1. Kingdom Wars 4
  2. News

Kingdom Wars 4 News

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

Major Sale 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 a major 40% 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.

Thanks for your continuous support, and we hope to see you in-game.

Update 35 - Major Improvements

Hey Everyone,

We have a new great update for you today, as we work on getting KW4 in the best shape possible in time for the Holiday season ahead. With this big update we focused on areas that most of our players ask us to improve things - camera controls AI, balancing and everyone favorite unit - Royal Guard. In addition we have started on a big project of fine-tuning and balancing combat, as well as included some world map AI improvements.

Also we have some exciting news that we are looking forward to sharing with you in about two weeks - new Kingdom Wars title is coming your way later this year! Can`t wait to announce the project and share all the details with you - it`s the most ambitious and refined Kingdom War game we ever worked on.

Now lets take a closer look at what today`s update 35 has in store:
  • Royal guard now has a Flag
  • Fixes to some of the Royal Guard nations shields not showing
  • Rebalanced Royal Guard stats
  • Some main main update includes new buttons
  • Rebalanced Ranged units stats
  • Combat is rebalanced away from favoring just super heavy armoured units
  • Rebalanced some of the buildings stats – income and upkeep on the world map
  • Some hamlets that were positioned on a big mountain have been reworked to be on a hill instead
  • Fixed issue with some hamlets not being playable due to camera problems with mountains
  • World map AI improvements when sending multiple armies
  • Multiple AI armies will now attack together in most situations
  • Reworked how mouse wheel zoom works both on world map in skirmish
  • Mouse wheel zoom now has several stages instead of just one and can be better controlled
  • Fixed some issues with citizens in towns and hamlets stopping armies from advancing

Update 34 - World Map Improvements

Hey Everyone,

Today we are happy to bring you a solid update 34 that greatly improves gameplay experience on the world map, as well as brings improvements to most areas of the game.

Game`s difficulty and overall flow has been greatly reworked - to make startup a lot easier, but then to quickly crank up difficulty, with world map AI being a lot more aggressive and intelligent.

We`ve also reworked how personal time is used to enter RTS mode, it`s now capped, but a lot more powerful.

In addition we have various world map GUI improvements as well. And finally - we have resolved couple of issues where world map AI was cheating to keep up with the player. New realistic approach makes AI have weak spots, but it makes up for it in other ways now.

Hope you`ll enjoy the new and improved gameplay flow and experience. With that said - lets take a closer look at what update 34 has in store:

  • Major improvements to world map AI sending armies to attack the player
  • Kingdoms located far away on the world map will also attack the player now
  • Various improvements to logic behind world map AI
  • Personal time used to enter towns is now capped at 20 minutes
  • Fixed various exploits related to persona time
  • Decreased the cost of basic buildings like lumber camp
  • Greatly increased starting resources for new campaigns
  • Removed the extreme grind from early game
  • Reworked mechanics of world map AI town capture
  • When AI captures a town it sets a realistically small garrison and not a full stack as before
  • Improvements to world map town GUI
  • When selecting towns on the world map camera will no longer auto-center
  • Tax rate on towns GUI now increased and decreased in increments of 10 – saving a lot of clicks