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UPDATE 0.574 [ARMY ON THE MARCH]

Welcome, lords and ladies of KINGDOMS!

0.574
As it was announced before, my plan is to add all war features step-by-step - we already have a war-camps and working mechanics there, army can be gathered at one place and equipped there. Today we're finally moving to battles! This update will allow player to send an army to other settlement (but not to attack - yet!). This can be done 2 ways:
  • With war declaration;
  • Without war declaration;

Both ways take player reputation - before i'll add various reasons for war - war is a hostile action by default, that takes reputation. Sending an army to settlement without war declaration is considered as more hostile action and takes even more reputation. With war-camp build army starts to move from there, without one - right from settlement. The most tricky thing here was to understand how army should move and don't break the formation - for my taste the result looks nice - solders avoiding objects, change speed when needed to hold the formation. The next step here are AI actions - the most interesting part - building and managing war-camps, declaring wars and sending armies - we'll start right from the next week here. I left the most fixes (including mouse sensitivity issue!) for Friday, though some important ones are on today's list:

BUGFIXING
  • Quest "Bring iron ore for smith" was added;
  • Russian translation was updated;
  • German translation was updated;
  • Now player can declare war to discovered settlement;
  • Now player can send army to other settlement;
  • War restrictions were changed a bit - from 4 max to infinite - basically player now can fight with the whole map;
  • New animation was added for marching soldiers;
  • Fixed issue when some settlers sometimes were floating in air when calculating pathfinding;
  • Fixed issue when hiring milita through dialog caused that already hired solders were automatically fired;
  • main scene was optimized a bit - some objects re removed or disabled - 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 0.571 [DISTANCE BETWEEN BUILDINGS]

Welcome, lords and ladies of KINGDOMS!

0.571
First of, sorry for all players who have been waiting new part of war-update today, i was expecting it too. But as usual, planning in game development is the most unpredictable thing in the world. Some of the players have problems with loading of their saves (Fortunately, only small group, otherwise it would be a disaster!), and as you can understand that's #1 priority at the moment - to fix game-breaking issue. So, I've created a topic to gather all possible info about the info about the issue - both from player who doesn't have the issue and from those who have. So feel free to participate!
Back to today's update! Because half of my time was spend on the described issue i physically couldn't add planned war stuff - marching (sending soldiers from war camp to other settlement gates) and setting and managing of war-camp by AI, so this comes at Wednesday only. BUT! I'm sure that the feature that i added in today's update (it was much easier than expected) will joy many of you. Now player can change the distance between buildings using slider in game settings menu. This will work for player only, AI will still set up houses as it was used to. So if you like to plan settlement by yourself don't forget to toggle "AI can't build" option in settlement management menu!
The rest changes follow:

BUGFIXING
  • Settlers pathfinding calculations were changed a bit in order to increase performance in large cities;
  • Fixed issue when "Mine worker" and "Digger" gathering time was switched;
  • French translation was updated (thanks a LOT for all players from France for participating!);
  • Notice board "distance to other buildings" was decreased to 10m from 20m;
  • Now player can change "Distance between buildings" parameters using game settings;
  • Quest "Bring 2 meat pies for tavern's keeper" was added;
  • Fixed issue when location coordinates when bandits for raid should spawn was calculated incorrect sometimes;
  • Fixed issue when building a notice board caused skipping settlement (and kingdoms) name to empty one;
  • Fixed issue when building a notice board caused skipping settlement (and kingdoms) name to empty one;
  • Now player can destroy City Hall in owned settlement (using diplomacy table);
  • Fixed issue when bandits lair was destroyed incorrect sometimes;
  • Fixed issue when war-camp parameters weren't properly saved sometimes;
  • Fixed issue when soldiers positions at war-camp weren't properly saved sometimes;


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 0.565 [BUGFIXING]

Welcome, lords and ladies of KINGDOMS!

0.565
It's Friday and usual bug-fixing update is here! But before i'll tell you some important info about it i want to thank all of you for huuuuuge support you gave Kingdoms this week. In spite the fact that the game is unfinished, buggy, unpolished etc.etc and there is still a LOT of work to do before we all see it as i initially wanted - i really appreciate your support for my game, you're the best, folks! As said, a long way is still ahead, but we're moving in the right direction - i'm sure of it!
To the update! The one fix i want to focus first is the fix for the issue when save could get broken after destroying notice board or any other house in your settlement - it was really hard to catch, the issue was really not very obvious to find, but it's fixed! That's good news, bad are - if you had problem with save loading and you remember that you destroyed a structure - save is broken, sorry(( I try to avoid such situations, but i said many time before - frequent updates with new content will cause such things - and i really hope that not often! So, new game is needed, if you experienced infinite loading issue. Also, i'm closing "destroyable" buildings feature - now farms and their structures garden and windmill can be destroyed. The last step will be City Hall and defence towers - i've rewritten script here, so it will be added soon, to close the case completely. Also, some bugs were fixed there and there, as usual, full list follows.
Oh, yeah, one more important thing - sieges updates are coming back since Monday, so prepare your armies! We'll soon march at war!

IMPORTANT!!! For such players who is experiencing crashes at launch, that started 2-3 weeks ago. I've finally found the issue - this is connected with one of latest Windows security update (thanks MS!). If you experience this issue, make sure that Kingdoms folder is added to exceptions by your Windows Defender. This will work not only for Kingdoms, but also for other Unity-made games, that also started to crash after recent Windows update.

BUGFIXING
  • Fixed issue when game wasn't saved correctly after destroying house or well sometimes, causing breaking of the save (new game needed);
  • Fixed issue when not closing "amount" window on looting or storage screen, it stayed active, causing various visual and gameplay issues;
  • Tutorial window now can be closed with ESC button without any issues;
  • Path-finding grid calculation was tweaked a bit in order to decrease lags when travelling;
  • Changed text of UI when naming farm or bandits lair;
  • Changed pop-up text after establishing farm or bandits lair;
  • Fixed issue when player could destroy a farm house when it was unfinished but farm location stayed active on the map;
  • Player now can destroy owned farm (with all build structures inside);
  • Player now can destroy owned garden;
  • Player now can destroy owned bandits lair;
  • Fixed issue when player could destroy an owned bandits lair when it was unfinished but lair was still marked on the map;
  • Player now can destroy owned windmill;
  • All scaffolds now can be destroyed with torch in hand in order to prevent structures from accidental destroy;
  • House destroying script was rewritten in order to fix couple connected issues;
  • Quest "Bring leather pants for a soldier" was added;
  • Fixed issue when bandits raids weren't calculated correctly in case player destroyed some bandits lair before;


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 0.563 [TUTORIAL EXPANDED]

Welcome, lords and ladies of KINGDOMS!

0.563
Today's update will expand game tutorial, so new players will have much less issues with getting involves into game mechanics. I've tried to put there as much useful info as possible, tutorial can be found in pause menu. Of course, it's not full at all, so feel to let me know - what else should be added and explained here. Two new quests were added and alongside with that few bugs were fixed there and there, (though there are still some not game breaking were left for Friday bug-fixing). As usual, full list follows:

IMPORTANT!!! For such players who is experiencing crashes at launch, that started 2-3 weeks ago. I've finally found the issue - this is connected with one of latest Windows security update (thanks MS!). If you experience this issue, make sure that Kingdoms folder is added to exceptions by your Windows Defender. This will work not only for Kingdoms, but also for other Unity-made games, that also started to crash after recent Windows update.

BUGFIXING
  • Fixed issue when mouse cursor wasn't lock down in game window when using windowed mode;
  • Fixed issue when animals started to rotate at place when reaching navigation grid end point;
  • Fixed some messed up player's replies in "Bring 10 planks" quest;
  • "Distance to other buildings" parameter was decreased a bit for garden plots;
  • Fixed issue when player's horse could start instantly running in circles when calling it with whistle;
  • Fixed issue when player couldn't talk to settlers right after landing sometimes;
  • Now player can talk to settlers even with weapon or tool drawn;
  • Now amount of seeds crafted depends on gardeners perks;
  • Quest "Bring untreated stone for..." was added;
  • Quest "Bring treated stone for..." was added;
  • Tutorial PROGRESSION was added;
  • Tutorial HOW AI WORKS was added;
  • Tutorial SETTLEMENTS - GENERAL was added;
  • Tutorial SETTLEMENTS - SOCIAL JOBS was added;
  • Tutorial SETTLEMENT - WALLS AND ROADS was added;
  • Tutorial MILITA was added;
  • Tutorial WAR-CAMP was added;
  • Tutorial HOW TO USE ITEMS was added;
  • Tutorial HUNGER AND VIGOUR was added;
  • Tutorial HOW TO CRAFT was added;
  • Tutorial I’M STUCK! WHAT TO DO? was added;
  • Tutorial HOW TO BUILD was added;
  • Tutorial HOW TO TRADE was added;
  • Tutorial QUESTS was added;


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 0.561 [WORKING TAVERNS]

Welcome, lords and ladies of KINGDOMS!

0.561
Today's update will finally bring to kingdoms working taverns management! Previously taverns were a pure decorative thing for any settlement, now they're used by settlers as it was initially designed - traders, that produce food (farmers, bakers, berries-gatherers) will sell this food to taverns; settlers will look for a food not only in shops but also there. Tavern now function as a shop - with storage management, wares management - but don't expect settlers will buy your swords or skins there - it's a place to buy/sell food. Also I've tried to populate taverns a bit more with settlers, making them eat there in the evening (not only in common house or at home) sometimes. When brewery mechanics will be added, tavern will become not only "eating" place but also "drinking" one.
Alongside with adding of new mechanics I've also fixed some bugs there and there (mostly cause by last patches) - vanishing settlers after landing, broken roads calculation window etc. As always, full list follows.
IMPORTANT!!! For such players who is experiencing crashes at launch, that started 2-3 weeks ago. I've finally found the issue - this is connected with one of latest Windows security update (thanks MS!). If you experience this issue, make sure that Kingdoms folder is added to exceptions by your Windows Defender. This will work not only for Kingdoms, but also for other Unity-made games, that also started to crash after recent Windows update.

BUGFIXING
  • Fixed issue when AI body wasn't showed correctly after landing sometimes;
  • Fixed issue when AI body was flickering sometimes when loading a save made on board of the ship;
  • Fixed issue when roads calculation screen stayed active even if calculation was over;
  • Fixed issue when baker's Beauvoir could get broken after selling pies or bread;
  • Fixed issue when player couldn't use shop to trade sometimes;
  • Fixed issue when settlers weren't landed properly sometimes, causing various AI issues;
  • Fixed issue when player saw and heard underwater effects after spawning on board of the ship;
  • Fixed issue when AI could build City Hall in quite hilly place, that caused various visual bugs;
  • Burst libraries were updated to latest version in order to fix crashes at some systems;
  • Tavern keepers now can also manage their storage and money inside;
  • Farmers now can sell their products in taverns too;
  • Bakers now sell their products in taverns;
  • Settlers that gather food to sell now will sell this food in taverns only;
  • Now settlers can use taverns as place to buy food;
  • Houses building parameters were tweaked a bit in order to let player set up houses on more hilly terrain;
  • Now when quest was refused by the player settler won't ask about it again (value resets every 00:00);
  • God-mode (g+o) is being disabled now when exiting to main menu in order to fix various connected 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