Hey Everyone,
Today`s update marks the first major milestone in MKW`s journey through the Early Access. With our 30th update we`ve finally completed the basic foundation of the Grand Campaign. Now, with that grunt work behind us, it`s time to get to the fun features - from diplomacy and trade, to kingdoms feudal hierarchy and quests. You can expect to see the first of these fun features later this Fall, as we work towards the Alpha milestone; aiming for late December there.
But, before we move onto the fun stuff - we want to go through everything we have done so far, and fix hundreds of small bugs and issues with the current content. From combat issues and small bugs to performance and AI problems. We should be done with all of that towards the end of October.
We got a feeling you`ll love today`s update. With nearly 60 fixes and additions, it`s another big step forward for MKW. Some of the bigger new features include unit transfer between armies and towns, as well as switching to realistic unit recruitment on the world map. Towns must have correct research and buildings to produce units, and armies can only recruit units near towns. In addition, we have reworked how the battles and RTS town management works, with introduction of silver upkeep drain. Now if you are attacking something, or managing your town, you will need to store some silver, to pay for the time spent in the RTS mode.
Video Overview of the Update courtesy of Stephen Silverbeard.
https://www.youtube.com/watch?v=2rQZQOnzo94
And so - presenting our first milestone - Update # 30:
New Features
-Managing Towns and Battles now drains World Map Silver resource
-Running out of silver while in battle or managing town will return player back to the world map
-Towns only allow recruiting units when corresponding building has been constructed
-Added ability to transfer units between armies and towns
-Armies now can only recruit units from a specific town
-Reworked Unit Behavior - units will always obey commands and targeting orders even in Aggressive stance
-Major change to Research. Research from towns buildings gives permanent Local upgrades only for this town or army
-Major change to Research. Research from Steward tree gives permanent global upgrades to all towns and armies
-Fixed major visual lag problem in large towns during night time
-Fixed major lag problems during rain
-Rescaled horses and riders to realistic proportions with larger horses
-Added recruit units button to both armies and towns
-Various world map GUI windows now pause the game and don`t allow clicking stuff on the map
-Training units on the worldmap now accounts for the building level in the city
-Rearranged research tree, moving a lot of techs around, especially these that unlock units
-Research tree - trade good prices greatly increased and rearranged
Fixes and Improvements
-Fixed the bug with Palisade wall staying after upgrading to the Stone walls
-Unit purchase window now pauses the game, also got rid of the slot numbers at the top
-Fixed major issue with another battle dialogue popping up while already in battle
-Fixed the bug with army showing all units as ? after recruiting the 30th unit
-Fixed ballista not auto-firing, including AI ballista never firing
-It`s now easier to select your army, and to click-target enemy army
-Orleans level - fixed wrong palisade wall by the entrance
-Gate Gears are easier to attack and destroy
-Fixed one of the Hamlet design stone walls not having any staircases
-Fixed some of the hamlets giving free units
-Its now much easier to see units through the rain
-Fixed rain sound not playing during rain, or playing very quietly
-Reworked some ultra bright terrain, especially near Mills
-Square stone tower no longer allows building Ballista without research
-Fixed visual bug - invisible legs - with the world map army unit
-World map army unit animation slowed down to match new slower speed
-Horses now properly die under riders
-Fixed visual bug when Calvary units fight each other
-Can click collect all taxes button while any GUI window is open
-Tutorial - improved performance, and fixed some resources issues
-Ranged siege weapons no longer ignore orders and fire instead of moving
-Fixed a bug with being unable to open the gate for a long period of time
AI Changes
-Reduced radius of AI armies attacking player armies
-AI will bring and use more Battering Rams
-Slightly longer time limit on AI attacking player Hamlets, +5 minutes
Balance Changes
-World Map army movement speed reduced by 50%
-Reduced radius of player army attacking AI towns
-Time to capture town control flag increased by 50%
-Increase the price of purchasing trade goods from Steward
-Greatly increased hitpoints for the battering ram and escalade
-Monk healing requires more stamina, and 40% less effective
-High level units gain 33% self healing
-Nerfed Hobelar stats on average around 30%
-Nerfed other cavalry on average 15%
-Piked units not can`t be knocked down by cavalry
-Cavalry trample damage reduced by 25%, self-damage increased by 30%
-15% increase to battle starting resources
-Only give trade goods for winning battles, not for losing
