Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie
Kingdom Wars 2: Battles
Patch 1.19 D - Loose Ends Before 1.2
In today`s patch we are tying up some looses ends, as we prepare to make a big leap towards the Beta build, couple of weeks down the road.
While the beta patch might only happen in early December, we are still hopeful for the last week of November. The beta 1.2 patch will include wide array of new features as well as some massive performance improvements. We are hoping to see everything from hotkeys to new campaign chapters and zombie survival mode in the first beta build.
Patch 1.19 D - Loose Ends Before 1.2 -Fixed Mithrill 'could not be loaded' startup problem
-Major improvement to performance in all game modes
-Fixed Steam Overlay not appearing in-game on Windows 10
-Disabled Halloween theme
-Disabled server reset compensation
With in-game server reset compensation disabled, you can still contact support@reverieworld.com to get new item codes. As always - thanks for your support.
Server Reset - Massive Crafting Matterial Refund
Server Reset - Massive Crafting Matterial Refund
Dear Players,
On Sunday November 1st, our game server host Liquid Web experienced a major hardware failure on our server, resulting in server downtime and loss of some data for Kingdom Wars 2: Battles. All our backup redundancies to keep player data have failed, as entire set of SSD harddrive has broken. We are escalating the issue with Liquid Web as it`s not excusable for one of the larger hosting company to have this sort of failure that has effected all of our KW2B players.
Game server is now back online, but some of the game progress was lost. We are working around the clock to setup additional backups on different server, to make sure future hardware failure (rated at 1.5% probability) will not effect player data in the future.
This was first such hardware failure experienced by our company in all the years, and we can`t say how sorry we are.
Now - we will do our best to make it right to our players by any means necessary. And while player ranking and guild data is not something we can bring back, we are taking these steps to help our players:
-All the players who log into the game in the next two weeks will receive around 200 free crafting materials, enough to unlock majority of the in-game content, and get your account to where you were before this crash
-This is a good chance for majority of players to have a fresh start in the ratings and try to get to the top of the ladder, as well as to change your in-game name
We expect a lot of you to be rightfully ♥♥♥♥♥♥ off, so please comment here, and we`ll try to address all your comments.
Patch 1.19 B - Halloween Comes... Part II
Halloween comes early this year, and with it our attempt to transform the game into true horror survival, at least when it comes to the main menu. But as the game as still in Early Access our main focus with today`s patch was on getting the game in the best shape possible for the Halloween weekend for our players to enjoy.
Today we unroll the second part of Patch 1.19, fixing a few issues across the board based on our players feedback. While part of of Patch 1.10 took care of the last remaining crash bugs, and further improved game performance.
If you have questions or comments, let us know and we`ll be happy to discuss the coming changes. And as always - thank you for continuing to support KW2B during Early Access.
Patch 1.19 - Halloween Comes... Part II
========Major Fixes and Additions======= -Fixed Town Flags not capturing
-Fixed Orc Laborer repair not working, or breaking GUI
-Units will no longer continue attacking destroyed buildings
-Mounted siege weapons now correctly auto target enemies
========Minor Fixes and Additions======= -Killing NPC camps Wolves, Ogres, and Wargs will no longer raise large Zombie hordes
-Reworked highly annoying arrow sounds - reduced volume
-Improved Chapter 1 cinematic
-Fixed a few minor Chapter 1 bugs
-Fixed a few minor Chapter 2 bugs
-Marauder and Female Warden can now use fire arrows during volley ability
-Polished art of Tent prop
-Fixed Marauders indefinitely gathering from 0 food loot object
-AI will not longer spawn units from destroyed or damaged buildings
-Workers will no longer attempt to gather from empty mines
Patch 1.19 - Halloween Comes
Halloween comes early this year, and with it our attempt to transform the game into true horror survival, at least when it comes to the main menu. But as the game as still in Early Access our main focus with today`s patch was on getting the game in the best shape possible for the Halloween weekend for our players to enjoy.
And Patch 1.19 does a few tricks - when it comes to fixing last remaining crash bugs, and further improving game performance. In addition you`ll notice a lot of major balancing changes, as well as significantly improved AI.
There`s couple of known issues to address. We hope to have all of this fixed by the weekend:
-There`s one very rare crash in singleplayer and CoOp, happens in late game
-There`s still some lag from AI, especially when AI attacks players base with gates closed
If you have questions or comments, let us know and we`ll be happy to discuss the coming changes. And as always - thank you for continuing to support KW2B during Early Access.
Patch 1.19 - Halloween Comes
========Major Fixes and Additions======= -Halloween theme for main menu
-Fixed crash during first minute of gameplay
-Fixed crash on loading saved games
-Fixed one more crash in singleplayer mid-game
-Fix lag on Ruins levels
-Major visual performance improvement on all systems +10FPS
-Fixed major issue with arrows hitting invisible walls in the air
-Units auto target buildings now
========Minor Fixes and Additions======= -Archers fire much better now, and not in sync
-Archers Volley ability is back
-Chapter 1 - added intro cinematic music
-Chapter 2 - AI will now use ladders to assault player camp
-Units only target buildings if no other enemy units are around
-Fixed bug with Marauders stopping food gathering after a while
-Siege weapons now properly attach to Palisade Towers
-Fixed various visual bugs with units using siege towers and ladders
-Siege Towers now release units onto walls much slower
-Adjusted player bases to better position palisade towers
-Fixed bug with builders waiting for 10 seconds before moving on to the next building
-AI now uses siege weapons to attach to palisade towers
-AI is much better at using fire arrows and siege projectiles
-AI is more intelligent with producing siege weapons of different types
-AI now properly captures town flags
-AI now positions base defenders on top of walls
-Various single units can now capture NPC and Town Flags
-Single corpses, including siege weapons can now be looted
-Fixed construction of the Elven wall mounted defenses
-Fixed blue FX on construction of the Elven wall mounted defenses never going away
-Enchanters now properly spawn Root Ant and Ruin Vine
=======Balance Changes====== -Reward Items system reworked - rewards increase in scale from singleplayer to coop, to solo, to 2vs and FFA
-Reward Items system reworked - various difficulty AIs give different rewards
-Reward Items exploits corrected - letting AI quickly win, making Hard AI kill Weak AI for you
-Units now automatically attack palisade gates
-Up to 20 units can now attack palisade gates
-Zombies will no longer spawn on top of mountains and other bad locations
-Zombies will no longer spawn in small groups, only large groups after large battles
-Increase Stamina regeneration 2X for elite units, and 1.5x for regular units
-Increased hit points for palisade gates
-Zombies rise much less in payer town area
-Forest spirit wood income boosted by 30%
-Minotaur cost up by 200 gold
-Dragons walk and run a bit faster
-Better balance for Foot Knight - attack and health 15% less
-Foot Knight removed healing potion ability
-Heavy armored units move 30% slower for all races
-Zombies damage to workers, hero and wizards, capped at 5% of regular damage
-Rebalanced Heroes - more specialized stats
Patch 1.18 - Say No to Lag and CDTS
Following our players request in October poll it was time to take a break from adding new content, and polish everything about the game. From fixing all the performance issues, to reworking pathfinding, and getting rid of the last CTDs, as well as fixing dozens of bugs across the boards... And I think the team done pretty well with this challenge.
After two long and productive weeks we are happy to introduce one of our personal favorite updates so - 1.18 Say No to Lag and CDTS. This updates will hopefully let all our players enjoy the game, without bad performance, crashes and bugs. KW2B might still be lacking in content, but it should be stable and smooth.
With the patch of this magnitude we expect a few new bugs to appear, however, we plan on working over time this week, to make sure the game is in perfect shape for this weekend.
Few known issues, to be fixed by Friday latest.
If you have questions or comments, let us know and we`ll be happy to discuss the coming changes.
========Major Fixes and Additions=======
-Major performance improvements during singleplayer and CoOp
-Major performance improvements during sieges
-Major performance improvements when using a lot of workers
-Fixed crash during first minute of gameplay
-Fixed all random crashes during battles in all game modes
-Greatly improved worker building construction - smarter, more efficient
-Greatly improved worker resources gathering - smarter, more efficient
-Fixed units bundling up and getting stuck during combat
-Fixed units chasing after enemies for too long
-New approach to unit to unit collision, works much better
-Units in Stand Ground will not longer run to attack enemies
-Fixed bug with Archers not firing
-Fixed CoOp diplomacy where players could attack each other
-Siege towers and ladders can now attach to palisade towers
========Minor Fixes and Additions=======
-Units stop fighting and regoup when changing formation
-Siege weapons fire faster, and show reload progress with reload bar
-Redesign of Elven Strongholds, removed part of the lower wall
-Redesign of the Orcish Stronghold, moved the outer gatehouses
-Fixed bugs with Elven palisade and Stone walls
-Palisade gatehouse now removed as soon as Stone gatehouse near it is built
-Human peasants now have Fight Fires button
-Snow Showdown and Ruin Rumble levels updated - improved the ruins playability
-Snow Showdown and Ruin Rumble levels updated - new water crossing
-Snow Showdown and Ruin Rumble - fixed issues with tasking units across the level
-Fixed minor issue with units getting stuck after ladder dies
-AI improvements - Easy AI is much easier now, and trains units slower
-AI improvements - fixed attack patterns of AI
-AI improvements - fixed bug preventing AI from attacking
-AI improvements - AI now brings more siege weapons, and use them better
-CoOp mode now always uses Medium strength AIs
-Fixed Bandit Garrison NPC location - now properly converted to the right player
-Minor updates to Profanity Filter, some less offensive words now allowed
-Fixed all broken research for Orcish War Pen building
-Fixed Zombies with bad texture, missing parts of the body
=======Balance Changes======
-Removed Ranged unit Volley ability - needs additional work
-Major Balancing Change - all ranged units do 50% more damage
-Major Balancing Change - combat is 30% faster, higher damage
-Heroes are mostly invulnerable to Zombies
-Zombies deal very little damage against Workers
-Dwarven Cannon accuracy greatly increased
-Dwarven Rifleman both melee and ranged attack greatly increased
-Heroes up to 50% cheaper, and train 40% faster
-All hero abilities greatly increased - from 40% to 150%
-Zombies are less likely to spawn inside players base, requires a lot of corpses
-Forest Spirit can no longer be used for scouting
-Low Zombies settings in Singleplayer spawns a lot less Zombies
-Dwarven Miner battalion now has 20 members
Preview: Patch 1.18 - Getting Rid of Lag
With several patches last week adding a lot of new content, and finally fixing all the crash bugs in-game, it`s time to take care of polishing combat and fix all these lag bugs.
This is exactly what we hope to achieve with Patch 1.18 - that should be ready later this week. Here`s a preview of what`s done, and what we are still working on. In addition we are redesigning workers, and changing quite a few things about the combat.
If you have questions or comments, let us know and we`ll be happy to discuss the coming changes.
Patch 1.18 Preview
========Major Fixes and Additions=======
-Major performance improvements during singleplayer and CoOp
-Major performance improvements during sieges
-Major performance improvements when using a lot of workers
-Greatly improved worker building construction - smarter, more efficient
-Greatly improved worker resources gathering - smarter, more efficient
-Fixed units bundling up and getting stuck during combat
-Fixed units chasing after enemies for too long
-Units in Stand Ground will not longer run to attack enemies
-Fixed bug with Archers not firing
-Fixed CoOp diplomacy where players could attack each other
========Minor Fixes and Additions=======
-Redesign of Elven Strongholds, removed part of the lower wall
-Redesign of the Orcish Stronghold, moved the outer gatehouses
-Fixed minor issue with units getting stuck after ladder dies
-AI improvements - Easy AI is much easier now, and trains units slower
-AI improvements - fixed attack patterns of AI
-AI improvements - fixed bug preventing AI from attacking
-AI improvements - AI now brings more siege weapons, and use them better
-CoOp mode now always uses Medium strength AIs
-Fixed Bandit Garrison NPC location - now properly converted to the right player
-Minor updates to Profanity Filter, some less offensive words now allowed
=======Balance Changes======
-Major Balancing Change - all ranged units do 50% more damage
-Major Balancing Change - combat is 30% faster, higher damage
Patch 1.17 D - Almost There!
Another big step in the right direction today. With 1.17 D we`ve concentrated our efforts on eradicating the last CTDs for good, and made first steps towards fixing various issues causing lag and low performance. In addition you`ll notice that AI is getting smarter daily - learning new tricks like building wall mounted defenses, and more. Some work also went into Chapter 1 and 2, making defeat and switching chapters more user friendly. And by popular demand - Chapter 2 is much easier now.
We`ll continue with another patch tomorrow - addressing other sources of lag - like attacking enemy keep, or ordering multiple building construction. We are also hoping to fix annoying pathfindign issues with some units bundling up and getting stuck near walls and gatehouses.
Patch 1.17 D - Almost There! -Fixed the last Chapter 1 crash bug
-Fixed hopefully the last gameplay crash
-Episode 2 now works for everyone
-On defeat in Campaign player gets Defeat screen
-On completing Chapter 1, Chapter 2 starts automatically
-AI now builds more efficiently
-AI now constructs mounted wall defenses
-Improved AI performance
-Chapter 1 - Dagbor houses will no longer disappear
-Chapter 2 - easier, more time between AI waves, less units
-Gatehouse flag is properly removed if gatehouse is destroyed
-Chapter 3 button will no longer light up on completing chapter 2
-Removed 4th AI player option Skirmish - until performance is fixed
Patch 1.17 C - You Shall Not Crash
We are happy to present our first follow up patch, following the release of 1.17 The Game Chanter couple of days ago.
Today`s update makes everything about the game feel better - from performance to gameplay. We`ve managed quite an impressive patch list for two days of work - from fixing most of the crashes to greatly improving AI performance. We expect a final follow up patch by Monday morning.
Thanks for all your bug reports, submitted logs and overwhelming support! We couldn`t have finished this large follow up patch without our player`s help!
Patch 1.17 C - You Shall Not Crash -Fixed crash in singleplayer campaign
-Fixed crash during siege combat
-Fixed crash caused by using siege towers and ladders
-Polished Chapter 2 action flow
-Improved Chapter 2 balancing
-Chapter 1, more AI units, attacks much better
-Greatly improved Reward items allocation
-Rewards now features different items at once
-AI will now properly attack players
-AI now ignores ruined walls on some levels
-AI handles sending units through gates much better
-AI nurfed - will level up buildings less
-AI nurfed - will not cheat to spam troops quickly
-AI nurfed - builds walls slower
-Fixed Orcish and Elven buildings not dying if Level 2 or higher
-Fixed double Town Capture flag
-Wild Fire greatly nurfed - burn less, and damages units less
-Corpses burn out much faster, without hurting units much
-Gatehouses and walls now shows - Time under Siege when selected
-Gates and walls can only be repaired and rebuilt with no enemies around
-Gates under repair stay open
-Rebuilt gates have right collision - open, and units can go through
-Fixed Chapter 2 Zombies standing around if continuing saved
Patch 1.17 - The Game Changer
After two long months, we are happy to introduce our largest update so far - 1.17 The Game Changer. This patch adds several large features - from fully functioning AI, and singleplayer game lobby to new campaign chapter, and new trade interface. We also improved several core areas of the game, from pathfinding to ranged combat.
With the patch of this magnitude we expect a few new bugs to appear, however, we plan on working over time this week, to make sure the game is in perfect shape for this weekend.
Few known issues, to be fixed by Friday latest.
========Known Issues=======
-Playing against 3 AIs in singleplayer lags, 1 or 2 is ok
-There`s a known crash during combat, will be fixes asap
-Chapter 2 still has some balancing and polishing to do
-Archers sometimes act weird, especially on the walls
-We didn`t get around to fixing units sometimes getting stuck on ladders
And finally - the patch notes!
========Major Fixes and Additions=======
-Added Episode 1 - Chapter 2 of the singleplayer campaign - 2 hours of gameplay
-Added Singleplayer AI that gathers, defends, builds and attacks
-New singleplayer menu with full game customization
-CoOp mode now features aggressive AI
-Reworked item trading interface, with it`s own menu, visual interface
-Adedd offline trading - accept offers from players who are offline
-Added Day and Night clock
-Added unit to unit collision - great for holding choke-points against superior forces
-Greatly improved ranged units - will not chase enemy units, fixed all around
-Building foundations can now be attacked and destroyed by melee units
-Fixed common crash during sieges, when ladders would be killed while units are using it
-Fixed common crash during Chapter 1
-Add Kingdom Wars 1 reward - by using Free-to-Play code in the KW2B menu, to be redeemed in KW1 - Bank
========Minor Fixes and Additions=======
-Pathfinding improvement - units will not get stuck on mountains
-Pathfinding improvement - units will run to rejoin their battalion if separated
-Fixed bugs with ranged units being unable to fire after a while
-Gatehouse construction no longer shows Rush Construction button
-Destroyed buildings no longer leave flags, or lights
-Fixed common issue with build layer of walls button being greyed out
-Fixed weirdness when the game was paused
-Greatly improved Chapter 1 AI attack sequence
-Added various checkpoint and saved game notifications - hour glass icon, and sound
-Add countdown sound effect for all campaign timers
-New main menu cinematic screens for singleplayer and trade sections
-Units who can`t reach enemy due to unit collision, will stay in aggressive animation
-Trade window statistics on previous trades
-Fixed art for various buttons in the main menu
-Fixed player chat colors in 2vs2 and FFA
-Help messages for Cards, Techs and Trade menus
-Campaign will no longer turn music back on, if disabled
=======Balance Changes======
-Reduced duration of the wild fires, especially how long the corpses burn
-Palisade gates can now be opened if under attack by melee units
-Archer fire will no longer be suppressed if they are defending walls, with melee units under them
-Ranged unit Volley ability can now be used almost anywhere - including walls, mountains
-Market building trading of resources not not as exploitable, goes down to 100 per 500 as the worst rate
-Lootable Good Carts can now be looted by several peasants at a faster rate
-Mounted units are much larger in size, effects both combat and their collision
-Wizards can pick up Treasure Chests
-Fixed all singleplayer reward exploits
Patch 1.17 ETA: 2 hours
Dear players!
First of all - I would like to say thanks for your support and patience while waiting for our biggest patch/update so far.
Patch is finally ready and update should go live in about 2 hours (more or less). Be sure to follow our social media and forums for updates!
Patch preview available here: http://steamcommunity.com/app/253190/discussions/0/523898291510244455/