0.623 Next week will continue siege thematic, but before that - bug fixing is coming. Thanks to all players who is using f11 to report various bugs - for small indie games it's very important to have such dedicated players, so thanks you a lot for your activity and participation - this means LOT for the game and its quality, believe me. Full list of changes follows:
CHANGELOG & BUGFIXING
Shadows were removed from some grass types in order to improve performance;
Fixed issue when settlers sometimes didn't join settlements properly after 0.622;
Population fix - since last update there was an issue when very first settlement might become overpopulated - fixed;
Player can assign soldiers to trebuchet right on battle field;
Player can help to reload trebuchets - final speed depends on builder perks;
Fixed issue when world generation window could stay active after generation if player pressed esc in process;
Fixed issue when trading window won't close sometimes after pressing ESC button;
Fixed issue when there wasn't much farms spawned on the map sometimes;
Fixed issue when bandits couldn't join bandits lair sometimes;
Now the radius from the settlement when player or AI can build a war-camp depend on settlement wall size if it's build;
Fixed issue when bandit could establish a lair very close to the settlement but not in the wilderness;
Various grass spawn and visual parameters were tweaked in order to increase performance;
Grass texture resolution was tweaked from 1024 to 256;
Trebuchet shooting priorities were tweaked in order to make bombardment more intense;
Veggies and forest objects spawn parameters were tweaked in order to increase performance;
Some grass was added to the beach;
Fixed rare issue when AI actions weren't properly calculated in the background sometimes;
Fixed issue when sound of house destroyed during siege was playing even if player was far away;
Fixed issue when AI sometimes couldn't properly calculate distance to closest settlements and as result set settlement of it's own;
Some tweaks in AI background calculations were made in order to increase performance;
AI enemy searching script was rewritten in order to increase performance;
AI enemy spotting distance was changed from 15m to 20m;
Navigation grid size was increased a bit in order to fix various AIs and animals pathfinding issues;
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. Thanks for your support, see you very soon! Cyfieithydd
0.623 [SIEGES #2 - TREBUCHETS]
Welcome, lords and ladies of KINGDOMS!
0.623 If by some chance you've missed yesterday update - check it out first. As it was said yesterday - some aspects of siege are still missing and this is the second update in global "update line". Some main features I would like to point at:
Population fix - since last update there was an issue when very first settlement might become overpopulated - fixed;
Player can assign soldiers to trebuchet right on battle field;
Player can help to reload trebuchets - final speed depends on builder perks;
The rest of changes follow:
CHANGELOG & BUGFIXING
Fixed issue when settlers joined to the very first settlement on the island when there were no others established causing its overpopulation;
Fixed issue when settlers couldn't properly find place for new settlements sometimes;
Fixed issue when trebuchet stopped shooting after time was speed up (while waiting, sleeping etc.)
Distance when army stops before sieges settlement was increased from 50m to 75m in order to give trebuchets more space;
Now fire is properly spread across the wall, if wall is damaged;
Size of the fire during sieges is now a bit random to make burning settlement look more natural;
Some tweaks were made for trebuchet shots: now most of the time (50%) trebuchet shots the buildings, 30% - the wall, 10% - settlers, 10% - barricades;
AI war balance: AI now can attack the settlement if it's at least 1.5 km near;
If settlement is conquered before last trebuchet shots hit anything - these shots won't do any damage;
Now player can help soldiers to reload trebuchet, the speed added depends on players working perks;
Now player can change number of soldiers working with trebuchet right on the battlefield, no need to run at war-camp every time anymore;
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. Thanks for your support, see you very soon! Cyfieithydd
UPDATE 0.622 [SIEGES #1]
Welcome, lords and ladies of KINGDOMS!
0.622 This was a really crazy week - last 7 days I was working to deliver you the thing that will change Kingdoms. To tell the truth its my four attempt to write this announce - previous tree were too pathos, so this time I'll just tell -we're there. As you can see - there is number 1 before word "siege" meaning that todays update is NOT FINAL - some things are still missing (like some animations, ram and siege tower are still in work, army reaction to enemy is still need to be tweaked), but core mechanic is there - settlement now can be sieged and conquered. I think I'll manage to finish all stuff till end of this week - at least I'm full of enthusiasm after seeing in action all these mechanics I was working last week.
Change log is really LONG this time, I'll point at most important stuff:
Optimization work (including lags while crafting sleeping or travelling);
Some tweaks were made for early game - now not all building require "Worker" perk;
CHANGELOG & BUGFIXING
Fixed issue when soldiers in army didn't follow the formation properly after sending an army to settlement (both for player and AI);
Fixed issue when army reached it's destination soldier were still marching at one place;
Now the spot where marching army will stop depends on closest house position, not the overall settlement position;
Fixed issue when wild animals didn't notice settlers around, attacking player only;
Fixed issue when army formation could continue moving when roads were calculated;
Army formation objects script was optimized a bit in order to increase performance;
Fixed issue when fireball could got missing after first shot (including trebuchet in main menu);
Fixed issue when wild animal could continue to attack already dead settler;
Fixed issue when trebuchets script didn't properly calculated fireball parabola sometimes, shooting right to the ground;
Now siege info UI will appear when player is close enough to his army positions or to sieged settlement;
Some changes in animals scripts were made in order to increase performance;
Some changes in settlers scripts were made in order to increase performance;
Now player can't take the settlement by just killing its leader;
If leader of AI settlement dies for some reason, its place is automatically taken by other settler in this settlement;
Early game balance - now following structures don't require "Workers" perk to be build: bandits lair, small smithy, woodworkers house, stoneworkers place, bakery, small shop, small wooden tavern, farmhouse.
Bakery now requires "Butcher" perk to be build instead of "Worker";
Now perks needed to establish a settlement marked with a green house in characters creation menu;
Some tweaks were made in background calculations during sleeping or crafting in order to remove lags;
Fixed issue when wild animal could start to attack a settler in war-camp without any reaction from a settler;
Fixed issue when player couldn't properly interact with war-camp chest sometimes;
Fixed issue when soldiers couldn't attack wild animals when being at march;
Fixed issue when some soldier is being killed when building a war-camp object in AI settlement, AI starts instantly add more and more soldiers at each war-camp object;
Now game will automatically fix the number of working soldiers in war-camp if by some reason it was calculated incorrect;
Volume of notification sounds was tweaked;
Fixed issue when AI army didn't start to march at war when everything in war-camp was build;
Fixed issue when AI army went back to camp in the middle of march when AI hired new soldier to the army;
Now AI can recruit new soldiers from the settlement when old ones are dying in battle;
AI war balance: AI can't declare wars when its army is on the march or sieging other settlement;
AI war balance: AI won't declare new wars if AI's settlement is under siege or war was declared recently;
AI war balance: AI can't siege settlement that is already under siege of other AI;
Fixed issue when attackers could stop too close to sieged settlement;
AI can't destroy following buildings during siege: well, notice board, common house and city hall;
Each building now have new parameter - HP, trebuchet shot can take 20-30 of HP, max HP is 100, when its lower than 0, house is destroyed;
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. Thanks for your support, see you very soon! Cyfieithydd
UPDATE 0.612 [NEW LAWS]
Welcome, lords and ladies of KINGDOMS!
0.612 Todays update will add to the game 2 new laws for settlement management:
Council (if hired) can greet all new arriving settlers, no need to talk to each one personally now;
General (if hired) can automatically hire an army and guards, desired amount (% of total settler can be also set);
But the main purpose of todays update is to prepare build for siege - I hoped for today already, but timing is not my strong size - though I fixed many war-camp, army and marching related bugs. As for siege - soon (I know you tired of this word, as well as I do), we're almost there. Full list of fixes and changes follows:
CHANGELOG & BUGFIXING
Algorithm that calculated what settlement AI will choose to join was tweaked a bit in order to smooth population on the island and fix the issue with to OP settlements on the map;
Slider "Day duration" was added to game options and can be changed after world creation;
Fixed rare issue when day duration value could be loaded and calculated incorrect after loading the save sometimes;
Fixed rare issue when settlement's Kingdom Color could be loaded incorrect when game was saved right after kingdoms was established;
Fixed rare issue when settlement's parameters could be loaded incorrect when game was saved right after kingdoms was established;
Fixed issue when Kingdoms could be calculated incorrect after taking iron bank;
Fixed issue when new kingdom could calculate random kingdom color incorrect and choose the color that was already taken by other kingdom;
Fixed issue maps top UI element (with current time) could stay active after map was closed;
Default war declaration period was changed from 30 days to 7 (new game needed);
Now tutorial will be shown after player arrives the island (for the first time only);
Fixed issue when rain particles could be visible inside port building;
Tweaking in some quests logic - now AI will ask for buildings material not when she or he has no house, but when really looking for these materials;
Fixed issue when army didn't properly started to march if new war-camp was created after destroying old one;
Fixed issue when AI could spawn on the ship in underwear only;
Fixed issue when army was send to another settlement some soldiers could stuck at place playing animations from war-camp;
Fixed issue when player could press "Build" when building a City Hall without settlement established;
Fixed issue when asking settler "What are you doing?" right after landing calculated false answer;
New Law was added - now if Council is hired he can greet all new coming settlers, friendship with player will be 0 after that;
New Law was added - now General can hire army and guards automatically - the % of total settlers can be set up, but max amount still depends on player perks;
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. Thanks for your support, see you very soon! Cyfieithydd
UPDATE 0.605 [BUGFIXING]
Welcome, lords and ladies of KINGDOMS!
0.605 It's Friday and it is time to fix some bugs. Before going to full list please give attention to following changes I would like to point. First, i've added profession features from previous update to bought houses. Now smith will buy blacksmiths, traders - shops. etc. Also, buildings prices were completely reworked - now it depends on recourses types, their amount and price, trading perks still play the role, but only as price modificator. As usual, full list follows:
CHANGELOG & BUGFIXING
Now AI with certain profession will buy only certain manufactories, but not first available;
Now buildings sell price is calculated from resources (including each individual resource price) need to crafting this particular building, traders perks only multiply final sum (10%, 25%, 50%, 100%);
Fixed rare issue when equipped items icons could not match to real items equipped sometimes;
Fixed issue when "Take All" button was shown above "Amount" window;
Fixed issue when during bandits raid "war alarm" was looped sometimes;
3 new types of grass were added in order to improve overall grass visuals;
Fixed issue when notification text was half visible on 16:10, 5:4 and 4:3 resolutions;
Amount of veggies gathered from farm now depends on gardener perks, as wild one veggies gathering;
Fixed issue when animals didn't damage settlers sometimes;
Some changes were made in animals behavior script in order to increase performance;
Fixed issue when wild animals weren't properly rotated to their enemy when attacking;
Fixed issue when all settlers could choose one single tree to shop, now they choose random tree in 100m radius, not the closest one;
Quest "Bring bread for hunger settler" was added;
Quest "Bring 5 buffalos skin for tax-collector" was added;
Placeholder buttons "Trade agreement", "Marriage proposal", "Send gift" and "Send assassin" were removed from diplomacy window, because not all players understand the meaning of "Not available in current build" and think that it's bugged (Surprisingly, these are the most common bug-reports recently);
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. Thanks for your support, see you very soon! Cyfieithydd
UPDATE 0.602 [AI PROFESSIONS MATTER]
Welcome, lords and ladies of KINGDOMS!
0.602 Today's update is about some core changes in AI behavior. When AI spawns in the world he or she gets random perks from start. A bit of history: in older versions of the game player could learn all perks that settler had, what made teaching process and interaction with AI not so deep as it initially supposed to be - with single "all-in-one-teacher" player could basically forget about other settler. So it was changed at some point - settler became one single profession, that was calculated on perks settler has, if some perks were both good - random chose one to define profession. That's why the situation when settler builds a smith (depend on perks) but having not blacksmith profession was so common. The time has come to change it. Now settlers profession defines what will be build and what will be crafted. And now player can be 100% sure when visiting a blacksmith to learn smithy perks. Perks are not totally forgotten though. Manufactory gradation depends on perks - for those having various types - smiths, shops and taverns - the better settlers perk, the better the building. So, following professions are now building following manufactories:
Trader - shops
Smith - blacksmiths
Hunter - bakery
Woodcutter - woodcutter's house
Traveler - taverns
Miner - stoneworker's house
Farmers were also changed this way - no more blacksmiths ruling the farms. Another thing I wanted to point are options sliders for vegetation and rocks, rocks distance can be slightly increased now - to 200m.
CHANGELOG & BUGFIXING
Fixed issue when vegetables were unable to gather when grass distance was set to low;
"Vegetation distance" slider was added to settings menu;
"Rocks distance" slider was added to settings menu;
Fixed issue when shop history showed "+" amount of gold when AI sold something and it should be displayed as "-" gold;
Rocks max distance was increased to 200m;
Now AI house level is more random than before and less Architect perks depended - to make AI settlement and houses build in players settlement more various;
Now AI manufactory level 100% depends on settlers profession (visible in settlers list) but not random value calculated from best perks;
Now AI decision to build or not to build manufactory logically depends on profession but not Trader perks like it was before;
Now AI builds a farm when having a farmer profession, not only Gardener perks;
Melee impact effect was removed, full strike animation is back;
Now snow amount is calculated every day, not every month;
Fixed issue when tax collector could start collect taxes again after loading even if they were already collected this month;
Fixed issue when tax collector didn't skipped values properly when month starts and didn't collect taxes properly;
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. Thanks for your support, see you very soon! Cyfieithydd
UPDATE 0.595 [BUGFIXING]
Welcome, lords and ladies of KINGDOMS!
0.595 It's Friday and weekly bugfixing is here. Before going to full changelog I would like to point at most important/interesting changes that were added. First of, I've experimented with settlers migration a bit - for the first time actually - to balance population between AI vs players settlement to odd the chances for both sides in coming wars. Now settler will join not to the nearest settlement but will decide from many factors like settlement size, amount of houses build, prosperity, amount of shops and taverns. The second change is "Take all" buttons for garden/windmill and for all "looting" windows - I know this was asked by some players. As usual, big thanks for all bug-reports you've send - this really helps the game to get better with every Friday update. As usual, full changelog follows:
CHANGELOG & BUGFIXING
Notification about tutorial in pause menu now appears after ship arrives to the island;
"Take all" button was added to gardens and windmills;
"Take all" button was added to all containers;
Algorithms of AI joining the settlement were changed in order to balance players vs AI settlement grow speed;
Fixed issue when road calculation window could stuck on the screen when hitting ESC button during calculation;
Fixed issue when player couldn't use axe to chop a tree after picking up herbs sometimes;
Fixed issue when player could chop a tree with a pickaxe;
Fixed issue when vegetation random seed wasn't properly saved and applied sometimes;
Russian translation was updated;
French translation was updated;
Fixed issue when settler could stuck at place when setting up a house sometimes;
Some fixes in crafting UI: now player can see time and final amount of items made depend on slider value;
If crafting will be longer than 500 minutes warning will be shown near total crafting time;
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. Thanks for your support, see you very soon! Cyfieithydd
UPDATE 0.592 [AI PREPARES FOR WAR]
Welcome, lords and ladies of KINGDOMS!
0.592 We're back on track! Todays update will bring us closer to wars - actually we're almost there, only final shapes are left. As you remember Kingdoms is 100% AI designed game - that means when I design game mechanics the main thought is "How it will work for AI first?", the player is only small part of constantly developing open-world and for me, as for designer, is always very important to understand how that or that game mechanic will work for AI. And when developing war-camps, marching and future (but almost ready) settlements attacks I've always kept in head following "All these should work for AI", so I prepared all the code and all the mechanics for that. And the day when AI could use (and manage!) war-camps, gather army there, build things, declare wars and send their armies to enemy gates has finally come! Now AI cant do the same things player can and world around becomes more and more alive. When testing todays update mechanics and seeing armies marching all over the map, war-camps smokes popping there and there and I thought "This is actually cool, thing are finally shaping". If everything goes well, I'll start to add sieges stuff tomorrow (or Tuesday, depends) already. I want and don't want to rush at the same time. It's exiting to finally see all this in action already, but amount of thing to polish is still quite large - using of sieges machines/barricades, animations, background calculations for battles (when player is far away, but battle is happening), walls destructions etc.etc. Today's changelog is quite large and I would like to point at most important "non-war" additions. First one is archery balance - weapons and arrows damage was changed as well as archers perks additional damage. Now experienced archer with good bow can hunt animals or kill bandits without 100+ arrows shots. But please (please!) don't hunt bears with self-made wooden bow, made literally from the stick! The second one I want to point is UI change. This one is important because it was added thanks to your feedback (Don't be afraid to share it in game Community!). Central pop-up text was moved to right-bottom corner of the screen and font size was reduced a bit - looks much better now. Full changelog follows:
CHANGELOG & BUGFIXING
Fixed issue when settlements weren't discovered from start in populated world when player picked "Pilgrim" perk;
Amount of items bought from the shops was decreased a bit in order to balance mirco economy and not to let shops become empty at some point;
Positions of central UI notifications (static ones) were changed a bit;
Central notifications messages were moved to right-bottom corner of the screen, font size was reduced a bit;
Fixed issue when Kingdoms could belong to wrong kingdom after loading the save (new game needed);
Now all war notifications are more precise in meaning of naming settlements and kingdoms they belong;
War declaration mechanics for AI were completely rewritten in order to make every war declaration logical and understandable in meaning of AI goals;
AI now can choose a place for war-camp and set it there as well as player can;
Archery balance: bows damage was balanced a bit;
Archery balance: arrow damage was fixed;
Archery balance: shot damage now depends on archery skill (+50%, +100%, +250%, +500%, +1000%);
Wolves running speed was decreased a bit;
AI army size depends on leader commanding skills (10%, 20%, 50%, 80% of total settlers);
AI will declare war when having at least 10 soldiers in army;
AI now can set soldiers to build structures at war-camp;
AI now can send army march to hostile settlement when all structures in war-camp are ready;
Fixed issue when sometimes house parameters in settlement could be saved incorrect when this house was previously empty;
Quest "Bring raw bears meat to general" was added;
Quest "Bring iron axe to farmer" was added;
"EXP" was replaced with "LP" in all places where needed - UI, dialogs, character creation etc.
After Level up player can see how much learning points are left;
Snow amount on terrain for cold months was changed;
AI pathfinding parameters were changed a bit in order to increase performance;
Animals pathfinding parameters were changed a bit in order to increase performance;
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. Thanks for your support, see you very soon! Cyfieithydd
UPDATE 0.581 [AI FARMS FIXED]
Welcome, lords and ladies of KINGDOMS!
0.581 Today's update will improve a bit farmers behavior logic + fix some visual farm issues, i.e. missing vegetables in AI's gardens. Farmers are travelling to settlement to sell goods how they used to be. Also I'm still fixing some issues connected with marching and war declarations, some fixes are included to this update. My goal is to clean the build before we'll jump to war's mechanics. I really hope, that we'll start this Wednesday, i already started to test how AI builds and manages war-camps today - looking good so far. Also this update should fix broken saves for those players who declared wars after 0.573 (and saved it) - saves should load without any issues now with all progress saved. (More info was given here) The full list of changes follows:
BUGFIXING
Fixed saves issue, that could appear after 0.573 update in case player declared wars to other kingdoms;
Fixed issue when wooden tavern was unable to be build;
Fixed issue when player received "no pickaxe in hand" message even if pickaxe was equipped and activated;
Fixed issue when farmer didn't travel to nearest city to sell goods there;
Amount of farmers on the map was increased a bit;
Now all farmers can build a windmill on their farm;
Now farmers can grow and sell all kind of vegetables on their farm, not only specific ones;
Now farmers can use their gardens properly by putting seeds there;
Fixed issue when farmers didn't sell their good to taverns;
Quest "Bring light iron boots for ambassador" was added;
Some fixes were made for "Bring azalea for council" quest;
Fixed issue when AI could stuck in front of tavern entrance without doing any actions;
LOD calculations for vegetables in gardens were changed in order to increase performance;
Now player can't use gardens and windmills owned by AI;
Fixed issue when AI could buy something in store without physically going there;
Fixed issue when settlements that were declared as war targets weren't saved properly;
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. Thanks for your support, see you very soon! Cyfieithydd
UPDATE 0.575 [BUGFIXING]
Welcome, lords and ladies of KINGDOMS!
0.575 It's Friday and time to fix some bugs! Today's fixing is mostly about war-camp/war declaration/marching issues - I've fixed some logical ones here and there, fixed some path-finding issues, settlers body glitches when they could stuck in the air or half in the ground. Also, lanterns were added to all types of city gates, it's lit at night and disabled at day. Also mouse sensitivity now loads correctly from options file, no need to change it every time now. As usual - feel free to report as many bugs as you can - it will definitely will help the game to get better and better with every Friday's bugfixing update! Full list, as usual, follows:
BUGFIXING
Fixed issue when player could declare war when pressing "Send gift", "Marriage proposal", "Send spy" or "Send assassin";
Fixed issue when "Mouse sensitivity" setting wasn't loaded correctly when launching the game;
Animals spawn algorithm was changed a bit in order to smooth overall animals spawn;
Fixed rare issue when animal could spawn underwater sometimes;
Lanterns were added to add types of gates;
Fixed issue when army formation was still moving when roads are calculated;
Fixed issue when speeding up the time didn't affect army formation moving speed;
Fixed issue when player could see AI floating in the sky after body creation sometimes;
Fixed issue when player exit trading with "amount window" active this window stayed active;
Some lanterns light now depends on day cycle;
Quest "Bring 5 flour bags for trader" was added;
Russian translation was updated;
Now player can sign "Peaceful agreement" for gold after declaring a war, amount of gold depends on Trader and Commander perks;
When war is declared many "peaceful options" become unavailable now;
Fixed issue when warning about war declaration wasn't properly calculated when choosing another settlement without exiting the map;
Now player can add soldiers to already marching army, when new soldiers are added to the army - march will be calculated from start point;
Fixed issue when "settlement to march" was saved and loaded incorrect, causing soldier march to wrong settlement (new order is needed to recall an army);
Now reputation is being taken from the player when army was send without war declaration only when settlement will be attacked or war is declared after army was already send;
March can be canceled when army is send to war-camp;
Fixed issue when some settlers wasn't properly set to ground sometimes and their bodies were invisible;
Fixed issue when army could disappear right after sending to other settlement;
Fixed issue when AI could move in wrong direction when reaching end of navigation grid;
Fixed issue when settlers on ship became invisible sometimes when starting new world right after exiting old world;
Fixed issue when your horse didn't react on whistle when being on the other side of the map;
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. Thanks for your support, see you very soon! Cyfieithydd