Welcome, lords and ladies of KINGDOMS! We're moving further and further along the roadmap and today's update will be about additional dialogs. Now player can ask about single male or female settlers in the settlement. This should help a bit in finding a potential partner. Also, a
Welcome, lords and ladies of KINGDOMS!
We're moving further and further along the roadmap and today's update will be about additional dialogs. Now player can ask about single male or female settlers in the settlement. This should help a bit in finding a potential partner. Also, as you remember last update added wetness mechanics and new type of tools - rusty ones. Now player can fix these in blacksmiths.
Also, few bugs were fixed, some (i.e. looped animations in war-camp) were quite annoying. That's it for today, have a nice play!
CHANGES
Now player can ask settler to mark random male settler without a couple on the map;
Now player can ask settler to mark random female settler without a couple on the map;
Now player can fix rusty tools in blacksmith ("Novice blacksmith" perk is required);
Now settlers can be withdrawn from the war-camp just by changing their job;
New quest was added "Wife is asking for crystals";
New quest was added "Baker needs a LOT of flour";
Now when settlement was conquered all settlers professions will be automatically reset;
FIXES
Fixed issue with bugged emerald rings naming;
Fixed issue when settler couldn't be withdrawn from the war-camp even if removed from the army completely;
Fixed issue when settlers could "stuck" at the war-camp in the same position sometimes;
Fixed issue when settler could stuck in the looped war camp building animation;
Fixed text error in Quest "Bring onion for trader";
Fixed issue when farmer could stuck in front of his house for a long time sometimes;
Fixed issue when animals models could suddenly disappear in front of player sometimes;
Fixed issue when no crystals could spawn in the cave;
Fixed issue when blacksmith in the settlement didn't craft rings sometimes;
Fixed issue when guard was fired he/she still was doing the duty;
Fixed issue when farmers couldn't buy food in tavern sometimes;
LOCALIZATIONS
Russian translation was updated;
ROADMAPFULL LIST OF UPDATESPATREONIMPORTANT
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
Welcome, lords and ladies of KINGDOMS! Today's update is about new items and new gameplay features. First of, more jewelry types were added + jewels mining mechanics. When mining stone or iron player has a chance to find one of 4 jewels: diamonds, rubies, sapphire and emeralds. T
Welcome, lords and ladies of KINGDOMS!
Today's update is about new items and new gameplay features. First of, more jewelry types were added + jewels mining mechanics. When mining stone or iron player has a chance to find one of 4 jewels: diamonds, rubies, sapphire and emeralds. The chance depends on mining skills (2%, 5%, 8%). Also player can craft iron and steel rings with these jewels as well.
The second change is wetness mechanic. Now player can get wet under the rain or under the water - if parameter will reach 100% equipped tool can become rusty. To get dry player have to find a shelter or wait until rain will stop.
The rest of changes/fixes follow:
CHANGES
4 New jewels types were added: diamond, ruby, sapphire and emerald;
New jewels can be collected from stone or iron while mining, the chance depends on mining perks (1%, 3% and 5%);
Settlers now can gather and sell diamonds, rubies, sapphire and emeralds and sell it in shops;
New rings were added: iron and steel rings with 4 new jewels = 8 total;
New rings can be crafted in blacksmith (Masterful blacksmith is required);
Wood and jewels were added as a "resource" gift;
Rings with new jewels were added as a "jewelry" gift;
New player parameter was added for player - "wetness";
Player's equipment could get wet under the water or under the rain;
If rain drops couldn't reach the player equipment got dry;
If wetness reaches 100% player's equipped tool will become rusty;
Items mining and chopping formula was changed;
"Mining" parameter description was added for pickaxe and rusty pickaxe;
New quest "Gossips with blacksmith" were added;
Balance: attack for steel axe was decreased to 20 in order to balance crafted weapon usage;
FIXES
Fixed issue when players couple from another settlement was still counted as previous settlement settler;
Fixed issue when rain particles were moving with player;
Fixed issue when chopping tree with a pickaxe was too fast;
Fixed issue when weather was saved and loaded incorrect;
"Chopping" and "mining" descriptions were removed for bows and arrow;
LOCALIZATIONS
Russian translation was updated;
ROADMAPFULL LIST OF UPDATESPATREONIMPORTANT
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
Welcome, lords and ladies of KINGDOMS! Todays is Friday and that means that fixes are coming! For this update I focused only on fixing, the final list is quite large. Fixes are various - from serious ones like sliding wolves, to hilarious when settlers married themselves. As usua
Welcome, lords and ladies of KINGDOMS!
Todays is Friday and that means that fixes are coming! For this update I focused only on fixing, the final list is quite large. Fixes are various - from serious ones like sliding wolves, to hilarious when settlers married themselves. As usual - full list can be found below.
A BIG thanks to all the players who is participations in bug-reporting (f11 in game) - your help is precious, friends! That's it for today! Have a nice play and weekend!
FIXES
Fixed issue when player puppet became invisible in inventory sometimes;
Fixed issue when camera became bugged sometimes when riding a horse;
Fixed issue when camera stayed active in building confirmation window;
Fixed issue when camera became bugged when exiting to main menu from board of the ship;
Fixed issue when camera couldn't sometimes focus on the settler when dialog was enables;
Fixed issue when settler could choose himself/herself as a couple;
Fixed issue when building too large wall resources were taken from the player even if wall wasn't eventually build;
Marching animation was replaced;
Fixing issue when player's camera spring effects didn't work correct sometimes after loading;
Fixed sword position in settlers hands;
Fixed issue when sword model was clipping through settlers neck during march animation;
Fixed issue when 2 swords were visible when settler was marching;
Fixed incorrect settlers running animation speed;
Low-res siege fire texture was replaced with high-res one;
Fixed issue when settler could enter and exit structure at once without playing any animations inside;
Fixed issue when wolf rotation was incorrect;
Settlers and economy balance: now flowers will be sold in shops, not in taverns - that way settlers will buy it (in taverns they looking only for food);
LOCALIZATIONS
Russian translation was updated;
Fixed some grammar errors in English text;
ROADMAPFULL LIST OF UPDATESPATREONIMPORTANT
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
Welcome, lords and ladies of KINGDOMS! Today's update content was initially set a bit later on the roadmap , but after previous update, when marriage proposals were added, I decided to move it. From now on player can add any settler with >10 friendship to the journal. Found go
Welcome, lords and ladies of KINGDOMS!
Today's update content was initially set a bit later on the roadmap, but after previous update, when marriage proposals were added, I decided to move it. From now on player can add any settler with >10 friendship to the journal. Found good teacher? Write his name to journal. Found someone useful? Add to journal as well! Family member are in the list by default, but the rest of the list can be changed - there are 3 types of marked settlers - family (is added automatically), teachers and friends (player adds them using dialog option). I'm sure this feature will be very useful for the players, especially in finding teachers.
Now to the fixes. The main one is the fix for female character who couldn't make proper relationship with male settlers. Fixed. Plus I've fixed issue with F button for AZERTY users. The rest of changes/fixes follows:
CHANGES
Now player can add settlers to journal tracking list;
Added settler can be found in Inventory >> Journal >> Tracking >> Settlers;
Family will be added to tracking list by default;
Player can add settler as a teacher;
Player can add settler to journal as a friend;
Settler can be eased from the journal as well;
Settler can be added to journal only if friendship is higher than 10;
New quest was added "Wife asks for flowers";
FIXES
Fixed issue when wife didn't live in husband's house sometimes;
"F" key is no more responsible for taking weapons away - should be useful for AZERTY users;
Quest "Baker asks to kill a baker was fixed";
Fixed issue when female character couldn't make any relationship interactions with male characters;
Fixed issue when female character couldn't make a marriage proposal to male character;
Fixed issue when family name was sometimes changed incorrect after marriage;
Fixed issue when female couldn't marry female when "semi couples" option is on;
Fixed issue when game loading could stuck in the middle of roads calculation sometimes;
LOCALIZATIONS
Russian translation was updated;
ROADMAPFULL LIST OF UPDATESPATREONIMPORTANT
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
Welcome, lords and ladies of KINGDOMS! As it was announced last week today's update will finally add marriage proposals for the player. Player can ask about marriage if relationship is higher than 50. Gaining nobility or title will work for the player the same way they work for t
Welcome, lords and ladies of KINGDOMS!
As it was announced last week today's update will finally add marriage proposals for the player. Player can ask about marriage if relationship is higher than 50. Gaining nobility or title will work for the player the same way they work for the AI - if someone from the couple is noble - after marriage both will become noble. When making a proposal player can also choose place to live - in players last build house (in that case wife/husband will change their settlement and join the one where family house is build) or in AI house. If player will flirt with someone when already having a family - relationship and friendship with in the family will decrease.
According to roadmap next update will improve in-family dialogs a bit, plus I'm working at family quests at the moment, so stay tuned and watch for KINGDOM's updates!
CHANGES
Now player can make marriage proposals;
To make a proposal player should have at lease 50 relationship points;
Player can't make marriage proposal if he already has a family;
Players family can move to AI house (if finished);
Players family can move to last build players living house (if finished);
Married settler can move to new settlement, depends where last players house was set;
If player's family moves to player's house, settlers change settlement to those, where house belongs to;
If player is a noble, couple will also become a noble;
If couple is a noble, player will also become a noble;
Couple will get players title if having lower title previously;
If player is flirting with someone when having a family, relationship and friendship with partner will decrease;
FIXES
Fixed issue when players title wasn't visible in the inventory menu;
Fixed issue when perk description font on character creation page wasn't fully visible for some perks;
Logs physics was tweaked a bit - now after 6 sec log will stop - that should help is cases when tree was cut on the hill;
LOCALIZATIONS
Russian translation was updated;
ROADMAPFULL LIST OF UPDATESPATREONIMPORTANT
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
Welcome, lords and ladies of KINGDOMS! It's Friday and bugs fixes are coming! Before you'll jump to the full list of changes/fixes here are some most important ones that I would like to point: 1) Small, but very useful addition - now quest can be deleted manually from the journal
Welcome, lords and ladies of KINGDOMS!
It's Friday and bugs fixes are coming! Before you'll jump to the full list of changes/fixes here are some most important ones that I would like to point:
1) Small, but very useful addition - now quest can be deleted manually from the journal. I know, that many of you asked about this feature, so here we are.
2) Some tweaks in archery - I've changed physical mass of most arrows and this increased their speed and trajectory calculation - this should improve hunting with a bow a bit.
And as usual - thanks a LOT for all your reports (F11 in-game) - this really helps Kingdoms to move a bit closer to the game we all want to play! So, thank you!
The rest of fixes/changes follow:
CHANGES
Now player can delete quest right from the journal;
To delete a quest player has to press delete button twice;
Now player has to confirm deletion of a save by pressing delete button twice;
Now arriving settlers with high trader perks will have higher amount of gold (500, 1000, 2000, 5000) - this should boost early-game economy a bit;
Now successful talking or gifting will increase friendship with settler as well;
Arrows physics mass parameters were tweaked a bit in order to improve hunting with a bow;
FIXES
Fixed bugged collider in big tavern;
Now player can't take quest to destroy his own bandit's lair (already bugged quest can be deleted manually);
Fixed issue when quest icon position could stuck at place for some moment;
Fixed issue when marked settlement icon could lead to incorrect position sometimes;
Fixed issue when quest name could be read if it was too long - because of incorrect font size;
Fixed bugged death animations if settler was killed when working in a war-camp;
Fixed font sizes in game-mode and nobility-choice UI descriptions;
Fixed issue when quest-building-perks panel could gone missing sometimes;
Fixed issue when player's hands could loop in bow shooting animation;
LOCALIZATIONS
Russian translation was updated;
Brazilian Portuguese translation was updated (big thanks to Kyo!);
Fixed some grammar errors in English text;
ROADMAPFULL LIST OF UPDATESPATREONIMPORTANT
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
Welcome, lords and ladies of KINGDOMS! Before we'll finally jump to marriage proposals, I want to polish, balance and finish recently introduced relationship system, so this is what todays update will be about. Plus I've fixed some couples bugs there and there, because all couple
Welcome, lords and ladies of KINGDOMS!
Before we'll finally jump to marriage proposals, I want to polish, balance and finish recently introduced relationship system, so this is what todays update will be about. Plus I've fixed some couples bugs there and there, because all couples mechanics that are already working for AI should work the same way for the player and this experience should be smooth as well.
First addition I want to mention is the second way to increase relationship - conversation. Now player can talk with settler about various topics. Each settler has favorite and hated topics, and that will have effect on final result. In order to balance and make relationship system more or less realistic player can talk about topics and send gift only once a day. Nobility from both sides also affects conversation's result.
Also question about favorite stuff were balanced - now player can't learn everything from start (only with high Scholar perks), given info now depends on relationship number.
Now, to the proposals - today I've worked on their preparations a bit - moved players couple to player's house, everything seems working fine, so the next content update will finally (!) add marriage proposals. So, that's it for today - nave a nice play and see you on Friday already!
CHANGES
Now player can increase/decrease relationship by talking with a person;
There are 6 topics to talk about - politics, family, business, fighting, craft and travelling;
Scholar line perks now used to learn about settlers favorite/hated items/topics;
To learn about disliked topic player should have at least 5 relationship or Scholar perk;
To learn about disliked item player should have at least 10 relationship or Scrivener perk;
To learn about liked topic player should have at least 15 relationship or Scrollmaster perk;
To learn about liked item player should have at least 20 relationship or Wiseman perk;
New non-cyclic quest was added - "Talk to farmer about the island";
Player can gain -5, -2, 1, 2 or 5 relationship when talking to the settler;
Player can talk about various topics with a settler once a day;
Player can send only one gift a day;
FIXES
Fixed issue when AI could stuck at place when deciding to eat in common house when common wasn't build.
Fixed issue when one in the couple couldn't move to couple's house sometimes.
Fixed issue when AI couple wasn't correctly loaded sometimes;
Fixed issue when AI was still counting as coupled even if wife/husband were dead;
Fixed issue when gifting disliked item didn't decrease relationship sometimes;
Fixed bugged AI chopping animation;
Some grammar in English lines was fixed;
LOCALIZATIONS
Russian translation was updated;
ROADMAPFULL LIST OF UPDATESPATREONIMPORTANT
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
Welcome, lords and ladies of KINGDOMS! Today's update will add to the game new parameter: relationship. Relationship is needed for crating a couple. There are two ways to improve it: conversations and gifts. Each settler has own set of beloved and hated items, as well as beloved
Welcome, lords and ladies of KINGDOMS!
Today's update will add to the game new parameter: relationship. Relationship is needed for crating a couple. There are two ways to improve it: conversations and gifts. Each settler has own set of beloved and hated items, as well as beloved and hated topics - player can learn these through conversation. The next step here is various proposals including marriage - these will come in next update already.
CHANGES
New settlers parameter was added - relationship with player;
Each settler now has beloved types of items and items he/she dislikes;
Each settler now has beloved discussion topic;
Each settler now has topics that he/she doesn't like to discuss;
Upon beloved items group there is also one most beloved item;
There are 8 group of items: food, vegetables, seeds, trophies, tools, flowers, resources, jewelry - each has 10 items inside, most beloved/hated item is among these;
Player can ask settlers about beloved items;
Player can ask settler about disliked items;
Player can ask settler about beloved discussion topics;
Player can ask settler about discussion topics that this settler doesn't like;
Relation number will be visible if it's not a zero;
Settler have various replies, depending on relationship parameter;
Player can give certain items as gifts;
There are 5 categories of "likeness" for an item: hate the most (-15), hate (-10), not interested (5), interested (+10), beloved item (+15);
If player is noble and settler is not player will gain 2x more relationship points;
If player is a commoner and settler is noble - player will get 2x less relationship points;
K-Editor was removed from main menu - there were some reports that it breaks the game at some point. Let me know in the comments if we need to add K-Editor to update_testing build - for those players who uses it.
FIXES
"Walking with torch" animation speed was tweaked in order to remove sliding effect;
Fixed issue with gates#4 colliders that caused incorrect pathfinding calculations;
LOCALIZATIONS
Russian translation was updated;
ROADMAPFULL LIST OF UPDATESPATREONIMPORTANT
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
Welcome, lords and ladies of KINGDOMS! It's Friday and we have new pack of bugfixes arrived. The most reported one was "floating and clipping settlers" issue, that was happening mostly near houses entrances. Fixed. Also I've tweaked cornflower spawn (Thanks to this thread in the
Welcome, lords and ladies of KINGDOMS!
It's Friday and we have new pack of bugfixes arrived. The most reported one was "floating and clipping settlers" issue, that was happening mostly near houses entrances. Fixed. Also I've tweaked cornflower spawn (Thanks to this thread in the community) to make it easier to find. As always, thanks a LOT for all reports you're sending to me (f11 in game!) - we're moving forward really nice thanks to your efforts, friends. According to roadmap we'll start next week with marriage proposals, so stay tuned and have a nice weekend!
The rest changes/fixes follows:
CHANGES
Cornflower's size and density were changed in order to make them a bit easier to spot;
Poppy model was changed in order to make this flower a bit easier to spot;
All flowers LOD settings were tweaked a bit;
More colors variations were added to flowers;
When creating a character game will show amount of LP needed to spend if player didn't spend enough and pressed "Continue";
FIXES
Flowers models rendering was improved a bit in order to increase performance;
Fixed issue when addition parameters descriptions were unable to read when using not English language in game;
Fixed issue when poppy was unable to gather sometimes;
Fixed issue when settlers could sometimes fly over house entrance;
Fixed issue when settlers could sometime stuck near house entrance in a looped walking animation;
Small smith animations positions ad rotations were tweaked a bit;
Fixed bugged naming for steel ring with crystal;
Fixed issue when settlers didn't gather crystals and sell it in shops;
Fixed issue when settler sometimes became invisible inside houses;
Male and female walking animations speed were tweaked in order to fix sliding effect;
Fixed issue when settlers can clip inside of each other when exiting various structures;
Fixed issue if settler was 50m away and moved he/she could look in a wrong direction;
Fixed bugged "table working" animation for City Hall staff;
Fixed issue when creating populated island ship position could be too close to the port and player didn't have enough time to speak with settlers;
Fixed issue when player could spawn underwater right after world's creation;
LOCALIZATIONS
Russian translation was updated;
French translation was updated (big thanks to KiFouine!);
ROADMAPFULL LIST OF UPDATESPATREONIMPORTANT
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
Welcome, lords and ladies of KINGDOMS! As it was announced in the previous update , today's update will be about settlers animations. Before we'll jump to marriage proposals next week (already!) I would like to improve some animations aspects to make all this relations/marriage s
Welcome, lords and ladies of KINGDOMS!
As it was announced in the previous update, today's update will be about settlers animations. Before we'll jump to marriage proposals next week (already!) I would like to improve some animations aspects to make all this relations/marriage stuff more visually convincing. Now males and females have some different walking animations - first of all, walking and carrying one. No more cowboys carrying logs! Alongside with that I've fixed some interior animation bugs there and there, some animations were replaced, some were added, some were reworked. Anyway, after testing all new animations today I can totally say, that immersion-wise is was 100% worth time spend on these improvements (I doubt at first, to de honest).
Also, important thing I wanted to mention - houses selling bug was fixed - it was caused by recently added couple houses, that can also sell their houses. Anyway, fixed:) Full list of changes/fixes follows:
CHANGES
AI "picking up" animation was changed;
AI default "walking" animation was changed, new keys for starting and ending walking were added;
"Walking with torch" animation was changed;
"Walking with log" animation was changed;
"Walking with crate" animation was changed;
"Walking animation" for males was changed;
"Walking animation" for females was added;
"Table writing" animation was changed;
Hammer model was added to blacksmithing animation as well as sparkling and sound effects;
AI wood chopping sound was changed;
"Look around" settlers animation was changed;
"Counting" settlers animation was changed;
Settlers animations in shops were changed;
FIXES
!!! Fixed critical issue, when player didn't got the money for selling the house;
Fixed notification about player's house selling;
Fixed issue when settler couldn't enter the house sometimes if this house was visited by another settler previously;
Fixed issue when settler visited shop too quickly;
Fixed issue when a house, previously owned by couple couldn't be bought by other settlers;
Fixed issue when settlers could suddenly teleport from one shop to another;
LOCALIZATIONS
Russian translation was updated;
ROADMAPFULL LIST OF UPDATESPATREONIMPORTANT
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
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
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;
ROADMAPFULL LIST OF UPDATESPATREONIMPORTANT
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
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 rea
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!);
ROADMAPFULL LIST OF UPDATESPATREONIMPORTANT
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
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 ver
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;
ROADMAPFULL LIST OF UPDATESPATREONIMPORTANT
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
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
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;
ROADMAPFULL LIST OF UPDATESPATREONIMPORTANT
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
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
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;
ROADMAPFULL LIST OF UPDATESPATREONIMPORTANT
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
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 t
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;
ROADMAPFULL LIST OF UPDATESPATREONIMPORTANT
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
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
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;
ROADMAPFULL LIST OF UPDATESPATREONIMPORTANT
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
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
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;
ROADMAPFULL LIST OF UPDATESPATREONIMPORTANT
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
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 decid
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!);
ROADMAPFULL LIST OF UPDATESPATREONIMPORTANT
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
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 br
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;
ROADMAPFULL LIST OF UPDATESPATREONIMPORTANT
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