Welcome, lords and ladies of KINGDOMS! Today is Friday and bug fixes are here! First of, a BIG thanks to all the players for participation in bug-reporting! You're doing a really great job here - with each report (and a fix as result of this report) the game will get better, smoother and more enjoyable - that's what we all want, right?:) So be free to use bug reporting button - f11! Now to the fixes: 1) The first important fix is the fix for 16Gb RAM systems - I know that many of you with 16Gb RAM had crashes and memory leak issues. I really hope, that we've finally made it and this annoying issue is fixed. Important!!! Please, if you have 16Gb RAM and had crashes - leave your feedback about new 0.715 version of Kingdoms. If crashes will be still there, please leave a Bug report in game community with full PC specs - this will help other players in perspective. 2) Bears and wolves attack fix. Because of glitched animation transition animals attacked with crazy speed, causing endless problems fighting them. Now it's fixed - wolf can't kill you in 1 second literally anymore. Also, I've tweaked some pathfinding issue during the combat, i.e. bear and wolf were too close to the player when attacking, creating a mess + overall pathfinding is more accurate. The rest of the fixes follow:
CHANGES
New death animations for AI were added;
Global reputation parameter was added to inventory window;
FIXES
Reduced memory usage on systems with 16Gb RAM;
Fixed issue when wolves killed settler too quick;
AI body spawn system was tweaked in order to use less RAM when calculating both mesh and texture;
Fixed issue when settlers die animation didn't work properly sometimes, especially with low FPS;
Structures pool system was rewritten in order to reduce RAM usage when creating new houses models in-game;
Some interior textures were optimized in order to increase FPS;
Now wolf and bear won't attack with a speed of a machinegun because of animation transaction glitch;
Pathfinding distances both for bear and wolf were tweaked in order to let their model jump right into player's face;
Fixed various animals pathfinding issues, now their path should be a bit smoother;
Fixed issue when debugging tool could use too much RAM sometimes;
Fixed incorrect side scroll position in dialog window;
Fixed issue when quest AI replica was invisible sometimes for the player;
Fixed issue when settler could play attack animations even after end of the fight;
Fixed issue when settler could attack animal or player even after his death;
Fixed issue when two-level wooden house carcass became invisible;
Fixed issue when players defense was calculated incorrect when fighting with animals;
Trebuchets fireball lighting was optimized in order to increase performance;
Fixed issue when building interiors could have missing colliders sometimes;
Fixed issue when player couldn't interact with shop sometimes;
Fixed issue when houses sometimes were incorrectly deleted during siege causing script errors and framerate drops;
Fixed issue when some houses in player's settlement were unable to demolish;
Fixed rare issue when after cancelling building it was impossible to build again;
Fixed issue when complete building could become red sometimes;
Fixed issue when player could fall underground during populated world generation;
Fixed issue when player couldn't establish settlement when exiting to main menu from old world and creating new one;
Fixed issue when notice board couldn't be set in settlement when exiting to main menu from old world and creating new one;
Fixed issue when common house couldn't be set in settlement when exiting to main menu from old world and creating new one;
Fixed issue when not all roads were deleted after exiting to main menu;
Fixed issue when not all forest packs were deleted after exiting to main menu causing performance drops;
Fixed issue when AI was unable to establish new settlement sometimes after death-loading;
Fixed issue when some buildings were missing if to load one world right from another;
IMPORTANT 1) Please, feel free to use built-in bug reporter (F11) - 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 saves compatibility 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 experience KINGDOMS as it was initially designed - smooth, without bugs and full of working mechanics - please, wait till final version will be out. 4) You can support development of KINGDOMS on my official Patreon page. Thanks for your support, see you very soon! Cyfieithydd
UPDATE 0.713 [TITLES AND NOBILITY - PLAYER]
Welcome, lords and ladies of KINGDOMS! Today's update will add all title/nobility features for the player. Nobility can be chosen when creating new world, old saves will set up "Commoner" status by default. Player's ranks is calculated automatically according your actions. the principles are 100% as for AI in previous update. The next content update will sum up all features from 0.703 - 0.711 and finalize how title-nobility will affect gameplay both for AI and player.
CHANGES
Now player can choose nobility when creating a world (new game is required!);
Players title is now calculated the same way as it is calculated for AI (see previous update);
Global reputation number now can bee seen in inventory window;
Fame calculation was changed a bit, new fame types were added: Forgotten Almost forgotten Slightly forgotten Infamous Slightly famous Quite famous Famous Very famous World-famous Unforgettable
Fame now can decrease if player doesn't do anything for other people;
Reputation calculation was changed a bit;
Changed saves loading script in order to reduce RAM usage during loading of big worlds;
When choosing "Noble" player will automatically get "Landsknecht" title as well;
FIXES
Fixed issue when game could use too much RAM right after save loading, especially in wide settled worlds;
Textures of siege camp were compressed in order to reduce RAM usage during siege and war preparations;
Fixed issue when game could freeze right when loading main screen when instantiating structures pools;
Fixed issue when settler tittle was visible even of Friendship was <10;
Fixed issue when exiting from the world to main menu could take too long;
Fixed issue when closing the game could take too long;
Fixed rare issue when player was unable to move after loading the save, in case if world was saved with character on the horse;
Fixed issue when right after loading the save in big settlement game could crash on low-end systems because of memory heats;
IMPORTANT 1) Please, feel free to use built-in bug reporter (F11) - 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 saves compatibility 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 experience KINGDOMS as it was initially designed - smooth, without bugs and full of working mechanics - please, wait till final version will be out. 4) You can support development of KINGDOMS on my official Patreon page. Thanks for your support, see you very soon! Cyfieithydd
UPDATE 0.711 [TITLES AND NOBILITY]
Welcome, lords and ladies of KINGDOMS! This is the second part of "Family name and titles" paragraph of the roadmap. From now on AI has one of 10 possible social titles (full list follows), that depends on his position in Kingdoms world. When reaching certain life goal AI will change his social rank in a different way, i.e. becoming a king after establishing a settlement, a merchant after opening the shop, the bandit after joining the gang etc.,etc., Also from now on settlers also have another important social indicator - nobility. In most cases it totally depends on social position, i.e. becoming a king means becoming a noble as well etc. Two titles be both noble and commoner - merchants and landsknechts. The next update will bring the same system for the player and replace old one ranking system, that was defined by reputation.
CHANGES
Now AI has 10 titles types that depends on AI social position in the world: Emperor - owns more than 10 cities on the map, noble; King/Queen - owns less than 10 cities on the map, noble; Prince/Princess - son/daughter of emperor/queen, noble; Duke/Duchess - own a city on the map, but NOT the capital of kingdom, noble; Knight - general, captain of the army, noble Landsknecht - recruit, sergeant on the army, noble-commoner; Merchant - owns manufactory/shop in the city, noble-commoner; Freeman - owns a farm, commoner, vassal of the king/emperor; Serf - owns a house or homeless, commoner, vassal of the king/emperor; Bandit - bandit, commoner (maybe noble too);
Now each settler is randomly gets "Noble" or "Commoner status;
Now title and nobility can be seen in Dialog window;
Noble status depends on social status, i.e. serf can't be noble, the king or knight will become noble etc.
Merchants and landsknecht can be both noble and commoner;
Player can learn AI's title/nobility only after making > 10 friendship with a person;
FIXES
Fixed issue when settler name could move too much up in the dialog UI sometimes;
Fixed issue when bandit could reset his variables and became a citizen sometimes, abandoning bandit's lair;
Fixed script issue when game could crash when building a notice board in bandit's camp;
LOCALIZATIONS
Russian translation was updated;
French translation was updated (big thanks to KiFouine!);
Brazilian Portuguese translation was updated (big thanks to Kyo!);
IMPORTANT 1) Please, feel free to use built-in bug reporter (F11) - 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 saves compatibility 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 experience KINGDOMS as it was initially designed - smooth, without bugs and full of working mechanics - please, wait till final version will be out. 4) You can support development of KINGDOMS on my official Patreon page. Thanks for your support, see you very soon! Cyfieithydd
UPDATE 0.705 [BUGFIXING]
Welcome, lords and ladies of KINGDOMS! Today is Friday and bugfixing is coming! Thanks to all the players who is using in-game bug-reporter (f11) - you're doing really great job, friends, believe me. Now to the points. The main feature of this update is implementation of new textures calculation system called "virtual textures". It quite fresh, coming with newer version of Unity. I've moved the game to newer engine version on May, so lets use it's new features to make Kingdoms even better. What it does - engine calculates all textures not in their full size. but divides into smaller pieces and uses, when needed - it give significant performance boost for most GPUs, which is great. Another important thing is resources optimization - compressing of textures and audio files - this will reduce RAM usage and increase overall build stability. Full list follows:
FIXES
Fixed incorrect sliders positions in character creation menu;
Scrolling sensitivity in perks menus was increased 3x;
Fixed issue when roads calculation window could pop-up during chopping, gathering or building;
Various textures (more than 250+) were optimized in order to reduce RAM usage;
Various audio files were compressed in order to reduce RAM usage;
Various animation clips were compresses in order to reduce RAM usage;
Virtual textures support was added - 15%-100% performance boost, depending on system;
Some weird letters combinations were deleted from names randomizer;
Fixed annoying issue when perks list was impossible to scroll when cursor was over perk icon;
Scrolling speed in character's customization menu was increased;
Fixed issue when it was impossible to use item from the inventory when it was in the middle if the screen;
Fixed issue when sometimes icons in trading window didn't react to mouse click;
Fixed issue when sometimes it was impossible to put armor to treasury chest;
Fixed issue when it was impossible to assign soldiers to war-camp building using management menu sometimes;
Fixed issue when it was impossible to track settlers from the noticeboard, because UI didn't react properly;
Fixed issue when it was impossible to set location as destination sometimes on the global map because of UI layer error;
LOCALIZATIONS
Russian translation was updated;
French translation was updated (huge thanks to KiFouine!)
Fixed various errors and misprints in English text;
IMPORTANT 1) Please, feel free to use built-in bug reporter (F11) - 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 saves compatibility 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 experience KINGDOMS as it was initially designed - smooth, without bugs and full of working mechanics - please, wait till final version will be out. 4) You can support development of KINGDOMS on my official Patreon page. Thanks for your support, see you very soon! Cyfieithydd
UPDATE 0.703 [FAMILIES - FAMILY NAME]
Welcome, lords and ladies of KINGDOMS! Today we're going down the roadmap. It's the first update for family theme that adds unique family name for each person on the island - it will be used a bit later for family systems and marriages. Player can choose family name as well when creating a character. Old saves will duplicate existing name i.e. "Cyfie Cyfie". Also, important change are female names. I've created newname generator that can create unique names both for males and females - I tried to make both look and sound like proper ones, so we could understand the gender of settler just by looking at the name. The next step here will be title system and it's a bit more complex and gameplay affecting - I'll see it in Mondays update already. Also, a small note I didn't cover in roadmap announcement - we still have war stuff to finish. I decided to put in Fridays updates - some adding and tweaks there and there between fixes, without creating new theme in the roadmap.
CHANGES
Now each settler has unique family name, created by randomizer;
First name of settlers now is generated in unique way, not just from the list - using unique elements, postfixes and prefixes;
Settlers from the old saves will change their names automatically - no worries if Gudporn suddenly becomes Anny Kar-Tan;
Female names are now different from the males ones, with unique style, so player can know the AI gender just by looking at the name;
All names and family names can be translated in different languages, all their parts were put to default English file used for translation;
Different family names styles were added, i.e. with using of "-" like Kor-o-Wan or Amir-Tin, or standard ones like Vindor, Sunway etc. - all procedurally generated;
Player now can choose a Family name in characters creation menu;
Character no cannot be created without inputting families name, new warnings were added;
Old save will just duplicate previously chosen name as a Family name, i.e. "Cyfie Cyfie";
Generic lore name (i.e emperor's one) were changed as well;
FIXES
Fixed issue when player could use space when inputting characters name, causing saves issues sometimes, warning was added;
Fixed issue when player could use dialog menu on the ship sometimes, causing following script errors;
Fixed issue when AI could have 2 identical names sometimes even if gender was different.
Fixed issue when player could exploit LP in character creation menu just by unlearning perks;
Fixed forest generation script error that can cause absence of ruins on the map;
Fixed issue issue when by creating of empty world AI characters could have identical faces and hairstyles sometimes;
IMPORTANT 1) Please, feel free to use built-in bug reporter (F11) - 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 saves compatibility 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 experience KINGDOMS as it was initially designed - smooth, without bugs and full of working mechanics - please, wait till final version will be out. 4) You can support development of KINGDOMS on my official Patreon page. Thanks for your support, see you very soon! Cyfieithydd
UPDATE 0.701
Welcome, lords and ladies of KINGDOMS! We're finally back on track! Before reading this update news, please make sure you've checked updated roadmap I've published recently. Basically, this update is kind of preparation before real battle - it contains a lot various fixes I've made during this months - some are big ones (like fixing 16Gb RAM performance issue - it was tricky one), some are small, but important. New feature is new quest type - killing a human. Now we can improve bandits activities a bit (i.e. when player joined a gang or made new one) or create some interesting little stories here.
CHANGES
New quest type was added - killing a human;
New quest "Bandit asks to kill a farmer near by";
New quest "Baker asks to kill another baker";
FIXES
!!! Fixed critical performance issue on systems with 16Gb RAM;
Fixed issue when vegetation spawn system could use too much RAM sometimes, causing crashes;
Fixed issue when player model proportions in inventory menu was too big + fixed camera position;
Fixed camera position in player creation menu;
Fixed issue when player's puppet became invisible when loading save right after exiting player creation menu;
Fixed issue when quest could become bugged sometimes when quest giver was killed;
Fixed issue when inventory window could become bugged sometimes not reacting on button pressing;
Fixed issue when right after loading game could use too much RAM sometime trying to fix settlements IDs errors;
Fixed issue when navigation grid could be calculated incorrect around large bandit house sometimes;
Fixed issue when bandit could stuck in walking animation in his house sometimes;
Fixed various AI animation issues both in small bandits lair and large one;
Fixed issue when player stamina wasn't correctly calculated during melee fight sometimes;
Fixed issue when quest animal was killed by AI quest became bugged sometimes;
Fixed issue when game could freeze and crash sometimes when calculation road from one settlement to another;
Fixed issue when bandits lair became invisible on the global map after exiting diplomacy menu;
Fixed issue when game could freeze or crash when calculating and compilating AI cloth textures;
Fixed missing eating sound when using some vegetables types right after exiting the battle;
Fixed issue when time flow could stop sometimes when pressing inventory button during sleeping;
Fixed issue when AI animation time was calculated incorrect sometimes during player's sleep;
Fixed issue when houses models were missing sometimes when having too much houses of the same type in the settlement;
Fixed issue when "Search for ruins" quest marked iron bank instead of ruins sometimes;
Fixed issue when all AI had same appearance or bugged textures after world generation when player pressed inventory button during generation.
IMPORTANT 1) Please, feel free to use built-in bug reporter (F11) - 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 saves compatibility 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 experience KINGDOMS as it was initially designed - smooth, without bugs and full of working mechanics - please, wait till final version will be out. 4) You can support development of KINGDOMS on my official Patreon page. Thanks for your support, see you very soon! Cyfieithydd
ROADMAP UPDATED [0.701 - 1.0]
Good day, lords and ladies! I would like to put a few comments here before you'll dive to the roadmap. 1) First of and most important - it's not 100% final. I'm sure that before we'll reach 1.0 I'll edit the list not once - mostly with additions and editing of existing stuff, without removing anything, so this list represents features that 100% will be in the final product, so no worries here. Also, Steam sub-forum "Your Ideas and suggestions" still welcomes all the players! 2) Second important thought - when writing this I tried to be as realistic as possible in order of development - everything you'll see in the roadmap is 100% possible to develop without any serious issues and that mean - relatively fast. I've prepared code for this, so I hope that everything will be smooth here. As you can see, there are 3 big themes, and some stuff is marked with *. * Means features that not 100% thematic correct, sometimes not at all, but they'll match the development timing. 3) Third important thing - I've changed my initial development plan a bit. The plan was to finish all the gameplay stuff till 0.8 and since that add and polish things. But changed my mind and that's why - bringing new content (like new items and building) as important as adding of new gameplay features, I make polishing at Friday anyway, so stuff like main quest, new items, weapons etc. etc. were added to main themes. And the last question is obviously - when? The answer is - we'll start today. It's 26.07.2021, Monday, and the first update of this roadmap will come today - we're making final test at the very moment. The plan is to release 3 updates per week. Monday, Wednesday - stuff from the roadmap, Friday - bugfixes and tweaks. I.E. today you'll have "New quest type - killing human", Wednesday is for "New system for AI names - second name, titles" and Friday is "Bugfixes".
FAMILIES
!!!DONE!!! -
New quest type - killing human;
New system for AI names - second name, titles;
New UI element - now players with high hunter perks can mark nearest animals by type using a journal.
New arrived NPC can automatically form families: wife-husband-child;
New AI nickname system: "the Tall", "the Black", "the Strong'' etc. - will be connected with perks and AI characters;
Families can live in a house together;
New wild plants type - flowers;
New dialogs options for player - marriage proposals;
New dialogs options - asking for settlers available for marriage;
Main quest and it's mechanics - I;
New armor/cloth type - I;
New food/resource type - I;
New UI element - possibility to add the person (i.e. a good teacher) to the list in journal;
New UI element - list of all players houses in the inventory;
New notice board use - orders;
Orders - order for soldiers - patrolling, scouting;
Orders for traders and manufacturers - producing certain goods for money;
New family laws - amount of allowed children, possibility to take only married couples etc.
Reworked global reputation system;
Social ranks system for player;
Social ranks system for AI;
New location type - hunters hut;
Hunters can patrol local area, hunt animals and sell trophies in the city;
Family tree UI;
Heirs and their unique dialog options;
Armor rebalancing and adding new armor types;
New quests for family members;
Main quest and it's mechanics - II;
New armor/cloth type - II;
New food/resource type - II;
New family quests for AI;
Blood enemy system and unique quests - after killing family member the rest of the family will become the blood enemy;
AI friends and enemies system - AI can make friends and enemies, that will cause unique quests;
Migration system - settlers won't stick in one settlement anymore - depends on happiness and friendship with leader;
New place of interest type - abandoned graveyard;
Main quest and it's mechanics - III;
New armor/cloth type - III;
New food/resource type - III;
DIPLOMACY
New resource locations - new ore types;
Jewels and new crafting recipes;
Jewellery and new structures types;
Reworked happyness system that is calculated not only from wealth, but from some additional factors;
Trading post in the port;
Possibility to upgrade the port (making it stone one);
Integrating marriage into diplomacy - family alliances;
Conspiracies system - now certain characters can make a conspiracy against each other;
Main quest and it's mechanics - VI;
New armor/cloth type - IV;
New food/resource type - IV;
Orders - sending spy to another kingdom;
Bodyguards system - hiring up to 10 (depends on commander perks) personal bodyguards;
AI bodyguards;
Adding family trees UI to diplomacy interface;
Possibility to poison other leader and his family;
Sabotage system - possibility to sabotage settlement manufactories;
Rebellions - now settlers can be aggressive if prosperity was low long enough;
Rebellions additions - quests and dialogs;
New armor type;
More transparent in-settlement crafting - possibility to leave orders on notice board for certain goods, final quality will depend on settlers perks;
Settlement specializations - depends on location, places nearby etc.
Rebalancing smith system - adding new skill tree for armor crafting;
Goods that can be produced in certain settlements only, depending on this settlement specialization, without these goods settlers can't be 100% happy;
New UI element - list of produced goods in settlement;
Trade caravans of various types - carts, horses etc.;
Possibility to add guards to caravans;
Main quest and it's mechanics - V;
New armor/cloth type - V;
New food/resource type - V;
Bandits raids on travelling caravans - AI;
Bandits raids on travelling caravans - Player;
New resource type - fish;
New mechanics - fishing;
New building type - fisherman’s hut;
Main quest and it's mechanics - VI;
New armor/cloth type - VI;
New food/resource type - VI;
GUILDS
New building type - guild house;
Main quest and it's mechanics - VII;
New armor/cloth type - VII;
New food/resource type - VII;
Guild types - fighters, farmers, traders - each guild has uniques random name;
Guild organization - central “office” with smaller “departments”;
Guild quests;
Main quest and it's mechanics - VIII;
New armor/cloth type - VIII;
New food/resource type - VIII;
New farm type - animal farm;
Adding more animals types and new goods to the farm;
Main quest and it's mechanics - IX;
New armor/cloth type - IX;
New food/resource type - IX;
UPDATE 0.681 [HQ FACES, HAIRSTYLES & BEARDS]
Welcome, lords and ladies of KINGDOMS!
CHANGES
New face customization slider was added - "face type";
3 new male face types were added;
3 new female face types were added;
New HQ body mesh was added for males;
New HQ body mesh was added for females;
Added 4 new beard types for males;
Added 9 new haircut styles for males;
Added 11 new haircut styles for females;
Settlers faces will be automatically recalculated and adjusted to new models, no new game is needed;
New Quest was added "Leader asks to kill a wolf near by";
Now if settlement has no war-camp and army isn't on march - soldiers will be automatically disband;
FIXES
Fixed issue when ship with new settlers was empty after creating populated world;
Fixed issue when male's eyebrows were missing;
Fixed issue when male's beards were missing;
Fixed issue when camera could fly right into settlers face during the dialog sometimes;
Fixed issue when soldiers could stuck at war-camp place after siege even of war-camp was destroyed and siege is over (thanks to all players for their saves! - it helped to fix the issue much faster);
Speed of settlers speaking animations was adjusted to make it look more natural;
Fixed rare issue when inventory UI became invisible sometimes;
Fixed rare issue when tutorial UI became invisible sometimes;
Fixed issue when players soldiers could stuck at place after conquering a settlement;
Fixed issue when players soldiers could stuck at place if general was murdered;
Fixed issue when players soldiers could stuck at place after siege if they were send to war without war-camp build;
IMPORTANT 1) Please, feel free to use built-in bug reporter (F11) - 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 saves compatibility 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 experience KINGDOMS as it was initially designed - smooth, without bugs and full of working mechanics - please, wait till final version will be out. 4) You can support development of KINGDOMS on my official Patreon page. Thanks for your support, see you very soon! Cyfieithydd
UPDATE 0.68 [NEW QUEST TYPES - ANIMAL HUNTING]
Welcome, lords and ladies of KINGDOMS!
CHANGES
New quest objective type was added - "kill an animal";
New quest was added "Farmer asks to kill a bear near the farm";
Amount of friendship and exp for some old quests (+30) was changed in order of balance;
New marker icon was added to track meat-eaters during quests;
Rewards in "leaders" quests were tweaked a bit (mainly in friendship gaining);
Amount of blood splashes during the combat was reduced a bit - now it appears after loosing of 20% of total health;
FIXES
Fixed issue when animals could change their spawn positions after loading the game;
Fixed issue when after finishing the quest player didn't get an item as reward sometimes (i.e. in quest "Bring bears fur for general");
Fixed issue when animal could fall underground sometimes during the combat or idle;
Fixed issue when animal can fall underground sometimes when running up the hill;
Fixed visual issue when compass icons and marker icon weren't 100% transparent and shape of initial square image was still visible;
Fixed issue when AI could fight invisible animals sometimes;
Fixed issue when animals corpse could fell underground sometimes;
Fixed issue when game could mark some random NPC sometimes without any reason;
Fixed critical issue when player could take some quests without even talking to AI sometimes;
Quests, that were taken by mistake (see prev.) will be automatically deleted from journal, no new game is needed;
Fixed issue when dialog UI could show the line of already completed quest sometimes;
IMPORTANT 1) Please, feel free to use built-in bug reporter (F11) - 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 saves compatibility 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 experience KINGDOMS as it was initially designed - smooth, without bugs and full of working mechanics - please, wait till final version will be out. 4) You can support development of KINGDOMS on my official Patreon page. Thanks for your support, see you very soon! Cyfieithydd
UPDATE 0.679 [NEW QUEST TYPES - QUEST CHAINS]
Welcome, lords and ladies of KINGDOMS!
CHANGES
New quest was added "Leader asks to destroy bandit's lair";
New quest was added "Farmer asks to destroy nearby bandit's lair";
New quest was added "Go and talk to leader about nearby lair";
New quest was added "Go to leader and talk about nearby ruins";
New quest goal type was added - destroy bandits lair;
New quest goal type was added - talk to someone;
Now ending of one quest can immediately start new quest, making possible to create large "chain" story quests;
Now quests with near by locations will be given only if quest location (ruins, lair etc.) is really near by;
Backwards moving speed was decreased in order to improve both archery and melee - now player can't move backwards and attack without being hit back;
Moving up the slope now a bity slower;
Now after completing quests objective it will automatically mark next objective, no need to click the quest in journal every time now;
FIXES
Fixed issue when settlement leader could stuck at one place for quite long period of time when managing settlement laws, politics and defense;
Fixed issue when quest randomized worked incorrectly giving "bring berries" quest at the first turn most of the time;
Fixed issue when two leaders are asking to scout for the same ruins player could finish quests only in chronological order;
Fixed issue when finish quest line in bring-item quest types was looped sometimes;
Fixed issue when one settler could give several quests a day sometimes;
Fixed issue when after destroying of bandits lair player progressed as risk taker - now in "commander" perks. as it was initially designed;
IMPORTANT 1) Please, feel free to use built-in bug reporter (F11) - 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 saves compatibility 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 experience KINGDOMS as it was initially designed - smooth, without bugs and full of working mechanics - please, wait till final version will be out. 4) You can support development of KINGDOMS on my official Patreon page. Thanks for your support, see you very soon! Cyfieithydd