 80%, by reworking how it`s created. Campaign creation scene changed
•   Major improvement to visual performance in large battles, with up to 30% less FPS drop
•   Minor reduction in unit quality on all settings - but with big FPS gains
•   Normalized and optimization all the lord and king textures - diplomacy menu now opens much faster
•   Saved over 500mb in visual memory usage by optimizing textures
•   Improved new level loading speed on all levels by up to 15%


FIXES & ADDITIONS

•   When starting a new campaign, GUI will point which towns player can control with convenient arrows
•   Double click on the world map no longer opens call to arms, only opened with the middle mouse button
•   Fixed issue with GUI layout for difficulty for the new campaign creation being broken
•   Palisade Gate now looks very different from rest of the palisade wall
•   Reworked various common GUI icons like closing windows and others for a cleaner GUI
•   Removed huge Notre Dame cathedral showing up in many of the capital cities
•   Improved performance in the first tutorial battle level
•   Naval combat tutorial is much faster, and easier for the player
•   Minimal zoom is a bit higher

Title: Re: Medieval Kingdom Wars
Post by: Asid on January 04, 2021, 03:28:21 AM
Major Update Incoming
Sun, 3 January 2021

Hey Everyone,

We want to start by wishing everyone Happy New Year! All of us hope it`ll be a better one.

We have big plans for Kingdom Wars games in the coming year, including completing Kingdom Wars: Plague later in the year, doing updates to the original Kingdom Wars and Kingdom Wars 2, and of-course, moving forward with several large updates for Medieval Kingdom Wars.

With MKW our plan is to continue releasing sizable updates very 5-7 weeks for the rest of 2021. Overall game experience and content will continue to improve and expand.

To start things of - we have major update 24 coming in the next few days. In this update we focused on both combat performance, as well as greatly updating and improving combat and world map AI.

Skirmish vs AI will finally become challenging, with AI properly attacking and defending. On the world map AI will start progressing and researching units as the years goes by.

This update also comes with a dozen of most commonly requests fixes by our players that we collected on our forums and discord.

Once again - all the best wishes in the new year, and can`t wait to share this update in a few days!

Title: Re: Medieval Kingdom Wars
Post by: Asid on January 17, 2021, 01:16:58 AM
Update 24 - New Combat AI & Performance
Sat, 16 January 2021

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28834551/ef0bfe7f9f921c583f48cd33343e19a06f192d98.png)

Hey Everyone,

And we are back with one of our biggest updates to MKW in a while! After countless days of work, and long nights testing, we are finally happy to present the completely reworked combat AI. This update also really helps with combat performance issues, especially during these large 3 AI sieges.

This update also greatly improves level design in hamlets and larger cities, as well as includes couple of dozen commonly requests fixes by our players that we collected on our forums and discord.

And as you might have heard we have a busy schedule for 2021, with a number of large updates and content planned for MKW this year. We expect the next major update to be released in 3 weeks from now. Thanks for your continuing support!

And now lets take a look at what changes our 24th update brings


Major Changes & New Features

•   Total rewrite of the combat AI - much tougher and smarter
•   Major performance improvement during combat
•   Major performance improvement especially during large town sieges
•   All hamlets redesigned for the gates to face middle of the map and potential enemies
•   Citizens will not get killed during town sieges – does not distract units though
•   Players can no loner gather wood from house towns inside large towns
•   Large towns are now at disadvantage in skirmish - due to limited wood
•   Level design update to all large towns - added decorative trees


Reworked Combat AI

•   AI attacks in much larger and better prepared waves
•   AI uses siege weapons a lot better
•   Defensive AI will now place defenders on walls during battles
•   AI will now correctly build large armies, and not stop at only max of 15 units
•   Fixed major issue with AI getting stuck when attacking Hamlets and not progressing
•   Fixed major issue with AI getting stuck when attacking some of the large towns
•   Fixed various instances where AI will not do anything after one attack
•   Defensive AI will eventually build siege weapons
•   AI will now build walls in campaign hamlet battles
•   Defensive AI will leave defenders on walls when launching attacks
•   AI will build a lot more siege weapons
•   AI will now build units and buildings in army vs army combat
•   AI army vs army AI will not just blindly attack, but also defend and flank
•   Fixed issue with AI not having stone for siege weapons
•   Fixed issues with second AI on the same team usually not doing anything


Changes and Additions

•   Fixed issue on the Paris type map with attackers camp not building walls correctly
•   In large towns relocated some of the wall markers, to group them better - makes AI work better
•   Town Houses no longer give wood
•   Fixed tax rate string in Spanish overlaping
•   New flyby cinematics for hamlets
•   Various fixes with Hamlets level design
•   Easier to see if player can afford the tech or not on the Stewards window
•   Foot Knights and Swordsman will no longer have super long bad looking formation


Balancing Changes

•   First Tutorial level is few minutes shorter now and easier to win
•   Forth Tutorial level is now much faster and easier to win
•   Reduced Mounted Plated Cavalry stats by about 20%
•   Trees now have a lot more resources in them
•   Even small trees in town now give a lot of wood
•   Doubled the price of the Fire Cart
•   It`s now a lot more expensive to rebuild gates
•   Lowered passive food income rate from cows and chickens
•   Much faster to capture town flag, especially if defender almost has no units

Title: Re: Medieval Kingdom Wars
Post by: Asid on February 19, 2021, 03:56:18 AM
Next week - Update 25 Incoming
Thu, 18 February 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28834551/ef0bfe7f9f921c583f48cd33343e19a06f192d98.png)

Hey Everyone,

First of all - apologies for a small delay here - planed to release the 25th update this week, but looks like we`ll need a few more days here.Right now I`m putting the finishing touches on the next update and it should be ready to go by Tuesday next week.

With the 25th update I focused on fixing a long standing problem where Tutorial campaign would turn many players off the game, and they would stop playing after an hour. And indeed - Tutorial Campaign had it`s problems - it was trying to do too much, and at time was extremely drawn out and slow. To this extent I`m reworking it from the ground up - while content is mostly the same, it`s extremely streamlined and the whole tutorial campaign will now take 2 hours instead of 6 to complete.

In addition - this update includes some major combat AI improvements - especially to how it uses siege weapons to breach the walls, and we are also looking at some issues with units ignoring orders.

Having had to focus on the tutorial campaign for the upcoming update, I left some bigger projects for the 26th update that will be released right after - aiming for the 2nd of March.

Can`t wait to share the upcoming updates with you, and thanks for the continuing support!

Title: Re: Medieval Kingdom Wars
Post by: Asid on December 29, 2021, 11:40:52 PM
Update 27 - Worldmap Diplomacy Improvements
Wed, 29 December 2021


Hey Everyone,

Hope your holidays are going well and your staying festive and safe. We have another large update today that redesigns the world map diplomacy, greatly improving the way AI uses world map diplomacy as well as includes a layer of polishing and balancing for most diplomatic features, especially for middle to late game, once player becomes King and diplomacy really comes in to play. This update also includes some fixes for battles, cinematics and other aspects of the game, as well as improve the flow of the siege battles that now will be a bit faster.

We will continue with another large update in January. Meanwhile wishing everyone the best New Year celebration ahead.

With that said, lets take a look at what this 27th update
includes

Changes and Additions

    Diplomacy menu now shows relations with each nation right on top of the nations portrait
    Player no longer needs to select each kingdoms portrait in diplomacy window to check relations
    Major rework of how AI handles world map diplomacy
    Fixed various problems where players would quickly find him/herself at war with all the nations
    AI will now often sign a cease fire treaty with the payer to end long standing war conflicts
    AI will also now often declare peace with each other
    Waging a defensive war against another country will quickly raise relations
    Waging offensive war against another nation will worsen the relations
    Various other improvements and balancing to the world map diplomacy system
    Fixed issue with becoming King being extremely difficult in some Kingdoms, due to other lords having unresonable renown value
    Signing alliance treaties effects player standing with other nation and his lords a lot less negatively
    Razing towns will impact relations with all other nations less negative, but still has an effect
    Greatly reduced penalty in diplomacy when becoming King
    Rebalanced the cost of running a Kingdom when King, hiring lords e.t.c all adjusted
    Fixed lag spike at the start of town view or battle intro cinematics
    Town defense and attack gameplay is now faster with AI or player being able to siege gates faster
    Infantry is better at taking down palisade wall gates now
    Siege Workshop level up is much cheaper now
    Improved combat victory and intro cinematics
    Fixed issue during town view intro cinematics where citizens would stand still


Title: Re: Medieval Kingdom Wars
Post by: Asid on January 05, 2022, 11:49:20 PM
Update 28 - Camera and Pathfinding
Wed, January 5, 2022


Hello Everyone,

We would like to wish you a very Happy New Year! We plan to do a lot of wonderful things with Medieval Kingdom Wars this year, and starting this year right with a solid update. Today`s update includes improvements to unit pathfinding, camera scrolling few more things across the board.

Hoping your staying safe! We`ll be back with a larger update next week as we continue to improve and expand MKW. Thanks for your continuous support!

And now lets take a look at what changes our 27th update brings

Changes and Additions
Improvements to world map and combat camera scrolling
Camera movement, zooming in and rotating now have the same speed no matter the game speed selected
Camera scrolling is a lot smoother and faster now
Improved camera zoom and rotation
Fixed rare issue where camera would get locked up and will not move again
Fixed issues with camera sometimes jumping to the corner while scrolling
Pathfinding updates when tasking large number of units is about 50% faster now to calculate the destination
Tasking units is a bit smoother now, especially when tasking small to medium groups
Tasking several battalions at a time is instant now without any delays
Improved world map light settings - it`s a bit darker without overwhelming bloom effect
Various improvements to the world map light settings
Fixed several achievements that weren`t working right
Minor balancing on ranged units and ranged siege units
Fixed couple of rare crashes (black screen) in the tutorial campaign
Improved lighting in some scenes and levels in the tutorial campaign

Title: Re: Medieval Kingdom Wars
Post by: Asid on January 24, 2022, 11:52:44 PM
Update 29 - Major Level Design Updates
Mon, 24 January 2022

Hey Everyone,

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

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

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

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

Changes and Additions

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


Title: Re: Medieval Kingdom Wars
Post by: Asid on March 24, 2022, 11:28:27 PM
New Update Incoming
Thu, 24 March 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/38140505/ff1c010ccf90e39f3967491afeab2216c0f95f60.jpg)

Hey Everyone,

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

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

Once again thanks for your continuous support, and sorry for the delay in the update schedule. Can`t wait to share this update with
Title: Re: Medieval Kingdom Wars
Post by: Asid on March 28, 2022, 11:52:49 PM
New Update Incoming
Mon, 28 March 2022

(https://cdn.cloudflare.steamstatic.com/steam/apps/499660/ss_140fc3d605e9879ba943af2cf762c8361d21c7a9.jpg)

Hey Everyone,

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

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

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

Title: Re: Medieval Kingdom Wars
Post by: Asid on April 15, 2022, 12:10:45 AM
Update 30 - Major Gameplay Rebalancing and Visual Updates
Wed, April 13, 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28834551/1f0eb67e0eea76b2a5d7942dac43dde59af5a43e.png)

Hey Everyone,


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

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

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

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

Changes and Additions

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

Title: Re: Medieval Kingdom Wars
Post by: Asid on June 22, 2022, 07:27:34 AM
Update 31 - Sieges, Stats and Improvements
Tue, 21 June 2022

Hey Everyone,

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

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

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

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

Changes and Additions

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


Title: Re: Medieval Kingdom Wars
Post by: Asid on July 29, 2022, 12:07:37 AM
Royal Blood/King Maker DLC page is coming soon.
Thu, 28 July 2022

(https://cdn.cloudflare.steamstatic.com/steam/apps/499660/ss_140fc3d605e9879ba943af2cf762c8361d21c7a9.jpg)

Hey Everyone,

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

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

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

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

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

Title: Re: Medieval Kingdom Wars
Post by: Asid on August 17, 2022, 11:43:18 AM
Royal Blood DLC launching this week!
Tue, 16 August 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28834551/805f5e4b9e4b273ff23d69652f35cbd3e18401f2.jpg)

Hey Everyone,

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


Medieval Kingdom Wars - Royal Blood

(https://cdn.cloudflare.steamstatic.com/steam/apps/2110750/header.jpg)

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


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

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

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

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

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

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

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

Title: Re: Medieval Kingdom Wars
Post by: Asid on September 23, 2022, 12:02:47 AM
Update 34 - Major Updates
Wed, 21 September 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28834551/deac08a4556455b665dd1010ee7f254f3f710389.jpg)
Hey Everyone,

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

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

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

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

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

Title: Re: Medieval Kingdom Wars
Post by: Asid on October 16, 2022, 09:36:06 PM
Greater World DLC Official Launch
Thu, October 13, 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28834551/0964dd27048775854898d8e9870ede968c3614bd.jpg)

Hey Everyone,

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

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

 
Medieval Kingdom Wars - Greater World

(https://cdn.cloudflare.steamstatic.com/steam/apps/2155290/header.jpg)

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


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

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

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

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

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


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

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

 
Title: Re: Medieval Kingdom Wars
Post by: Asid on May 08, 2023, 10:08:54 PM
Update 40 - Fixes and Improvements
Fri, May 5, 2023

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28834551/de488691a7fd31763eab7168da4187fc71d91e1f.jpg)

Hey Everyone,

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


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

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

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

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

Title: Re: Medieval Kingdom Wars
Post by: Asid on June 18, 2023, 12:33:04 AM
Update 42 - Pathfinding & Balancing
Sat, 17 June 2023

Hey Everyone,

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


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

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

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

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

Title: Re: Medieval Kingdom Wars
Post by: Asid on September 28, 2023, 12:01:27 AM
Update 43 - Key Fixes and Improvements
Wed, September 27, 2023


Hey Everyone,

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


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

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

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