Update 24 - New Combat AI & PerformanceSat, 16 January 2021
Hey Everyone,
And we are back with one of our biggest updates to MKW in a while! After countless days of work, and long nights testing, we are finally happy to present the completely reworked combat AI. This update also really helps with combat performance issues, especially during these large 3 AI sieges.
This update also greatly improves level design in hamlets and larger cities, as well as includes couple of dozen commonly requests fixes by our players that we collected on our forums and discord.
And as you might have heard we have a busy schedule for 2021, with a number of large updates and content planned for MKW this year. We expect the next major update to be released in 3 weeks from now. Thanks for your continuing support!
And now lets take a look at what changes our 24th update brings
Major Changes & New Features• Total rewrite of the combat AI - much tougher and smarter
• Major performance improvement during combat
• Major performance improvement especially during large town sieges
• All hamlets redesigned for the gates to face middle of the map and potential enemies
• Citizens will not get killed during town sieges – does not distract units though
• Players can no loner gather wood from house towns inside large towns
• Large towns are now at disadvantage in skirmish - due to limited wood
• Level design update to all large towns - added decorative trees
Reworked Combat AI• AI attacks in much larger and better prepared waves
• AI uses siege weapons a lot better
• Defensive AI will now place defenders on walls during battles
• AI will now correctly build large armies, and not stop at only max of 15 units
• Fixed major issue with AI getting stuck when attacking Hamlets and not progressing
• Fixed major issue with AI getting stuck when attacking some of the large towns
• Fixed various instances where AI will not do anything after one attack
• Defensive AI will eventually build siege weapons
• AI will now build walls in campaign hamlet battles
• Defensive AI will leave defenders on walls when launching attacks
• AI will build a lot more siege weapons
• AI will now build units and buildings in army vs army combat
• AI army vs army AI will not just blindly attack, but also defend and flank
• Fixed issue with AI not having stone for siege weapons
• Fixed issues with second AI on the same team usually not doing anything
Changes and Additions• Fixed issue on the Paris type map with attackers camp not building walls correctly
• In large towns relocated some of the wall markers, to group them better - makes AI work better
• Town Houses no longer give wood
• Fixed tax rate string in Spanish overlaping
• New flyby cinematics for hamlets
• Various fixes with Hamlets level design
• Easier to see if player can afford the tech or not on the Stewards window
• Foot Knights and Swordsman will no longer have super long bad looking formation
Balancing Changes• First Tutorial level is few minutes shorter now and easier to win
• Forth Tutorial level is now much faster and easier to win
• Reduced Mounted Plated Cavalry stats by about 20%
• Trees now have a lot more resources in them
• Even small trees in town now give a lot of wood
• Doubled the price of the Fire Cart
• It`s now a lot more expensive to rebuild gates
• Lowered passive food income rate from cows and chickens
• Much faster to capture town flag, especially if defender almost has no units