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Kingdom Wars 2: Definitive Edition News

Update 16 - Major Holiday Update

Hey Everyone,

Wishing everyone great holidays ahead, and after taking some time away from KW2DE I`m back to actively updating the game, and you can expect some solid updates during the holiday season.

We have a very solid update today that was long in the making. With this update we looked to address majority of recent reported issues with the game, from campaign saves, to survival mode, and issues with defeating elven players. There`s a long list of changes, and overall gameplay experience is a lot better now in all game modes.

We`ll continue with another update later on this month.

Thanks for the continuing support, and we can`t wait to continue improving Kingdom Wars 2, and lets take a look at what today`s update 16, has to offer

  • Completely reworked balancing and flow of the Survival mode
  • Survival is a lot easier to survive the 1st wave now
  • Survival mode progress faster with more diverse units used by the undead
  • Fixed all the major balancing issues in the survival mode stopping player from progressing
  • It`s now possible to play survival up to wave 15 with average skill, and up to wave 30 for stronger players
  • Fixed all issues with Elven AI being way too OP
  • Fixed problems with defeating elven AI players
  • Elven AI players take a while before rebuilding destroyed buildings
  • Elven player AI now uses better base layout
  • Elven and Orcish buildings are easier to kill with slower self repair
  • Fixed issues with it being very hard to kill elven buildings
  • Reduced hitpoints of all nations buildings, they are quicker to kill for faster game flow
  • Now the game properly shows notification when saving in campaign or battle
  • Updated saved game icon art
  • Fixed issue where game would ban players using cheats engine in non-multiplayer battles
  • Use of cheats in singleplayer games now allows (Check forums or web for cheat posts)
  • Improvements to campaign Chapter 4
  • Improvements to campaign Chapter 6
  • Fixed various level design issues on some battle levels
  • Minor performance improvements on mid and lower end systems
  • Additional balancing for ranged units not being OP in defense
  • Balanced out skeleton archers better
  • Improved range of some siege weapons
  • Adjusted some dialogue to fix some errors

Resuming Updates later this summer

Hey Everyone,

Apologize for the long silence, as had to take some time off due to personal problem, but finally better and back to work.

After such a delay though our update schedule got pushed back quite a bit, so looks like we can only expect the 16th update to be complete later in August.

As a bonus the 16th update includes the last 4 chapters of the reworked campaign that has been greatly improved and is actually fun to play and much easier to complete now.

In addition I`ll be posting some new features and fixes from work currently ongoing on Kingdom Wars: Plague, I`m expecting these updates to happen towards the end of the summer.

Once again sorry for the delay, and thanks for your continuous support.

Update 16 on the way

Hey Everyone,

Hope everyone is staying safe, and we have some exciting new to share today.

First - we are starting a sale event today, that should bring some new players into the game - which always helps with finding these PvP and CoOp battles. KW2 will be on a 60% discount over the next 7 days.

On top of this we are glad to say that the work on the next major update is nearly complete and we are expecting it to go live in a few days. Our 16th update took quite a bit of time but it`s well worth it.

This update includes continuing reworking campaign chapter and 3 and 4 - which always had the most issues. In addition we working on combat, performance, and dozen of smaller bugs across the board. Also I focused on finding whatever recent reports of bugs or balancing issues I could from players are worked on these as well.

Thanks for your continuous support!

Update 15 - Campaign Polish

Hey Everyone,

And we are back with another update as we continue to polishing and improving things across the board. We continue this week with updating our singleplayer campaign - with major rework on Chapter 2 and Chapter 1. We plan to complete rework of the campaign towards the end of March.

This update also include some great fixes from performance to unit tasking and combat improvements. In addition we also worked on some art assets - including scaling units up, and last but not least balancing.

Thanks for the continuing support, and we can`t wait to continue improving Kingdom Wars 2.

Now lets take a look at today`s Update 15:

[h2]Update # 15[/h2]

Fixes and Additions
  • Major improvement to tasking large number of units
  • Greatly reduced the delay when tasking units
  • Increased view of all all melee units by at least 100
  • All melee units are now better at engaging enemy melee units
  • Major performance improvement
  • Huge polishing work on chapter 2 complete
  • Major update of chapter 1 complete
  • Do not show healthpoints bar on damaged buildings in campaign
  • Oil slick objects is not easier to see and catches fire faster
  • Loading screen music disabled if music volume is 5 or less
  • Disable nighttime lights from shining too brightly
  • Scaled up the Dwarven and Human battering rams
  • Scaled up the Dwarven Cannon
  • Greatly reduced volume on loading screen music
  • Lowered over time gold and food income rate for human sheep and cow
  • A bit less resources in stone and gold mines
  • Improved human peasant flag art
  • Zombies a bit larger view during daytime
  • Greatly reduced time it takes to capture base flags in all game modes
  • Easier conditions to win total annihilation
  • Scaled up Ogre unit
  • Palisade and Stone wall histpoints reduced by 30% on average to make sieging easier

Update 14 - Fixes and Improvements

Hey Everyone,

We have a smaller update today with a number of fixes and improvements across the board. Of note we made some very important fixes to the AI - and it will finally show proper use of siege equipment when attacking towns. In additions we worked on how the game world is perceived - with more up-close camera, smaller battalion flags and other changes to help player be closer to the action without as much visual distractions.

We plan another update in February and two more updates in March, as we are just a quarter way through the planned improvements and fixes, that we hope to complete over the next 7 updates.

Thanks for the continuing support, and we can`t wait to continue improving Kingdom Wars 2.

Now lets take a look at today`s Update 14:

[h2]Update # 14[/h2]

Fixes and Additions
  • Major improvements to how battle AI attached ladders and towers to enemy walls
  • Major improvements to battle AI use of siege rams and treants
  • Major improvements and polish to Chapter 1 of the campaign
  • Fixed issues with Orcish AI not attacking the town in Chapter 1
  • Fixed major issue where all the units and buildings would be unlocked for everyone
  • Fixed campaign showing all available buildings
  • Corrected description of Gems in all languages
  • Camera max zoom out is a bit lower
  • Smaller battalions flag that get in the way of battles less
  • Various improvements to the look of the battalions flags
  • Repositioned Stamina and HP bars on units
  • Improved the distance fog effect for all camera settings
  • Main menu now shows news window
  • More polish to campaign Menu - it`s now clearer if your resuming saved or loading new chapter
  • Reduced the size of the unit tasking flag
  • Improved performance when playing 1st 5th and 6th campaign levels
  • Besieges status now stays on walls and gatehouses for much longer
  • Corrected some menu names in localized languages