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Kingdom Wars 4 News

Update # 9 - Major New Features

Hey Everyone,

We have a major update today that adds several large features, and really helps improve the core of the gameplay experience. The new features go from being able to build walls on the worldmap, saving battles in progress, and major combat, pathfinding and performance improvements.

Sorry for the delay with the new update, as we were working on some very large features that required some times. We will follow up with another update 10 later next week that will include a large number of smaller fixes and improvements.

Major Additions and Revisions
  • Added ability to construct palisade and stone walls on the world map
  • World map towns now show what fortifications they have
  • It`s now possible to save combat battle in progress to resume later - auto and manual
  • Redesigned campaign save game list - indicating, autosave, manual, combat e.t.c
  • Reworked interaction with armies and towns on the world map - selection and tasking
  • Major combat update - AI melee units are now much better with attacking player units
  • Fixed major issues with tasking units to attack enemy units often not working right
  • Reworked all hamlets to have a lot more walkable palisade walls
  • Fixed major lagspike happening on the end of each game`s month
  • Greatly reduced World map loading time - by 8-10 seconds on average

Update # 8 - World Map Performance

Hey Everyone,

And we are back with the next very important update. Today`s update focuses on improving World Map performancep, fixing the lag spike, stutters and frame rate. And while we still have another round of improvements to do - you should finally find world map playable and enjoyable.

Update also improves AI, and fixes a dozen of bugs across the board, as well as improves several features and UI.

We`ll continue next week with another major update for Kingdom Wars: Plague - adding first Undead features and a few more fixes and improvements.

World Map performance improvements
  • Major performance improvement on world map
  • Fixed lag spikes every few seconds on the world map
  • Fixed major lag spikes every minute
  • Fixed lag spike when changing tax rate
  • Fixed lag spike when making major purchases on the world map
  • Fixed issues when scrolling the world map during lagspike teleporting the camera
  • Added objectives that show how soon enemy force will retreat
  • Battle AI now only trains units that it has researched in the campaign
  • Battle AI now uses appropriate units in early campaign on harder difficulties
  • Skirmish Battle AI now uses higher tier units


Other Changes and Additions
  • Load campaign button now really stands out and easy to click
  • Delete campaign button move to the side, harder to click by accident now
  • Only 1 ram from battalion will attack the gate now
  • Battle AI spawns units much slower spawn in campaign battles -accounts for citizens
  • Greatly increased storage for armies and towns
  • Increased storehouse and horse cart storage by 30%
  • All hamlets now start the game with gates closed
  • Indicator for food and silver drain is very well visible now
  • AI will no longer stop attacks due to having too much siege
  • Keep Building is now correctly scaled
  • Other polish to the Keep building
  • AI now correctly uses correct time to spawn catapult and ballista
  • Fixed gates repair taking forever
  • Reworked nation leaders orders in the Diplomatic tree
  • Reworked nations in the new campaign screen
  • There`s now cultural and geographical logic to the sorting of kingdom list
  • Added cinematic when entering and exiting battles
  • Early game tech research is significantly cheaper
  • Fixed major bug with return to the main menu not showing loading screen

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

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

Major Update #7 - This Week

Hey Everyone,

We are back after the Holiday break and are back to work. We have a very exciting few weeks ahead with several big updates, minor rebranding as well as finally adding Undead.

Update # 7

Right now we are putting finishing touches on the 7th major update that we expect towards this weekend. This update includes full rewrite of the combat AI - making it much smarter in all types of combat - defending, siege, field. It also makes large battles lag much less, and finally makes Skirmish fully playable and a good challenge.

This update also includes a lot of corrections and updates to the Hamlet level, with proper positioning and myriad of other fixes. We also focused on correcting the biggest issue in-game right now - major performance issues during World Map gameplay.

Undead in the 8th Update

A week later we are finally starting to add first element of the Undead mode. With Undead units rising in combat as units die or in towns succumb to the Plague. After that the final step will be making Undead have a presence on the world map as well, and not only in combat or town views.

Minor Rebrnading

You might also notice some minor changes to the store and library look. We are working on a lighter look for the game - as far as the logos, loading screens and marketing materials go. There will be no changes to any aspects of the gameplay though - with Plague and Undead features all as planned. We also updated the naming to Kingdom Wars: The Plague

Thanks for the continuing support - and we can`t wait to share the new updates with you!

Future Plans Discussion

Hey Everyone,

After discussing the topic of Renaissance Kingdom Wars with our players, we finally have a good plan for moving forward. The release of the Plague will not be impacted at all. It will be released in full as originally planned.

We are still considering developing Renaissance Kingdom Wars as the sequel to Kingdom Wars series, but it will be a future project.

Thanks for everyone who joined this discussion, we received overwhelming comments from so many players. Again we really appreciate the feedback & we're moved by your passion and dedication to our little studio`s game.