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Kingdoms News

UPDATE 0.451 [SETTING A WAR CAMP]

Welcome, lords and ladies of KINGDOMS!


0.451

What this week will bring to us? I have an answer! We're steadily moving to fully functional wars and todays update will make this little closer. Now player can set a place where army of his or her kingdom will gather together ready to march for war - a war camp. Now diplomacy map has two new buttons: "Create war camp" and "Send troops" - player can choos any spot on the map to gather an army there (remember to set milita ranks before!). Basically, war camp is another type of location on the map, though it's created by player or AI. Every war camp is quite easy to spot - they're marked with smoke, colored as kingdoms, that created this camp.

BUGFIXING
  • Transparent dot was added to UI in order to make using of various colliders easier;
  • Fixed issue when diplomacy window wouldn't appear sometimes when clicking a settlement;
  • Fixed issue when player could destroy bandit's camp with alive bandits inside;
  • Fixed issue when AI kept breathing after death;
  • Fixed issue when bandit could play static animations when dead;
  • Fixed issue when player could stuck in menu when building was cancelled with TAB;

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.
Thanks for your support, see you very soon!
Cyfieithydd

UPDATE 0.445 [BUGFIXING]

Welcome, lords and ladies of KINGDOMS!


0.445

Another friday - another pack of bugfixing! But before you'll check the list, i want to get your attention and point at one small, but very important addition that (i'm sure) will please many players with low-end PCs. As you know, Kingdoms was moved to new version on the engine this spring, that includes new vegetation calculation - trees, grass and stuff. Game looks much nicer after that, but all previous distance settings weren't working as needed - grass and trees disances. So this update will finally fix it - hope that changing these setting will make playing Kingdoms for some of you much more smooth, enjoyable and stable, than before! And yeah, i finally fixed this stubborn horse - that was more tricky than i thought:) Now, to other fixes:
PS. Thanks a lot for reporting!

BUGFIXING
  • Fixed issue when swords parameters were calculated incorect when changing one sword to another in inventory;
  • Fixed issue when ship couldn't calculate AI landing properly sometimes, causing stop of islang population grow;
  • Fixed issue when horse wouldn't appear near by when player whistle;
  • Fixed issue when AI could half sunk into terrain when playing static animation;
  • Pathfinding script was tweaked a little in order to increase performance;
  • Fixed issue when battle music continued playing even if enemy was far away;
  • Fixed issue in AI script that caused infinite loading sometimes;
  • Fixed issue when item could wansh from inventory when equipping a sword;
  • Pop-up message added when player tried to save game when dead;
  • Trees distance and geass distance sliders in options menu were fixed;
  • Fixed issue when player teleported to last visited ruins when loading save (new game required!);
  • Pop-up message added when player tried to use storage of another settler;
  • Fixed issue when UI showed garden when using a mill;
  • Fixed issue when AI body stayed visible at very large distances, causing FPS drops;
  • Onions collider size were changed a bit in order to make gathering easier;
  • Trees colliders width were decreased a bit on order to fix various pathfinding issues;


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.
Thanks for your support, see you very soon!
Cyfieithydd

UPDATE 0.443 [EQUIP YOUR ARMY]

Welcome, lords and ladies of KINGDOMS!


0.443
It's time to prepare for war! Now army equipment management window is now just a placeholder but fully working tool for soldiers equipping. There are 6 types of milita in game at the moment:
  • Guards - they can't join army, their job is to defend settlement from any kinds of enemy;

But followng soldiers are part of the army and will march on war when time comes:
  • Recruits;
  • Corporals;
  • Leutenants;
  • Captains;
  • General;

Each of these soldiers types can have it's own unique set of equpment. Player can set it using "milita" tab in settlement management window. It's up to you - equip heavy plate armor on recruits or make bunch captains equpped topless and with longswords. When equpment is set, each soldier will look for equipment in the City Hall treasure room (2d floor), so player (or other leader) has to make sure that needed equpment is in the chest. When AI will be able mount a horse, it also will be possible to set a mount in management window. Also one more milita type is planned - leaders bodyguards - small group (up to 10) that will directly follow your orders. Army managements (moving and attacking) will be possible only on the diplomacy map or when talking to general.
I think that such system will make us great variety in organizing and planning our armies: soldiers types can be used as milita types as well - in example, now it's easy to make ranged captains and melee recruits just by changing soldiers set.

BUGFIXING
  • Fixed issue when player was unable to talk with some settlers;
  • Fixed issue when waiting button could be suddenly remapped by game itself;
  • Fixed issue when AI could become farmer without herbalist but with chopper perk;
  • Tweaked distanhce between farms and bandits lairs;
  • Fixed issue when underwater effects were calculated incorrect sometimes;
  • Swimming scropt was rewritten in order to icrease performance;
  • Fixed issue when performance on ship could be low due to AI script error;
  • Fixed issue when buildings available for building were shown incorrect sometimes;
  • Fixed issue when fireball from main menu remained in game after loading;
  • Fixed issue when player was able to move and was unable to close UI when closing storage UI sometimes;
  • Fixed various typos in texts (thanks for reporting!);


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.
Thanks for your support, see you very soon!
Cyfieithydd

UPDATE 0.441 [MORE LP AT START]

Welcome, lords and ladies of KINGDOMS!


0.441

New week - new features are coming. I know, that start of the game was difficult for some of you because of limited learning points (Only 20 by deafult). It was unbalanced in terms of gaining money for learning and finding right teachers - it was discussed many times in the community. Todays update is the first step to find the right balance for early game - now player can choose how many LP will be available at characters creation (10-40). The slider was added to "Additional parameters" section. Besides, i've added an option many of you have been asking for for a long time - FOV. I hope, that these little changes will make KINGDOMS more enjoyable for us:) And of course, bugfixing is coming as well.

BUGFIXING
  • Fixed issue when player "return" position was calculated incorrect when falling underground;
  • Players gravity midifer was tweaked in order to make falling and jumping more realistic;
  • Fixed issue when player could instantly falling under terrain when on horse back;
  • Fixed issue when AI could stuck near building entrance;
  • Pathfinding parameters were tweaked a bit in order to increase performance;
  • Fixed issue when AI could take same animation spot after loading;
  • Fixed issue when AI could stuck at place when trying to go to home;
  • Fixed issue when AI could stuck at place right after leaving building with animation place;
  • Tweaked AI behavoir settings in order to smooth AI spreading across the island;
  • Fixed issue when AI could reset animation position after pause on/off;
  • Settlers icon position was tweaked a bit when looking for a settler using message board;
  • Fixed issue when player reached pinned object icon reamained active;
  • Fixed issue when player couldn't mine iron or stone even when pickaxe was equipped;
  • FOV slider was added to controls settings;
  • Fixed issue when players hands ciuld become invisible sometimes;
  • Fixed exploit when player can gain extra LP when creating world and exiting to main screen;
  • Fixed issue when prosperity and settlers gold were shown incorrect;
  • Russian localisation was updated;


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.
Thanks for your support, see you very soon!
Cyfieithydd

Update 0.436

Welcome, lords and ladies of KINGDOMS!


0.436

I know, it's Saturday and there shouldn't be update today, but i found free time between family stuff and made some bugfixing + optimisation, that stucked in my head since friday, so here we are. The main thing in this update is optimisation work i made for large settlements - when testing today my Fixed settlement with about 70+ settlers hit 100-110 FPS, which is much better than previous 60-70. Also, some bugfixing was made (was planned on Monday), so i'll have more time for work on new feature that comes in mondays update.
PS. Don't expect it to be regular though, weekend is still family time, as somewhere was mentioned before, but today i just couldn't resist.

BUGFIXING
  • Fixed issue when settlers spawned in the building floor sometimes;
  • Fixed issue when settler spawned half in the terrain during playing static animation;
  • Some changes were made in AI and structures scripts in order to increase performance;
  • Some changes were made in pathfinding scripts in order to increase performance;
  • AI visual scripts were changed in order to increase performance;
  • Fixed issue when player was unable to build a settlement right after exiting previous world with already build settlement;
  • Fixed issue when AI spawned in incorrect position after loading when playing static animation;
  • Fixed issue when items sold by AI weren't stacked properly;
  • Global avoidance script was optimiswd in order to increase performance in large settlements;
  • Skinned mesh renderer was optimised in order to increase performance;
  • Fixed issue when AI continued fighting when game was paused;
  • Fixed issue when AI speed offscreen was calculated incorrect sometimes;
  • Fixed issue when AI couldn't exit interrior properly without using exit coordinates;
  • Fixed issue when items prices were calculated incorrect because of incorrect stacking;


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.
Thanks for your support, see you very soon!
Cyfieithydd