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Mercenaries of the Kingdom News

Update: Early Access 2.6!

Hi, Captains of Fortune!

[h3]CHANGES IN EARLY ACCESS 2.6:[/h3]

- I finally fixed the bug with the healing grenade that didn't allow it to be used below 50fps.
Now, it also works below 10fps, and the bug is also solved for the other two types of grenades.

- The healing grenade can now only heal a maximum of 3 mercenaries within its range.
It was actually really OP; tell me if this is better.

- Red enemies (I call them "Elite") no longer suffer weapon knockback, so they are more dangerous.

- Water spells have a smaller range.
This change is due to the fact that you told me that the enemies, after such spells, are pushed right onto the player, doing worse than better.
By decreasing the range, the event is more likely to occur in an advantageous manner for the mercenaries.

- Fixed the bug in the cost text of mercenaries and chests, as previously, when the value exceeded 999, it behaved incorrectly.


The game is getting better and better, thanks to you!
If you have ideas and suggestions, or if you notice any bugs or imbalances, don't hesitate to write to me in the Community Hub.
Each of you is welcome!

Have a nice day, and see you next update! :)

Update: Early Access 2.5! AUTOMATIC EQUIP ASSIGNMENT!!!

Hi, Captains of Fortune!

In this update, I focused a lot on implementing the suggestions you have given me in recent days.

For now, the MOTK Community is still small, but its users (all of you) are very very active and positive!
I'm very happy with the developer-player relationships that are being created! Let's continue like this, my friends!



[h3]CHANGES IN EARLY ACCESS 2.5:[/h3]

- IMPORTANT: finally, it is now possible to use automatic assignment to move items between inventory and equipment!
By using the RIGHT mouse button, items will automatically move to the correct slots. If this does not happen, it means that this exchange cannot be made or that all the slots are complete (for example, weapons) and that, therefore, it is the player who has to choose where to place the new equipment.
This type of feature typically generates various bugs, so please report them to me as soon as you can, specifying the situation in which it is created, thanks!

- Another quality-of-life improvement is introducing the "Esc" button to close any panel (except the inventory).
There may have been some bugs here too, so I trust you to find them!

- The physical collision matrix has been revised and optimized, so the fps in chaotic situations should be better.

- Another increase in QoL is the introduction of green highlighting of skills greater than zero.
In this way, the player will immediately know which fields a mercenary is best at.
In the future, the skills can be increased through training, obviously in the Story.

- Enlarged statistics icon.

- The order in which some objects are displayed to the player on the game map has changed.
The most significant change is that items on the ground will be visible above gravestones.

- The gravestones are larger.

- Healing grenade audio has been replaced with potion audio.

The freeze status effect now deals 1 damage.


My Captains, I need you to do some word of mouth to spread the word about MOTK among your friends.
Being a small developer, the only effective marketing tool I have at my disposal is word of mouth.
Furthermore, if you like the game, I invite you to write a small review on the shop page; for you it's little, but for me it's really a lot!


Have a nice day, and see you next update! :)

Update: Early Access 2.4! WEAPON THRUST!!!

Hi, Captains of Fortune!

In recent days, I have dedicated myself to solving the problems that you have reported to me and to implementing a new feature that could make a significant difference in future gameplay: each weapon now generates a repulsive force against its enemies.


[h3]CHANGES IN EARLY ACCESS 2.4:[/h3]

- IMPORTANT: each weapon, depending on its size, when it hits, generates a force that pushes enemies away from the mercenary who wields it.
This feature, as well as being pleasant to look at, changes the gameplay because the clash between mercenaries and enemies acquires a physical dimension.
In the info for each weapon, you can see the force generated under the "Thrust" heading.
Honestly, this feature was in my head at the beginning of the game, but I had never implemented it because I was afraid that it would cause the fps to collapse. After doing some tests, it doesn't seem so heavy on performance, but I'm waiting for your feedback.
I thank the player who suggested the idea to me (and with him, all of you who give me your support every day with your great suggestions).

- IMPORTANT: the formations acquire a new value because now it makes sense to put mercenaries in the front line and others in the second line, as the latter may not be touched by the enemies.

- As you know, all weapons that gain magical vampire powers have the ability to heal the mercenary who owns the item.
Previously, any damage the weapon dealt generated 20% (of that damage) as healing to the mercenary wielding it.
Now, that percentage has dropped to 10% because a sort of invincibility was created.
I need your feedback here, too!

- Fixed the bug with the shield skill, which made it useless.
Now, the skill value indicates the percentage of greater effectiveness of the shield in terms of armor.

- The shop timer now has absolute priority over map objects, so it will no longer risk remaining partially invisible under, for example, trees.


[h3]QUESTION[/h3]Do you feel the need for some breaks during gameplay?
I'm referring to pauses like the end of a wave of enemies.


I hope you like the new feature; I like it!
Surely, the values will need to be adjusted, but I'm waiting for your feedback to do so.

Thanks to all of you, the game is improving a lot compared to the beginning and for that I thank you! Keep suggesting your ideas, and I'll try to include them!

In the next update, I want to improve the quality of life:
- Double-click to put the equipment from the inventory to the selected mercenary.
- use the "Esc" key to exit any open screen.

Update: Early Access 2.3! HEALING GRENADES!!!

Hi, Captains of Fortune!

Since I wanted to introduce at least one new healing method, in this case healing grenades, I focused on improving the other two types of grenades as well.
There will definitely be some imbalance, so I absolutely need your FEEDBACK!

Also, tell me if the healing system is acceptable for now or if I need to introduce some other healing gadget so I can continue solving other types of battle problems, and then in a few weeks, finally move on to the development of the Story, which in my head is all ready!


[h3]CHANGES IN EARLY ACCESS 2.3:[/h3]

- New "weapon": Healing grenade!
This new gadget is a grenade that upon its explosion releases a substance that heals mercenaries within its radius of action.
The soldier in possession of the grenade will throw it to his partner with the least health, assuming he is within his reach.
Warning: The mercenary cannot cast it himself!

- For now, the amount of healing given by the healing grenade is 200hp and is launched every 8 seconds.
I'm sure this data will need to be reviewed later.
Obviously, it is a very rare and expensive item!

- Shortened the duration of the particle effect of healing.

- Fixed a bug in the grenade animation.

- Adjusted the size of conventional grenade particle effects to more closely resemble their actual explosion radius.

- Fixed an issue with throwing grenades at low fps, as sometimes grenades were not thrown.

- Implemented the icon proportions system in the equipment screen, too.
There may be some problems with screens with smaller resolutions; if so, please let me know, thanks!


My Captains, I need you to do some word of mouth to spread the word about MOTK among your friends.
Being a small developer, the only effective marketing tool I have at my disposal is word of mouth.
Furthermore, if you like the game, I invite you to write a small review on the shop page; for you it's little, but for me it's really a lot!

Have a nice day, and see you next update! :)

Update: Early Access 2.2! AUTO-HEALING!!!

Hi, Captains of Fortune!

I started dealing with the healing system because, as many of you told me, it was boring to manage, almost annoying.


[h3]CHANGES IN EARLY ACCESS 2.2:[/h3]

- IMPORTANT: I introduced the AUTOMATIC HEALING feature!

What is it?
It's a system that allows you to heal your mercenaries without your intervention.
The only two things you need are:
1) the ability is active on the mercenary you are interested in (read below).
2) there are healing potions in the inventory.

How does it work?
If automatic healing is active and if there are healing potions in the inventory, whenever a mercenary has dangerously low health, he will automatically take the potion, saving you from having to open the inventory to heal him every time.
By default, it is enabled for all mercenaries, but you can deactivate it for the soldiers you are less interested in.

Where is it enabled/disabled?
At the bottom right of the mercenary's equipment screen, you will find a potion icon, followed by a colored arrow, followed again by a helmet.
If the arrow is RED, it means that automatic healing is not enabled, while if it is GREEN, it is enabled.
To enable/disable, click on that same button... easy!


- Added healing status effect.
When the auto-healing heals a mercenary, a particle effect will activate and you'll see some small green crosses going up.


- I changed the healing value of the two healing potions to avoid unpleasant problems:
small potion: 500 to 400
large potion: 1000 to 800.


- Fixed a bug that did not update the potion loss after using the potion with auto-healing.


- Fixed the bug that caused the damage text to appear when the cure was activated.


In the next updates, I would like to improve this new automatic healing system and perhaps add other healing tools, such as a magic staff and grenades similar to the explosive ones, but healing. In the future, it might be nice also to include a healer rifle like Ana's in Overwatch :D

What do you think of this new feature?
Do you have problems and/or suggestions?
Write me below in the comments or in the Community Hub.

Have a nice day, and see you next update! :)