
Hey Everyone
Another solid update today as we`r getting this week started. We have once again completely reworked the world map AI. No more cheats, unique rules or special treatment for AI. It will advance through the years same way the player does. So if you invest into techs you can now be the one fielding army of swordsman and Templars while AI only has basic militia units defending it`s towns. Best of all different AI Kingdoms will advance at their own speed.
Aside from this headliner, there`s plenty of other great stuff in this update. Check the patch notes - for more awesome additions this week, quite a few changes and balancing as well.
Also now that MKW is really starting taking shape ahead of next month`s release, we want to start increasing the player population. So tomorrow, after a quick follow up patch - we`ll be sending our an email invie to all of our players back - to come back and experience our progress. We also hope to see some new faces during the upcoming winter sale.
And so presenting Update 71:
BIG CHANGES
- AI now progress through campaign same as player with researching techs and new units
- AI starts campaign only with basic units and unlocks new units over the years
- Each AI nation depending on size will invest into techs, some nations advance faster than others
- Completely rebalanced few early years of the campaign - player has a chance to advance ahead of AI
- AI armies will use massive attacks with up to 4 armies vs other AI players
- AI will now capture, loot, and raze settlements by other AI lords
- Reworked starting position for different Lords and nations - a lot more starts with just 1 or 2 Hamlets
- Improved Peasant performance greatly in all areas
- Fixed various OOS issues in multiplayer
FIXES AND ADDITONS
- Start It Up achievement doesn't require player to be online
- Disabled a few techs in buildings that will be added in later on expansion packs
- Disabled the techs in the Steward window that will be added in later on expansion packs
- Disabling loading screen music, if volume music is less than 5
- Fixed major issue with AI not attacking player units right on tactical level
- Fixed peasant moon-walking issue
- Don't show building banners in naval combat
- Fixed AI trebuchets not firing on other AI players
- Fixed some Lords starting the game with very high renown
TUTORIAL POLISH
- Chapter 2 - made easier with extra resources
- Chapter 2 - Fixed trebuchet not firing in intro cinematics
- Chapter 2 - Fixed stone walls not being walkable
- Chapter 4 - Fixed catapult objectives not completing
- Chapter 5 - fixed some objectives about collecting taxes not showing
- Chapter 5 - fixed objective about building church appearing too early
- Chapter 6 - made easier with extra resources
- Chapter 8 - made easier with extra resources
BALANCING
- Stone mines and peasants are twice as productive
- AI armies and garrisons been reduced by 50%
- Units are 50% more expensive, and have 50% higher upkeep
- The game is about smaller armies now, with his 50% reduction, but expands towards late game to see full stack armies
- Livestock is 50% more expensive, but twice as productive from silver to food
- Sheep is now nearly useless as a food resources, mainly for silver on the world map
- Reduced training time for all units, especially for higher tech units
- Auto
- healing of armies on the worldmap increased by 25%
- Ranged units take longer to kill other ranged units
- Slightly increased silver drain during battles
