Kingdom Wars 2: Battles cover
Kingdom Wars 2: Battles screenshot
Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie

Kingdom Wars 2: Battles

Update 1.8 - "Big Changes" is Live!



Dear Players,

The long awaited update 1.8, has just been released. After an unfortunately lengthy interruption this summer, our team is back to work on Kingdom Wars 2: Battles with one update after another planned in the coming months. Our main focus with today`s massive 1.8 update was to improve pathfinding, combat, and playability.

Few things of note - we have eliminated delay when tasking units both in singleplayer and multiplayer as well as reworked our research and buttons to fix various issues effecting saved game. We hope everything goes smoothly with this update.

Our next update will be ready later on in August and will continue featuring minor new features and improvements across the board. If you have any suggestions for our next update, please take a moment to post them here: http://steamcommunity.com/app/253190/discussions/0/360672383117497119/

And so presenting 1.8 - "Big Changes"

-Greatly reduced command delay in multiplayer games - selecting and issuing orders is nearly instant
-Fixed major problem with units ignoring move or attack orders
-Completely reworked worker unit tasking to resources - eliminate huge lag spike when tasking workers
-Reworked tasking melee units to attack enemies - eliminated lag spikes
-Completely eliminated response lag when tasking units. From several seconds to half a second
-Greatly improved performance when moving the camera around
-Fixed certain abilities and construction buttons become instantly available in a saved game
-Fixed research and techs not properly saving in a saved game
-Reduced maximum unit selection for battalions from 16 to 9. Up to 16 siege weapons can still be selected
-Battalions moving long distances will look much better as units keep better marching order in formations
-Fixed issue with Zombie Ogres still spawning if Zombies are off
-Added option to load singleplayer scenarios from local library or from Workshop
-Fixed various issues with easy AI getting stuck in it`s base
-Added disconnection handling for Survival game mode, now the remaining player will get other players assets
-Various fixes so that disconnected players buildings, or destroyed buildings will not spawn units
-Reworked swear word filter - substituting words instead of masking

Update 1.8 Next Week!



Dear Players,

After an unfortunately lengthy interruption this summer, our team is back to work on Kingdom Wars 2: Battles with another very large update planned for next week.

With update 1.8 we looked at fixing two of the biggest core problems in the game that we always thought to be too big to rework.

First of all we are looking at eliminating delay when tasking units both in singleplayer and multiplayer. This comes at a price of being able to select 12 units instead of 16, and minor animation lag during laggy matches - but the end result is a smooth combat gamepay without command lag.

In addition we have reworked our research and button locks from the ground up, to fix various issues effecting saved game - from technologies not saving, to ability buttons being unlocked without research.

As always Update 1.8 will include a dozen of balance changes based on player feedback. And in addition we`ll fix the last few reported bugs such as sometimes clicks not registering when tasking units.

Also please accept our apologies for the delays with the update, we had a lot of unfortunate distractions these past two months but we hope to make up for the last time in August.

Update 1.7 - "Ready for the Summer"



Hey Guys and Girls,

Another week has passed, and we are happy to present another update - 1.7 Ready for the Summer. This time around it was our players feedback guiding the team, with every item on the fixed list requested on our forums.

This update was all about what our Players want to see changed and fixed. We`ve collected over some recent player suggestions, and a dozen of bug reports from our very helpful player community. And the result - is this massive update, giving You - what You want to see changed. We`ll continue working in the same direction for our next update.

Our next update will be ready in July, and will feature some new features and fixes. We plan on working in the same way with all our future updates this summer.

And so presenting 1.7 - "Ready for the Summer"

-Fixed saved game problems with unit abilities being unlocked even if not researched
-Fixed saved game technology and wall upgrade buttons problems
-Improved connection to the server, will not disconnect for some players as it used to
-Added Kingdom Wars 1 bonus code to the Social Window
-Adjusted Social window buttons
-Decreased transparency on various GUI windows
-Improved performance of mouse movement on some higher end PCs
-Improved performance on lower end PCs by reducing scripting intensity
-Fixed problem with button description for units, techs, buildings not showing
-Fixed cheat protection activating when buying 5000 resources
-Increased Gold Smelting and Stone Refining income by 20%
-AI will not properly use Market building for resources income later in the game
-Dwarven Champion attack, hitpoints, defense and cost rebalanced, nurfed
-Shaman cost increased, attack increased, but fatigue reduced

Summer Updates



Dear Kingdom Wars 2 Veterans,

Following the release of the major update 1.6 last week - http://steamcommunity.com/app/253190/discussions/0/358415103479266494 , we wanted to share our future plans for Kingdom Wars 2

New Expansion This Fall?
We are considering bringing a second expansion to Kingdom Wars 2: Battles later this fall. And while we will only be able to confirm this later in July, we wanted to hear your ideas for the expansion. Please let us know on our Steam forums - http://steamcommunity.com/app/253190/discussions/0/358415206099811935.

Update 1.7
Later this week we are bringing new update 1.7, aimed at fixing the few last performance issues remaining, as well as addressing some saved games issues. In addition in this update we will fix the last few bugs that has been reported by our players. After 1.7 is live we look forward to start planning new content updates with you.

New Workshop Scenarios
Later in June you will find new scenarios available in the Workshop, featuring survival style scenario, as well as scenario where player gets to play as Zombies!

Modding Tools
In early July we plan to release more tools and tutorials to help KW2B Modding community grow and create using our game engine. This will include opening code for our singleplayer campaign, as well as modelling tools.

Update 1.6 - "Performance Maximus"



Dear Players,

Following a short downtime after release of the Undead Rising expansion, we are back to regularly updating Kingdom Wars 2.

Our goal with a major update 1.6 was to fix almost every issue reported by our players in the Bug forum over the past month, as well as to finally eradicate all the performance issues effecting some of our players. And I think we`ve managed to do just that. For the rest of the summer we plan to work on improving everything that we can about the game. Later on this Fall we hope to bring you another expansion pack - however, full announcement on that is to follow later in July.

And so - introducing update 1.6 - Performance Maximus:


-Fixed extremely bad lag when selecting multiple units
-Fixed minimap not showing current location
-Added Switch to Offline option to the Exit Game menu
-Market building trades 5X of resources when using Right mouse button click
-Fixed issue with AI not building anything in some game modes
-Added Play Offline option if player doesn`t have the latest patch
-Added hotkeys for Wizards, Dragons Breath, Grinder and Rootant
-Added destruct/kill button for Heroes/Mages/Dragons
-Fixed issue with clicking Building buttons covered by tool tip when it`s near edge of the screen
-Can no longer attack Wells
-Capture the Flag game mode - added objectives and sounds to show Flag being captured by enemy player
-Capture the Flag game mode - fix the bug with multiple rewards for victory and defeat
-Survival mode Zombie stats increases slower with future waves
-AI now patrols the area around it`s base
-AI will stop rebuilding wall defenses if nearly defeated
-AI will have to wait at least 400 seconds before rebuilding destroyed Tree buildings
-AI will target enemy buildings if enemy population is 3 or less, when full attack is launched
-AI buildings only spawn units if hit points at least 20% of hit point cap
-AI only builds Mills and places building construction if they have workers
-AI doesn't build walls unless population is 15 or more
-AI will no longer send only siege weapons to attack
-Zombies and Ogre Zombies are less resilient to fire
-Lower zoom in for cinematic mode
-Arrow Volley ability drains fatigue twice as fast now
-Fire and Fiery arrows add 90 damage instead of 120
-Fixed Dwarven Ram not attacking gates
-Buildings are twice as resistant to fire

Update 1.6 Next Week



Dear Players,

Our team is back from a nice vacation following the release of Undead Rising, and now refreshed and rejuvenated - we are back to working on more Kingdom Wars 2: Battles updates.

Later next week we plan to release update 1.6. In this update we hope to fix almost every issue reported by our players in the Bug forum over the past month, as well as finally eradicate all the performance issues effecting some of our players.

While update 1.6 will not be adding any new features, but fixing the current content, we hope to announce additional expansion and new features later this summer.

Free Expansion Pack - "Undead Rising" is LIVE!



Reverie World Studios is proud to present you the next chapter in Kingdom Wars 2: Battles - The Undead Rising expansion. And in best Reverie traditions this expansion pack is absolutely free.

With Undead Rising we decided to go against the standard expansion formula of adding few new levels and couple of units, and instead concentrated on major features that our players actually asked to see, as well as expanding the game modes being played the most.

Expansions biggest addition is the main menu Homeland Development making a come back of sorts from KW1. Players will now get to develop their epic main menu towns through crafting and game progress. Some of the other bigger features range from Undead Ogres, Slow-Motion, Completely reworked AI, Three new Game Modes, Updated Singleplayer Campaign, Steam Workshop support - and so much more.

Thanks for your support!


Expansion Features
===================
-New Main menu - with epic towns for each race - similar to KW1 homeland development
-Over 20 new Steam achievements covering Hosting games, Survival, Trading, Guilds and more
-Main menu towns grow and expand as technologies are unlocked
-Entire campaign rebalanced to play much better on all difficulties
-Started expanding Campaign - Chapter 1 and 2 now have 4 Save points
-Steam Workshop support for singleplayer scenarios
-Zombie Ogre - very powerful undead creature, destroys walls, arrow shield
-Arrow Time Slow Motion - singleplayer only, button or Delete key activated
-Building GUI expansion with new Gameplay Option to use bottom left GUI
-Auto-Leveling units Option added to the Gameplay Options
-New Game Mode - Casualties of War - Be the first to inflict 1000 casualties
-New Game Mode - Total Annihilation - Destroy every single unit and building
-New Game Mode - King of the Hill - fight over the flag in the middle of the level
-New Level Location - Mining Camp - capture it to generate stone and gold
-New Level Location - Warehouse Village - capture it to generate food and wood
-New Battle options - Resources Nodes only NPCs, and Dragon Treasure controls
-Reworked combat sounds

Fixes and Improvements
===================
-Fixed bug with screenshots being blue hued
-Fixed how AI would level it`s units - didn`t work before
-Improved menu window look, through transparency
-Fixed bug with ruined walls looking build up in saved games
-Fixed various bugs with resuming campaign chapters
-Fixed Orc Slayer missing shield/helmet/spaulders when fully upgraded.

Balance Changes
===================
-Campaign on Hard difficulty is extremely hard now, facing Level 10 enemies
-Campaign on Hard difficulty gives very high rewards - 7 epic items, or 28 regular items
-Campaign on Easy difficulty is extremely easy
-Campaign on Medium difficulty is easier now
-Chapter 1 disabled Volley
-Wall tower plots 3X more hitpoints
-Volley requires 20 more Fatigue, Drains fatigue 15% faster
-Volley Distance reduced from 3000 to 2400
-Marauder Volley damaged reduced by 25%
-Marauder spawn time back to 60, from 80
-Marauder starting Fatigue reduced by 30 points
-Peasant, Labourer, Male Warden now have 40 Piercing Armour
-Burning Fire Trial - Marauder fire arrows tech - increased 70%
-AI Rebalanced - creates units slower, 30$ longer on hard, 25% on medium, 20% longer on easy
-AI Rebalanced - Easy AI will mostly turtle, rarely attack only in later game
-AI Rebalanced - Medium AI is less aggressive, attacks later with larger force
-AI Rebalanced - Hard AI a lot better - rushes, and tries to attack non stop
-Survival mode is a lot harder in Multiplayer
-Survival mode is good deal harder in Singleplayer
-Zombie are more resistant to ranged attacks

Beta Version of "Undead Rising" is LIVE!



Reverie World Studios is proud to present you the next chapter in Kingdom Wars 2: Battles - The Undead Rising expansion. And in best Reverie traditions this expansion pack is absolutely free.

With Undead Rising we decided to go against the standard expansion formula of adding few new levels and couple of units, and instead concentrated on major features that our players actually asked to see, as well as expanding the game modes being played the most.

Expansions biggest addition is the main menu Homeland Development making a come back of sorts from KW1. Players will now get to develop their epic main menu towns through crafting and game progress. Some of the other bigger features range from Undead Ogres, Slow-Motion, Completely reworked AI, Three new Game Modes, Updated Singleplayer Campaign, Steam Workshop support - and so much more.


Thank You for Your Support!

Expansion Features
===================
-New Main menu - with epic towns for each race - similar to KW1 homeland development
-Over 20 new Steam achievements covering Hosting games, Survival, Trading, Guilds and more
-Main menu towns grow and expand as technologies are unlocked
-Entire campaign rebalanced to play much better on all difficulties
-Started expanding Campaign - Chapter 1 and 2 now have 4 Save points
-Steam Workshop support for singleplayer scenarios
-Zombie Ogre - very powerful undead creature, destroys walls, arrow shield
-Arrow Time Slow Motion - singleplayer only, button or Delete key activated
-Building GUI expansion with new Gameplay Option to use bottom left GUI
-Auto-Leveling units Option added to the Gameplay Options
-New Game Mode - Casualties of War - Be the first to inflict 1000 casualties
-New Game Mode - Total Annihilation - Destroy every single unit and building
-New Game Mode - King of the Hill - fight over the flag in the middle of the level
-New Level Location - Mining Camp - capture it to generate stone and gold
-New Level Location - Warehouse Village - capture it to generate food and wood
-New Battle options - Resources Nodes only NPCs, and Dragon Treasure controls
-Reworked combat sounds

Fixes and Improvements
===================
-Fixed bug with screenshots being blue hued
-Fixed how AI would level it`s units - didn`t work before
-Improved menu window look, through transparency
-Fixed bug with ruined walls looking build up in saved games
-Fixed various bugs with resuming campaign chapters
-Fixed Orc Slayer missing shield/helmet/spaulders when fully upgraded.

Balance Changes
===================
-Campaign on Hard difficulty is extremely hard now, facing Level 10 enemies
-Campaign on Hard difficulty gives very high rewards - 7 epic items, or 28 regular items
-Campaign on Easy difficulty is extremely easy
-Campaign on Medium difficulty is easier now
-Chapter 1 disabled Volley
-Wall tower plots 3X more hitpoints
-Volley requires 20 more Fatigue, Drains fatigue 15% faster
-Volley Distance reduced from 3000 to 2400
-Marauder Volley damaged reduced by 25%
-Marauder spawn time back to 60, from 80
-Marauder starting Fatigue reduced by 30 points
-Peasant, Labourer, Male Warden now have 40 Piercing Armour
-Burning Fire Trial - Marauder fire arrows tech - increased 70%
-AI Rebalanced - creates units slower, 30$ longer on hard, 25% on medium, 20% longer on easy
-AI Rebalanced - Easy AI will mostly turtle, rarely attack only in later game
-AI Rebalanced - Medium AI is less aggressive, attacks later with larger force
-AI Rebalanced - Hard AI a lot better - rushes, and tries to attack non stop
-Survival mode is a lot harder in Multiplayer
-Survival mode is good deal harder in Singleplayer
-Zombie are more resistant to ranged attacks

Update 1.4 - "Kingdom Forths" is Live!



Hey Guys and Girls,

The team is on a roll, and parallel to working on Undead Rising expansion, we managed another solid patch for you guys to enjoy. Every change in this patch was created extensively with the player in mind. With that said, many of the changes should be easy to spot in the game, and will significantly improve your experience with KW2B.

With Undead Rising free expansion less than two weeks away, we are back into crunch time mode, and can`t wait to unleash the awesomeness and new content that is coming!

And so - presenting "Kingdom Forths 1.4"

Improvements & Fixes
==========================
-Custom Games list now also shows all quick hosted games like 1vs1 or Survival
-Fixed major issue with displaying Russian text in campaign
-Multiplayer search updates with Latency Check off on default
-Defeated player enters spectator mode where entire map is revealed
-Multiplayer Zombie Survival difficulty depends on Hosts Rank and experience
-Detach button on siege weapons will work now
-Fixed Mass Healing bug with Heroes
-Fixed Editor exploits for Loot objects
-Ruin Vine will now give walls besieges status
-Livestock Destroy Unit button menu now works
-Zombies that get stuck in walls or terrain die off
-Can not send resources or units to defeated ally
-Fixed problem with removing wrong palisade gate when constructing large walls
-After one player has been defeated Cards no longer reset
-Fixed building level up hitpoints issue - where building would be damaged
-Fixed very weird visual glitch on Dragonbreath death
-New easy to see default colors in 1vs1 and Survival - green, blue, purple, yellow
-Fixed achievement with winning ten unrated or singleplayer matches, counts for any race win now
-Fixed Cards resetting for another use, after players, is defeated in 2vs2 or FFA
-If gatehouse is opened before the upgrade, it`ll be open after the upgrade
-Livestock can now be attacked by units. AI will attack livestock
-Fixed number of problems with peasants gathering from mills and fruit bush
-Fixed various bugs with unit Stance, Formations not working or applying properly
-Fixed rare bug with Elven Warden resources drop off spirits not working and going up
-Fixed Male Warden downpour hotkey clash with D
-Fixed various hotkey clashes: H = Halt/Stop, P = Healing Potion and Prayer, T = Dwarven Horn, Dragon Horn, B = Behavior Stance, M = Attack Move
-Fixed various hotkey clashes: X = Spend experience skill points, N = Hold Fire, G = Attack Ground, Y = Flamed/Fire/Fiery Arrows/Stones/Bolts

Balance
====================
-Leveling up building decreases unit gestation time 25% less than before. 4% per level
-Leveling up building decreases unit price time 50% less than before. 5% per level
-All workers extremely resistant to fire, resistant to cold
-Human Peasants - attack and hitpoints greatly increased
-Decreased archer armor bonus on walls by 25%
-Archer, Crossbowman and Marauder Enfilade ability will not work on walls now
-Elven Male Warden Hit Points and Attack increased slightly
-Changed how Rootant attack stacks up - area attack damage is divided by number or allied rootants in the area of attack
-Orc Laborer - Hit Points and Attack moderately increased
-Zombies are 30% less likely to spawn inside town under siege. Still 450% less likely than in the open field

Update 1.3 - "The Game Changer" is Live!



Hey Guys and Girls,

The team is well refreshed after a few days off, and we are excited to be back to work. With everyone on the team concentrating on Undead Rising expansion pack, we made sure to set some time aside to continue regular updates every other week. And so presenting patch 1.3 - "The Game Changer"

You`ll see several very large changes in this update, including completely different approach to melee combat and battalions, as well as a dozen of other changes requested by our players - from balance adjustments to fixes and small new features.

Human race has also received a much needed boost, and we finally looked into giving higher/lower zoom levels in cinematic mode. And finally - a way to detach and reuse these siege weapons

-Reworked melee combat - battalions will mostly attack as one unit
-Reworked pathfinding - individual battalions will run around much less
-Reworked combat - swarm mechanics greatly improved
-Performance improvement - much lower CPU usage during combat
-Improved cinematic mode camera - close zoom in, much further zoom out and low, ground level angles
-Added new Defensive Stance to units - will return to original position once attacked, only reacts to units attacking
-Ladders, Tower and Treant now have Detach functionality, and can be reused
-New Dev Trades added to the Market - 5 new trades per player, every day
-Upgrading to large gatehouse keeps gates closed
-Fixednot being able to task units away from attacking palisade gates
-Fixed menu breaking when receiving Friend invite while searching
-Fixed menu breaking when sever announcement is shows while searching
-Peasant and Warden Female Hotkeys changed
-Fixed problems with building decoration objects when loading the saved game
-Fixed common error with Crafting window
-Updated filters for restricted names and words including adolf hitler and others
-All ranged unit volley damaged reduced and balanced
-Wolf NPCs attack reduced by 37%
-Orcs use Worker Hut drop off much better
-Zombie Spawn area in survival - heals Zombies and drains player units
-Fixed hide ability breaking in multiplayer hiding units from the player that controls them
-New forest spirit icon that allows seeing how many are producing
-Men Swordsman: 10% HP, 12% attack, 20% Armour
-Men Cavalier: 15% HP 13% attack
-Men Mounted Knight: 18% HP 11% attack
-Men Foot Knight 17% HP 18% attack
-Men Crossbowman 28% attack
-Men Halberdier 18% HP, 12% attack
-Men Maceman: 15% HP
-Elven Rootant cost increased by 100 gold
-Elven Rootant hitpoints reduced 25%
-Orc Marauder nurfed, takes 20 seconds longer to train
-Orc Marauder Worker Hut cost increased by 60 food
-Orc Marauder Hit Points reduced 10%
-Orc Grinder damage increased 100%
-Orc Grinder now do 300% more damage vs Zombies, take 10% damage from Zombies


P.S. We ran out of time to add changes to building levels effecting unit train time and cost, this is something we`ll save for 1.4

P.P.S. We are aware of siege weapon Detach not working, we had to revert it at the last second. We`ll fix it by Monday