
Hey Everyone,
Another solid update today. You will find a lot of balancing changes. The goal was to make entire campaign experience fun - from the first hour to the 50th. A lot of work went into completely rebalancing all the techs, both the effects and the cost, as well as difference between nations units. A lot of costs always went up across the board. In addition we started working on making our melee combat look better. As a big step forward - units no longer swing swords from few meters away, but battalions meaningfully engage, with front line units dueling each other, while soldiers behind them are holding the line and supporting their comrades. This update comes with many more balancing and gameplay changes, including player request for selling and buying multiple items at Stewards menu.
In a coupe of days we`ll be releasing a big master plan of all the free expansion pack and updates for post-release, covering entire 2019. Can`t wait to share this with you - to show our players amazing plans that we have in mind for MKW.
And few more big updates on the horizon, as we are gearing up for the release in January.
And so presenting Update 95:
BIG CHANGES
- Major improvements to combat - units no longer swing swords from a distance, but engage in active fighting mostly in the front line of the formation
- New approach to campaign army limit. Each town or hamlet can only support 1 army. Total limit of 10 armies per nation.
- Completely reworked cost of all research in towns, different approach to balance for a better experience
- Added buy and sell amounts for Steward, with options to sell or buy 1, 5 or 20 at once
- Completely reworked Stewards tech tree - rebalanced for mid to late game, a lot of fixes, and much higher prices for unlocking elite units and global implements
- Rebalancing techs will make sure player doesn't`t get stuck with hundreds of trade goods in the late game
FIXES AND ADDITIONS
- Updated English description of some techs to clearly describe what they do
- If player is King, the cost of diplomatic gifts and insults is doubled
- If player is King, and attacks another nation he`s not at war with - relations with all other nations drop -15, even more of a drop with attacked nation
- Fixed rare bug with gates staying alive once gatehouse has been destroyed by siege
- Catapult regular projectile flies a bit shorter, and flamed flies longer reaching far away targets
- Adjusted all tutorial levels to work with the higher cost of buildings, techs and units
BALANCING
- Adjusted cost for Nations unique troops - a lot more difference from nation to nation in the cost of units.
- Buildings price increased by 30%-50%
- Peasant gathering rate for slaughtering reduced by 25%
- Price to upgrade hamlet level increased by 30%
- Greatly increased starting trade goods for a new campaign
- Majority of Stewards techs tree increased, especially unlocking units and global implements
- The Manor tech that makes basic units cheaper, reduces their price less
- Increased the cost of a lot of town research and techs
- The cost of diplomatic Gift and Insult increased by 30%
- Ballista, Catapult and Trebuchet significantly more expensive
- Oil pot price doubled
- Price of mounted siege weapons is not the same as for ground version
- Significant reduction to gestation time of all units
- Siege and elite units gestation time reduced even more
