Hey Everyone,
Firstly, we want to express our heartfelt gratitude for your incredible support during our Early Access launch month!
Brian and I have been working tirelessly since launch, determined to fix everything, and we’re happy to present today’s update. Our forth update adds a lot of polish, improvements, some new features, and the last of the bug fixes.
To help celebrate our first major milestone in this Early Access journey - RKW is going on a 20% sale for the rest of August. If you were on the fence about jumping in on day 1 of Early Access - this is a great time to join us, with RKW finally in a good stable place and this amazing discount.
Later next week, we'll share our road-map for the entire early access development cycle, and release another large update fixing the last remaining bugs and adding the majority of quality-of-life and feature improvements requested by our players on our Steam Forums and Discord.
With that complete, we`ll be able to start pushing ahead with updates to art, animations, performance, and major new features.
With that said - let's take a closer look at what our update #4 (game version 0.38) brings to the table. And please note that we are only listing larger changes here:
- World map now remembers what target the Army was tasked with - like a city or enemy army, and will initiate attack/transfer on arrival
- World map - centering map on the army when initiating unit transfer
- On the World Map - Military window - players can now see which AI armies are heading to attack players' cities
- Military window shows armies heading to the player in red, at the top of the list of active armies
- Melee units can now attack and destroy enemy buildings in RTS mode
- Reworked major elements of RTS battles regarding units withdrawing from combat
- AI will no longer task retreated forces to attack the player
- During combat, players will no longer see retreated units running all around the map
- Fixed a major exploit in RTS with Herbalists and Hospitals sometimes instantly healing player units
- Rebalanced all healing in-game
- Redesigned level design for all army and siege camps - they no longer have spike barriers that were affecting pathfinding
- Another round of massive performance improvements on the world map
- New notification window when a player becomes an outlaw or regains the King's favor
- New notification window for when a player's Lords rebel or return to the fold
- Reworked Army vs. Army attack AI - it's a lot more aggressive now, but doesn't build up its army camp as much
- Reworked AI constructing buildings in RTS - it's now slower and properly balanced
- Fixed a major balancing issue where AI would have overwhelming troops protecting its Town Hall
- Capturing large towns from AI is much easier now
- AI no longer spawns unlimited units during campaign battles
- Balanced AI rates of building construction and unit spawn in all game modes
- Fixed issue with melee and mounted units taking forever to kill siege weapons
- Melee combat got a full rebalance
- Melee units are much better at killing ranged units once they are up close
- Melee fights are, in general, 25% faster now
- Not enough resources dialogue improved and no longer shows decimal points for missing resources
- Fixed various issues with Reward Window not properly closing or being shown on the loading screen
- Scaled down portrait and heraldry for War/Peace window
- Mounted Dragoon unit now shows correct name instead of Chevalier
- Corrected historical error and changed the city name from Istanbul to Constantinople
- Various polish to the first prologue scenario
- Various improvements to the build-up-the-town prologue scenario
- Campaign map cinematics no longer have ridiculously long fade-outs to white
- Town Hall can now be destroyed by melee or ranged units
- Major performance improvement during the November to March period on world map and RTS mode
- Properly hiding camera button in the first prologue scenario
Thanks for your support and if you want to share your feedback - please do so on our Steam Forums or on our Discord.
As always - we are forever grateful for your support!
-Konstantin & Brian
