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UPDATE 0.751 [CRYSTALS]

Welcome, lords and ladies of KINGDOMS!
Now, when we can finally add new items to the updates (more about it can be found here) I decided to make a little more preparations before marriage proposals, plus I wanted to make some stuff from the game world interactable for soooo long time already, so I just couldn't resist:) From now on player (and AI characters as well) can gather crystals from the caves and use then in jewelry. Yes, right, in jewelry - I've added 4 new crafting recipes for rings - they'll be used very-very soon. AI can use all new stuff already - mine crystals, sell it, blacksmiths can craft rings and sell it as well.
Also, few most reported bugs were fixed. Most annoying one - animals clipping through ground when killed. Second to mention - flying settlers, when player was more than 50m away, so no more flights to stratosphere. The rest of the fixes follows.
In the next update I want to make some cosmetic, but very important change - rework most of settlers animations, used both in exterior and in interior. I've prepared all needed stuff for that, so everything should go smoothly. Downside - marriage proposals are moving to next week, but I'm sure that new animations are 100% worth it - game really needs it:)
So, that's it, see you this Wednesday already!

CHANGES
  • Now player can gather crystals in caves;
  • New craftable items were added: iron ring, iron ring with crystal, steel ring, steel ring with crystal - can be crafted in blacksmiths;
  • "Novice blacksmith" is needed for iron rings, "Blacksmith" - for steel ones;
  • Now building price is visible on sale paper;
  • Settlers can gather and sell crystals in shops;
  • Blacksmith now can craft rings and sell them in shops;
  • Now player can finish "talk to" quest in one pressing, without clicking reply over and over to finish quests.
FIXES
  • Fixed issue when font size of "resource for building" description was too big and didn't showed full list of needed resources (i,e. for City Hall);
  • Fixed issue when perks description font size wasn't small enough to show full list of buildings possible to make;
  • Fixed issue when settler could fly in the air when being 50m away from the player;
  • Fixed issue when settler could sing into the ground sometimes;
  • Fixed issue when animal could clip under the ground after death. not it will count parallel position;
  • Fixed issue when fox could continue running after death;
  • Fixed issue when player had to finish each "talk to leader" quest individually, which led to various quest errors, i.e. taking quest to destroy bandits lair, when it was already destroyed etc.
  • Now player can't exit dialog with ESC button in the middle of quest dialog - exiting with esc caused various quests bugs;
  • Fixed issue when level of friendship didn't change when finishing "talk to leader" quests;
  • Fixed issue when settlers couldn't properly use animation places when travelling from one settlement to another;
  • Fixed issue when "killing a wolf" quest marker led to leader instead of wolf 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 0.745 [BUGFIXING]

Welcome, lords and ladies of KINGDOMS!
Another Friday has come and new pack of fixes has arrived! Before saying few words about fixes I want to thank all the player who is actively reporting game bugs using in-game tool (Found a bug? - Press F11 and report it!) - your help is really very important for KINGDOMS development and I really appreciate your efforts, friends! And now few words about bugs:
The most reported bug of this week (after females mouths were fixed:)) was door physics bug. Physics bugs are always most complicate ones, because physics is basically unpredictable and hard to control thing, so I really hope that this annoying issue is gone. Second one is settlers flipping through floors. Most of the time it happens right after loading, this one was tricky one but everything is working fine. Still happens though, but not that often - so still on the list of polishing.
As for gameplay changes. I've added new activity for gatherers-settlers - now they can gather flowers and sell them in shops.
Next week we'll start with marriage proposals, make sure you've picked enough flowers near your settlements! See you next week!

CHANGES
  • Now settlers can gather flowers and sell it in shops;
  • Small balancing - all meat-eaters spawn was removed from starting location and moved deeper into the island;
  • Now stamina consumption when mining depends on perks as well;
  • Some cosmetic change - now is settler has a tavernkeeper cloth, helmet will be automatically disabled. Yes, helmet showed that this settler has good fighting perks, but the result was hilarious;
FIXES
  • Fixed issue with bugged spacebar in some lines of the text;
  • Fixed issue when stamina was regenerating when chopping;
  • Fixed issue when stamina was regenerating when mining;
  • Flowers distances were increased a bit in order to improve performance;
  • Now doors positions will reset every time doors physics was activated/deactivated - that should solve the issue of doors bugged physics;
  • Fixed issue when beard was visible through plate helmet;
  • Fixed issue when after loading settler could spawn in house fundament;
  • Fixed issue when Common House and City Hall could have missing doors;
  • Fixed bugged City Hall lighting;
  • Fixed issue when player could build a notice board in another settlement and become a leader of this settlement;
  • Fixed issue when player could build Common House or a City Hall not in player's settlement;
  • Flowers textures were compressed a bit in order to reduce GPU memory usage;
LOCALIZATIONS
  • Russian translation was updated;
  • Brazilian Portuguese translation was updated (big thanks to Kyo!);
  • French translation was updated (big thanks to KiFouine!);
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 0.743 [WILD FLOWERS]

Welcome, lords and ladies of KINGDOMS!
Today's update will add to the game new resource type - flowers. There are 9 types of different flowers that can be found in the wild. Later they'll be used for couples interaction and various craft - i.e. in alchemy. Adding new item was very important step - development-wise - and I'll explain why. Previously adding any type of new item required new game from the player - old saves just didn't work anymore. Items lists were used in too many scripts - prices calculation, loot, trading, AI crafting, farming - etc.etc. and all these lines were written into save. To fix this issue some areas of save script needed to be completely rewritten. With current update schedule (3 update a week with planned new items on the roadmap) this issue should have been fixed asap, so here we are. For now on I can (finally!) add new items and this won't break saves - old ones will work perfectly. Some of you could think "And what?" but I really worked on this issue for a long time and finding the solution was a small victory. We're on track, so more updates are coming!

CHANGES
  • 9 New flowers were added to vegetation:
    Bouncing Bet
    Cornflower
    Emperor's Wort
    Poppy
    Chicory
    Chamomile
    Brown Ray Knapweed
    Goldenrod
    Sunroot
  • Each plant recovers 1 HP - not much, I tried to stay realistic here;
  • New item - bouquet - was added;
  • Player can craft bouquet right from the inventory;
  • Main screen logo was replaced;
FIXES
  • Fixed issue when player couldn't pick up quest "Farmer asks to kill a wolf";
  • Fixed issue when player's save could got broken if there were too many stored items on horse's back;
  • Fixed issue when prices in shops weren't correctly calculated sometimes - AI traders perks weren't properly loaded to formula;
  • Fixed issue when "Buy" and "Sell" parameters in shops weren't saved correctly sometimes;
  • Fixed issue when game couldn't be loaded when new item was added;
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 0.741 [COUPLES HOUSES]

Welcome, lords and ladies of KINGDOMS!
Today's update will finally add common house for settlers couples. This feature is not visual only, but also has some affect on gameplay - couples now have common house, meaning they'll build it together = a bit faster. If both in the couple had a house when couple was created the second house will be set as owner-free - other settlers will take this empty house.
Another feature I want to mention is small animals rework - their speed and notice radios was changed in order to make their tracking more comfortable - now player can catch them even without sprinting. As a small bonus rabbits models size was increased a bit.
The rest if today's changes and fixes follow:

CHANGES
  • Now AI family will have a common house to live together;
  • AI with family now can help his/her couple to build a house;
  • Of one in the couple has a house, partner will automatically use this house. Old house will reset owner and will become owner-free;
  • All members of the family can use their house as common place for sleeping-eating-resting;
  • Manufactories will remain individual - for now;
  • Quest "Farmer asks to kill a wolf" was added;
  • Rabbit's running speed and notice radius were decreased in order to make their killing a bit easier;
  • Racoon's running speed and notice radius were decreased in order to make their killing a bit easier;
  • Rabbit's size was increased a bit in order to balance hunting;
  • Now houses of dead settler can be taken by new arrived settlers;
  • If one in the family couple has a house, he/she can sell this house to new arrived settlers;
  • Now settlers will use their homes for relax or work more often;
FIXES
  • Fixed issue in quest "Kill racoon" when racoon was names as a "rabbit" on the destination icon;
  • Fixed issue when Buffalo map icon had no name at all;
  • Fixed issue when marked rabbit was named as a "fox" on destination icon;
  • Optimized living houses animation spots - removed all unused objects in order to increase performance;
  • Gates model for wall#4 was optimized in order to increase performance;
  • Fixed issue when settlers could miss their meal or bed-time;
  • Fixed issue when AI could have the same body models;
  • Fixed issue when settlers could have the same cloth sometimes;
  • Fixed issue when plate armor model could be missing sometimes;
  • Fixed issue when soldiers didn't equip new armor properly;
  • Fixed issue when guards didn't check for new armor in Town Hall chest;
  • Fixed issue when settler could stuck in front of entrance sometimes;
  • Fixed false setting description for "Couple chance" and "Max possible children";
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 0.735 [BUGFIXING]

Welcome, lords and ladies of KINGDOMS!
It's Friday and it's time to fix bugs! Before we'll go to the fixes I would like to comment some gameplay changes that this update will add. First one is a siege change. Now during the sieges non-aggressive civilians will run for their lives and hide inside houses - no more burning settlers who is buying stuff in the tavern during sieges. Another change is map navigation, and first of all - max zooming. Now max map zoom really makes sense and let you to see settlements, not only ugly island name. Plus angle and max zoom values were changed. And the last thing is blacksmith perks progression - I saw a discussion in the community - and balanced blacksmith perks a bit by decreasing points, that a needed for progression.
And as usual - I'll never be tired of repeating this! - thanks to all the players who is reporting bugs! Your help is priceless, friends - each report (f11) makes KINGDOMS a bit closer to the game it will eventually become, so thank you!
Have a nice weekend!

CHANGES
  • Map camera angle change was tweaked a bit;
  • Max map camera zoom view was reworked a bit;
  • Now settlements icon are visible when using max zooming;
  • Island name was removed from the zoomed out map view;
  • Player's map icon was reworked - icon was added, font size was decreased;
  • Now player's icon will be visible over all other icons on the map;
  • Now civilians behave more naturally during siege - run into the houses and hide there;
  • Fear animations were added for civilians;
  • Run animation of AI was replaced with better one;
  • Perk progression for blacksmith perks was balanced a bit - perks needed for progression were decreased (5, 10, 25, 50, 75);
  • Settlements font size on the global map was decreased a bit;
  • Quest "Settler asks to kill a racoon" was added;
FIXES
  • Overall global map performance was increased a bit;
  • Fixed issue when settler could teleport somewhere right after the fight;
  • Fixed issue when settler could just stand at one place right after the fight;
  • AI navigation script was optimized a bit in order to improve performance;
  • Fixed issue when soldiers could teleport somewhere right after siege - now they'll march back to the city/war-camp;
  • Fixed issue when AI couldn't get into structure sometimes and just stands outside;
  • Fixed issue when some women could have open mouth when walking;
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