1. Kingdom Wars 4
  2. News
  3. Update 38 - Great Things Ahead

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.