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
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
0.533
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