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UPDATE 0.626 [BUGFIXING]

Welcome, lords and ladies of KINGDOMS!

0.623
Next week will continue siege thematic, but before that - bug fixing is coming. Thanks to all players who is using f11 to report various bugs - for small indie games it's very important to have such dedicated players, so thanks you a lot for your activity and participation - this means LOT for the game and its quality, believe me. Full list of changes follows:

CHANGELOG & BUGFIXING
  • Shadows were removed from some grass types in order to improve performance;
  • Fixed issue when settlers sometimes didn't join settlements properly after 0.622;
  • Population fix - since last update there was an issue when very first settlement might become overpopulated - fixed;
  • Player can assign soldiers to trebuchet right on battle field;
  • Player can help to reload trebuchets - final speed depends on builder perks;
  • Fixed issue when world generation window could stay active after generation if player pressed esc in process;
  • Fixed issue when trading window won't close sometimes after pressing ESC button;
  • Fixed issue when there wasn't much farms spawned on the map sometimes;
  • Fixed issue when bandits couldn't join bandits lair sometimes;
  • Now the radius from the settlement when player or AI can build a war-camp depend on settlement wall size if it's build;
  • Fixed issue when bandit could establish a lair very close to the settlement but not in the wilderness;
  • Various grass spawn and visual parameters were tweaked in order to increase performance;
  • Grass texture resolution was tweaked from 1024 to 256;
  • Trebuchet shooting priorities were tweaked in order to make bombardment more intense;
  • Veggies and forest objects spawn parameters were tweaked in order to increase performance;
  • Some grass was added to the beach;
  • Fixed rare issue when AI actions weren't properly calculated in the background sometimes;
  • Fixed issue when sound of house destroyed during siege was playing even if player was far away;
  • Fixed issue when AI sometimes couldn't properly calculate distance to closest settlements and as result set settlement of it's own;
  • Some tweaks in AI background calculations were made in order to increase performance;
  • AI enemy searching script was rewritten in order to increase performance;
  • AI enemy spotting distance was changed from 15m to 20m;
  • Navigation grid size was increased a bit in order to fix various AIs and animals pathfinding issues;
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

0.623 [SIEGES #2 - TREBUCHETS]

Welcome, lords and ladies of KINGDOMS!

0.623
If by some chance you've missed yesterday update - check it out first. As it was said yesterday - some aspects of siege are still missing and this is the second update in global "update line". Some main features I would like to point at:
  • Population fix - since last update there was an issue when very first settlement might become overpopulated - fixed;
  • Player can assign soldiers to trebuchet right on battle field;
  • Player can help to reload trebuchets - final speed depends on builder perks;

The rest of changes follow:

CHANGELOG & BUGFIXING
  • Fixed issue when settlers joined to the very first settlement on the island when there were no others established causing its overpopulation;
  • Fixed issue when settlers couldn't properly find place for new settlements sometimes;
  • Fixed issue when trebuchet stopped shooting after time was speed up (while waiting, sleeping etc.)
  • Distance when army stops before sieges settlement was increased from 50m to 75m in order to give trebuchets more space;
  • Now fire is properly spread across the wall, if wall is damaged;
  • Size of the fire during sieges is now a bit random to make burning settlement look more natural;
  • Some tweaks were made for trebuchet shots: now most of the time (50%) trebuchet shots the buildings, 30% - the wall, 10% - settlers, 10% - barricades;
  • AI war balance: AI now can attack the settlement if it's at least 1.5 km near;
  • If settlement is conquered before last trebuchet shots hit anything - these shots won't do any damage;
  • Now player can help soldiers to reload trebuchet, the speed added depends on players working perks;
  • Now player can change number of soldiers working with trebuchet right on the battlefield, no need to run at war-camp every time anymore;
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

UPDATE 0.622 [SIEGES #1]

Welcome, lords and ladies of KINGDOMS!

0.622
This was a really crazy week - last 7 days I was working to deliver you the thing that will change Kingdoms. To tell the truth its my four attempt to write this announce - previous tree were too pathos, so this time I'll just tell -we're there. As you can see - there is number 1 before word "siege" meaning that todays update is NOT FINAL - some things are still missing (like some animations, ram and siege tower are still in work, army reaction to enemy is still need to be tweaked), but core mechanic is there - settlement now can be sieged and conquered. I think I'll manage to finish all stuff till end of this week - at least I'm full of enthusiasm after seeing in action all these mechanics I was working last week.



Change log is really LONG this time, I'll point at most important stuff:
  • Optimization work (including lags while crafting sleeping or travelling);
  • Some tweaks were made for early game - now not all building require "Worker" perk;


CHANGELOG & BUGFIXING
  • Fixed issue when soldiers in army didn't follow the formation properly after sending an army to settlement (both for player and AI);
  • Fixed issue when army reached it's destination soldier were still marching at one place;
  • Now the spot where marching army will stop depends on closest house position, not the overall settlement position;
  • Fixed issue when wild animals didn't notice settlers around, attacking player only;
  • Fixed issue when army formation could continue moving when roads were calculated;
  • Army formation objects script was optimized a bit in order to increase performance;
  • Fixed issue when fireball could got missing after first shot (including trebuchet in main menu);
  • Fixed issue when wild animal could continue to attack already dead settler;
  • Fixed issue when trebuchets script didn't properly calculated fireball parabola sometimes, shooting right to the ground;
  • Now siege info UI will appear when player is close enough to his army positions or to sieged settlement;
  • Some changes in animals scripts were made in order to increase performance;
  • Some changes in settlers scripts were made in order to increase performance;
  • Now player can't take the settlement by just killing its leader;
  • If leader of AI settlement dies for some reason, its place is automatically taken by other settler in this settlement;
  • Early game balance - now following structures don't require "Workers" perk to be build: bandits lair, small smithy, woodworkers house, stoneworkers place, bakery, small shop, small wooden tavern, farmhouse.
  • Bakery now requires "Butcher" perk to be build instead of "Worker";
  • Now perks needed to establish a settlement marked with a green house in characters creation menu;
  • Some tweaks were made in background calculations during sleeping or crafting in order to remove lags;
  • Fixed issue when wild animal could start to attack a settler in war-camp without any reaction from a settler;
  • Fixed issue when player couldn't properly interact with war-camp chest sometimes;
  • Fixed issue when soldiers couldn't attack wild animals when being at march;
  • Fixed issue when some soldier is being killed when building a war-camp object in AI settlement, AI starts instantly add more and more soldiers at each war-camp object;
  • Now game will automatically fix the number of working soldiers in war-camp if by some reason it was calculated incorrect;
  • Volume of notification sounds was tweaked;
  • Fixed issue when AI army didn't start to march at war when everything in war-camp was build;
  • Fixed issue when AI army went back to camp in the middle of march when AI hired new soldier to the army;
  • Now AI can recruit new soldiers from the settlement when old ones are dying in battle;
  • AI war balance: AI can't declare wars when its army is on the march or sieging other settlement;
  • AI war balance: AI won't declare new wars if AI's settlement is under siege or war was declared recently;
  • AI war balance: AI can't siege settlement that is already under siege of other AI;
  • Fixed issue when attackers could stop too close to sieged settlement;
  • AI can't destroy following buildings during siege: well, notice board, common house and city hall;
  • Each building now have new parameter - HP, trebuchet shot can take 20-30 of HP, max HP is 100, when its lower than 0, house is destroyed;
  • Siege effectiveness depends on following: houses destroyed, settlers killed, leader killed;
  • Fixed issue when army could go to settlement for too long when speed is up (sleeping or crafting);
  • AI will destroy war-camp after war is won;
  • Trebuchet can shoot and damage 4 random targets: houses, settlers, wall and gates;
  • AI will automatically set up barricades when settlement is under siege;
  • Fixed issue when general could recruit to army social workers (tax collector etc.)
  • Fixed issue when AI could walk straight into water when player was standing at the end of pierce;
  • Fixed issue when AI didn't properly assigned soldiers to build structures in war-camp;
  • Lag that appear when many settlers were looking for settlement was significally reduced;
  • When settlement is captured, all fires inside are automatically disabled;
  • When settlement is captured, AI removes all barricades from the gates;
  • Fixed issue when bandits lair parameters could be saved incorrect when lair leader was killed but lair wasn't destroyed;
  • Trebuchet shooting speed depends on soldiers attached to this trebuchet at war-camp;
  • Fixed issue when trebuchet speed didn't change when time was speeded up;
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

UPDATE 0.612 [NEW LAWS]

Welcome, lords and ladies of KINGDOMS!

0.612
Todays update will add to the game 2 new laws for settlement management:
  • Council (if hired) can greet all new arriving settlers, no need to talk to each one personally now;
  • General (if hired) can automatically hire an army and guards, desired amount (% of total settler can be also set);

But the main purpose of todays update is to prepare build for siege - I hoped for today already, but timing is not my strong size - though I fixed many war-camp, army and marching related bugs.
As for siege - soon (I know you tired of this word, as well as I do), we're almost there. Full list of fixes and changes follows:

CHANGELOG & BUGFIXING
  • Algorithm that calculated what settlement AI will choose to join was tweaked a bit in order to smooth population on the island and fix the issue with to OP settlements on the map;
  • Slider "Day duration" was added to game options and can be changed after world creation;
  • Fixed rare issue when day duration value could be loaded and calculated incorrect after loading the save sometimes;
  • Fixed rare issue when settlement's Kingdom Color could be loaded incorrect when game was saved right after kingdoms was established;
  • Fixed rare issue when settlement's parameters could be loaded incorrect when game was saved right after kingdoms was established;
  • Fixed issue when Kingdoms could be calculated incorrect after taking iron bank;
  • Fixed issue when new kingdom could calculate random kingdom color incorrect and choose the color that was already taken by other kingdom;
  • Fixed issue maps top UI element (with current time) could stay active after map was closed;
  • Default war declaration period was changed from 30 days to 7 (new game needed);
  • Now tutorial will be shown after player arrives the island (for the first time only);
  • Fixed issue when rain particles could be visible inside port building;
  • Tweaking in some quests logic - now AI will ask for buildings material not when she or he has no house, but when really looking for these materials;
  • Fixed issue when army didn't properly started to march if new war-camp was created after destroying old one;
  • Fixed issue when AI could spawn on the ship in underwear only;
  • Fixed issue when army was send to another settlement some soldiers could stuck at place playing animations from war-camp;
  • Fixed issue when player could press "Build" when building a City Hall without settlement established;
  • Fixed issue when asking settler "What are you doing?" right after landing calculated false answer;
  • New Law was added - now if Council is hired he can greet all new coming settlers, friendship with player will be 0 after that;
  • New Law was added - now General can hire army and guards automatically - the % of total settlers can be set up, but max amount still depends on player perks;


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

UPDATE 0.605 [BUGFIXING]

Welcome, lords and ladies of KINGDOMS!

0.605
It's Friday and it is time to fix some bugs. Before going to full list please give attention to following changes I would like to point. First, i've added profession features from previous update to bought houses. Now smith will buy blacksmiths, traders - shops. etc. Also, buildings prices were completely reworked - now it depends on recourses types, their amount and price, trading perks still play the role, but only as price modificator. As usual, full list follows:

CHANGELOG & BUGFIXING
  • Now AI with certain profession will buy only certain manufactories, but not first available;
  • Now buildings sell price is calculated from resources (including each individual resource price) need to crafting this particular building, traders perks only multiply final sum (10%, 25%, 50%, 100%);
  • Fixed rare issue when equipped items icons could not match to real items equipped sometimes;
  • Fixed issue when "Take All" button was shown above "Amount" window;
  • Fixed issue when during bandits raid "war alarm" was looped sometimes;
  • 3 new types of grass were added in order to improve overall grass visuals;
  • Fixed issue when notification text was half visible on 16:10, 5:4 and 4:3 resolutions;
  • Amount of veggies gathered from farm now depends on gardener perks, as wild one veggies gathering;
  • Fixed issue when animals didn't damage settlers sometimes;
  • Some changes were made in animals behavior script in order to increase performance;
  • Fixed issue when wild animals weren't properly rotated to their enemy when attacking;
  • Fixed issue when all settlers could choose one single tree to shop, now they choose random tree in 100m radius, not the closest one;
  • Quest "Bring bread for hunger settler" was added;
  • Quest "Bring 5 buffalos skin for tax-collector" was added;
  • Placeholder buttons "Trade agreement", "Marriage proposal", "Send gift" and "Send assassin" were removed from diplomacy window, because not all players understand the meaning of "Not available in current build" and think that it's bugged (Surprisingly, these are the most common bug-reports recently);
  • French translation was updated;
  • Russian translation was updated;


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