Kingdoms cover
Kingdoms screenshot
Genre: Role-playing (RPG), Simulator, Adventure, Indie

Kingdoms

UPDATE 0.465 [BUGFIXING]

Welcome, lords and ladies of KINGDOMS!


0.465
Today is friday and bugfixing is here! The most of fixes are connected with recently added walls. Also i've tried to do some tweaks in AI selling/buying behavoir - in order to boost economy a bit, before more global changes will be made here. As usual - thanks a lot to everyone who is reporting bugs! - your help is really priceless. The full list of changes follows:

BUGFIXING

  • Fixed issue when building progress wasn't showed properly when building;
  • Fixed issue when settler continued to calculate their actions even if game was paused;
  • Fixed issue when world generation menu could stay active even if generation was over;
  • Fixed issue when player couldn't mine the rock even with pickaxe in hands and needed perks;
  • Fixed issue when player could broke game logic when pressing menu button when placing a structure;
  • Fixed issue when player couldn't build settlement after building a farm or bandit's lair;
  • Fixed issue when settler was hard to loot after killing because of wrong collider size;
  • Fixed issue when waiting menu could accidentally pop-up when pressing other keys (hope, once and for all);
  • Fixed when ai could continue moving trough structures when being too close to the player (this should happen only off camera);
  • Amount of goods bought/sold by AI was increased a bit in order to boost game ecomomy;
  • Amount of gold AI gets from trading was increased in order to make buying still possible for poorest AI who already spend all the money;
  • If AI doesn't have money he goes gathering various resources in order to sell them later (It was random descision before);
  • Russian translation was updated;
  • Fixed issue when walls #3 and #4 textures were too dark;
  • Walls #3 and #4 models were replaced in order to make their look more natural;


IMPORTANT
1) Please, feel free to use built-in bug reporter - it will help development a lot.
2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.
3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out.
Thanks for your support, see you very soon!
Cyfieithydd

UPDATE 0.464 [BUILD RESOURCES]

Welcome, lords and ladies of KINGDOMS!


0.464
Todays update will bring much more variety to building process - for now on to build a structure you'll have to use different resources depending on the structure itself - not just wood like in was before. In example, small wooden house requires several logs and planks to build, but huge stone tavern requires a lot more wooden logs, planks, treated and untreaded stone for foundation etc. I really hope, that this change will make overall gameplay a bit more variative and will bring more logic to the whole building process. Plus untreated and treaded stone will finaly find their use. With adding of new resource types like glass, textile and paper - they'll be also used in building. Also, i've fixed some bugs came with recently added walls like missing colliders and disappearing on long distances. Full list of fixes follows:

BUGFIXING

    <*>Fixed issue when wall model could disappear when it's size was too large and player was far away from settlement;
    <*>Fixed issue when wooden walls #1 and #2 had missing colliders;
    <*>Fixed issue when player could set buildings too close to the wall;
    <*>Fixed issue when walls gates had missing colliders sometimes;
    <*>Grass width near walls was tweaked a bit in order to make it look more natural;
    <*>Fixed issue when AI could walk through wooden walls # 1 and # 2;
    <*>Fixed issue when "Jump" and "Sprint" button were missing in controls map list;
    <*>Wait function was rewritten in order to remove accidentally poppint waiting menu without pressing "Wait" button.
    <*>Some changes were made in building script to allow using more than 1 material in building;
    <*>House building script was rewritten a bit in order to increase performance;
    <*>"Wood" was renamed to "Wooden log";
    <*>Build UI now have more precise info about materials need for building;
    <*>Fixed issue when message about not enough resources for building was calculated incorrect;
    <*>Fixed issue when central info text was showing incorrect info because script error;
    <*>Fixed issue when settler could add more resource to the house, than needed when building it;
    <*>Fixed issue when NPC didn't calculated distance to target properly causing various misbehavoirs;
    <*>Fixed issue when structure description wasn't calculated properly after selecting a wall;
    <*>Fixed issue when NPC could stood still when reaching some forest object;
    <*>Fixed issue when NPC could still calculate and use coordinates of the tree, that was chopped by the player;
    <*>Fixed issue when trees coordinates weren't saved properly;
    <*>Fixed issue when settler could stuck at place when going home;
    <*>Fixed issue when settlers animations were calculated incorrect when searching for food;
    <*>Fixed issue when settlers animations were calculated incorrect when searching for stone;

    IMPORTANT
    1) Please, feel free to use built-in bug reporter - it will help development a lot.
    2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.
    3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out.
    Thanks for your support, see you very soon!
    Cyfieithydd

    UPDATE 0.462 [WALLS REWORKED]

    Welcome, lords and ladies of KINGDOMS!


    0.462
    Last gameplay update was about setting a war camp on the global map. Before continue working on the camps, i've decided to prepare wall for coming wars as well. Todays update will solve main problems connected with walls in existing build:

    • Add more variations of walls;
    • Change the process of building a bit, making player to get involved into building process a bit more;
    • Change AI related scripts, making AI walls look and be set better;
    • Add some gameplay functionality to the wall - defence and hardness;
      Old ugly models were replaced with better looking ones. Each model reflects rurrent settlement state - old fences for small villages, large walls for cities, citatel walls for largest cities etc.

    IMPORTANT! To see all this changes without any issues, it's required to delete an old wall, if such was build in previous save. Also if you're using old save fps drops (5-10 sec) are expected right after loading because new walls algorithm has to rewrite all existing on the map walls parameters and recalculate everything from scratch.

    BUGFIXING

    • Fixed issue when keybindings could be randomly remapped by the game (fresh install of the game required if you had this issue);
    • Fixed issue when player could build bandits lair in the middle of existing settlement, causing several game logic conflicts;
    • New types of walls were added, old ones were removed;
    • Walls models were replaced ore removed;
    • Now wall type in AI settlement will change with time, depending on settlement growth;
    • Walls placement script was changed in order to fix situation when wall could go underground;
    • Walls LODS calculation was changed in order to increase performance;
    • Fixed issue when text on "wall build" button was calculated incorrect sometimes;
    • Fixed issue when NPC could become fly above ground with body enabled when calculating position on terrain;
    • Fixed issue when AI build houses could be set too close to the wall;
    • Fixed issue when AI build houses could be set inside the wall;



    IMPORTANT
    1) Please, feel free to use built-in bug reporter - it will help development a lot.
    2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.
    3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out.
    Thanks for your support, see you very soon!
    Cyfieithydd

    UPDATE 0.455 [BUGFIXING]

    Welcome, lords and ladies of KINGDOMS!


    0.455

    It's friday again and another pack of bugfixes is here! Thanks to all the players who are participating in reporting - you're the best! To the bugs: todays update will finally (i hope!) fix the issue with keys remapping (the most reported bug atm), i've rewritten almost all controllers scripts, made some tweaks there and there - and i really hope, that it's fixed finally (i didn't managed to reproduce it). Also, i've fixed some annoying AI behavoir bugs - chopping in the air (#2 reported issue) and false animations time calculation. Also i've fixed "swords" related bugs - wrong parameters calculation, attack bugs etc. And yeah, almost forgot - i've also added "Motion blur" disabling/enabling to the game settings. The list of all fixes follows:

    BUGFIXING

    • Fixed issue when bandit was unable to kill due to collider error;
    • Fixed issue when AI chopped tree in the air when couldn't find any tree colliders around (new game required);
    • Fixed issue when game controllers were suddenly remapped (hope, it's fixed once and for all);
    • Fixed issue when game could freeze when exiting trading UI;
    • Motion blur disabling/enabling option was added to game settings;
    • Fixed issue when settler skipped some actions in behavoir script due to pathfinding errors;
    • Fixed issue when settler continuwed playing static animation even after being killed;
    • Fixed issue when AI could continue moving even when he/she shouldn't by the script;
    • Fixed issue when pressing of primary or secondary weapon button didn't affect anything;
    • Fixed issue when sword damage was calculated incorrect due script error (new game required);
    • Fixed issue when various sword types could be changed in inventory (new game required);
    • Fixed issue when AI sword parameters could be calculated incorrect;
    • Fixed issue when swords parameters were reset after putting them into storage;
    • Fixed issue when AI was unable to loot after death;
    • Fixed issue when AI death animation wasn't calculated properly when settler was killed in one hit;
    • Fixed issue when player couldn't attack with sword due to script error;
    • Fixed issue when swords in storage were bugged when placing any object in storage;
    • Russian translation was updated;


    IMPORTANT
    1) Please, feel free to use built-in bug reporter - it will help development a lot.
    2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.
    3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out.
    Thanks for your support, see you very soon!
    Cyfieithydd

    UPDATE 0.453 [4K SETTLERS MAX]

    Welcome, lords and ladies of KINGDOMS!


    0.453

    As you know last week i made some performance improvements for end-game stage - optimized the game when threre are max settlers on the map. So i thought that we could try to increase settlers max number a bit - now it's 4000. We'll see how it works and how new max number affects performance of end-game. That's the case when your feedback is very important - so feel free to share it in the community - is it playable with 4000 or not? If yes, we'll try 5000:)
    Also i've made some work with war camps: "Send troops" button" is now working and your soldiers (exept city guards) are marching to gathering spot; also i've fixed some issues with war camp icons on the map, that didn't work as needed sometimes. Plus i've fixed non-working diplomacy buttons, that was caused by previous update, now they work as needed again. The rest fixes are below (the list is quite large today):

    BUGFIXING

    • Fixed issue when quest giver icon was still visible when reaching destination;
    • Info about guards number was added to diplomact window;
    • Fixed issue when general wasn't count as part of the army on diplomacy screen;
    • Now player can't hire more soldiers than commanders perk require, guards number is still unlimited;
    • Max army size, that depends on commander perks were tewaked - 20, 40, 75, 105;
    • Now player can have army up to 10, even without basic commanding perk;
    • When generating places for soldiers in war camp it rotates random in order to find best spot;
    • Fixed issue when positions for soldiers in war camp were calculated incorrect;
    • Fixed issue when some icons on the map could be duplicated;
    • When reaching warcamp smoke disappears and pop-up message appears;
    • Fixing issue when AI wall wasn't calculated correctly sometimes at world generation - now AI sets a wall when 6 houses are build making walls not so massive right at start;
    • Fixed issue when war camp icon was shown on non-diplomacy map, making finding camps by smokes kinda pointless;
    • Some changes were made in AI and settlements scropts in order to increase performance;
    • Fixed issue when text on some buttons was calculated incorrect sometimes;
    • Fixed issue when "Diplomacy" button didn't react on presssing sometimes;
    • Fixed issue when war camp icon could be duplicated when using diplomacy map;
    • Fixed issue when warcamp smoke wasn't deleted properly after save/load;
    • Fixed issue when warcamp icon was created instead of settlement icon when using diplomacy map in player's settlement;
    • Calculation of a pandom point for AI after landing was changed in order to make AI spreading across the island a litle smoother;
    • "Join" distance for settlers were decreased to 300m in order to make smoother AI spreading across the island;
    • Fixed issue when war-camp smoke object was attached as child to wrong settlement;
    • Army now can be withdraw back to settlement after sending to warcamp;
    • "Send army" button is now context - its function now depends on current army status;
    • Fixed issue when AI didn't leave his or her serivce in the army when chaging social role using message board;
    • Fixed issue when changing war camp position army send button wasn't calculated properly;
    • AI pathfinding script was changed a bit in order to make local avoidance more accurate;
    • Fixed issue when AI stood still after withdrawing from war camp;
    • Fixed issue when taken settlement after killing a leader wasn't properly added to players kingdom (new game required, if you have conquered settlements);
    • Now it's impossible to send army to war camp without having it set;
    • Fixed issue when wall in settlement where player spawns in Populated mode was calculated incorrect sometimes;


    IMPORTANT
    1) Please, feel free to use built-in bug reporter - it will help development a lot.
    2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.
    Thanks for your support, see you very soon!
    Cyfieithydd

    UPDATE 0.451 [SETTING A WAR CAMP]

    Welcome, lords and ladies of KINGDOMS!


    0.451

    What this week will bring to us? I have an answer! We're steadily moving to fully functional wars and todays update will make this little closer. Now player can set a place where army of his or her kingdom will gather together ready to march for war - a war camp. Now diplomacy map has two new buttons: "Create war camp" and "Send troops" - player can choos any spot on the map to gather an army there (remember to set milita ranks before!). Basically, war camp is another type of location on the map, though it's created by player or AI. Every war camp is quite easy to spot - they're marked with smoke, colored as kingdoms, that created this camp.

    BUGFIXING

    • Transparent dot was added to UI in order to make using of various colliders easier;
    • Fixed issue when diplomacy window wouldn't appear sometimes when clicking a settlement;
    • Fixed issue when player could destroy bandit's camp with alive bandits inside;
    • Fixed issue when AI kept breathing after death;
    • Fixed issue when bandit could play static animations when dead;
    • Fixed issue when player could stuck in menu when building was cancelled with TAB;


    IMPORTANT
    1) Please, feel free to use built-in bug reporter - it will help development a lot.
    2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.
    Thanks for your support, see you very soon!
    Cyfieithydd

    UPDATE 0.445 [BUGFIXING]

    Welcome, lords and ladies of KINGDOMS!


    0.445

    Another friday - another pack of bugfixing! But before you'll check the list, i want to get your attention and point at one small, but very important addition that (i'm sure) will please many players with low-end PCs. As you know, Kingdoms was moved to new version on the engine this spring, that includes new vegetation calculation - trees, grass and stuff. Game looks much nicer after that, but all previous distance settings weren't working as needed - grass and trees disances. So this update will finally fix it - hope that changing these setting will make playing Kingdoms for some of you much more smooth, enjoyable and stable, than before! And yeah, i finally fixed this stubborn horse - that was more tricky than i thought:) Now, to other fixes:
    PS. Thanks a lot for reporting!

    BUGFIXING

    • Fixed issue when swords parameters were calculated incorect when changing one sword to another in inventory;
    • Fixed issue when ship couldn't calculate AI landing properly sometimes, causing stop of islang population grow;
    • Fixed issue when horse wouldn't appear near by when player whistle;
    • Fixed issue when AI could half sunk into terrain when playing static animation;
    • Pathfinding script was tweaked a little in order to increase performance;
    • Fixed issue when battle music continued playing even if enemy was far away;
    • Fixed issue in AI script that caused infinite loading sometimes;
    • Fixed issue when item could wansh from inventory when equipping a sword;
    • Pop-up message added when player tried to save game when dead;
    • Trees distance and geass distance sliders in options menu were fixed;
    • Fixed issue when player teleported to last visited ruins when loading save (new game required!);
    • Pop-up message added when player tried to use storage of another settler;
    • Fixed issue when UI showed garden when using a mill;
    • Fixed issue when AI body stayed visible at very large distances, causing FPS drops;
    • Onions collider size were changed a bit in order to make gathering easier;
    • Trees colliders width were decreased a bit on order to fix various pathfinding issues;


    IMPORTANT
    1) Please, feel free to use built-in bug reporter - it will help development a lot.
    2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.
    Thanks for your support, see you very soon!
    Cyfieithydd

    UPDATE 0.443 [EQUIP YOUR ARMY]

    Welcome, lords and ladies of KINGDOMS!


    0.443
    It's time to prepare for war! Now army equipment management window is now just a placeholder but fully working tool for soldiers equipping. There are 6 types of milita in game at the moment:

    • Guards - they can't join army, their job is to defend settlement from any kinds of enemy;

    But followng soldiers are part of the army and will march on war when time comes:

    • Recruits;
    • Corporals;
    • Leutenants;
    • Captains;
    • General;

    Each of these soldiers types can have it's own unique set of equpment. Player can set it using "milita" tab in settlement management window. It's up to you - equip heavy plate armor on recruits or make bunch captains equpped topless and with longswords. When equpment is set, each soldier will look for equipment in the City Hall treasure room (2d floor), so player (or other leader) has to make sure that needed equpment is in the chest. When AI will be able mount a horse, it also will be possible to set a mount in management window. Also one more milita type is planned - leaders bodyguards - small group (up to 10) that will directly follow your orders. Army managements (moving and attacking) will be possible only on the diplomacy map or when talking to general.
    I think that such system will make us great variety in organizing and planning our armies: soldiers types can be used as milita types as well - in example, now it's easy to make ranged captains and melee recruits just by changing soldiers set.

    BUGFIXING

    • Fixed issue when player was unable to talk with some settlers;
    • Fixed issue when waiting button could be suddenly remapped by game itself;
    • Fixed issue when AI could become farmer without herbalist but with chopper perk;
    • Tweaked distanhce between farms and bandits lairs;
    • Fixed issue when underwater effects were calculated incorrect sometimes;
    • Swimming scropt was rewritten in order to icrease performance;
    • Fixed issue when performance on ship could be low due to AI script error;
    • Fixed issue when buildings available for building were shown incorrect sometimes;
    • Fixed issue when fireball from main menu remained in game after loading;
    • Fixed issue when player was able to move and was unable to close UI when closing storage UI sometimes;
    • Fixed various typos in texts (thanks for reporting!);


    IMPORTANT
    1) Please, feel free to use built-in bug reporter - it will help development a lot.
    2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.
    Thanks for your support, see you very soon!
    Cyfieithydd

    UPDATE 0.441 [MORE LP AT START]

    Welcome, lords and ladies of KINGDOMS!


    0.441

    New week - new features are coming. I know, that start of the game was difficult for some of you because of limited learning points (Only 20 by deafult). It was unbalanced in terms of gaining money for learning and finding right teachers - it was discussed many times in the community. Todays update is the first step to find the right balance for early game - now player can choose how many LP will be available at characters creation (10-40). The slider was added to "Additional parameters" section. Besides, i've added an option many of you have been asking for for a long time - FOV. I hope, that these little changes will make KINGDOMS more enjoyable for us:) And of course, bugfixing is coming as well.

    BUGFIXING

    • Fixed issue when player "return" position was calculated incorrect when falling underground;
    • Players gravity midifer was tweaked in order to make falling and jumping more realistic;
    • Fixed issue when player could instantly falling under terrain when on horse back;
    • Fixed issue when AI could stuck near building entrance;
    • Pathfinding parameters were tweaked a bit in order to increase performance;
    • Fixed issue when AI could take same animation spot after loading;
    • Fixed issue when AI could stuck at place when trying to go to home;
    • Fixed issue when AI could stuck at place right after leaving building with animation place;
    • Tweaked AI behavoir settings in order to smooth AI spreading across the island;
    • Fixed issue when AI could reset animation position after pause on/off;
    • Settlers icon position was tweaked a bit when looking for a settler using message board;
    • Fixed issue when player reached pinned object icon reamained active;
    • Fixed issue when player couldn't mine iron or stone even when pickaxe was equipped;
    • FOV slider was added to controls settings;
    • Fixed issue when players hands ciuld become invisible sometimes;
    • Fixed exploit when player can gain extra LP when creating world and exiting to main screen;
    • Fixed issue when prosperity and settlers gold were shown incorrect;
    • Russian localisation was updated;


    IMPORTANT
    1) Please, feel free to use built-in bug reporter - it will help development a lot.
    2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.
    Thanks for your support, see you very soon!
    Cyfieithydd

    Update 0.436

    Welcome, lords and ladies of KINGDOMS!


    0.436

    I know, it's Saturday and there shouldn't be update today, but i found free time between family stuff and made some bugfixing + optimisation, that stucked in my head since friday, so here we are. The main thing in this update is optimisation work i made for large settlements - when testing today my Fixed settlement with about 70+ settlers hit 100-110 FPS, which is much better than previous 60-70. Also, some bugfixing was made (was planned on Monday), so i'll have more time for work on new feature that comes in mondays update.
    PS. Don't expect it to be regular though, weekend is still family time, as somewhere was mentioned before, but today i just couldn't resist.

    BUGFIXING

    • Fixed issue when settlers spawned in the building floor sometimes;
    • Fixed issue when settler spawned half in the terrain during playing static animation;
    • Some changes were made in AI and structures scripts in order to increase performance;
    • Some changes were made in pathfinding scripts in order to increase performance;
    • AI visual scripts were changed in order to increase performance;
    • Fixed issue when player was unable to build a settlement right after exiting previous world with already build settlement;
    • Fixed issue when AI spawned in incorrect position after loading when playing static animation;
    • Fixed issue when items sold by AI weren't stacked properly;
    • Global avoidance script was optimiswd in order to increase performance in large settlements;
    • Skinned mesh renderer was optimised in order to increase performance;
    • Fixed issue when AI continued fighting when game was paused;
    • Fixed issue when AI speed offscreen was calculated incorrect sometimes;
    • Fixed issue when AI couldn't exit interrior properly without using exit coordinates;
    • Fixed issue when items prices were calculated incorrect because of incorrect stacking;


    IMPORTANT
    1) Please, feel free to use built-in bug reporter - it will help development a lot.
    2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time.
    Thanks for your support, see you very soon!
    Cyfieithydd