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Mercenaries of the Kingdom News

Update: Version 1.4!

Hi, Captains of Fortune!

In this update, I focused on fixing issues I had found shortly after release but hadn't had time to fix.



[h3]CHANGES IN VERSION 1.4:[/h3]

- Fixed the bug that sometimes caused the portal to not appear after the first time it was called.

- Improved the enemy spawn algorithm when the player quickly moves in the usual direction.

- Fixed an issue that sometimes prevented mercenaries from being automatically healed.
However, I would like to remind you that in the event of significant damage to the soldier at the usual time, the automatic cure will continue not to be performed.

- Fixed an issue where some ranged enemies wouldn't attack properly at x2 speed (in other words, enemies wouldn't catch fire if there was a lot of lag :D)

- Fixed an issue that did not allow the correct state transition to an enemy at x2 speed in case of lag.

- Partial change in randomness in chest loot in Quick Runs.
You should now find weapons more easily.

- Small increase in "thrust" values ​​of thrown weapons.
By the way, which throwing weapon do you prefer?

- Improved the colliders at the corners of the map in the catacombs.

- Improved shallow water crossing.

- Smoothing of some colliders in the camp to improve player transit.

- Slight change in enemy speed under various status effects (e.g., under poison).
Remember that mercenaries have a shorter duration of adverse status effects than enemies.

- Fixed some map graphic defects (they do not generate gameplay problems but are ugly to look at).
There will be more, but they are difficult to find due to the vastness of the maps.

- Improved the timing of the firearm animation when creating the projectile.



That's all for now.
See you in the next update!

[h3]FACE THE HORDE, GRAB THE LOOT, CROSS THE PORTAL.[/h3]

Update: Version 1.3!

Hi, Captains of Fortune!

If you like the game, I invite you to leave a review on the store page and give me some feedback in the Community Hub so that I can gradually improve the gameplay of MOTK:FB.


[h3]CHANGES IN VERSION 1.3:[/h3]

- I removed x3 speed from battles.
Since I'm sure someone will be dissatisfied, here are the reasons for this choice:
1) It created a lot of bugs! Several users noticed that it generated problems with magical attacks and thrown weapons, but in reality, it generated other less visible but annoying problems, such as the incorrect calculation of damage received from status effects in the case of a large number of enemies involved.
2) The excessive speed of movement contrasted with the "medieval" setting of the game, as it is not intended to be a frenetic game but a tactical one (and perhaps even relaxing at low difficulties).
3) In Early Access, the maximum game speed was x2; I increased it to x3 and x5 for my own gameplay testing purposes. While the x5 was untenable for the real user, the x3 was a plausible choice but evidently not suitable for the final game.
Finally, games similar to MOTK do not have this feature, so I think they are not a big loss, considering that the x2 speed still remains.

- There is still some criticism about the mining difficulty in the early stages of the game, but it's understandable.
To fix this, I increased the extraction time available before the portal closes by 60 seconds.

- To help new players get started, I've lowered the difficulty of the game to level 2 instead of level 3.
However, I remember that the game was developed for level 3.

- I changed the attack system for thrown weapons and spells; this way, together with the reduction of the maximum gameplay speed, the problem of missing attacks should be gone or greatly reduced.
Please let me know, thanks!

- Since someone pointed out to me that some mercenaries were getting stuck in trees, I slightly changed the soldiers' navigation system, but I want to make two clarifications:
1) The mercenaries' navigation system is deliberately not complex so the game maintains good performance even with a very large number of soldiers.
2) You can solve this problem yourself, at any time, by pressing the button to open the Training mode; in this way, when exiting this mode, all the mercenaries will recreate themselves in your position.


That's all for now; see you in the next update!

[h3]FACE THE HORDE, GRAB THE LOOT, CROSS THE PORTAL.[/h3]

Update: Version 1.2!

Hi, Captains of Fortune!

It took me a long time to publish this update because I wanted to include 5 more languages ​​in the game so more of our friends could play MOTK without the frustration of the foreign language.


[h3]CHANGES IN VERSION 1.2:[/h3]

- 5 new languages ​​added!
Unfortunately, for budget reasons, I had to use an automatic translator, but, as far as possible, I tried to have the best possible result:
the new languages ​​are:
Polish
Korean
Turkish
Traditional Chinese)
Thai


- Several of you have told me that starting Adventure mode is difficult because it is not possible to craft many items due to the lack of reputation.
To resolve this issue, the player will now start the Adventure with 200 reputation points.
Tell me if the quantity is enough or not.
However, my goal is that the player cannot craft objects in the first 2-3 so they have to make do and then appreciate the crafting function more.

- Fixed an issue that caused the right-hand armor to disappear and made sure this didn't happen to the other parts.

- Fixed an issue where 2 types of enemy drops could not be saved in inventory and storage.

- Fixed the "X" button to close the inventory in camp.



That's all for now; see you in the next update!

[h3]FACE THE HORDE, GRAB THE LOOT, CROSS THE PORTAL.[/h3]

Update: Version 1.1!

Hi, Captains of Fortune!

How's the game going? Do you like it? give me your feedback so I can improve it!

If you like the game, I also ask you to write a review on the store page so as to attract other players.
For you, it's little, it takes you a minute at most, but for me, it's truly a very important thing.
Super thanks!


[h3]CHANGES IN VERSION 1.1:[/h3]

- I added another type of merchant in Adventure because you pointed out to me that it was not possible to sell items dropped by enemies.
While I was at it, I made sure that the merchant could sell you some enemy drops, but only the most common ones.
The symbol on the sign is a purple star.

- Fixed the bug that prevented you from selling to merchants some items that were so rare that the merchant himself would never be able to sell them to you.

- I fixed that annoying bug that caused helmets to disappear from the camp battle.

- I added a common description to all enemy drops so the new player could immediately understand the nature of the item.

- Elite-type enemies (the red ones that drop items) now stay on the field much longer than before, giving the player more time to kill them.

- I changed the name of the bench where you can build armor to camp because I had left it the same as the one where, so to speak, you can build bows.

- Now, the Succubus enemy in the volcano map will no longer be able to fly, even though he has wings, as his animation is walking and not flying.

- Changed the Mini Golem drop, as it was too easy an enemy to kill compared to the rarity of its drop.


That's all for now; see you in the next update!

[h3]FACE THE HORDE, GRAB THE LOOT, CROSS THE PORTAL.[/h3]

Version 1.0 is now available!!!

Finally, the day has arrived!

Version 1.0 has been released!

It's been a year since MOTK:FB was released in Early Access.
In recent months I have happily listened to your suggestions and many of them are now in the game.
I hope you will continue to support the game
Not everyone knows that this title would be the first chapter of a possible trilogy in the Earthial universe; for this reason, I decided to add the expression "First Blood", which was not present in the initial title.
However, the development of the next two titles is truly in your hands, as I will only be able to make them if MOTK:FB sells enough to allow me to make the significant investment in terms of time for the sequels.

In the next few days, I will continue the process of balancing and bug fixing and would like to add more special equipment.

I updated the trailers and screenshots, as today's game is quite different than it was a year ago, so the marketing material needed to be updated.
Do you like the new trailer?

I look forward to your feedback; I hope you enjoy the game!

In case you like the game, it would be really useful for me if you wrote a review on the store, so as to make other players understand the quality of MOTK and therefore expand the community.

All I can do is wish you much fun and happy hunting!