1. Kingdoms
  2. News

Kingdoms News

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

UPDATE 0.602 [AI PROFESSIONS MATTER]

Welcome, lords and ladies of KINGDOMS!

0.602
Today's update is about some core changes in AI behavior. When AI spawns in the world he or she gets random perks from start. A bit of history: in older versions of the game player could learn all perks that settler had, what made teaching process and interaction with AI not so deep as it initially supposed to be - with single "all-in-one-teacher" player could basically forget about other settler. So it was changed at some point - settler became one single profession, that was calculated on perks settler has, if some perks were both good - random chose one to define profession. That's why the situation when settler builds a smith (depend on perks) but having not blacksmith profession was so common. The time has come to change it. Now settlers profession defines what will be build and what will be crafted. And now player can be 100% sure when visiting a blacksmith to learn smithy perks. Perks are not totally forgotten though. Manufactory gradation depends on perks - for those having various types - smiths, shops and taverns - the better settlers perk, the better the building. So, following professions are now building following manufactories:
  • Trader - shops
  • Smith - blacksmiths
  • Hunter - bakery
  • Woodcutter - woodcutter's house
  • Traveler - taverns
  • Miner - stoneworker's house

Farmers were also changed this way - no more blacksmiths ruling the farms.
Another thing I wanted to point are options sliders for vegetation and rocks, rocks distance can be slightly increased now - to 200m.

CHANGELOG & BUGFIXING
  • Fixed issue when vegetables were unable to gather when grass distance was set to low;
  • "Vegetation distance" slider was added to settings menu;
  • "Rocks distance" slider was added to settings menu;
  • Fixed issue when shop history showed "+" amount of gold when AI sold something and it should be displayed as "-" gold;
  • Rocks max distance was increased to 200m;
  • Now AI house level is more random than before and less Architect perks depended - to make AI settlement and houses build in players settlement more various;
  • Now AI manufactory level 100% depends on settlers profession (visible in settlers list) but not random value calculated from best perks;
  • Now AI decision to build or not to build manufactory logically depends on profession but not Trader perks like it was before;
  • Now AI builds a farm when having a farmer profession, not only Gardener perks;
  • Melee impact effect was removed, full strike animation is back;
  • Now snow amount is calculated every day, not every month;
  • Fixed issue when tax collector could start collect taxes again after loading even if they were already collected this month;
  • Fixed issue when tax collector didn't skipped values properly when month starts and didn't collect taxes properly;
  • Português 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

UPDATE 0.595 [BUGFIXING]

Welcome, lords and ladies of KINGDOMS!

0.595
It's Friday and weekly bugfixing is here. Before going to full changelog I would like to point at most important/interesting changes that were added. First of, I've experimented with settlers migration a bit - for the first time actually - to balance population between AI vs players settlement to odd the chances for both sides in coming wars. Now settler will join not to the nearest settlement but will decide from many factors like settlement size, amount of houses build, prosperity, amount of shops and taverns. The second change is "Take all" buttons for garden/windmill and for all "looting" windows - I know this was asked by some players. As usual, big thanks for all bug-reports you've send - this really helps the game to get better with every Friday update. As usual, full changelog follows:

CHANGELOG & BUGFIXING
  • Notification about tutorial in pause menu now appears after ship arrives to the island;
  • "Take all" button was added to gardens and windmills;
  • "Take all" button was added to all containers;
  • Algorithms of AI joining the settlement were changed in order to balance players vs AI settlement grow speed;
  • Fixed issue when road calculation window could stuck on the screen when hitting ESC button during calculation;
  • Fixed issue when player couldn't use axe to chop a tree after picking up herbs sometimes;
  • Fixed issue when player could chop a tree with a pickaxe;
  • Fixed issue when vegetation random seed wasn't properly saved and applied sometimes;
  • Russian translation was updated;
  • French translation was updated;
  • Fixed issue when settler could stuck at place when setting up a house sometimes;
  • Some fixes in crafting UI: now player can see time and final amount of items made depend on slider value;
  • If crafting will be longer than 500 minutes warning will be shown near total crafting time;


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 0.592 [AI PREPARES FOR WAR]

Welcome, lords and ladies of KINGDOMS!

0.592
We're back on track! Todays update will bring us closer to wars - actually we're almost there, only final shapes are left. As you remember Kingdoms is 100% AI designed game - that means when I design game mechanics the main thought is "How it will work for AI first?", the player is only small part of constantly developing open-world and for me, as for designer, is always very important to understand how that or that game mechanic will work for AI. And when developing war-camps, marching and future (but almost ready) settlements attacks I've always kept in head following "All these should work for AI", so I prepared all the code and all the mechanics for that. And the day when AI could use (and manage!) war-camps, gather army there, build things, declare wars and send their armies to enemy gates has finally come! Now AI cant do the same things player can and world around becomes more and more alive. When testing todays update mechanics and seeing armies marching all over the map, war-camps smokes popping there and there and I thought "This is actually cool, thing are finally shaping". If everything goes well, I'll start to add sieges stuff tomorrow (or Tuesday, depends) already. I want and don't want to rush at the same time. It's exiting to finally see all this in action already, but amount of thing to polish is still quite large - using of sieges machines/barricades, animations, background calculations for battles (when player is far away, but battle is happening), walls destructions etc.etc.
Today's changelog is quite large and I would like to point at most important "non-war" additions. First one is archery balance - weapons and arrows damage was changed as well as archers perks additional damage. Now experienced archer with good bow can hunt animals or kill bandits without 100+ arrows shots. But please (please!) don't hunt bears with self-made wooden bow, made literally from the stick! The second one I want to point is UI change. This one is important because it was added thanks to your feedback (Don't be afraid to share it in game Community!). Central pop-up text was moved to right-bottom corner of the screen and font size was reduced a bit - looks much better now. Full changelog follows:

CHANGELOG & BUGFIXING
  • Fixed issue when settlements weren't discovered from start in populated world when player picked "Pilgrim" perk;
  • Amount of items bought from the shops was decreased a bit in order to balance mirco economy and not to let shops become empty at some point;
  • Positions of central UI notifications (static ones) were changed a bit;
  • Central notifications messages were moved to right-bottom corner of the screen, font size was reduced a bit;
  • Fixed issue when Kingdoms could belong to wrong kingdom after loading the save (new game needed);
  • Now all war notifications are more precise in meaning of naming settlements and kingdoms they belong;
  • War declaration mechanics for AI were completely rewritten in order to make every war declaration logical and understandable in meaning of AI goals;
  • AI now can choose a place for war-camp and set it there as well as player can;
  • Archery balance: bows damage was balanced a bit;
  • Archery balance: arrow damage was fixed;
  • Archery balance: shot damage now depends on archery skill (+50%, +100%, +250%, +500%, +1000%);
  • Wolves running speed was decreased a bit;
  • AI army size depends on leader commanding skills (10%, 20%, 50%, 80% of total settlers);
  • AI will declare war when having at least 10 soldiers in army;
  • AI now can set soldiers to build structures at war-camp;
  • AI now can send army march to hostile settlement when all structures in war-camp are ready;
  • Fixed issue when sometimes house parameters in settlement could be saved incorrect when this house was previously empty;
  • Quest "Bring raw bears meat to general" was added;
  • Quest "Bring iron axe to farmer" was added;
  • "EXP" was replaced with "LP" in all places where needed - UI, dialogs, character creation etc.
  • After Level up player can see how much learning points are left;
  • Snow amount on terrain for cold months was changed;
  • AI pathfinding parameters were changed a bit in order to increase performance;
  • Animals pathfinding parameters were changed a bit in order to increase performance;


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 0.581 [AI FARMS FIXED]

Welcome, lords and ladies of KINGDOMS!

0.581
Today's update will improve a bit farmers behavior logic + fix some visual farm issues, i.e. missing vegetables in AI's gardens. Farmers are travelling to settlement to sell goods how they used to be. Also I'm still fixing some issues connected with marching and war declarations, some fixes are included to this update. My goal is to clean the build before we'll jump to war's mechanics. I really hope, that we'll start this Wednesday, i already started to test how AI builds and manages war-camps today - looking good so far. Also this update should fix broken saves for those players who declared wars after 0.573 (and saved it) - saves should load without any issues now with all progress saved. (More info was given here) The full list of changes follows:

BUGFIXING
  • Fixed saves issue, that could appear after 0.573 update in case player declared wars to other kingdoms;
  • Fixed issue when wooden tavern was unable to be build;
  • Fixed issue when player received "no pickaxe in hand" message even if pickaxe was equipped and activated;
  • Fixed issue when farmer didn't travel to nearest city to sell goods there;
  • Amount of farmers on the map was increased a bit;
  • Now all farmers can build a windmill on their farm;
  • Now farmers can grow and sell all kind of vegetables on their farm, not only specific ones;
  • Now farmers can use their gardens properly by putting seeds there;
  • Fixed issue when farmers didn't sell their good to taverns;
  • Quest "Bring light iron boots for ambassador" was added;
  • Some fixes were made for "Bring azalea for council" quest;
  • Fixed issue when AI could stuck in front of tavern entrance without doing any actions;
  • LOD calculations for vegetables in gardens were changed in order to increase performance;
  • Now player can't use gardens and windmills owned by AI;
  • Fixed issue when AI could buy something in store without physically going there;
  • Fixed issue when settlements that were declared as war targets weren't saved properly;


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