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ROADMAP UPDATED [0.701 - 1.0]

Good day, lords and ladies! I would like to put a few comments here before you'll dive to the roadmap.
1) First of and most important - it's not 100% final. I'm sure that before we'll reach 1.0 I'll edit the list not once - mostly with additions and editing of existing stuff, without removing anything, so this list represents features that 100% will be in the final product, so no worries here. Also, Steam sub-forum "Your Ideas and suggestions" still welcomes all the players!
2) Second important thought - when writing this I tried to be as realistic as possible in order of development - everything you'll see in the roadmap is 100% possible to develop without any serious issues and that mean - relatively fast. I've prepared code for this, so I hope that everything will be smooth here. As you can see, there are 3 big themes, and some stuff is marked with *. * Means features that not 100% thematic correct, sometimes not at all, but they'll match the development timing.
3) Third important thing - I've changed my initial development plan a bit. The plan was to finish all the gameplay stuff till 0.8 and since that add and polish things. But changed my mind and that's why - bringing new content (like new items and building) as important as adding of new gameplay features, I make polishing at Friday anyway, so stuff like main quest, new items, weapons etc. etc. were added to main themes.
And the last question is obviously - when? The answer is - we'll start today. It's 26.07.2021, Monday, and the first update of this roadmap will come today - we're making final test at the very moment. The plan is to release 3 updates per week. Monday, Wednesday - stuff from the roadmap, Friday - bugfixes and tweaks. I.E. today you'll have "New quest type - killing human", Wednesday is for "New system for AI names - second name, titles" and Friday is "Bugfixes".

FAMILIES

  • !!!DONE!!! -
  • New quest type - killing human;
  • New system for AI names - second name, titles;
  • New UI element - now players with high hunter perks can mark nearest animals by type using a journal.
  • New arrived NPC can automatically form families: wife-husband-child;
  • New AI nickname system: "the Tall", "the Black", "the Strong'' etc. - will be connected with perks and AI characters;
  • Families can live in a house together;
  • New wild plants type - flowers;
  • New dialogs options for player - marriage proposals;
  • New dialogs options - asking for settlers available for marriage;
  • Main quest and it's mechanics - I;
  • New armor/cloth type - I;
  • New food/resource type - I;
  • New UI element - possibility to add the person (i.e. a good teacher) to the list in journal;
  • New UI element - list of all players houses in the inventory;
  • New notice board use - orders;
  • Orders - order for soldiers - patrolling, scouting;
  • Orders for traders and manufacturers - producing certain goods for money;
  • New family laws - amount of allowed children, possibility to take only married couples etc.
  • Reworked global reputation system;
  • Social ranks system for player;
  • Social ranks system for AI;
  • New location type - hunters hut;
  • Hunters can patrol local area, hunt animals and sell trophies in the city;
  • Family tree UI;
  • Heirs and their unique dialog options;
  • Armor rebalancing and adding new armor types;
  • New quests for family members;
  • Main quest and it's mechanics - II;
  • New armor/cloth type - II;
  • New food/resource type - II;
  • New family quests for AI;
  • Blood enemy system and unique quests - after killing family member the rest of the family will become the blood enemy;
  • AI friends and enemies system - AI can make friends and enemies, that will cause unique quests;
  • Migration system - settlers won't stick in one settlement anymore - depends on happiness and friendship with leader;
  • New place of interest type - abandoned graveyard;
  • Main quest and it's mechanics - III;
  • New armor/cloth type - III;
  • New food/resource type - III;


DIPLOMACY
  • New resource locations - new ore types;
  • Jewels and new crafting recipes;
  • Jewellery and new structures types;
  • Reworked happyness system that is calculated not only from wealth, but from some additional factors;
  • Trading post in the port;
  • Possibility to upgrade the port (making it stone one);
  • Integrating marriage into diplomacy - family alliances;
  • Conspiracies system - now certain characters can make a conspiracy against each other;
  • Main quest and it's mechanics - VI;
  • New armor/cloth type - IV;
  • New food/resource type - IV;
  • Orders - sending spy to another kingdom;
  • Bodyguards system - hiring up to 10 (depends on commander perks) personal bodyguards;
  • AI bodyguards;
  • Adding family trees UI to diplomacy interface;
  • Possibility to poison other leader and his family;
  • Sabotage system - possibility to sabotage settlement manufactories;
  • Rebellions - now settlers can be aggressive if prosperity was low long enough;
  • Rebellions additions - quests and dialogs;
  • New armor type;
  • More transparent in-settlement crafting - possibility to leave orders on notice board for certain goods, final quality will depend on settlers perks;
  • Settlement specializations - depends on location, places nearby etc.
  • Rebalancing smith system - adding new skill tree for armor crafting;
  • Goods that can be produced in certain settlements only, depending on this settlement specialization, without these goods settlers can't be 100% happy;
  • New UI element - list of produced goods in settlement;
  • Trade caravans of various types - carts, horses etc.;
  • Possibility to add guards to caravans;
  • Main quest and it's mechanics - V;
  • New armor/cloth type - V;
  • New food/resource type - V;
  • Bandits raids on travelling caravans - AI;
  • Bandits raids on travelling caravans - Player;
  • New resource type - fish;
  • New mechanics - fishing;
  • New building type - fisherman’s hut;
  • Main quest and it's mechanics - VI;
  • New armor/cloth type - VI;
  • New food/resource type - VI;


GUILDS
  • New building type - guild house;
  • Main quest and it's mechanics - VII;
  • New armor/cloth type - VII;
  • New food/resource type - VII;
  • Guild types - fighters, farmers, traders - each guild has uniques random name;
  • Guild organization - central “office” with smaller “departments”;
  • Guild quests;
  • Main quest and it's mechanics - VIII;
  • New armor/cloth type - VIII;
  • New food/resource type - VIII;
  • New farm type - animal farm;
  • Adding more animals types and new goods to the farm;
  • Main quest and it's mechanics - IX;
  • New armor/cloth type - IX;
  • New food/resource type - IX;