1. Kingdom Wars 4
  2. News

Kingdom Wars 4 News

Update 38 - Great Things Ahead

Hello Everyone,

We're excited to announce another significant update today, along with some thrilling news:

[h2]
Freedom Games/Resuming Updates
[/h2]

As you may have heard, we've recently partnered with Freedom Games. Freedom Games stands as one of the top indie publishers on Steam. This collaboration won't just rejuvenate Kingdom Wars 4; it will also provide us with the resources needed to continuously enhance and refine KW4. We're eager to unveil all the forthcoming updates, starting with today's 38th update.

[h2]
Update 38
[/h2]

Today's substantial milestone update brings numerous gameplay improvements! We've focused on enhancing quality of life, addressing various balancing issues and bugs, and refining AI, pathfinding, and various other aspects.

Here's a closer look at what Update 38 has in store:

  • Resolved various pathfinding and unit behavioral issues during sieges.
  • Fixed a major issue with certain ranged units and siege auto-targeting citizens during town sieges.
  • Redesigned auto-resolve features on the world map.
  • Auto-resolve no longer removes zero-strength units.
  • Weak units like peasants, chickens, and siege now almost always survive if the player's army wins auto-resolve.
  • Fixed major issues with military units not leveling up in auto-resolve.
  • Balancing improvement to world map army/strength – support and some siege units no longer contribute to strength.
  • Enhanced visual effects on levels and the world map.
  • FX now appears immediately when loading a new instance of the world map or levels.
  • All cinematic text windows now have a proper background, making reading cinematic text easier.
  • The space key no longer pauses the campaign map, as it was confusing players in the video.
  • Major redesign of the RTS build-up and battle UI – it now displays all available units, buildings, and techs, but they are greyed out until researched.
  • The Marshall/Military window now shows the name of the town instead of the region for attacked player assets.
  • Palisade gatehouses in RTS are now clearly marked with flags for better visibility.
  • Starting and newly created armies now move away from their spawn point, making them easier to find and select.
  • Removed looted skull symbol from looted towns once they are no longer looted.
  • Significant improvements to campaign AI across the board.
  • Resolved all issues where players or AI couldn't invite armies into battle.
  • World map AI now spawns fewer armies, but they are stronger.
  • World Map AI – dual armies now consistently attack together.
  • World Map AI now spawns double armies closer to each other.
  • World Map AI will no longer deploy triple and quadruple armies.
  • Increased invite range for multiple armies for both players and AI.
  • Fixed numerous issues where armies or towns behaved oddly on the world map, such as towns and armies not correctly interacting.

Kingdom Wars 4 is part of Freedom Games Publisher Sale!

Hey Everyone,

Exciting news! We're delighted to announce our partnership with Freedom Games. Renowned as one of the top indie publishers on Steam, this collaboration is set to inject fresh energy into Kingdom Wars 4 while providing us with the resources to continuously enhance and refine KW4. With a significant update launching later today and another major one on the horizon, there's a lot to look forward to!

To mark the beginning of this partnership, Freedom is showcasing KW4 in one of our most significant promotions yet – an incredible sale event. So, if you've been contemplating picking up the game, seize the opportunity now.

[h3]Kingdom Wars 4 will be 70% off from April 15th through the 22nd![/h3]

Don't forget to explore the Freedom Games Publisher Sale page to discover some fantastic indie games at unbeatable prices. Whether you're a lone adventurer or enjoy gaming with friends, there's something special for everyone. We're incredibly proud to join the Freedom family, and having experienced most of their titles, I can confidently say they offer some true gaming treasures!

Thank you for your unwavering support over the years – we're eagerly looking forward to sharing these new updates with you!

Biggest Sale Ever on Kingdom Wars 4 is here!

Hey Everyone,

Kingdom Wars 4 - our newest grand strategy game is now on an incredible limited time sale. For the next week we are running the biggest 55% sale - so if you were on the fence about getting our newest game - now is the perfect timing.



This is your chance to complete your collection. This kind of deal only comes once a year! Bloody battles, political intrigue, and hours of entertainment await!

And best of all - we have amazing updates and new free DLCs out now, with full-time work continuing to expand and improve the game.

As always, thank you for supporting our small indie studio and absolutely bestest wishes for the Holiday season ahead!

Update 37 - Milestone Update & Renaissance KW

Hey Everyone,

We have another major update for you today and some exciting news:

[h2]
Big updates on the horizon
[/h2]

As you might have heard - we have recently unveiled our newest game - Renaissance Kingdom Wars. Redesigned from the ground up it`s our biggest and most ambitious title, taking place in 16th - 17th centuries this game focuses on early gunpowder warfare and scalable gameplay - playing as a landless mercenary captain and scheming your way to the crown.

There`s a lot of very exciting tech and improvements going into Renaissance Kingdom Wars, and over the coming months this also means that we`ll be copying some of these improvements into Kingdom Wars 4. So you can expect very meaningful monthly or even bi-weekly updates in the coming months and that should help bring KW4 more current - both with gameplay polish, ui improvements, performance and some visuals upgrades as well.

Some of the improvements included in today`s update are the first steps are bringing some of the new techs into Kingdom Wars 4.

If you want to check out some of the updates that`s coming to KW4 - you can check our updates we made to RKW over here on it`s page:

https://store.steampowered.com/app/2533020/Renaissance_Kingdom_Wars/

[h2]
Update 37
[/h2]
Today`s major milestone update includes some of the new engine updates and major scripting changes. From reworked combat, pathfinding, improvements to game light, to reduced loading time and so much.

With that said - let`s take a closer look at what this milestone update 37 brings:

  • Various polish to the main menu
  • Main menu buttons now have a mouse over and click animation
  • Changed the loading screen - so that dead rising loading screen is not shown anymore
  • Major improvement to tasking battalions
  • Greatly reduced input lag when tasking a lot of battalions in busy combat
  • Greatly reduced world map loading speed - in many cases it would take 5-6 seconds instead of 10-12 as before
  • Fixed major issue with world map where some towns would take additional minute to show up on the world map
  • Various optimization to loading levels
  • Fixed issues with world map gameplay during first minute of play having occasional issues interacting with towns
  • Final rework of the world map camera zoom - it`s not quick and smooth
  • Final improvement to the in-game camera zoom and controls
  • Major update of the in-game light scheme
  • Fixed major issue with it being hard to see units during rain, nighttime or winter
  • Reworked cavalry forces - they are a lot more effective now
  • Cavalry Trample ability is a lot more useful now with cavalry unit taking up to 30% less damage
  • Major redesign of melee combat
  • Instead of units just have a couple of melee attack animations they now have several attack animations
  • Fixed a major design flow in melee combat where units would drop shields and other weapons on the ground
  • Various other improvement to melee combat
  • Various cavalry troops now use different animations for attack - like mounted knight with lance, or chevalier with sword
  • Fixed last issues with stability when changing between battle and world map levels
  • Improved the colours of all nations and units in battalions - they are more radiant and easier to differentiate now
  • Improved how units are rendered on some enthronements - much easier to tell units apart
  • Balancing changes to various siege weapons
  • Full re-balance of mounted units in combat
  • Improvements to how world map AI trains melee and cavalry units
  • Some minor improvement to combat AIs use of cavalry units

Update 36 - Improvements

Hey Everyone,

We have a solid update 36 for you today, in which update we focused on various visual improvements as well as a usual set of fixes and polish.

In addition we have resolved a major issue that we unfortunately introduced into the game in our last 35th update.

With that said - let`s take a closer look at what update 36 has in store:

  • Fixed a major issue from last update where building constructed in RTS mode will not be recorded for the world map, and other way around
  • Fixed an issue from last update where building plots would not show any name or floating banner
  • Improvements to the visual rendering with updates to light processing
  • Reworked nighttime and rain time in-game light
  • It`s a lot easier to see units during darker light now
  • Major improvement to rainy and winter day/nighttime light and effects
  • Major visual improvements to large towns
  • Large towns buildings now light up windows during the night with radiant light
  • Town buildings now have fireplace smoke and other props and visual effects
  • Hamlet village houses also update some new visual effects
  • Some polish and updates to building plots
  • Building plots now show shorter name Plot instead of Building Plot string
  • Fixed major visual problem with major towns where scrolling around made building textures flicker
  • Improved texture rendering on various objects in large town
  • Reworked camera rotation and movement flow for RTS camera – it`s a lot smoother and cinematic now
  • Improvements to zoom speeds both on World Map and RTS camera
  • Fixes visual effects from various smaller objects showing floating health points bar random
  • Village houses and palisade walls segments will not longer show dozens of health point bars
  • Fixed a rare crash when entering large towns from the world map