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Happiness Update

!!! This update doesn't work with older saves.
To play the old saves, please switch back to "feb_20" branch.
(switch branch instruction)

The happiness system is now revamped :)
Logistics was improved with new buildings, and horse carts for market/logistics office.
Hope you guys like the improvements!


Summary of Major Changes:
Revamped Happiness System:
- Food Happiness: Having enough food + Food variety
- Housing Happiness: Housing Appeal
- Luxury Happiness: Luxury Variety in houses
- Job Happiness: Job
- Entertainment Happiness: Tavern, Theatre
- Town Attractivenes: New Colonists, Cannibalism, Tax etc.

New buildings: Granary, Hauling Services, Archives: stores cards
New Cards: Motivation, Passion, Slave Labor, Lockdown, Social Welfare, AllYouCanEat

New Abilities:
- Quick Build: Pay money to speed up building construction
- Adjust building budget: Increase upkeep to increase efficiency/job happiness
- Adjust building work hours: Increase work efficiency at the cost of job happiness

Others:
- Multiple building card slots
- Market and logistics office use horse
- A lot of Citizen AI improvement+fixes


There are a lot more changes that won't fit here.
See the full patch notes in the Discord (From Feb 20 to Mar 16)
https://discord.gg/waRRrmPQj7

Multiple Cities Update

You can finally build multiple cities!
The game is now also more optimized for high population.


This update will break older saves.
If you want to play the old saves, please switch back to "jan_31 hot fix" branch.
(switch branch instruction)


Updates:

For full update detail, checkout the Discord https://discord.gg/yG8PfBy

Multiple Cities Related:
You can now build a new town after unlocking the "Colony" technology in the tech tree
- Colony: Build a new townhall. Townhall must be connected to Intercity Road. (cost 15000)
- Port Colony: Build a new townhall next to water. (cost 20000)
- Intercity Logistics Hub: Bring resources to the colony using Horse Cart (land)
- Intercity Logistics Port: Bring resources to the colony using Ship (water)
- Intercity Bridge: (cost: 1000) Allow building bridge outside of territory for connecting cities
- Old "Colony" becomes "Resource Outpost" with price increased to 5000
- Change left UI resource according to the town centered on camera.
- H multiple time to swap towns
- Switch between towns using Left UI
- [Send Immigrants] button/UI to send citizens between colonies/capital
- Immigrants have cart when they walk to their destination.
- Arrow Buttons in Statistics/Job Bureau to change town the UI is focused on
- Statistics UI with combined cities statistics, or individual city
- Ctrl-Q and Ctrl-E to swap town
- Tooltip for the leftUI arrows: Press [Ctrl-Q] and [Ctrl-E] to switch between towns.
- Shift WASD too speed it up
- Shift-click upgrading warn if there isn't enough resource to upgrade multiple buildings to prevent confusion
- Renamed Cities Overview->Player Overview
- Player Overview show total player statistics instead of capital's statistics (Pop, GDP, main production)

Optimizations:
- Decrease pathAI memory usage
- Single Player should no longer have input lag
- Improved Performance for Pathfinding AI
- Animal pauses more and for longer (less unnecessary performance consumption)

Others:
- Citizen AI should try to fill up nearby storage tile to max first (instead of just going to the nearest storage)
- Tunnel now costs 3000
- Bridge now costs 300
- Increase price to vassalize by x3
- Shutoff ability to abandon town. (Lots of issues, so it is removed for now unless someone wants it back)
- Remove Claim Land by Food (confusing for multiple city setup)
- Claim Land with money costs x2 more
- Initial money increased to 3000
- Tile/Province Focus UI shows distance from nearest townhall
- Citizens shouldn't idle walk beyond their territory
- Allow Demolishing of Intercity Road in unowned province (not owned by other player)
- Disallow expanding provinces beyond 7 provinces from the townhall. (should help with performance issues)
- Show number of provinces from Townhall on Tile/Province UI
- Tech Box draggable with left mouse button

Fixes:
- Fixed: citizen animation frozen with arms outward
- Fixed: Placing Intercity Road should destroy boar burrows
- Fixed: Stone not removed when placing Townhall Road
- Fixed: Clicking [Back] from single player goes back to lobby list, if previously created a multiplayer game
- Fixed: House Too Far shouldn't show if there is no house in the town
- Fixed: House Deinit crashes for Colonies
- Fixed: Crash when trying to build building outside the map...

Translation Update

The language update is finally here!
Thank you very much to everyone who helped with Crowdin community translation :)

Added languages:
- Czech
- Chinese (Simplified)
- Chinese (Traditional)
- French
- German
- Japanese
- Russian
- Thai

Only languages that were community translated close to 100% are included in the patch.
(join community translation here)

This update will break older saves.
If you want to play the old saves, please switch back to "jan_7 hot fix" branch.
(switch branch instruction)


Updates:

For full update detail, checkout the Discord https://discord.gg/yG8PfBy

- Crowdin Project: https://crowdin.com/project/kingdoms-reborn

- 5 queued card hands will be converted to 1 wild card automatically
- Crash Report Server (From now on, just click "Send and Close" on Unreal Engine 4 Crash Reporter)
- zoom keys: Pgup/Pgdown, "[" and "]"
- Gather/Demolish Button click 2 times doesn't close them
- Gather Button UI Close Button added
- Settings: Allow Turning off Multithreading for Camera
- Settings: Forced Clickthrough (Bypass bug where you can't click objects)

- Cancel gather should cancel people on the way to gather target resource
- Fixed: Loaded the game and Claypit has ground dirt in it. (could solve few other display issues to)
- Fixed: LOD of pine trees has no texture on some zoom levels
- Fixed: Coconut trunk can be too far from its origin square

- Add a search box in the wildcard window to easier find what card you are looking for
- Province overlay hot key [Ctrl-P]
- Save last used map settings
- Food Production/Consumption on graph show "(per season)"
- Scrollable Luxury tier on house Lvl
- On Building UI: Arrow to swap between buildings of the same type.
- Proper plural for buildings
- "Restart Game" button to the in Game menu (Single Player Only)

- Fixed: Coffee too similar to Raw Coffee
- Fixed: Being on a different branch, you can still invite friends to the game through Steam invite.

- 7 superb new music tracks from Alistair
- Password indication for multiplayer session list
- Text Orange for "Fort and Colony Cards will not be recovered."

- Fixed: When laying a stone road above a dirt road , the costs of stones stay on 0

January 7, 2021 Update

This patch includes optimizations, bug fixes, new crops etc.

Sorry about the long wait time.
There was a lot going on with my personal life (wedding and settling into a new house).

This patch will break any saves.
You can switch to dec_1 branch to play your old saves.
(instruction on switching branch)

Hope you enjoy the new patch :)

.

Full patch notes below:
(This is a combination of multiple patches on the experimental branch.)


Update Dec 29, 2020
- Optimize Citizen/Animal AI performance
- Optimize display system's zoom transition with multithreading

- Max 3 card stack
- Limit the number of Mints that can be built to 8...

- Difficulty increase (Diety is now +300% consumption vs previous +250%)
- 1,000,000 gold to win.
- Lessen winter brightness

New resources:
-Blueberries
-Melon
-Potato
-Pumpkin
-Coffee Fruit
-Coffee
-Tulip
-Shroom
-Vodka

- Added Blueberries, Melon, Potato, Pumpkin as food
- Melon gives +3 gold when consumed

Luxury Resource Changes:
- Tulip added to t1
- Vodka/Coffee/Shroom added to t2
- Chocolate moved from t2 -> t3

- House Level 2->3 upgrade requires 3 tier-1 luxury
- House Level 4->5 upgrade requires 3 tier-2 luxury
- House Level 6->7 upgrade requires 3 tier-3 luxury

New Buildings
- Shroom Farm
- Vodka Distillery
- Coffee Roaster

- Tech requirement that might require producing some resource to X amount before being able to research some tech
- Popup Disallow researching a tech without completing the requirement


Fixes:
- Fixed: Ensure no negative snatch/steal
- Fixed: With negative gold, you can't pass any cards
- Fixed: building too far causes freezing people. Not complete fix but should be better (If IsConnectedBuilding() failed, should still check with IsConnected().)
- Fixed: House lvl 7 outdoor furnitures badly arranged.
- Guard: GetCritterBuildingsIncludeFronts Crash

Text Fix:
- Correct Deity Spelling
- Correct Brickworkss->Brickworks in Brickworks upgrade, Printing Presss->Printing Presses for Printing Press upgrade
- When use the "Card Removal" card you see this title on the card selection screen : "Pay the price to build"


Update Jan 5, 2021
- Compress Generated UI Icon textures to consume less GPU Video memory (might help with GPU related crash)
- Higher resolution for generated UI Icon textures

- Guard against crash in IsFrontBuildable()
- Fixed: Texture memory leak when loading game

- Fixed: Shrooms aren't available to be exported from Trading Company
- Fixed: Raw Coffee should not be counted as foood
- Fixed: Melon should count as food

- Fixed: Strange Issue of Zero Input needed for the Distillery...
- Fixed: You can boost AI or other player's buildings.
- Fixed: Selector crystal overlaps with the models for many house levels

- Fixed: people get sick and die without warning
- Fixed: Ranch animals doesn't give birth

UI/Text Issues:
- Techs show its requirement in tooltip and warning popup
- Brighter tech's requirement text
- Coffee Fruit renamed as Raw Coffee (to prevent confusion that it is edible)
- Fixed: Luxury tier description for Coffee, Chocolate, Vodka
- Fixed: Unlocking the new seeds (blueberry, pumpkin at the very least) says "Unlocked Medicinal Herb"
- Fixed: Combo upgrade's description missing % sign
- Fixed: wild animals can have workplace
- Fixed: ResourceTooltip string's image tag not parsed
- Fixed: Tutorial, "Assigning Job" trim video blackout, "Claiming Territory" remove broken video, "Food" remove unneeded broken link.

Hot Fix Jan 6, 2021
- Fixed: Texture nullptr crash upon exiting to desktop
- Fixed: Freezing citizens when building buildings faraway
- Fixed: Animal migration check for province connection validity
- Fixed: Animals overflow in some province
- Reached Maximum Cards Popup has option to never show the message again.

Text Fixes:
- Changed "cure" in Medicine's description to "heal" to prevent confusion between cure/heal
- When paused, speed buttons tooltip show "(current: paused)" instead of "(current:)"
- "Immigration Advertisement" card name is too long.. change to "Immigrants"
- Fixed: Market description text overflow
- Fixed: Also, the 'Little' in Little red deer is lowercase
- Description UI Format to leave space after "Health"

December 1 Update

Here is the patch many of you have been waiting for :)

Some of the more important improvements are:
- Improved AI player
- Improved improved citizen AI
- Tunnel
- Market revamp

This patch will break any saves.
You can switch to nov_9 branch to play your old saves.

I apologize for the delay. There were some critical bugs I had to fix on the experimental branch before merging it to the main updates.

Hope you enjoy the new patch :)



The full patch notes are below:
(This is a combination of multiple patches on the experimental branch.)


Update Nov 11, 2020
- Popup Explanation When Laborer count is 0 for the first time,
- Show food production/consumption per season on graph when hovering over Left UI Food instead of the count (prevent confusion about dropping food)
- disallow tree from spawning right next to building

- Click house will show connection to workplace
- In Citizen's Focus UI, label "workplace: Construction Site" properly (previously labeled as building type)

- Show Dirt Road Hotkey [Z] on its button.
- keyboard shortcut shows [B-H], [B-F], [B-Y] to prevent confusion

- Version Number display on main menu (top right)
- Join game's different version warning suggest steam restart and show host/local version


- Fixed: Single Player "New Game" Crash
- Fixed: Think there's a misplaced decimal point on the Food Usage graph, we're in year 14 but it shows as year 1.4

- Fixed: Demolished farm items won't be picked up
- Fixed: Set Delivery before finishing construction will make workers move resources away from the construction site.
- Fixed: Non-star Fruit Gatherer won't get expelled for winter

- Fixed: Clicking the row before the last row in Job Management UI sometimes cause the job row to disappear.

- Fixed: found out in lobby say multiplayer lobby for host but for non host say single player lobby lol


Update Nov 14, 2020
- Get nearer food: scoring system to decide which food pile to get
- People will go to workplace first if the workplace is too faraway.

- Gatherer's hut produce 20% less fruit
- Demolish ranch will just kill animals inside

- Disallow selling Townhall, Employment Bureau, Statistics Office
- Storage space warning reminds every 60 secs (previously 20 secs)
- Warning "Inaccessible" when building's gate tile is inaccessible by Citizens

- Combo bonus show as "Combo Level X" instead of level
- Add Upgrade Townhall to initial questline

- Support typing Thai, Chinese, Japanese on chat
- Chat command "ForceClickthrough"/"ShowDebugExtra" to help people with unable to click buildings issue. (until a proper fix is found)

Fixes:
- Fixed: Farm should not go into dormant state before finishing with drop pickup
- Fixed: Province UI Accidental copy of whole terrainGenerator every frame (slow down province UI dramatically)
- Fixed: Logistics Office placement bugged.
- Fixed: disallow placing books in other players buildings.
- Fixed: Crate card is gone temporarily after warning of not having enough storage.

- Fixed Text: Bakerys, brewerys, Winerys
- Fixed: Player Graph Color looks too similar

- Fixed: when moving home from long distance, citizens will check for proper path first before using forced path (through mountain/water)
- Fixed: hover over the housing count does not list the number of level 7 houses

- Prevent midgame joining (when session is left open)
- Prevent players from joining beyond 6 players..

- Possible fix for construction site not finishing
- Constructor will carry resource for longer distance

- Guard: SetDeliveryTarget crash
- Guard: workEfficiency100/taxHappinessModifier crash


Hotfix Nov 15, 2020
- Citizens try harder to put resources into storage instead of dropping them
- Citizens prioritize picking up drop instead of gathering when there are too many dropped wood/stone
- Fixed: Clicking down on Job Management row before last and the row disappear.


Update Nov 20, 2020
Gameplay:
- Tunnel
- Set target output (produce until X)
- Card hand stacking for later use
- Markets are now storage. Targets fulfilled by market workers
- Double the stone/ore in all nodes
- House Unlock Tech Rationalism gives 30% research bonus (previously 20%)

- Difficulty consumption adjustment changed to: Normal 0%, Hard +30%, Brutal +60%, King +90%, Emperor +120%
- Tooltip showing consumption adjustment for each difficulty level
- Difficulty level now also affect: sickness frequency, tools consumption (age)

Rebalance textile industry:
(Fabric mass-production late-game allow tailor to make clothes faster with finished fabric)
- Tailor can make clothes/Fashionable Clothes straight from cotton/dyed+cotton
- Tailor has 4 worker slots (was 5)
- Tailor nerfed Weaving Machine Upgrade
- Cotton Mill moved to unlock at 22 house lvl 6 (was lvl 7)
- Cotton Mill now produces Fabric at 1:1 input-output ratio
- Clothes cost: 30 (from 15)
- Cotton Fabric cost: 23 (from 7)
- Dyed Cotton Fabric cost: 43 (from 17)
- Fashionable Clothes cost: 50 (from 30)

Food Balance: (lessen storage need, easier to track goods going around)
- Food now cost 5
- 180 default initial food (instead of 240)
- less food consumption per year to maintain the same consumption value per year
- less food production in Gatherer, Hunter, Farm, other Producers accordingly
- Flour cost: 9 (previously 5)
- Beer, Furniture cost: 10

AI Player Improvements:
- AI defends itself
- AI will Upgrade townhall
- AI adjustment for building: Ranch, Farm
- More aggressive expansion

- AI doesn't spawn in Tundra/Desert
- AI spawn check for 5 expandable provinces

- AI Trade for tools, medicine, wood, stone
- AI sell unused luxury
- AI Build trading post/Furniture Workshop/Brewery/Tailor when applicable

Non-Gameplay:
- New main menu music from Alistair Lindsay
- Serialize FirstTime Popup states
- Save Game named after city rather than steam name.

Fixed:
- Fixed: Farm production shown as (per season) before any planting when it should be (per year)

- Fixed: UseMedicine() allow consuming resource into -1
- Load Saved will fix any negative resource from bugged build


Hotfix Nov 24:
- "Pass" instead of "Submit" when there is no card selected, and there are 2+ card hand queue
- After Passing a Card Hand, the next hand should be shown...

- Refactor preparation for job system (Soon, most Citizen AI won't change job unless kicked.)
- Doubles the minimum time people will work in a run

- AI upgrade buildings
- Immortal/Diety difficulty level (Consumption +160%/200%)

- Tunnel need to start on our land, but can end on province that hasn't been taken over.
- Tunnel create province land connection (allows taking over province after building a tunnel)
- Added Farm's "produce until"

Fixed:
- Fixed: Hunting drops on farm causes issues
- Fixed: ppl sat in building and does nothing when using "produce until"
- Fixed: Forester's "produce until" doesn't work
- Fixed: Bridge graphic bug when clicking..
- Fixed: Hover warning not refreshed for focus UI
- Fixed: Irrigation Reservoir should reset surrounding farm's productivity
- Fixed: Autosave name remove city name (so it doesn't overflow)
- Fixed: Statistics Bureau and Employment Bureau are highlighted when placing Banks
- Fixed: colony inaccessible


Update Dec 1, 2020
Gameplay:
- Citizens stay it their old job unless forced to leave it
- 75% tools penalty on work speed (previously -50%)
- Harder game at higher difficulty...

- AI less likely to Starve (better food management)
- AI farm herb
- AI farm on good fertility ground
- AI import iron for tailor
- AI emergency handling (food/medicine/tools)
- AI more storage

- trees can't spawn right next to rocks

- IsConnected cache (Performance improvement)

Non Gameplay:
- Tech no longer flashes once the last era is completed
- More AI Player names

- Clicking on building from mid range zoom


Fixed:
- Fixed: Mine and quarry doesn’t kick workers once output target is reached
- Fixed: Market shouldn't accept non-market resource

- Fixed: Wild Card has no bank
- Sorted wildcard list

- Fixed: Potter moving texture
- Fixed: Card doesn't top flashing once queued..

- Fixed: Leader boost can be spammed if clicked fast enough
- Fixed: influence income damp integer overflow
- Fixed: Farm meat/leather drop. (again +.+)

- Fixed: Colony production not included in the stats
- Fixed: "Happy bread day" card bonus trigger without the slotted card.

- Fixed: Market shouldn't show slots on focusUI
- Fixed: House's line connection to Townhall shouldn't be there.