1. Kingdoms
  2. News

Kingdoms News

UPDATE 0.701

Welcome, lords and ladies of KINGDOMS!
We're finally back on track! Before reading this update news, please make sure you've checked updated roadmap I've published recently. Basically, this update is kind of preparation before real battle - it contains a lot various fixes I've made during this months - some are big ones (like fixing 16Gb RAM performance issue - it was tricky one), some are small, but important. New feature is new quest type - killing a human. Now we can improve bandits activities a bit (i.e. when player joined a gang or made new one) or create some interesting little stories here.

CHANGES
  • New quest type was added - killing a human;
  • New quest "Bandit asks to kill a farmer near by";
  • New quest "Baker asks to kill another baker";
FIXES
  • !!! Fixed critical performance issue on systems with 16Gb RAM;
  • Fixed issue when vegetation spawn system could use too much RAM sometimes, causing crashes;
  • Fixed issue when player model proportions in inventory menu was too big + fixed camera position;
  • Fixed camera position in player creation menu;
  • Fixed issue when player's puppet became invisible when loading save right after exiting player creation menu;
  • Fixed issue when quest could become bugged sometimes when quest giver was killed;
  • Fixed issue when inventory window could become bugged sometimes not reacting on button pressing;
  • Fixed issue when right after loading game could use too much RAM sometime trying to fix settlements IDs errors;
  • Fixed issue when navigation grid could be calculated incorrect around large bandit house sometimes;
  • Fixed issue when bandit could stuck in walking animation in his house sometimes;
  • Fixed various AI animation issues both in small bandits lair and large one;
  • Fixed issue when player stamina wasn't correctly calculated during melee fight sometimes;
  • Fixed issue when quest animal was killed by AI quest became bugged sometimes;
  • Fixed issue when game could freeze and crash sometimes when calculation road from one settlement to another;
  • Fixed issue when bandits lair became invisible on the global map after exiting diplomacy menu;
  • Fixed issue when game could freeze or crash when calculating and compilating AI cloth textures;
  • Fixed missing eating sound when using some vegetables types right after exiting the battle;
  • Fixed issue when time flow could stop sometimes when pressing inventory button during sleeping;
  • Fixed issue when AI animation time was calculated incorrect sometimes during player's sleep;
  • Fixed issue when houses models were missing sometimes when having too much houses of the same type in the settlement;
  • Fixed issue when "Search for ruins" quest marked iron bank instead of ruins sometimes;
  • Fixed issue when all AI had same appearance or bugged textures after world generation when player pressed inventory button during generation.

LOCALIZATIONS
  • Russian translation was updated;
FULL LIST OF UPDATES

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

ROADMAP UPDATED [0.701 - 1.0]

Good day, lords and ladies! I would like to put a few comments here before you'll dive to the roadmap.
1) First of and most important - it's not 100% final. I'm sure that before we'll reach 1.0 I'll edit the list not once - mostly with additions and editing of existing stuff, without removing anything, so this list represents features that 100% will be in the final product, so no worries here. Also, Steam sub-forum "Your Ideas and suggestions" still welcomes all the players!
2) Second important thought - when writing this I tried to be as realistic as possible in order of development - everything you'll see in the roadmap is 100% possible to develop without any serious issues and that mean - relatively fast. I've prepared code for this, so I hope that everything will be smooth here. As you can see, there are 3 big themes, and some stuff is marked with *. * Means features that not 100% thematic correct, sometimes not at all, but they'll match the development timing.
3) Third important thing - I've changed my initial development plan a bit. The plan was to finish all the gameplay stuff till 0.8 and since that add and polish things. But changed my mind and that's why - bringing new content (like new items and building) as important as adding of new gameplay features, I make polishing at Friday anyway, so stuff like main quest, new items, weapons etc. etc. were added to main themes.
And the last question is obviously - when? The answer is - we'll start today. It's 26.07.2021, Monday, and the first update of this roadmap will come today - we're making final test at the very moment. The plan is to release 3 updates per week. Monday, Wednesday - stuff from the roadmap, Friday - bugfixes and tweaks. I.E. today you'll have "New quest type - killing human", Wednesday is for "New system for AI names - second name, titles" and Friday is "Bugfixes".

FAMILIES

  • !!!DONE!!! -
  • New quest type - killing human;
  • New system for AI names - second name, titles;
  • New UI element - now players with high hunter perks can mark nearest animals by type using a journal.
  • New arrived NPC can automatically form families: wife-husband-child;
  • New AI nickname system: "the Tall", "the Black", "the Strong'' etc. - will be connected with perks and AI characters;
  • Families can live in a house together;
  • New wild plants type - flowers;
  • New dialogs options for player - marriage proposals;
  • New dialogs options - asking for settlers available for marriage;
  • Main quest and it's mechanics - I;
  • New armor/cloth type - I;
  • New food/resource type - I;
  • New UI element - possibility to add the person (i.e. a good teacher) to the list in journal;
  • New UI element - list of all players houses in the inventory;
  • New notice board use - orders;
  • Orders - order for soldiers - patrolling, scouting;
  • Orders for traders and manufacturers - producing certain goods for money;
  • New family laws - amount of allowed children, possibility to take only married couples etc.
  • Reworked global reputation system;
  • Social ranks system for player;
  • Social ranks system for AI;
  • New location type - hunters hut;
  • Hunters can patrol local area, hunt animals and sell trophies in the city;
  • Family tree UI;
  • Heirs and their unique dialog options;
  • Armor rebalancing and adding new armor types;
  • New quests for family members;
  • Main quest and it's mechanics - II;
  • New armor/cloth type - II;
  • New food/resource type - II;
  • New family quests for AI;
  • Blood enemy system and unique quests - after killing family member the rest of the family will become the blood enemy;
  • AI friends and enemies system - AI can make friends and enemies, that will cause unique quests;
  • Migration system - settlers won't stick in one settlement anymore - depends on happiness and friendship with leader;
  • New place of interest type - abandoned graveyard;
  • Main quest and it's mechanics - III;
  • New armor/cloth type - III;
  • New food/resource type - III;


DIPLOMACY
  • New resource locations - new ore types;
  • Jewels and new crafting recipes;
  • Jewellery and new structures types;
  • Reworked happyness system that is calculated not only from wealth, but from some additional factors;
  • Trading post in the port;
  • Possibility to upgrade the port (making it stone one);
  • Integrating marriage into diplomacy - family alliances;
  • Conspiracies system - now certain characters can make a conspiracy against each other;
  • Main quest and it's mechanics - VI;
  • New armor/cloth type - IV;
  • New food/resource type - IV;
  • Orders - sending spy to another kingdom;
  • Bodyguards system - hiring up to 10 (depends on commander perks) personal bodyguards;
  • AI bodyguards;
  • Adding family trees UI to diplomacy interface;
  • Possibility to poison other leader and his family;
  • Sabotage system - possibility to sabotage settlement manufactories;
  • Rebellions - now settlers can be aggressive if prosperity was low long enough;
  • Rebellions additions - quests and dialogs;
  • New armor type;
  • More transparent in-settlement crafting - possibility to leave orders on notice board for certain goods, final quality will depend on settlers perks;
  • Settlement specializations - depends on location, places nearby etc.
  • Rebalancing smith system - adding new skill tree for armor crafting;
  • Goods that can be produced in certain settlements only, depending on this settlement specialization, without these goods settlers can't be 100% happy;
  • New UI element - list of produced goods in settlement;
  • Trade caravans of various types - carts, horses etc.;
  • Possibility to add guards to caravans;
  • Main quest and it's mechanics - V;
  • New armor/cloth type - V;
  • New food/resource type - V;
  • Bandits raids on travelling caravans - AI;
  • Bandits raids on travelling caravans - Player;
  • New resource type - fish;
  • New mechanics - fishing;
  • New building type - fisherman’s hut;
  • Main quest and it's mechanics - VI;
  • New armor/cloth type - VI;
  • New food/resource type - VI;


GUILDS
  • New building type - guild house;
  • Main quest and it's mechanics - VII;
  • New armor/cloth type - VII;
  • New food/resource type - VII;
  • Guild types - fighters, farmers, traders - each guild has uniques random name;
  • Guild organization - central “office” with smaller “departments”;
  • Guild quests;
  • Main quest and it's mechanics - VIII;
  • New armor/cloth type - VIII;
  • New food/resource type - VIII;
  • New farm type - animal farm;
  • Adding more animals types and new goods to the farm;
  • Main quest and it's mechanics - IX;
  • New armor/cloth type - IX;
  • New food/resource type - IX;

UPDATE 0.681 [HQ FACES, HAIRSTYLES & BEARDS]

Welcome, lords and ladies of KINGDOMS!

CHANGES
  • New face customization slider was added - "face type";
  • 3 new male face types were added;
  • 3 new female face types were added;
  • New HQ body mesh was added for males;
  • New HQ body mesh was added for females;
  • Added 4 new beard types for males;
  • Added 9 new haircut styles for males;
  • Added 11 new haircut styles for females;
  • Settlers faces will be automatically recalculated and adjusted to new models, no new game is needed;
  • New Quest was added "Leader asks to kill a wolf near by";
  • Now if settlement has no war-camp and army isn't on march - soldiers will be automatically disband;
FIXES
  • Fixed issue when ship with new settlers was empty after creating populated world;
  • Fixed issue when male's eyebrows were missing;
  • Fixed issue when male's beards were missing;
  • Fixed issue when camera could fly right into settlers face during the dialog sometimes;
  • Fixed issue when soldiers could stuck at war-camp place after siege even of war-camp was destroyed and siege is over (thanks to all players for their saves! - it helped to fix the issue much faster);
  • Speed of settlers speaking animations was adjusted to make it look more natural;
  • Fixed rare issue when inventory UI became invisible sometimes;
  • Fixed rare issue when tutorial UI became invisible sometimes;
  • Fixed issue when players soldiers could stuck at place after conquering a settlement;
  • Fixed issue when players soldiers could stuck at place if general was murdered;
  • Fixed issue when players soldiers could stuck at place after siege if they were send to war without war-camp build;
LOCALIZATIONS
  • Russian translation was updated;
FULL LIST OF UPDATES

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 0.68 [NEW QUEST TYPES - ANIMAL HUNTING]

Welcome, lords and ladies of KINGDOMS!

CHANGES
  • New quest objective type was added - "kill an animal";
  • New quest was added "Farmer asks to kill a bear near the farm";
  • Amount of friendship and exp for some old quests (+30) was changed in order of balance;
  • New marker icon was added to track meat-eaters during quests;
  • Rewards in "leaders" quests were tweaked a bit (mainly in friendship gaining);
  • Amount of blood splashes during the combat was reduced a bit - now it appears after loosing of 20% of total health;
FIXES
  • Fixed issue when animals could change their spawn positions after loading the game;
  • Fixed issue when after finishing the quest player didn't get an item as reward sometimes (i.e. in quest "Bring bears fur for general");
  • Fixed issue when animal could fall underground sometimes during the combat or idle;
  • Fixed issue when animal can fall underground sometimes when running up the hill;
  • Fixed visual issue when compass icons and marker icon weren't 100% transparent and shape of initial square image was still visible;
  • Fixed issue when AI could fight invisible animals sometimes;
  • Fixed issue when animals corpse could fell underground sometimes;
  • Fixed issue when game could mark some random NPC sometimes without any reason;
  • Fixed critical issue when player could take some quests without even talking to AI sometimes;
  • Quests, that were taken by mistake (see prev.) will be automatically deleted from journal, no new game is needed;
  • Fixed issue when dialog UI could show the line of already completed quest sometimes;
LOCALIZATIONS
  • Russian translation was updated;
  • Now animals names are available to translate;
FULL LIST OF UPDATES

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 0.679 [NEW QUEST TYPES - QUEST CHAINS]

Welcome, lords and ladies of KINGDOMS!

CHANGES
  • New quest was added "Leader asks to destroy bandit's lair";
  • New quest was added "Farmer asks to destroy nearby bandit's lair";
  • New quest was added "Go and talk to leader about nearby lair";
  • New quest was added "Go to leader and talk about nearby ruins";
  • New quest goal type was added - destroy bandits lair;
  • New quest goal type was added - talk to someone;
  • Now ending of one quest can immediately start new quest, making possible to create large "chain" story quests;
  • Now quests with near by locations will be given only if quest location (ruins, lair etc.) is really near by;
  • Backwards moving speed was decreased in order to improve both archery and melee - now player can't move backwards and attack without being hit back;
  • Moving up the slope now a bity slower;
  • Now after completing quests objective it will automatically mark next objective, no need to click the quest in journal every time now;
FIXES
  • Fixed issue when settlement leader could stuck at one place for quite long period of time when managing settlement laws, politics and defense;
  • Fixed issue when quest randomized worked incorrectly giving "bring berries" quest at the first turn most of the time;
  • Fixed issue when two leaders are asking to scout for the same ruins player could finish quests only in chronological order;
  • Fixed issue when finish quest line in bring-item quest types was looped sometimes;
  • Fixed issue when one settler could give several quests a day sometimes;
  • Fixed issue when after destroying of bandits lair player progressed as risk taker - now in "commander" perks. as it was initially designed;


FULL LIST OF UPDATES

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