
Hey Everyone,
We hope everyone had a great Christmas, and allow us to wish everyone an amazing New Year ahead! But we`ll still get to catch you before then - planning another two updates before 2019:)
It`s time to advance our game version count as we are getting closer to releasing MKW this coming January. Hope you forgive the confusion, with the game version changing from 73 to 93.
And we hope you like today`s update. While it doesn`t have an impressive list of changes, you should feel the difference right away, as our main area of concern was performance. There were quite a few bugs that greatly slowed down the game, especially on the world map, that we finally were able to track down and fix. In addition we have done some major balancing moves - making the early game fun and easy with small groups of Militia fighting it out, while also rebalancing the mid to late game - it`s no longer a walk in a park, with more expensive elite units and AI keeping paste with player advancements.
More great updates on the horizon later this week, and soon we`ll also show off the list of our post-release content, as well - the only thing that changes with release - is we`ll see more players. We planned months and months of work ahead of us adding amazing new features to MKW, as free updates.
And so presenting Update 73...err, I mean Update 93:
BIG CHANGES
- Major improvement to performance all across the game
- Fixed various major performance issues on the world map
- Fixed performance drain when playing the campaign for a long time
- Reworked balancing of mid to late game to be a lot more challenging, even if player holds a lot of land
- Early game re-balanced to be a lot easier, and more about low tech units
FIXES AND ADDITIONS
- Fixed German localisation not working right and not showing text in many situations
- Fixed issue with some palisade walls having no collision on the map
- Chapter 2 significantly easier, too many new players would loose
- Fixed common tutorial bug, when your own gates open for no reason
- Fixed a bug where during the siege, your gates might open when AI is attacking them
- Polished up German translation of the game courtesy of Alex
BALANCING
- AI attacks with lower tech armies during first 3 years of the campaign
- Significantly reduced the cost of healing units on the world map for silver
- Looting and Raizing towns give more silver for low level hamlets, but 30% less for larger towns
- Taxes now generate 50% more silver
- Increased taxes cap by 30% per town level
- Increased the cost of cow and sheep by over 50%
- Livestock generates 30% less silver on the world map
- All regular and unit prices greatly increased, to make basic units be cheaper in comparison
- Slightly increased upkeep of basic units like maceman, bowman and billman
