Hey everyone today's update is about fixing a lot of those smaller bugs and we hope you'll enjoy it a lot! We're really happy how far we've come with the game at this point and while there's still work to be done the full release has lately come a lot closer. Here's the patch notes:
-Added coliders to towers on Manhattan so units won't move through them anymore
-Moved some towers in Manhattan further away from each other
-Lowered HP of spearmen from 350 to 320
-You can no longer pass through the gate in chapter 4
-Loosing games won't give you wins anymore on the leaderboard
-Disconnected tab now won't show anymore when games end
-Made the server use less CPU for performance
-Tutorial will now give 50 DG on completion
-Fixed a bug that armies didn't match their respective maps in custom games
-Region banners will no longer be unselected when pressing on the minimap
-Fixed a bug that towers taken over right when a unit spawns doesn't change the team of the unit
-Portraits of units inside the boats will now correctly get removed from the UI
-Fixed a bug that units wouldn't attack until completing their current move order
-Campaign reward indicator in the bottom right will no show completed
-Mouse cursor colours will now show the proper colours when hovering over units
-Made chapter 1 a bit easier
Update is finally here!
Hello all! as the title says we've finally released our by far biggest patch yet. First of all we do want to apologize it has taken so long, but it has been a case of every time one problem was fixed two new ones would show up. However the long development time has also resulted in an update much closer to the final product, and basically all the functionality is done meaning we can focus on adjustments, polishing, content etc. Here's the patch notes:
-Added Matchmaking!
-Remade Army selection
-Remade chapter 5 and reduced its size by 50%
-Added chapter 6
-Added completely new in-game UI
-Added new in-game menu
-Did a graphic overhaul
-Acquired Dedicated server
-Reworked Networking to work with the dedicated server
-Added rewards for multiplayer matches
-Added Royal Guard skin
-Fixed a bug that not everyone could select banners
-Fixed a bug that sometimes campaign matches wouldn't start
-Changed menu theme back to the old non snowy one
-Changed menu music back to the old
-Added new queue music
-Fixed some spelling errors in the campaign dialogues
-Reworked a lot of functionality
-Added Medieval Ship
-Reworked Progression
-Optimized Performance
-Optimized Networking code
-Games in matchmaking will now end in turn 45 as to not drag games out (Player with the most income will win)
-Added in-game leaderboard (Upper right corner in the menu)
-Made skins buyable
-Changed Anti Aliasing
-Adjusted the order of regions the bot in chapter 1 goes for
-A lot of minor adjustments, bug fixes and changes
In case you're wondering what the graphics overhaul is about here's a picture showing before and after:
Also in case you're wondering we've created our matchmaking in a way that no matter the playerbase you can unlock skins. This is due to the maximum time a player can be in queue is set to 3 minutes, if there's not 12 players in queue it will then fill up the empty slots with bots. So even though you might have to wait 3 minutes you are guaranteed to play a game with full rewards.
At last please report a bug if you find one, while we have tested quite a bit there can be things we haven't found or noticed.
Games from Denmark sale!
We're super proud to be a part of this sale and for the first time ever the game is 20% off! Keep in mind this is the lowest price the game will reach for a very long time till after we've had our full release :)
In addition as a little homage we've added a new army from where it all started: The Danish Vikings will be released as a new playable army in the next patch!
Developer blog #3
Hello once again everybody!
It is no secret we had actually planned to release the new patch today/tomorrow. However it's honestly just not ready for release yet, and we don't want to release something that's not working properly.
We have got the system working and we're right now working on adjusting it which sadly is quite time consuming! The reason for this is that before everything was built and integrated with the UNET networking (even the singleplayer campaign). Which means when changing to the dedicated server even the most fundamental things had to be changed.
At this point the first 3 campaign maps work, the matchmaking itself and the whole mechanic behind is also almost done. However the custom games don't since we have to program our own serverlist and a lot of other functionality.
We've been thinking of releasing a patch without the last campaign maps and the custom games and then add them shortly after (1-2 weeks). And would love to hear if you it that way.
The networking part won't of course be the only new thing to come with this patch! And we're happy to say that the in-game UI has been totally remade as well as the in-game menu and options:
[IMG]https://i.imgur.com/edqmhv8.jpg[/IMG]
[IMG]https://i.imgur.com/rxD955V.jpg[/IMG]
Besides for our matchmaking we've added the posibility for the different armies to fight against each other across the different maps. This will hopefully lead to some engaging and fun matches!
Trading cards released!
Hello all!
We're super excited to announce we've got trading cards here on Steam. They're from this moment released and should've by now already have dropped for some of you with previous in-game time.
The trading cards are based on our medieval units since the campaign is centered around this time-period. And we're extremely happy with how they've turned out to look!
You can see 3 of them here:
Also some of you might notice that achievements are showing for the game. However these are at the moment not posible to obtain since the code that needs added first will be included with our next update!
Developer blog #2 It's happening!
First of all we've in the last few months been working extra hard, which is why we're super excited to announce that our queue system and matchmaking is coming! This means that we officialy have acquired a dedicated server at this point which should also result in much better networking with less lag and desync!
Furthermore this will also enable the posibility to earn DG (Dimensional Gold) from multiplayer matches to unlock skins.
Due to feedback and testing of chapter 5 in the Singleplayer campaign it has been completely remade, and the size has been decreased by 50%. This should add for a more focused and centralized gameplay session as well as having better performance.
Naturally with our updates there's also a new chapter in the singleplayer campaign, and chapter 6 will release with the coming update!
For the best of our players there's also a new skin which will unlock by reaching top 1 on our future leaderboard - The Royal Guard serve only the true king!
There's still a little way to go before this update is ready to be released, and we don't want to make any promises in case something goes wrong. But a quick ETA would be in a couple of weeks.
Update!
Our new patch has arrived and we're pretty confident you guys will like it!
Patch notes:
-Added DG (Dimensional gold) Which will be used to unlock skins
-Units now show on minimap
-New larger Healthbar
-Added DG rewards for Campaign
-Made targettable banners with waypoints
-Added double clicking for towers to multi select them
-Steam Cloud integration (Needs a bit of testing)
-More clear stats for units (New and larger font)
-Added Chapter 5 for campaign
-Added Post-game screen that show stats
-Fixed gold exploit (Glad no one found that ^^ )
-Changed menu to Winter Theme
-Some UI resolution changes
-Made Chapter 4 ending slightly easier
-Added LAN option
-Game sounds should now not be played in cutscenes and loading screens
-Buffed Mortars and Archers
-Bots now won't build units on top of each other
-Load times for chapters 1,2 and 3 has been improved
New update is out!
First of all we've added teamplay for custom games, the way teamplay works is that allies can share regions. Say 2 players on the same team own 2 towers in a region with 4. Then both players will recieve half in this case 2 income per turn.
We've also grown pretty fond of the christmas themed menu, so we've decided to keep it until the next patch :)
Patch notes:
-Added teamplay for custom games
-Added chapter 4 for the campaign
-Campaign maps now won't start before they should
-Sounds won't interfere with the cutscenes anymore
-Fixed the starting positions for the campaign maps
-Added a note in menu about armies
-Added a tip to the Europe loading screen
-Reworked standard army's medic
-Disabled graphic options in-game, (It was making the graphics worse) use launcer for now until it has been reworked.
Hotfix update
-Fixed a bug that allies could attack each others medics
-Banners will be assigned to the one that owns most towers in a region now
-Increased networking buffer size
-Added some backgrounds to the menu text
Yearly status
First of all we hope everyone has enjoyed the holidays and had a happy new year!
King of the World has now been in Early Access on Steam for a half year, and what a ride it has been! We went into this with King of the World being our first "real" game, hence we were quite inexperienced. In hindsight we probably released the game quite too early, however we can't show enough gratitude to the people that has been with us from the start!
In this half year however quite a lot of changes has been made to the game. We've gone from having 1 map and 1 army, to now have 3 of each. We've created a singleplayer campaign with the 4th chapter set to release this week. Besides this, bots has been added giving the posibility for players to play alone in the custom games as well. The game has also had lots of optimization, bug fixes, and just improvements in general to the point where we're not aware of any game breaking elements.
Does this mean the game is finished? No of course not, there's still work to be done as well as creating a more polished product. But we're getting closer for every day! Our aim is to have the "full" release by the summer. However it being fully released does not mean we won't work more on it.
At last we want to give our biggest thanks to everyone that has bought, reviewed, our discord community or just showed interest in the game! You guys are truly what motivates us to keep going even when at times everything seemed to go against us.
Christmas sale has started!
Our Christmas sales has started so if you're interested in the game now is a good time to pick it up!
Also we've good a bit of information regarding the next update coming up:
It will obviously contain chapter 4 for the singleplayer campaign, but it will also contain teamplay/Alliances for multiplayer and will work both for players and/or bots :)