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Kingdom Conquer News

Demo 1.2 Release

  • [p]The biggest change to come from this update is the removal of custom building blocks as an option. I've done this to sharpen the focus on resource generation, production, strategy and combat.[/p]
  • [p]Hacksilver has been added as a new resource and is only gained by slaying enemies. This resource is now used for upgrading your settlement and buildings.[/p]
  • [p]Resources take less hits to break.[/p]
  • [p]World generation has been made more interesting with more mountains and valleys.[/p]
  • [p]Countless bug fixes, improvements and changes.[/p]
[p]Stay tuned for the next major patch where I will be adding in different types of tiles and bonuses for claiming / exploring them! This will add an extra layer of decision making in the overworld.[/p]

Demo Update 1.1

[p]Demo 1.1 Changelog[/p]
  • [p]Introduced AI for the overworld enemies.[/p]
  • [p]Enemy armies on the overworld will now march towards their closest targeted army or camp.[/p]
  • [p]Enemies will now expand their territories and spawn further armies in the overworld.[/p]
  • [p]Removed the damage multiplier that NPCs had applied on them.[/p]
  • [p]Various gameplay and visual improvements.[/p]
  • [p]Numerous bug fixes.[/p]

Demo Released + Planned Features

[p]Thanks for everybody who took part in the initial playtest experience, that is now closed! With the release of the 1.0 Demo it's time to look ahead at what's left to be added by time of release. All the work so far has been poured into reaching this core, strong foundation and from here I can take the game to the final vision.[/p][p]Overworld improvements[/p][p]The overworld right now is lacking when it should be a much greater part of the game. There needs to be many more choices, goals, risks and rewards for your strategic planning. [/p]
  • [p]Hostiles need to expand, attack and compete for goals on the overworld.[/p]
  • [p]Tiles should have bonuses on top of their intrinsic value, leading to additional perks for exploring / claiming particular tiles. I also would like to add unique types of themed tiles instead of the current "empty/natural" type.[/p]
  • [p]Improved army controls and strategic importance.[/p]
[p]World Improvements[/p][p]At the moment not much else happens while you're in the world building your settlements, except for resource gathering and production. As such I have plans for random events to take place which further increases the importance of defences. [/p]
  • [p]More impactful events in world mode with more varied NPCs and behavours.[/p]
  • [p]Enemy settlements and raiding needs to be improved further than their current state.[/p]
[p]Further down the line after these are implemented, I intend to add higher tiers for resources and productions with more nuance and variety of choices. But for now I will focus on the above for the upcoming Steam Next Fest.[/p]

First Playtest Now Underway!

[p]It's been a long journey to get here but today marks the first time that the public can play Kingdom Conquer![/p][p]There is still much to do, but for now you can start exploring and getting a sense of the building/settler mechanics.[/p][p]As always join the Discord to keep with the goss and to provide your incredibly valued feedback as we work towards a final demo and the subsequent full release.[/p][p]Thank you![/p]