UPDATE 0.513 [SIEGES - BARRICADES AND GATES]
Welcome, lords and ladies of KINGDOMS!
0.513
Today's update is the very first in "siege" series. But before i'll tell you about barricades and their function, i want to share with you the whole plan concerning coming sieges. As i said this Monday i want to deliver sieges mechanics in several stages:
As you can see, a lot of work is ahead, i think the most stuff will be added in 1 update, but some may take 2 (I bet at UI like it was with war-camps). So the final result will be here around end of August. On the way i want also ti improve some existing mechanics there and there - melee combat animations improving (for player), bodyguards system (similar to those we had already in 2017), new weapons (maybe!) like spear and crossbow etc. In example in today's update i've tweaked archery a bit - aiming system was changed, now you can use default dot to aim (not the current arrow position), which makes the whole shooting process much more intuitive. Plus arrow colliders were changed a bit.
Not to barricades. Each wall in settlement has 4 gates. if build. And player now can finally interact with those gates. To defend a settlement you can set up a barricade near wooden gates and close the gates for stone-ones. This mechanics will be used in defense calculation.
BUGFIXING
FULL LIST OF UPDATES
IMPORTANT
1) Please, feel free to use built-in bug reporter (F11) - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make saves compatibility for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to experience KINGDOMS as it was initially designed - smooth, without bugs and full of working mechanics - please, wait till final version will be out.
Thanks for your support, see you very soon!
Cyfieithydd
0.513
Today's update is the very first in "siege" series. But before i'll tell you about barricades and their function, i want to share with you the whole plan concerning coming sieges. As i said this Monday i want to deliver sieges mechanics in several stages:
- Barricades and gates;
- Defense towers reworking;
- Sending troops from war-camp and starting siege;
- UI and siege calculations: troops, defense, walls destruction, gates breach etc.
- AI siege-scripts and behaviors;
- Battle-animations and AI vs AI fights during siege;
- Using siege Technic - trebuchets, rams and siege towers;
- Final stage - taking the settlement;
As you can see, a lot of work is ahead, i think the most stuff will be added in 1 update, but some may take 2 (I bet at UI like it was with war-camps). So the final result will be here around end of August. On the way i want also ti improve some existing mechanics there and there - melee combat animations improving (for player), bodyguards system (similar to those we had already in 2017), new weapons (maybe!) like spear and crossbow etc. In example in today's update i've tweaked archery a bit - aiming system was changed, now you can use default dot to aim (not the current arrow position), which makes the whole shooting process much more intuitive. Plus arrow colliders were changed a bit.
Not to barricades. Each wall in settlement has 4 gates. if build. And player now can finally interact with those gates. To defend a settlement you can set up a barricade near wooden gates and close the gates for stone-ones. This mechanics will be used in defense calculation.
BUGFIXING
- Fixed issue when dialog with bandit was looped after player and bandit became friends (>10 friendship);
- Fixed issue when player couldn't attack bandits after choosing "join gang" in dialog;
- "Join gang" line was changed a bit in order to be more neutral;
- Archery was reworked a bit - aiming is now orienting on central dot (previous - on actual arrow position), arrows colliders were changed, where needed;
- Fixed issue when gates #2 blocked correct path-finding calculation, blocking exit/enter to the city for settlers;
- Gates #4 position was changed a bit in order to make entrance a bit higher;
FULL LIST OF UPDATES
IMPORTANT
1) Please, feel free to use built-in bug reporter (F11) - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make saves compatibility for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to experience KINGDOMS as it was initially designed - smooth, without bugs and full of working mechanics - please, wait till final version will be out.
Thanks for your support, see you very soon!
Cyfieithydd