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Kingdoms News

UPDATE 0.555 [BUGFIXING]

Welcome, lords and ladies of KINGDOMS!


0.555
It's Friday and bugfixes are coming. I'm still preparing build for final steps of wars. At the moment i'm trying to make soldiers march from war camps to city gates and set siege weapons there. I want to clean most annoying and game-breaking bugs before that, so the build will be clean and smooth and new bugs (that will inevitably come with wars) won't be added to old bugs. The main tweak of current update is the option to disable active perks progression (new game needed) and a slider that can change amount of point needed to gain new perks. Also, if you missed yesterday's performance hotfix (i made change-log only in Community, more info here), i'll duplicate fixes here. As usual, full list follows:

BUGFIXING
  • Fixed memory leak issue when travelling at long distances;
  • Fixed issue when script that calculated if player was inside house caused performance drops;
  • Fixed lights parameters in almost all houses, it was causing crashes as well;
  • Removed all shadows from small wooden house, that caused performance drops and crashes;
  • Vegetation cells calculation radius was tweaked in order to increase performance and solve memory leak problems;
  • Perk progression UI is now becomes invisible when using various UI like looting, trading etc.;
  • "Do not use perks progression" option was added to world creation settings;
  • Player can change perks progression speed (points needed to progress) using game options now;
  • Fixed issue when player couldn't destroy notice board properly, when there were more than 2 boards built in the settlement;
  • Fixed issue when settlements could belong to wrong kingdoms after loading a save (new game needed);
  • Russian translation was updated;
  • Tweaked some vegetation spawn parameters in order to increase performance a bit;
  • Fixed missing City hall doors, that were included to interior previously;
  • Fixed issue when AI body wasn't properly disabled sometimes at long distances, causing performance drops sometimes;
  • Fixed issue when player killed a bandit in a gang, other bandits continued to ask about gold, now all become aggressive;
  • Ambient occlusion was tweaked a bit in order to fix shadows artifacts in some interiors and increase performance a bit;
  • Fixed issue when "sprint" control could be reset in controls setting 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 0.552 [PERKS PROGRESSION]

Welcome, lords and ladies of KINGDOMS!


0.552
Today's update should dramatically change the whole gameplay of KINGDOMS, for some players it will be (i'm sure!) a pleasant surprise because it was discussed many times in the community and i decided that it's a perfect time to try it out - right before large scale battles. So, to the point - as you know, Kingdoms uses progression system similar to Gothic series - to learn something you have to find a teacher and have enough LP and gold. This system has its pros and cons, but the fact is - it needed to be improved someday and the time before large battles will be added is more than perfect. So, for now on player can gain perks for performing various actions. There are 50 various perks now in the game and they can be grouped into 13 specific categories. Performing various actions will add points to each group:
  • Building - perform building actions;
  • Scholar - complete quests;
  • Swordsman - use sword in battles;
  • Archer - use bow in battles;
  • Trader - 1 point for each 100 gold sold or bought;
  • Blacksmith - create swords;
  • Hunter - kill wild animals;
  • Gardener - gather plants;
  • Woodworker - chop trees and logs;
  • Traveler - discover new locations;
  • Digger - dig rocks or ores;
  • Commander - protect settlement from raids or attack other Kingdoms in coming wars;
  • Thief - Attack peaceful settlers;

Each perk requires specific amount of points to be learned, i.e. to learn a Scholar you have to discover 10 locations, but to gain Novice Swordsman you have to strike 100 times etc.etc. Also, this addition will solve some RP moments when you were playing as bandit but couldn't progress because of limited actions and lack of teachers around. I'm sure this system still need to be tweaked there and there to find the right balance, so feel free to discuss it in game community! Plus i'm going to add an option for those player who want to use old "teachers" system only and a bar for points needed to progress. The rest of today's changes follows:

BUGFIXING
  • Fixed issue with farm house performance;
  • Fixed issue when farmer didn't use proper animations when working in garden;
  • Fixed pop-up message after killing an animal;
  • Fixed some animals pathfinding parameter to fix the issue when animals could walk at the same spot;
  • Fixed some animals pathfinding raycast parameters in order to increase performance;
  • Perks now can be gained when performing various actions;


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 0.545

Welcome, lords and ladies of KINGDOMS!


0.545
Today's update includes content that should have been introduced at Wednesday, but in spite the fact it took long time to include it to the game, the final result was not so significant, so i decided to leave it for Friday - hope, you wouldn't mind after i'll tell you about it. As you know, houses in Kingdoms can be count as good hideouts - you couldn't hide there from animal or bandit, that were attacking you though the wall in some mystical way. It was clunky, it worked clunky and i knew that someday i need to make, that the game will register that player is inside the house. It sounds easy in theory, but practical i had to remake ALL houses models and bake them again to achieve the result. Plus i hope that it will be useful not only as protection from wild animals but also will be used in various future mechanics, i.e. in family stuff. Good thing was that on the way i could fix various issues with houses models there and there, that were in game for a very long time and finally could be fixed. The full list of fixes is quite significant, next week i'll back to siege mechanics (I had time to think about it once again), that were delayed a bit in my TODO because of this week fixes. As usual, thanks (!!!) for all reports you've sent, full list of fixes follows:

BUGFIXING
  • Fixed issue when player could be attacked by animals or bandits when being inside house;
  • Fixed issue when player could be attacked by animals when sleeping;
  • Fixed issue when big wooden tower was sometimes impossible to build;
  • Fixed issue when wild animals could spot player even if distance to player was quite large;
  • Now distance when animals can spot the player depends on hunting skills: Butcher - 75% of initial distance, Yager - 50% and Skinner - 25%.
  • Fixed various errors in "What are you doing?" replies (Thanks Renegade01 for pointing at these!);
  • Fixed issue when players position was calculated incorrect when using map in cave;
  • Russian translation was updated;
  • Fixed various shadows parameters of lights in wooden house, that were causing performance drops at some point;
  • Fixed ladder collider in common house, that made stair climbing in common house a bit clunky;
  • Fixed issue when small wooden house was unable to build under some circumstances sometimes;
  • Fixed collider parameters in two-stored wooden house, so player stucked at some places there sometimes;
  • Bear attack radius was decreased a bit;
  • Wolf attack radius was decreased a bit;
  • Changed descriptions of Butcher, Skinner and Yager perks;
  • Fixed some light sources parameters in tavern #1 and #3 building, that were causing performance drops sometimes;
  • Fixed some light sources parameters in all shops buildings, that were causing performance drops sometimes;
  • Fixed issue when AI could stuck at place when buying thing sometimes, without loading further behaviors actions;
  • Fixed issue when AI could build right next to port sometimes;
  • Fixed issue when AI could stuck at place sometimes after fighting a bandit;
  • Fixed some mesh errors in tavern#3 model, that was causing performance drops sometimes;
  • Fixed issue when settler of player settlement could join bandits with no reason;
  • Fixed various light script issues in all luxury houses;
  • Fixed issue when map's camera could stuck and place sometimes when choosing bandits lair as destination;
  • Fixed issue when settler refused to take planks sometimes in quest "Bring 10 planks for...";
  • Fixed issue when bandits sometimes preferred very distant trees to gather in order to build houses;
  • Fixed various lights parameters errors in all smiths models;
  • Fixed issue when chest was unaccessable sometimes in two-stored luxury house;
  • Fixed issue when settler that owns tavern#3 used wrong animations when working there 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 0.541 [WHAT ARE YOU DOING?]

Welcome, lords and ladies of KINGDOMS!


0.541
Today's update will bring more understanding to AI's mechanics and behavior. For now on player can ask any settler with friendship more than 10 (practically - everyone) "What are you doing?" and settler will explain his current actions. This small (but not in meaning of development - a LOT things were made to add this dialog line, because it takes all AI's aspects) addition should dramatically change the whole understanding on how AI works in the game. Now it's always clear - what settler does in the current moment and why. I tried to make this as vary as possible. One of many examples - when smith settler is looking for ore to craft things - in shop or in the field - this will be two separate replies and in the second one settler will reply that ore wasn't found in any shop that's why he's going the gather it himself. Also, i'm slowly starting to add more quests to the game. i.e. today's update will bring 7 new quest. As for fixing - there was one serious bug, that was reported the most - non-destroyable buildings in players settlement - it was fixed (thanks to your activity and reports!). As usual, full list follows:

BUGFIXING
  • Fixed issue when player couldn't destroy house in owned settlement;
  • Fixed issue when wall wasn't build after clicking "Build wall" button;
  • Now player can build walls and roads even if "AI can't build walls" and "AI can't build roads" parameters were enabled;
  • Fixed logical issue when settler bought food in shop but if it wasn't a berry still went to forest to gather berries;
  • Fixed logical issue when settler ate in Common House he could stuck near it's Entrance when next action is going to sleep;
  • Now player can ask settler what he's doing at the moment;
  • Fixed some logical settlers behavior when settler is going to the shop, tavern or at home to relax or clean there;
  • Player can ask what settler is doing only if friendship is greater than 10;
  • Quest "Bring 3 fox meat to settlement leader" added;
  • Quest "Bring 1 fox skin to settlement leader" added;
  • Quest "Bring 3 pumpkins to settlement leader" added;
  • Quest "Bring 3 pumpkins to settlement leader" added;
  • Quest "Bring 1 azalea to ambassador" added;
  • Quest "Bring 1 fern to wounded settler" added;
  • Quest "Bring 1 fern to trader" added;
  • Quest "Bring 10 wooden logs to settler" 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 0.535 [BUGFIXING]

Welcome, lords and ladies of KINGDOMS!


0.535
I've decided to upload today's update a bit earlier than usual, because update contain very important fixes for critical and game-breaking bug. In particular - update fixes bugged roads calculation, caused after 0.533, no new game needed, fix will delete all roads (including bugged ones) and create fixed ones once again. Also, some issues with stuck City Hall workers were fixed + you can experience some issues with false notice boards positions when using saves made before 0.533, so now notice board can be destroyed. As usual, full list of updates follows. All these fixes weren't possible without your participation, so if you'll notice some bug in game. please be free to use built-in bug-reporter (f11), this will help Kingdoms a lot!

BUGFIXING
  • Fixed issue when roads calculation could create a loop, creating roads over and over again;
  • Looped roads from #1 were deleted in order to make save file working again without further issue, though game will calculate roads again;
  • Fixed issue with performance drops during sleeping, crafting or waiting. caused by backgrounds calculations;
  • Bandit's raids were tweaked a bit: now they can attack only if player is near by;
  • Fixed issue when leader could count watch towers and city hall as his own house, trying to use it for needs purpose - eating and sleeping, causing various logic bugs;
  • Fixed issue when AI leader couldn't properly use City Hall animation places;
  • Fixed issue when player couldn't use City Hall's chest after killing settlement's leader and taking it;
  • Now player can destroy notice board if it's location should be changed;
  • Fixed issue when AI build their buildings on well and notice board created by player (new game needed);
  • Pathfinding calculation distance was changed for 30m to 15m in order to include many objects that use occlusion culling (object is enabled only when it's visible by camera) were correctly included to pathfinding grid;
  • House setting script for AI was changed a bit in order to remove buildings corners floating above or under earth sometimes (new game needed);
  • Fixed rare issue when game could stuck at populated world calculation;
  • Fixed rare issue when player couldn't establish new settlement and could move when management window was active;
  • 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