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Kingdoms News

UPDATE 0.483 [PORT FOR SHIPS]

Welcome, lords and ladies of KINGDOMS!


0.483
Todays update is preparation for another new content i planned for july - adding main quest first stages. My idea is to start it on the ship and continue in the small port where ship arrives. This addition also changes overall settlers arriving mechanic - now it's more accurate, ship actually arrives to the port and departures as well. There are a lot of possibilites here for future mechanics - i.e. adding trading with the continent or recruiment place for new arrivers. Another small mechanics i've add is chat with ship passengers. Now they can tell you some info about worlds lore, game some tips etc. Also, for now on populated world spawn was changed - player starts his journey on the ship, not in random settlement on the map. The biggest settlement is being discovered by default though, so you won't get lost.

BUGFIXING
  • Fixed issue when arriving of new ships could stop at some point because of script error;
  • Fixed issue when AI couldn't find suitable landing spot because of script error;
  • Fixed issue when AI bodies could have wrong positioning when ship was moving;
  • Fixed issue when roads creating script wasn't work properly when player created empty world after exiting populated one;
  • Player now dont have to jump off board when ship arrives to the island;
  • Now player can speak with settlers on board to get useful information or some tips;
  • Fixed issue when ship could move even when game was paused;
  • Fixed issue when AI created multiple message boards in settlement;
  • Fixed issue when message board created by AI had wrong position and was impossible to find;
  • Fixed issue when player get no exp, fame and reputation when destroying bandit's lair;
  • Fixed issue when player was unabe to swim when creating populated world;


IMPORTANT
1) Please, feel free to use built-in bug reporter - 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 save compability 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 expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out.
Thanks for your support, see you very soon!
Cyfieithydd

UPDATE 0.481 [NEW AI COMBAT ANIMATIONS]

Welcome, lords and ladies of KINGDOMS!


0.481
We're getting closer and closer to massive battles. Today my plan was to introduce you war-camp management mechanics - building tents, siege machines, manage soldiers needs and morale. But in the process i understood that amount of work is quite big here and it will take couple days to finish and test everything - UI (done), scripts (half-done, not tested). But, i can't leave you without new content, right? So i decided to introduce something different, but also connected with coming wars - new melee mocap animations for AI. Couple of these were used in old builds, but today i decided to add as much new animations as possible, to make fights not so creepy as they were before. Plus AI fighting script was rewritten a bit, some related bugs were fixed and - as result - fight doesn't look so ugly anymore. Players animation are stiil need to be reworked as well, but i think we're on the right way here.

BUGFIXING
  • Fixed issue when walls rails could be incorrectly moved by X or Z due to script error;
  • Fixed issue when message "too close to the wall" wasn't showed correctly;
  • Walls of discovered settlements are now visible on the global map;
  • Fixed issue when mouse cursor became invisible after player's death, making it impossible to load a save;
  • Fixed issue, when animation models (hammers, brooms etc.) weren't disabled in AI hands when fighting;
  • Fixed issue, when fighting settlers rotation and pathfinding were calculated incorrect;
  • Fixed issue, when AI could continuw fighting when pause is on;
  • Fixed issue, when AI could slide to enemy when hitting animation was still playing;
  • Fixed issue. when AI didn't look at the enemy when hitting;
  • Fixed issue, when player could endlessly build and destroy bandits lairs, farming infinite exp, fame and reputation;
  • Fixed issue, when bandits didn't attack the player even if he wasn't their leader;
  • Fixed issue, when player recieved no damage from the bandits;
  • House placing script was tweaked a bit in order to makw populated world generation a little faster;


IMPORTANT
1) Please, feel free to use built-in bug reporter - 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 save compability 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 expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out.
Thanks for your support, see you very soon!
Cyfieithydd

UPDATE 0.475 [BUGFIXING]

Welcome, lords and ladies of KINGDOMS!


0.475
Todays friday fixing is basically a preparation for next week updates - war camp management and adding port for the ship, so i wanted to fix the most critical bugs and prepare stable build for next week additions. The main goal was to catch and fix kingdoms connected bugs - false colors calculations, alignments etc.etc., because we're very close to real wars and i have to be sure that we (and the game iitself) are fully prepared for that. Full list follows as always, but beforethat...
A small offtop:
I think it's time to sum up last 2 months. They're very important, because it's the first time when Kingdoms recieved so many updates (~3 in a week) for the main branch with such short pauses and for me it was very important to understand if this system will fit both for me (planning my work time, planning updates, is it possible physically etc.) and for game (it's playability and stability). And i should say, that it works beyond my best expectations. I really didn't expect so much support from you - the amount of feedback was really crazy, and for me it's the best appreciation of my work. There are still a LOT to be done, but all your effort and care about Kingdoms future really inspires me to move forward. Every single update, every fix and addition bring us closer to the game we all want to play. So, thank you all for every single feedback, for every single review, for every single bug-report - i love you all for that and for your love to Kingdoms.

BUGFIXING
  • IMPORTANT!!! Fixed issue when save couldnt be loaded, when player destroyed more than 2 (owned by player) houses (new game required, old saves with issue won't work);
  • Fixed issue when Kingdoms colors (and as result kingdoms alignments as well) were messed up after loading a save; (new game required)
  • Fixed issue when message board could change it's position after loading a save (new game is required);
  • "Cancel building" tip with key mapped added to building UI;
  • Fixed issue when notice board could half sink into ground after loading;
  • Fixed issue when guards couldn't be equipped in city hall properly due to script error;
  • Fixed issue when guards were stuck near City Hall entrance without doing anything;
  • Pathfinding raycast algorithm was changed a bit in order to fix AI walks through various objects;
  • Fixed issue when player physics wasn't calculated properly in mountains;
  • Fixed issue some float values were read incorrect when loading the save (new game required);
  • Fixed issue when player couldn't get out of the horse sometimes;
  • Locations now will be marked when clicking on them on global map;
  • Fixed issue when tax collector didn't move when collecting taxes because of script error;
  • Pop-up message added when tax collector takes money from a settler;
  • Fixed issue when dead tax-collector didn't have collected money;
  • Fixed issue when tax-collector couldn't collect money, when player didn't check message-board;
  • Fixed issue when City Hall wasn't included to nav-mesh properly;
  • Russian translation was updated;
  • Fixed various errors in guards logic;
  • Fixed issue when message board turned red after building;
  • Fixed issue when creating new world after exiting old one could create house owners conflicts;


IMPORTANT
1) Please, feel free to use built-in bug reporter - 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 save compability 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 expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out.
Thanks for your support, see you very soon!
Cyfieithydd

UPDATE 0.473 [DESTROY BUILDINGS]

Welcome, lords and ladies of KINGDOMS!


0.473
Todays update will bring to Kingdoms possibility to destroy already build buildings. I know, that many of you wanted this feature, it was discussed many time in the community, so here were are. Player, being leader of the settlement, can destroy every building in this settlement - exept well, notice board and common house. The mechanic is pretty much the same as for destroying bandits lairs - equip torch and use "sale/owner paper" on the building to destroy it. Speaking of bandits settlements. I saw a thread in the community, that many of you can't find all the bandits sometime to burn lair down - it's time to fix it. When lair have bandits alive, player with Traveller perk can hunt them down after pressing X (default) and kill - bantits alive positions will be marked. Alongside i've fixed some issue in AI scripts, when these fellows coud stuck at place, use wrong coordinates for walking etc. There are still a lot of work in this direction to be done, feel free to use in-game bug-reporter (F11) to help me to catch more bugs and make Kingdoms better with every update - there are still MANY to come.

BUGFIXING
  • Fixed issue when AI didn't calculate "Move in random radius" script properly, causing scipping of walking to target process;
  • Pathfiniding masks were changed a bit on order to fix various issues when AI walked though structures and nature objects;
  • Pathfiniding raycasting algorithm was rewritten in order to increase performance with high amount of settlers in scene;
  • Fixed issue when rals loading UI could stuck at 100% completion;
  • Fixed errors in AI wall build script, that were causing FPS drops sometimes;
  • Fixed errors in AI building script, when AI was unable to build house in settlement sometimes;
  • Fixed issue when AI continued playing animations even if game is paused;
  • Fixed issue when Kingdoms names and colors were calculated incorrect on global map sometimes;
  • Radius between kingdoms was increased to 700m;
  • Fixed issue when after taking a settlerment by force it wasn't calculated as players one sometimes;
  • Fixed issue when AI could build settlement/farm or lair right after landing, without going deep to the island;
  • Fixed issue when player could stuck at world generation screen after generation is over;
  • Fixed various errors in road calculation script, that were causing performance drops sometimes;
  • Tweaked distances for various buildings when setting a structure (by player or by AI);
  • Fixed issue when bandit's body become invisible sometimes;


IMPORTANT
1) Please, feel free to use built-in bug reporter - 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 save compability 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 expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out.
Thanks for your support, see you very soon!
Cyfieithydd

UPDATE 0.471 [MANAGE SHOPS]

Welcome, lords and ladies of KINGDOMS!


0.471
Todays update will bring feature that will make current economy model a bit more transparent and understandable. For now on player can choose what wares will be sold and bought in owned shops, also shops now will record all actions history: who bought/sold what and when. Alongside that i've tweaked AIs inventory scripts and changed looting a bit - all items, that settler bought will be possible to loot after his death. Also, some behavoir issue were fixed - i.e. baker now requires flour to bake and farmer with mill will sell floar, not wheat, in nearest settlement. Bugfixing and tweaking also follows:

BUGFIXING
  • Fixed issue when moving controls in "change controls" menu had wrong descriptions;
  • Fixed issue when choosing exp points at start that are not deivided to 5 made impossible to start new game;
  • Fixed issue when dead AI items were calculated incorrect after death, showing only armor in loot screen;
  • Fixed issue when dead AI gold was calculated incorrect after death sometimes, showing incorrect value on loot screen;
  • Fixed issue when baker could bake bread without flour in inventory;
  • Fixed issue when AI could stand still when being killed with 1 hit;
  • Distance between settlements was increased a bit in order to make their popilation bigger and decrtease final kingdoms count;
  • Now history of all sold/bought items in shop is saved by the game and can be seen using shop management window;
  • Now player can choose what items can be sold/bought in shop and which ones are not;
  • Now farmer with windmill sells flour to near by city, not the wheat;
  • Changed values when building a house on uneven terrain to make placement a bit more comfortable;
  • Fixed issue when camera and controller could be enabled when player was naming a settlement;
  • Fixed issue when players jump was slowed down when Y pos was higher than 300m;
  • Height value by buildiung was changed a bit in order to make building a bit easier for player;
  • Distance to another structure value was changed for small buildings in order to make it possible to set them closer to other structures;
  • Fixed issue when road calculation screen could stuck even if roads are calculated;


IMPORTANT
1) Please, feel free to use built-in bug reporter - 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 save compability 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 expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out.
Thanks for your support, see you very soon!
Cyfieithydd