Update # 7 - Reworked Combat AI
Hey Everyone,
As we have mentioned earlier we have a very exciting month for the Kingdom Wars: Plague with 3 major updates and finally starting to add the Undead. But before we get there, we are starting with a major update that completely rewrites the combat AI. You will also notice a major improvement to performance in large combat missions.
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.
This update was also ported to MKW and KW2DE to bring the improvements achieved while working on the Plague.
You will also notice update to the game`s logo and loading screen. A bit of a face lift to lighten things up a little bit, and help with branding.
We`ll continue next week with another major update for Kingdom Wars: Plague - adding first Undead features and fixing World Map lag. And now lets take a look at what changes our 7th update brings
As we have mentioned earlier we have a very exciting month for the Kingdom Wars: Plague with 3 major updates and finally starting to add the Undead. But before we get there, we are starting with a major update that completely rewrites the combat AI. You will also notice a major improvement to performance in large combat missions.
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.
This update was also ported to MKW and KW2DE to bring the improvements achieved while working on the Plague.
You will also notice update to the game`s logo and loading screen. A bit of a face lift to lighten things up a little bit, and help with branding.
We`ll continue next week with another major update for Kingdom Wars: Plague - adding first Undead features and fixing World Map lag. And now lets take a look at what changes our 7th update brings
Major Additions and Revisions
- 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
- Total rewrite of the combat AI - much tougher and smarter
- Citizens will not get killed during town sieges – does not distract units though
- 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 text in Skirmish menu overlapping
- It`s now a lot more expensive to rebuild gates
- Much faster to capture town flag, especially if defender almost has no units
- Fixed issue on the Paris type map with attackers camp not building walls correctly
- Level design update to some of the larger towns
- In large towns relocated some of the wall markers, to group them better - makes AI work better
- 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