Hey Everyone,
It`s fantastic to see so many of you enjoying MKW. The player population is steadily growing, and this is very encouraging for our small team. Thanks to your support we can continue our lightning fast progress, with massive weekly updates.
And the team is having a fantastic time talking to our players in-game and in the forums, and a big Thank You for all the suggestions, reviews and feedback.
Today we have yet another significant update, as we continue to polish and improve many areas of the game. It looks like we`ll go for one more quality of life update next week - Improvements Part III, and after that, we`ll finally focus entirely on the diplomatic features of the game, that we hope to complete by early November.
As always - thanks for your support, and please keep these suggestions and bug reports coming. We make sure to read every post on our forums.
And so - presenting our first milestone - Update # 32:
New Features
-Major change to the world map AI - it now improves and builds up towns over the game years
-Major change to Steward tech tree - with preview of all units, buildings, and techs that are unlocked
-Completely reworked auto-resolve winning and losing. It now deals significantly more damage to the army and calculates a lot more factors
-AI will increase garrison in hamlets over time as it upgrades the hamlets
-Camera Scrolling speed added to the Options
-Game Speed such as world map speed controls or slow-mode in battle no longer affects scrolling speed
Fixes and Improvements
-Reworked location and size of time controls on the world map GUI
-Fixed issue with Pause/Resume world map speed button not always working
-Fixed issue with closing unit transfer window requiring a double-click
-New cursor when mouse over the towers that units can be positioned at
-Pausing the game during attack window pop-up
-Added "Help" chat tab
-Added several new death animations to units
-Fixed issue with Dover and some other towns missing two buildings plots
-Fixed issue with AI not attacking 2nd gates on Dover and some other levels
-Changes to a lot of large town level, more palisade is walkable, relocated some gatehouses
-Fixed numerous spelling mistakes
-Siege Pushers all of them don`t play wounded animation
-Moved techs around most of the best techs that unlock units much later in progression
-Knight Templar's and Knight Hospitallers now correctly unlock under the proper research
-Units are don`t support levels - like siege, livestock, no longer get levels on the world map
-Sprinting consumes units Stamina
-Auto-Resolve capturing of a settlement no longer gives full garrison of units
-Fixed bug with armies taking no damage when engaging another army
AI Changes
-World Map AI will improve major towns and hamlets with needed buildings, and occasionally construct walls
-World Map AI will upgrade Hamlets to higher levels as the game years go by
-World Map AI greatly increases the size of it`s Hamlet Garrisons
-World Map AI armies also loose units after victory or defeat
-World Map AI armies are likely to continue on a warpath after taking a settlement, though often reduced in strength
-World Map AI will send armies to attack other kingdoms a lot more often
Balance Changes
-Ranged of army recruitment from towns increased by 50%
-Slightly lowered the price to upgrade Hamlets on medium and easy difficulty
-20% increased Auto-resolve chance of loosing, requires bigger strength advantage to win
-Minimal large city strength increased to 5
-Most hamlets now start new campaign as level 1 or 2
-Hospitaller now does full Crash damage and good vs. heavy armored troops
-Increased the price of higher tier units by up to 30%
-Increased trade goods price by up to 50%
-Mantlets should take more ranged damage
-Rams, even slower, 1.5 more expensive and 50% more hit points
-Starting resources greatly increased