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Kingdoms News

UPDATE 0.533 [AI's IMPROVES SETTLEMENT]

Welcome, lords and ladies of KINGDOMS!


0.533
Today's update will bring more life, management and logic to AI settlements. Before this update non-player settlement were lacking on many things: no city hall, defense towers, no guards on streets or at their posts, tax-collector didn't collect the money and council didn't managed settlers roles. For now on
all listed things will happen in AI settlements. Basically it's also the kind of preparation for settlements siege mechanics - my task was to odd the chances between quite fast acting player and quite slow developed AI - in meaning of settlement management. Also, many bugs were fixed along the way, some of them were quite old, full list (as usual!) follows.
!!!IMPORTANT!!! It's recommended to start new world to make new mechanics work properly, old saves will work though, but some visual issues (like floating boards or missing wells) are expected!!!

BUGFIXING
  • Fixed issue when settlement leader didn't go to owned tavern/shop/manufactory if having such;
  • AI management system was completely rewritten and reworked in order to fix various issues;
  • Fixed issue when well and notice board placement in AI's settlements was on other side of the map sometimes;
  • Fixed issue when bandits had notice boards and well in their lairs sometimes;
  • Fixed issue when walls are being build all over the map in AI's settlements sometimes;
  • Fixed issue when both notice-board and well became red after placing them;
  • Fixed issue when player could move after entering "FINANCES MANAGEMENT" window;
  • Fixed issue when settlement script can cause fps drops when leader of settlement was killed or missing;
  • Fixed rare issue when AI tried to take jobs from notice-board using scripts from 2017 build, causing overall fps drops and lags;
  • Fixed issue when walls of AI settlement can cross with walls in player's settlement causing various visual bugs;
  • AI now can hire City Hall staff - tax collector, ambassador, council, general and guards and manage city finances and taxes depending on various perks like trading-, commanding-ones;
  • AI now can build City Hall in settlement;
  • AI now can build Watch Towers depending on settlement size, Tower type depends on leaders commanding perks;
  • Rocks colliders parameters were tweaked a bit in order to properly exclude them from navigation grid and fix "walking trough" stones issue;
  • Fixed guards animations in second floor of City Hall;
  • Tax collector "collecting" radius was tweaked in order to speed up his work a bit;
  • Fixed issue when "roads calculation" could pop-up while sleeping or waiting;
  • House set-up script was changed a bit in order to speed up populated world generation;



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 0.531 [BANDIT'S RAIDS]

Welcome, lords and ladies of KINGDOMS!


0.531
In today's update we'll try to make AI attack settlements, as form of bandits raids. Now after some time (that depends on "War is declared every day(s)" parameter) bandits will come to closest settlement to attack settlers and steal money from dead bodies. Player can set in game options how much bandits is needed in gang to attack the settlement (from 1 to 10). If city has guards they will automatically fight with attackers. Basically this update is kind of test before the same mechanic will be added for more massive siege battles. When settlement is raided (or it will be under siege soon) player will get notification + visible UI with defenders and attackers numbers. Also, UI show current actions made both by defenders and attackers. As already said, i want to see how this mechanic will work and tweak it there and there to add it to wars mechanics.
Also, i've fixed some bugs connected with AI fighting, full list follows:

BUGFIXING
  • Many speeds options cap was set to 5000%, that basically can turn the game into "Press E" simulator, can be used only in-game;
  • Bandits now can raid nearest settlements and steal money from City Hall and attack settlers;
  • Fixed issue when object's info icon could be visible when other UI windows were open (like trading, looting etc.);
  • Raid's info window was added to UI, it will be visible when player is in raided settlement;
  • Fixed issue when AI couldn't properly attack the enemy (except player), just standing near this enemy;
  • Now if bandit kills peaceful settler, he/she takes all settlers money;
  • Player can set up minimum number of bandits that can attack nearest settlement;
  • If "NO WAR" option is enabled, bandits won't attack settlements;
  • Fixed issue when dead settlers were sometimes counted as living ones in settlers list;
  • Fixed issue when walls colliders weren't properly calculated as obstacles when calculating pathfinding grid;


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 0.525 [BUGFIXING]

Welcome, lords and ladies of KINGDOMS!


0.525
It's Friday and another pack of bugfixes are here. Most of them are about various pathfinding issues connected both with AI and animals. Also animals behavior scripts were changed a bit in order to make hunting less annoying because of unpredictable animals paths. Also some tweaks in melee were made. Thanks (again!!!!) to all the players who uses in-game bug reporter! Sending bug with f111 is the best way to make me see it and fix, so feel free to use f11 as often as you like, the more reports = less bugs:) Full list of changes follows:

BUGFIXING
  • Fixed issue when animals spawn point could be set in the ocean;
  • Fixed issue when animal could be chased into ocean;
  • Animals moving path was tweaked a bit in order to make their movement a bit more predictable;
  • Now when animal changes running trajectory pathfinding obstacles are calculated in order not to let animals to run trough various objects;
  • Fixed issue when animals speed was too high sometimes, when running;
  • Pathfinding scan setting were tweaked a bit in order to make AI and animals paths more accurate;
  • Fixed issue when animals repath rate was too low when fighting, causing various pathfinding issues;
  • Fixed guards animations at City Hall entrance;
  • Fixed incorrect Y position for "writing" animation used for Tax-collector and Council in City Hall;
  • Sword hit point for the player's sword was changed a bit in order to make sword to hit the target not to soon and avoid too fast strikes;
  • AI now attacks more often and more aggressive;


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 0.523 [WEAPON'S IMPACT]

Welcome, lords and ladies of KINGDOMS!


0.523
According to my plan, today's update should have introduce very important mechanics of bandits raids - i wanted to try to make group of AI attacking settlements and if everything goes well, transform it to sieges stuff. But development process can't be predicted sometimes and adding raid took more time, that i expected, so i decided to change a plan a bit. Today's update will change melee combat a little - i've added impact to weapons when hitting an enemy + some blood particles. Also, now it's more obvious when player receives damage. Please, don't expect any dramatic changes though - i had only half a day (after realizing, that raids won't be delivered in time), and these changes are mostly the changes to make ugly placeholder (i mean current melee) a bit more attractive.

BUGFIXING
  • Now player's melee animation has impact depending on point where the sword hit other collider;
  • Fixed issue when hit animation could stuck when using two-handed weapon;
  • Combo animation were replaced with "strong" hit animations;
  • Now when AI hits the player it's marked by blood splash;
  • Now when player hits AI or Animal hit spot is marked with blood splash;
  • AI collider was tweaked in order to improve fighting and looting process;
  • Fixed issue when attack animation could loop, and play every time even if attack button wasn't hold;
  • Fixed issue when player could instantly spam attacks when constantly pressing attack button;
  • Fixed issue when AI could teleport somewhere during the fight;
  • Fixed issue when AI could teleport somewhere when walking in forest;


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 0.521 [SIEGES #2 - DEFENSE TOWERS REWORKED]

Welcome, lords and ladies of KINGDOMS!


0.521
Today's update will bring some changes to defense towers functionality. Now each tower has new parameter:
  • Observation radius

This parameter will affect how fast your guards will react on enemy army or warcamp. Also i've tweaked perks and resources needed to build towers. Full list of changes follows:

BUGFIXING
  • Fixed issue when player could cancel crafting while crafting process, causing instant time speed up;
  • Fixed issue when AI had not maxed speed when landing during player's crafting process;
  • Fixed issue when AI didn't exit the house properly, without spawning near entrance after using animation place;
  • Fixed issue when AI landing wasn't calculated properly sometimes, causing AI to stand near port for quite long time;
  • Fixed issue when AI landing spot wasn't applied correctly causing to spawn at wrong coordinates;
  • Fixed issue when bandits couldn't exit house properly when starting a fight;
  • Fixed issue when after any fight AI teleported to last animation place instead of walking to house entrance;
  • Distance was added to tracking icon;
  • Fixed issue when player couldn't properly use objects that were under characters feet - logs, berries, vegetables etc.;
  • Resources and perks need to build defense towers were reworked;
  • Deference towers now have new parameter - "Observation radius";
  • Fixed issue when players stats (HP, vigor etc.) were calculation during roads calculation;
  • Fixed issue when recruiting soldiers line showed players name, but not AI's;
  • Fixed issue when AI was playing "gather" animation near house entrance after using house to eat a meal;


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