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UPDATE 0.633 [PROTECTING GUARDS]

Welcome, lords and ladies of KINGDOMS!

0.633
Todays update can be basically called "sieges#2.5" because main new feature will find use (and partly already did) in sieges. Now guards in settlement can react to enemies around - kill wild animals, attack passing by bandits, attack enemy army during siege - the attack range is 100m. I've also made some tweaks there and there to increase damage delivered by AIs weapon - now guards should survive bear or wolf attack and not to die one by one. For player it will be also a bit more challenging to fight AI and good defense (=good armor) is now really matter. Army men will do the same, but only in case they're not at march or in war-camp. The only exception is siege - in that case army will return to settlement to defend it.
The rest changes follow:

CHANGELOG & BUGFIXING
  • Fixed critical issue, when AI wasn't properly set up to the terrain sometimes, spawning underground;
  • Fixed critical issue when structures could disappear without any reason after travelling at long distances;
  • Fixed critical issue when all AI around started to attack the animal, that was far away;
  • Fixed issue when army couldn't properly start to march when general was fired (or killed) with army active;
  • Fixed issue when army couldn't properly win the war, when there is no general hired;
  • Fixed issue when general could hire himself as a guard, becoming common milita;
  • Now guards in the settlement or army (if not at march or in war-camp) will defend settlement from wild animals around the settlement;
  • Now guards in the settlement or army (if not at march) will defend settlement attacking army;
  • Fixed issue when soldiers in war-camps sometimes took wrong position to perform war-camp animations;
  • Fixed issue when AI soldiers stood at place after sending to war-camp sometimes;
  • AI weapon damage was increased a bit;
  • Now AI will use strike animation in fights more often;
  • Fixed issue when AI's swords were visualized wrong sometimes - with wrong blades, pommels, length etc.
  • Fixed issue when AI used long two-handed swords instead of one-handed sometimes (new game is needed);
  • AI sword start parameters were slightly changed to more damage dealing (new game is needed);
  • Fixed issue when AI can fall under terrain sometimes when player is approaching;
  • Fixed issue when guards or soldiers didn't properly changed their gear in city hall in case they previously owned shop or tavern;


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