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Kingdom Wars 2: Definitive Edition News

Update 13 - Major Step Forward

Hey Everyone,

We have been busy at work trying to make some big improvements to how KW2DE plays; going beyond just fixing the remaining bugs - but also reworking the feel and look of the game from the main menu to AI and battles.

Today`s lucky update is the major step forward in several directions - especially with regards to performance, AI, main menu approach and game flow. We have also worked on fixing various leftover bugs, and whatever player suggestions and reports we found.

We are glad to see the player population is steadily increasing, and with the sale event starting in the second half of this month, we hope to finally see some multiplayer battles.

Thanks for the continuing support - and we are expecting 14th update later this month.

And so, lets take a look at what the 13th update brings:

[h2]Update # 13[/h2]

Major Improvements
  • GPU and CPU improvements across the board fixing literally all lag in skirmish battles
  • Major performance improvements in lately and lag in multiplayer battles
  • Fixed various issues with destroyed buildings staying around for a very long time
  • Greatly reduced lag in battles with multiple AI players
  • Major improvements to the battle AI
  • Fixed major issue with campaign not giving any rewards on victory
  • Reworked main menu to move flow from multiplayer to singleplayer
  • Cleaned up first screen when loading to the main menu
  • Game Camera difference between lowest and highest is now lower
  • Higher camera is now a bit more up-close to make playing easier
  • Performance improvement for max zoom camera
  • Destroyed buildings disappear very quickly - fixing very wide range of issues
  • Greatly increased amount of resources in stone and gold mines - changing gameplay flow


AI Improvements
  • Major improvements to AI base and unit building
  • AI will no longer put too many melee unit to protect walls
  • AI will build less workers, enough for the economy
  • AI unit use balanced for Orcs, Elves and Humans
  • AI siege weapons attack and attach to walls faster
  • AI will no longer fill walls with hoardings
  • AI will now build various wall defenses on walls - oil pots, trebuchets e.t.c
  • Elven AI will build a lot less useless buildings that used to completely cover their base
  • AI will build more siege, and quicker
  • AI will build walls more often and sometimes quicker
  • AI will use a lot more siege weapons
  • AI will send attack waves of slightly larger sizes
  • Fixed issues with AI not using siege weapons properly, and slowly moving them sometimes


Fixes and Balancing
  • Fixed Issues with siege weapons moving super super slowly sometimes
  • Removed code that made siege weapons slow down a lot when damaged
  • Improved Campaign menu to look much better
  • Additional polish to the main menu layout
  • It`s now a lot easier to kill gates with ram
  • All towers have a lot more hit points to make update worth it
  • Larger units like Dragons and Hydra move much better now with quicker rotations
  • Zombies no longer auto heal
  • Zombie Ogres now take a lot more damage when on fire
  • Zombies overall difficulty to kill reduced by about 15%
  • Improvements to Sun Stone healing battalions properly
  • Zombies will no longer get healed by sun stone or other healing

Update 12 - Resuming Updates

Hey Everyone,

As you might have heard we are back to regularly updating KW2, and really hope to breath some life back into the game, with a lot of polish, fixes, and streamlining. We hope to greatly improve the game and try to attract more players over the next 2-3 months.

We start resuming updates with a solid improvements to the AI, Gameplay, and Combat.

Our 12th update includes solid improvements to the combat. Melee combat was redesigned from the ground up - starting from the way battalions approach each other in battle to how they actually fight. You will no longer see units just standing next to each other taking damage or swinging swords in the air.

We have also worked on making large 3 player AI battles lag much less, as well as improved a few things about AI performance and actions. But more AI improvements are planned for the next update # 13.

And finally we are including some balancing and bug fixes that we collected from the forums and other player reports over the past couple of months.

As we continue work on KW2DE - it would really help if you could provide some feedback - things you would like us to focus on, the bugs you might have found, suggestions for balancing etc - it really does make a difference.

With that said, lets take a look at what does the new update have in store:


[h2]Update # 12[/h2]
  • Reworked the look of the entire GUI, it`s now sleeker, and smaller
  • Units will no longer swing weapons at each other several meters apart
  • Units will no longer stand by each other dealing damage and not actually fighting
  • Units now approach each other in battle
  • Battles between melee units now take on average 30% longer
  • Reworked main Menus - rearranged buttons for solo play
  • Added multiplayer tab with two options
  • Polished Campaign Menu to look better
  • Updated some text in the main menu to make more sense
  • Fixed various errors in AI resulting in breaking AI and it not doing anything (mostly harmless)
  • Fixed common errors in male and female wardens (mostly harmless)
  • AI will no longer train units are badly damaged buildings
  • Fixed Total Annihilation victory condition often not working
  • Fixed Total Annihilation victory condition never working with Elves
  • Fixed Elven AI towns being super hard to defeat
  • Nerfed Hydra - now a lot less resistant to Pikemen and Arrows
  • Hydra Hitpoints and attack reduced by 20%
  • Fixed issues with rebuilding a gate being super cheap
  • Repairing the gate now takes some good time
  • Fixed issue with humans instantly repairing high level buildings
  • Repairing human buildings is a lot faster now
  • Fixed issue with Human AI instantly repairing buildings

Update # 12 - Next Week!

Hey Everyone,

I`m glad to bring some exciting news - the work on the 12th update is underway, and we expect it to be complete towards the end of next week. This update brings several new features and fixes.

First of all - we are including full remake of the combat. Melee combat was redesigned from the ground up - starting from the way battalions approach each other in battle to how they actually fight. You will no longer see units just standing next to each other taking damage or swinging swords in the air.

We have also worked on making large 3 player AI battles lag much less, as well as improved a few things about AI performance and actions.

And finally we are including some balancing and bug fixes that we collected from the forums and other player reports over the past couple of months.

Can`t wait to share the new update with everyone!

Update 11 - Summer Update

Hey Everyone,

After a bit of a wait, our 11th update is here! This update includes a couple of new features like a preview of how and where battalion will form when you task it, as well as things like minimap improvements, and major re-balancing project for the Elven race that was well overdue.

This is the first of two updates that will be adding cool new tech and features from the improvements we made to our engine while working on The Plague Kingdom wars. We can expect our 12th update in September.

Meanwhile we are also starting a big sale event, that should help bring some new players to the game, and perhaps we`ll even see some multiplayer games happening.

With that said, lets take a look at what does the new update have in store:

[h2]Update # 11[/h2]
  • Added battalion formation and location preview when tasking units
  • Minor improvements to unit tasking – a bit faster and more accurate
  • Minor improvements to performance – during large scale combat
  • Polished the translations, correction a lot of errors especially in Russian and German version
  • Repaired the proxy – fixing most issues when trying to play multiplayer games
  • Resolve a number of connection issues between players when playing with friends
  • Fixed common bug with parts of the screen flashing oddly – especially on shadows
  • Fixed various visual issues during campaign cinematics
  • Major rebalance of Elven units and buildings – a lot less OP
  • Elven units are on average 15% weaker, and are trained less by the AI
  • Fixed various issues with minimap
  • Minimap now updates while the game is paused
  • Fixed exploit with Rootant
  • Fixed very rare crash when sending units to climb to a wall
  • Fixed two rare crashes in Chapter 4
  • Attempted to fix Annihilation victory not working correct with Elven buildings
  • Made fog of war significantly lighter, so it`s doesn`t look as bad

Major Udpate Incoming

Hey Everyone,

As some of you might have heard, we have released a new Kingdom Wars game earlier this month..

https://store.steampowered.com/app/1300700/The_Plague_Kingdom_Wars/

...and with that game release, we have some great news for the owners of Kingdom Wars 2! We are finishing up work on a major update, that will see us add new awesome tech from The Plague: Kingdom Wars into Kingdom Wars 2!

We will have better performance, visual improvements, various bug fixes, new unit tasking preview system and so much more.

We expecting the update early next week!

In addition I went through the forums to look at the most commonly mentioned bugs and issues, and including a lot of these fixes and balancing issues into this update as well.

Can`t wait to share this update with you, and thanks for your support!