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UPDATE 0.733 [SETTLERS NICKNAMES]

Welcome, lords and ladies of KINGDOMS!
According to the roadmap today's update is about AI nicknames, so here we go! For now on settlers can have unique nicknames that depends either on their appearance (i.e. "Kissed by Fire" for red haired, or "The Rock" for tall people) or on their perks (i.e. the Ranger for best hunter etc.). "Perk-nickname" is given to settlers with highest possible perk in the line, so now it will be a bit easier to find best teacher just by looking at his/her nickname.
The next step here will be dynamically given nicknames, that depends on AI's actions like "Bears Bane", "Wolves Killer" or "The Coward", I think it will be added somewhere near diplomacy stuff, I've added this to the roadmap as a separate paragraph. In the next update we'll return to our couples - they still need to live together:)
So, stay tuned and have a nice play!

CHANGES
  • Now settlers can have unique nickname right after the name, depending on their appearance or perks;
  • "Height" parameter was tweaked a bit for AI - women now can be taller, men can be smaller;
  • Nicknames were added for tall people (new game required for proper working);
  • Nicknames were added for short people (new game required for proper working);
  • Nicknames were added for best builders;
  • Nicknames were added for best scholars;
  • Nicknames were added for best swordsmen;
  • Nicknames were added for best bowmen;
  • Nicknames were added for best traders;
  • Nicknames were added for best blacksmiths;
  • Nicknames were added for best hunters;
  • Nicknames were added for best farmers;
  • Nicknames were added for best woodcutters;
  • Nicknames were added for best travelers;
  • Nicknames were added for best miners;
  • Nicknames were added for best commanders;
  • Nicknames were added for best thieves;
  • Nicknames were added for bearded males;
  • Nicknames were added for red hairs;
  • Nickname was added to dialog UI;
  • Nickname is visible on settlers list;
FIXES
  • Fixed issue when AI name was visible on selling paper even if player didn't know settler's name;
  • Fixed issue when settler's name could go missing sometimes in dialog UI;
  • Fixed issue when AI height parameter wasn't properly saved sometimes;
LOCALIZATIONS
  • Russian translation was updated;
ROADMAP FULL LIST OF UPDATES PATREON

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.
4) You can support development of KINGDOMS on my official Patreon page.
Thanks for your support, see you very soon!
Cyfieithydd

UPDATE 0.731 [COUPLES SETTINGS]

Welcome, lords and ladies of KINGDOMS!
In today's update we'll continue with couples mechanics. New tweaking sliders were added to game options, i.e couple creation chance or max amount of kids by AI (kids will come a bit later, see roadmap for more info). Plus now if player has a settlement notification will be shown if couple was created in your settlement. Also when creating the world player can choose the way couples will function in game. I.e. toggle "same-sex couples" option and as addition to that "historically accurate same-sex couples". Full list of changes follows.
In the next update couples will finally live together. I wanted to add it by today's one, but amount of work here is quite large - dialogs + basically rework of all interior animations spots, to make sure, that couples will have free place to eat and sleep together. Of course, I wish I could add things faster here - but unfortunately I'm not a machine + I want to make sure all new stuff is working as planned.
Also, some fixes were made there and there - thanks to all the player who is using in-game bug reporting tool (f11)!

CHANGES
  • Now player can change the chance for AI for creating a couple using game settings;
  • Default couple chance is 50%;
  • Max amount of desired kinds if AI now can be adjusted using game options;
  • AI can form the couple only with AI who also with to create a couple;
  • Now couples will have common family name;
  • Player now will receive a notification of new couple was created in settlement;
  • If one on the couple is noble, the other one will become noble as well;
  • Option "Same-sex couples possible" was added to world creation (new game is needed);
  • Option "Historically accurate same-sex couples gameplay" option was added to world creation (new game is needed);
  • If "Historically accurate same-sex couples" were enabled it's % from total population can be still tweaked in game options;
  • Option "Wife family name is used in couple" was added to world creation (new game is needed);
FIXES
  • Fixed issue when killed wolf could stuck in howling animation;
  • Fixed issue when stamina could rain when pressing sprint button just standing at place;
  • Now time can be changed with numpad +- only when using god-mode (G+o);
  • Fixed issue when saddled horse could disappear when player exits the cave;
  • Fixed issue when structures could disappear when player exits the cave;
  • Fixed issue when soldier was on march sword damage was calculated incorrect sometimes;
LOCALIZATIONS
  • Russian translation was updated;
ROADMAP FULL LIST OF UPDATES PATREON

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.
4) You can support development of KINGDOMS on my official Patreon page.
Thanks for your support, see you very soon!
Cyfieithydd

UPDATE 0.725 [BUGFIXING]

Welcome, lords and ladies of KINGDOMS!
Today is new Friday and new fixes are coming! Before you'll look at fixes list I would like to comment few things. In the last update I've changed max wall size to 500m and some player find out that their walls are disappeared. to solve the problem I made "was wall size" customizable - now it can be changed in game settings. Careful though - big walls still have significant affect on performance, so use this carefully!
As I mentioned before in one of updates announcements - my plan is to finish war mechanics by adding them to Friday's fixes. So here we go - alongside with numerous fixes for sieges new important and very useful thing was added - banners for soldiers. Now player can see enemies on the battlefield more clearly. I decided to play with perks here a bit too - there are 3 tiers for banners to display and it depends on commanding perks.
1) No perks - no banners or "enemy-ally" color icon are visible;
2)"Recruit" - only banner is visible;
3)"Sergeant" - banner and color icon are visible. Icon marks allies with green and enemies with red;
The full list of changes follows. And again - thank you all for reporting bugs - this is really important for development of Kingdoms, and I really appreciate that! Now, have a nice play!

CHANGES
  • Now settler have icons and banners over their heads during the siege in order to make enemies and allies easier to find on the battlefield;
  • Player with "Recruit" perk can see banner over AI head during siege;
  • Player with "Sergeant" perk can see color icon over AI head during siege;
  • Green icon - ally, red one - enemy;
  • Now player can expand max walls size in Settings>>Game settings - careful though - large walls can heavily affect your performance!
  • Now player can loot swords from dead AI bodies;
FIXES
  • Some AI back objects textures were optimized in order to improve performance;
  • War-camp small objects textures were optimized in order to improve performance;
  • Houses meshed in bandit's camp were optimized in order to improve performance;
  • Normal, metallic and occlusion maps size for most of the structures were reduced in order to improve performance;
  • Optimized some particles shadows in order to improve performance;]
  • Fixed issue when Destination icon font was to big;
  • Fixed issue when destination icon font wasn't white most of the time;
  • Fixed issue when player's nobility wasn't correctly saved;
  • Fixed issue when "Points to win the war" parameter was calculated incorrect;
  • Fixed issue when "Farm to Farm distance" parameter was calculated incorrect;
  • Now player can see how large his potential wall is comparing to max wall size setting - when trying to build it;
  • Fixed issue when player couldn't win siege sometimes because of bugged percentage calculation;
  • Fixed issue when AI sieges could last forever sometimes;
  • Fixed issue when AI body was sometimes impossible to loot;
  • Fixed issue when AI didn't change his sword when buying new one in the shop;
  • Fixed issue when war-camp building icons displayed info incorrect;
  • Fixed issue when player could slide somewhere random right after loading the save;
  • Fixed issue when player could spawn off board when spawning on the ship;
  • Fixed issue when player could fall under commander's tent model when exiting war-camp management with ECS;
  • Map icon position is a bit smoother now;
  • Fixed issue when female models spawned with mouth open;
  • Now settlers can blink;
  • Fixed issue when tracking animal icon was jittering too much;
LOCALIZATIONS
  • Russian translation was updated;
ROADMAP FULL LIST OF UPDATES PATREON

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.
4) You can support development of KINGDOMS on my official Patreon page.
Thanks for your support, see you very soon!
Cyfieithydd

UPDATE 0.723 [FAMILIES - AI COUPLES]

Welcome, lords and ladies of KINGDOMS!
As you can see this update title is "AI couples", but the most of changes are about performance improvements. I want to get rid from most of performance issues before adding something massive to the families. Sooo, for today's update I decided go through the most reported and most annoying ones - RAM leaks and saves crashes. The final list of fixes is quite large and I really hope that most of the issues are gone - smooth game experience is one of important things here. There is no point in adding new stuff, when the game runs like potato, right? Thanks you all for participation, I try to look through all Community discussions and your help is priceless 100% of the time, friends!
Now a few words about family stuff: now AI can form a couple when settling in the city - for now it's just a prep for further family forming, that will come in next updates, but basic (code-wise) is already here. Please, feel free to look at the roadmap for better understanding of what to expect next.
Have a nice and smooth (!) play, folks!

CHANGES
  • Now AI can find a couple when reaching the settlement;
  • For now only citizens can form a couple - farmers, bandits etc. are coming later;
  • The chance to form a couple is random;
FIXES
  • Siege fires particles were tweaked - in order to increase performance during siege;
  • Fixed issue when players title could gone missing sometimes from the UI;
  • Fixed issue when destination icon could miss distance number of location name was too large;
  • AI body spawn script was tweaked a bit in order to reduce lags in large settlements;
  • AI body LOD script was changed in order to improve average FPS in large settlements;
  • Various structures meshes were optimized in order to improve FPS in large settlements;
  • Many small objects of structures now don't cast shadows in order to increase FPS;
  • Wild plants spawn script was changed a bit in order to increase performance;
  • Now AI body is using pooling system - this should decrease RAM usage;
  • AI body texture size was decreased in order to reduce RAM usage and improve performance;
  • Fixed rare issue when AI body could half clip in the ground sometimes;
  • Fixed issue when "NOBLE" and "COMMONER" description didn't fit the window;
  • Optimized more than 100 UI text elements in order to increase performance when calculation UI size;
  • Fixed issue when FPC could go down when left side notification was visible;
  • Walls and gates models were optimized in order to increase performance;
  • Shadows quality was tweaked a bit in order to increase performance;
  • Fixed shop history script in order to increase performance;
  • Ship history list now can clean itself if its loo long - in order to reduce save size;
  • Fixed performance of gates lanterns;
  • Now wall size can't be more than 500m - larger size can heavily affect performance - works both for player and AI;
  • Some lighting settings were tweaked in order to increase performance;
  • Forest generation script was changed a bit - old system is now completely removed from the code;
  • Cleaned up some very old code that still using GUI system - in order to increase performance;
  • Fixed issue when game could crash when loading the save sometimes;
  • Size of some in-game fonts was changed;
LOCALIZATIONS
  • Russian translation was updated;
  • Brazilian Portuguese translation was updated (big thanks to Kyo!);
ROADMAP FULL LIST OF UPDATES PATREON

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.
4) You can support development of KINGDOMS on my official Patreon page.
Thanks for your support, see you very soon!
Cyfieithydd

UPDATE 0.721 [TRACKING ANIMALS]

Welcome, lords and ladies of KINGDOMS!
Today we have * marked thing on the roadmap. Thant means, that content of planned update is not 100% connected with current global theme (FAMILIES), but adds something new and useful to the gameplay. To be more precise - this update will bring to the game one small but very useful feature - animals tracking. From now on player can track animals using new "TRACKING" tab in the Journal. Tracking possibilities 100% depends on hunter perks - i.e. good hunter can track animal by species and unexperienced one can only track "some animal near by". More details can be found in changelog.
Another thing a want to comment are "SETTLERS" and "LOCATIONS" tabs in "TRACKING". These two will be added quite soon, more details can be also found in the roadmap.

CHANGES
  • Now "JOURNAL" tab has two sections: "QUESTS" and "TRACKING";
  • New map icon was added for herbivores;
  • Now player has 4 different tiers of tracking animals;
  • Without any hunter perks player can track only any random animal near by, without knowing its species etc.
  • With "Butcher" perk player can hunt down any random meat-eater and herbivore;
  • With "Yager" perk player can track big meat-eaters and herbivores by species and random small ones;
  • With "Skinner" perk player can track all animals species;
  • Quest animals can't be tracked using hunter skills, they'll be still marked by quest - to not to break quests objectives;
  • "Object reaching" parameter of map icon for animals was changed in order to improve their tracking;
FIXES
  • Fixed annoying UI issue when animal icon could disappear for some moment and disorient player when destination distance was about 100m;
  • Fixed issue when icon of some quest character could also disappear for some moment, disorienting player as well.
  • Fixed issue, when quest animals wasn't properly marked sometimes;
  • Fixed issue when quest animals could stuck in the air sometimes;
  • Fixed issue when house was unable to build if player has build exact same house recently;
  • Fixed issue when quest animal could disappear from the map if the animal of the same species was near by;
LOCALIZATIONS
  • Russian translation was updated;
ROADMAP FULL LIST OF UPDATES PATREON

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.
4) You can support development of KINGDOMS on my official Patreon page.
Thanks for your support, see you very soon!
Cyfieithydd