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Kingdoms News

Update 0.421

Welcome, lords and ladies of KINGDOMS!

0,421
Todays update will bring to us new Diplomacy UI. The map in Kingdoms has two ways of use - the one for exploring (pressing M) and diplomacy one (City Hall table). You can use movement keys to navigate, and mouse wheel to zoom. When using diplomacy map you can choose any discovered settlement to enable diplomacy window. Awailable info depends on player knowing settlement owner, possible diplomatic options as well. There are some new ones, like "Marriage proposal", "Send gift", "Send spy", "Send assassin" - my plan is to make them functional in nearest updates (Ideally - during this week). Old options are working as before - trading, road building and ambassador.

BUGFIXING
  • Fixed issue when plauer could accidentally use weapon when using various in-game menus;
  • Fixed issue when AI didn't calculate rocks properly when using pathfinding;
  • Fixed issue when loading bar could stop when creating new world;
  • FOV was tweaked a little (75 instead of 70);
  • Pathfinding grid was reduced a bit in order to increase performance on low-end PCs;
  • Fixed issue when AI chopped tree at wrong coordinates;
  • Logs physics was tweaked in order to fix "infinite roll" bug;
  • Fixed issue when AI could walk into the sea when calculating pathfinding;
  • Russian translation was updated;
  • Fixed isssue when kingdom color was choosen incorrect sometimes because of script error;
  • Fixed issue when settlement icon was created incorrect on the global map sometimes;
  • When building holding "Run" button (Shift by default) will change rotation speed by 5x;
  • Fixed issue when save was unable to load, when AI choose incorrect kingdom color;


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 new version of tha game, but can't guarantee it all the time.
Thanks for your support, see you very soon!
Cyfieithydd

Update 0.42

Welcome, lords and ladies of KINGDOMS!

0,42
First of all, i want to thank all the players who is participating in bugreporting. Believe me, i really appreciate your passion and effort, and (what is most important!) it really helps the game to move forward. Todays update will bring fixes for some critical, annoying and most-reported bugs.

BUGFIXING
  • Underwater shader was rewritten in order to remove visual artifacts when using it;
  • Fixed iisue when well was painted red after establishing new settlement by the player;
  • Fixed issue when houses interriors weren't loading peroperly due script error;
  • Fixed issue when AI couldn't build in some cases after exiting to main menu and creating new world;
  • Fixed issue when AI combat anumations were totally broken when AI was attaked with torch, box or log in hands;
  • Fixed issue when players couldnt build new buildings after manually cancelling previous building;
  • Fixed issue when player couldnt build new structure after destroying carcas of previous one;


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 new version of tha game, but can't guarantee it all the time.
Thanks for your support, see you very soon!
Cyfieithydd

Update 0.415

Greetings, lords and ladies of KINGDOMS!

0.415
Todays update will bring to KINGDOMS long awaited feature - destryable bandits lairs. To destroy a lair you have to kill all bandits inside, equip a torch and use X (by default) button to burn lair down. Once destroyed lair will vanish from the map once and for all and spot can be taken to establish a settlement or farm if needed. For destroying a lair player will get exp, fame and reputation.

BUGFIXES
  • Fixed an issue when player location was saved incorrect - near last visited ruins;
  • Fixed issue when player could slide down the terrain while gathering;
  • Fixed issue when AI pathfinding worked incorrect after loading a game;
  • Fixed issue when AI couls stay at place when while fighting;
  • Fixed issue when city wall wasnt bulld due to script error;
  • Fixed issue when AI was rotated incorrect during the fight;


IMPORTANT
1) Please, feel free to use build-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 new version of the game, but can't guarantee it all the time.
Thanks for your support, see you very soon!
Cyfieithydd

Update 0.414

Lords and ladies, welcome back to KINGDOMS!

0.414
Todays update will introduce new types of location spawned on the map - iron banks. The purpose of these will be fully revealed in shortly coming war declarations - iron is one of the main strategic resources and having iron mine will give kingdom great advantage. Iron spawn and gathering mechanic was changed a bit. Cave is randomly generated only once when world is created, so you can't endless farm iron there anymore. Iron is now spawned outside and you can gather it ony with MINER perk.

Fixes
  • Character controller was tweaked a ittle to prevent accidently sliding of jittering of the player;
  • Fixed the issue when waiting menu could pop-up when wheeling mouse up;


Offtop
This update is only the first of many to come. The game was moved to latest version of Unity, large amount of work was made:
  • -Large optimosation of performance, including AI scripts;
  • -Visuals were completely reworked;
  • -Many preparation were made on order to introduce you new mechanics and finally (!!) finish the game;

My plan is to make such small updates that introduce new mechanics quite often - every 1-2 days. I hope that such system will be most effective both for players and for me - you'll see updates pratically in real time and can decide what feature is the most important for you to try new update. Update_testing and main branch will be updated at the same time.

IMPORTANT
1) Please, feel free to use build-in bug reporter - it will help development a lot.
2) If something is broken make sure i have verified game files and started new world, remember KINGDOMS is still EA, i try to make save compability for new version of tha game. but can't guarantee it all the time.
Thanks for your support and thanks for having faith in my game!
Cyfieithydd



KINGDOMS [Weelky Devlog]

Greetings, lords and ladies of KINGDOMS!

This week can be really called as "Map's week" because most of the time i was testing, scripting, tweaking, balancing and fixing worlds map. It was quite tricky to combine all old map's elements (Orientation, diplomacy) with new added elements (Troops movemet, taking resources spots, making camps for troops etc.). Initially i made two separate map's modes (after M pressing and diplomacy one), that can be switched, but after endless testing i realised that such design just doesn't work as needed. So i combined these two modes in one to see the whole situation in one place: discoveries, kingdoms, troops movements, resources and diplomacy. And you know what? I'm finally happy with result:)

Also as you know from previous devlog i was making some changes in map's controls and navigation. This week i was polishing all this stuff, spend several days just to make maps look more or less acceptable - added DOF, chaged camera angles during zooming (most tricky part), changed some UI.

This week was really challenging and i really hope that we're closer and closer to so long expected release. Stay tuned, because i really wan't to bring you something special for this Christmas.

Cyfieithydd


  • Thinking of return old map in hand instead of compass, need to know your opinion about this, guys;
  • Map camera transition is now smooth enough when zooming camera in and out, tweaked;
  • Fixed issue when catapult refused to shoot during siege, because of wrong animation transition;
  • Removed dilomacy section from City Hall table, now everything in working on M, the problem is - the purpose of City Hall? The thought is following - staff can be hired with cityhall build, but this causes another problem - small villages can't be at war? Dilemma. Foe now, only large Cities can send armies;
  • Fixed bug when leader didn't hied general before declaring a war;
  • Added some randomness to AI's troops management - AI can change troops equipment in a random way, the problem here is to make smiths, woodworkers and traders to add proper equipment to City Hall chests;
  • Fixed issue, when settlement didn't change color on the map after conquest;
  • Fixed issue when resource location (iron ore) didn't change color on the map after conquest;
  • Added notification whenkingdom declares war to kingdom;
  • Fixed issue when unknown kingdom name was visible in notification;
  • Farms now can be build ONLY at the distance at least 500 m to the settlement - the reason is to make farm part of nearest kingdom;
  • Added backwards shaking animation to block movement;
  • Forest are now visible on the global map;
  • Tried to use unique music when on the global map, sounds good. The problem here is that player can open the map quite often, music change can be annoying;
  • Archers still don't want work as neededduring sieged, spend two days (!!!) trying to make those ... to shoot in the right direction, no luck:( Removed archers from the walls for now
  • Added date and time to maps UI;
  • Thinking to make representional icons for each NPS (CK2 style), tat can be used on the map, need good solution for generator;
  • Finally finished the script that makes UI to close after pressing ESC and NOT causing pausing right after, works fine;
  • Changed issue when player could save during crafting or sleeping (Causing critical save bug);
  • Fixed issue when time scale wasn't chaged properly for moving troops during sleeping or crafting;
  • Tweaked quests a little - only one quest from one person in the day. Imao, quests were a bit annoying at every dialog start;
  • Fixed issue when game time wasn't'returned properly after exiting global map;
  • Added DOF effect to the global map camera, it was quite tricky to make things riight here, because i wanted to make DOF depend on camera zoom parameter. (No DOF from high perspective, DoF at close perspective) + camera Y angle also depends on zoom, was working on proper formula for smooth DoF and angle changing;
  • Still working on issue when attaking soldier can pick up two targets in the city during siege (So some people stay unattacked);
  • Tried to all AI function to K-editor, to make AI leaders burn bandits shaks as well as player, no luck:(
  • Changed nain menu scene a but to match coming update, looks epic:)
  • Fixed issue when wolf could take players HP at larger distnace;
  • Removed some not used colliders NPC, to make pathfinder buld way to destination more proper;
  • Chaged camera tonemapping a bit;
  • Fixed issue when game didn't find saves location in MyDocumants with non-latin and non-cyrillic letters;
  • Fixed issue when road didn't start calculation properly after loading a save;