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+