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

Kingdoms

UPDATE 0.574 [ARMY ON THE MARCH]

Welcome, lords and ladies of KINGDOMS!

0.574
As it was announced before, my plan is to add all war features step-by-step - we already have a war-camps and working mechanics there, army can be gathered at one place and equipped there. Today we're finally moving to battles! This update will allow player to send an army to other settlement (but not to attack - yet!). This can be done 2 ways:

  • With war declaration;
  • Without war declaration;

Both ways take player reputation - before i'll add various reasons for war - war is a hostile action by default, that takes reputation. Sending an army to settlement without war declaration is considered as more hostile action and takes even more reputation. With war-camp build army starts to move from there, without one - right from settlement. The most tricky thing here was to understand how army should move and don't break the formation - for my taste the result looks nice - solders avoiding objects, change speed when needed to hold the formation. The next step here are AI actions - the most interesting part - building and managing war-camps, declaring wars and sending armies - we'll start right from the next week here. I left the most fixes (including mouse sensitivity issue!) for Friday, though some important ones are on today's list:

BUGFIXING

  • Quest "Bring iron ore for smith" was added;
  • Russian translation was updated;
  • German translation was updated;
  • Now player can declare war to discovered settlement;
  • Now player can send army to other settlement;
  • War restrictions were changed a bit - from 4 max to infinite - basically player now can fight with the whole map;
  • New animation was added for marching soldiers;
  • Fixed issue when some settlers sometimes were floating in air when calculating pathfinding;
  • Fixed issue when hiring milita through dialog caused that already hired solders were automatically fired;
  • main scene was optimized a bit - some objects re removed or disabled - in order to increase performance;


FULL LIST OF UPDATES

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 0.571 [DISTANCE BETWEEN BUILDINGS]

Welcome, lords and ladies of KINGDOMS!

0.571
First of, sorry for all players who have been waiting new part of war-update today, i was expecting it too. But as usual, planning in game development is the most unpredictable thing in the world. Some of the players have problems with loading of their saves (Fortunately, only small group, otherwise it would be a disaster!), and as you can understand that's #1 priority at the moment - to fix game-breaking issue. So, I've created a topic to gather all possible info about the info about the issue - both from player who doesn't have the issue and from those who have. So feel free to participate!
Back to today's update! Because half of my time was spend on the described issue i physically couldn't add planned war stuff - marching (sending soldiers from war camp to other settlement gates) and setting and managing of war-camp by AI, so this comes at Wednesday only. BUT! I'm sure that the feature that i added in today's update (it was much easier than expected) will joy many of you. Now player can change the distance between buildings using slider in game settings menu. This will work for player only, AI will still set up houses as it was used to. So if you like to plan settlement by yourself don't forget to toggle "AI can't build" option in settlement management menu!
The rest changes follow:

BUGFIXING

  • Settlers pathfinding calculations were changed a bit in order to increase performance in large cities;
  • Fixed issue when "Mine worker" and "Digger" gathering time was switched;
  • French translation was updated (thanks a LOT for all players from France for participating!);
  • Notice board "distance to other buildings" was decreased to 10m from 20m;
  • Now player can change "Distance between buildings" parameters using game settings;
  • Quest "Bring 2 meat pies for tavern's keeper" was added;
  • Fixed issue when location coordinates when bandits for raid should spawn was calculated incorrect sometimes;
  • Fixed issue when building a notice board caused skipping settlement (and kingdoms) name to empty one;
  • Fixed issue when building a notice board caused skipping settlement (and kingdoms) name to empty one;
  • Now player can destroy City Hall in owned settlement (using diplomacy table);
  • Fixed issue when bandits lair was destroyed incorrect sometimes;
  • Fixed issue when war-camp parameters weren't properly saved sometimes;
  • Fixed issue when soldiers positions at war-camp weren't properly saved sometimes;


FULL LIST OF UPDATES

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 0.565 [BUGFIXING]

Welcome, lords and ladies of KINGDOMS!

0.565
It's Friday and usual bug-fixing update is here! But before i'll tell you some important info about it i want to thank all of you for huuuuuge support you gave Kingdoms this week. In spite the fact that the game is unfinished, buggy, unpolished etc.etc and there is still a LOT of work to do before we all see it as i initially wanted - i really appreciate your support for my game, you're the best, folks! As said, a long way is still ahead, but we're moving in the right direction - i'm sure of it!
To the update! The one fix i want to focus first is the fix for the issue when save could get broken after destroying notice board or any other house in your settlement - it was really hard to catch, the issue was really not very obvious to find, but it's fixed! That's good news, bad are - if you had problem with save loading and you remember that you destroyed a structure - save is broken, sorry(( I try to avoid such situations, but i said many time before - frequent updates with new content will cause such things - and i really hope that not often! So, new game is needed, if you experienced infinite loading issue. Also, i'm closing "destroyable" buildings feature - now farms and their structures garden and windmill can be destroyed. The last step will be City Hall and defence towers - i've rewritten script here, so it will be added soon, to close the case completely. Also, some bugs were fixed there and there, as usual, full list follows.
Oh, yeah, one more important thing - sieges updates are coming back since Monday, so prepare your armies! We'll soon march at war!

IMPORTANT!!! For such players who is experiencing crashes at launch, that started 2-3 weeks ago. I've finally found the issue - this is connected with one of latest Windows security update (thanks MS!). If you experience this issue, make sure that Kingdoms folder is added to exceptions by your Windows Defender. This will work not only for Kingdoms, but also for other Unity-made games, that also started to crash after recent Windows update.

BUGFIXING

  • Fixed issue when game wasn't saved correctly after destroying house or well sometimes, causing breaking of the save (new game needed);
  • Fixed issue when not closing "amount" window on looting or storage screen, it stayed active, causing various visual and gameplay issues;
  • Tutorial window now can be closed with ESC button without any issues;
  • Path-finding grid calculation was tweaked a bit in order to decrease lags when travelling;
  • Changed text of UI when naming farm or bandits lair;
  • Changed pop-up text after establishing farm or bandits lair;
  • Fixed issue when player could destroy a farm house when it was unfinished but farm location stayed active on the map;
  • Player now can destroy owned farm (with all build structures inside);
  • Player now can destroy owned garden;
  • Player now can destroy owned bandits lair;
  • Fixed issue when player could destroy an owned bandits lair when it was unfinished but lair was still marked on the map;
  • Player now can destroy owned windmill;
  • All scaffolds now can be destroyed with torch in hand in order to prevent structures from accidental destroy;
  • House destroying script was rewritten in order to fix couple connected issues;
  • Quest "Bring leather pants for a soldier" was added;
  • Fixed issue when bandits raids weren't calculated correctly in case player destroyed some bandits lair before;


FULL LIST OF UPDATES

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 0.563 [TUTORIAL EXPANDED]

Welcome, lords and ladies of KINGDOMS!

0.563
Today's update will expand game tutorial, so new players will have much less issues with getting involves into game mechanics. I've tried to put there as much useful info as possible, tutorial can be found in pause menu. Of course, it's not full at all, so feel to let me know - what else should be added and explained here. Two new quests were added and alongside with that few bugs were fixed there and there, (though there are still some not game breaking were left for Friday bug-fixing). As usual, full list follows:

IMPORTANT!!! For such players who is experiencing crashes at launch, that started 2-3 weeks ago. I've finally found the issue - this is connected with one of latest Windows security update (thanks MS!). If you experience this issue, make sure that Kingdoms folder is added to exceptions by your Windows Defender. This will work not only for Kingdoms, but also for other Unity-made games, that also started to crash after recent Windows update.

BUGFIXING

  • Fixed issue when mouse cursor wasn't lock down in game window when using windowed mode;
  • Fixed issue when animals started to rotate at place when reaching navigation grid end point;
  • Fixed some messed up player's replies in "Bring 10 planks" quest;
  • "Distance to other buildings" parameter was decreased a bit for garden plots;
  • Fixed issue when player's horse could start instantly running in circles when calling it with whistle;
  • Fixed issue when player couldn't talk to settlers right after landing sometimes;
  • Now player can talk to settlers even with weapon or tool drawn;
  • Now amount of seeds crafted depends on gardeners perks;
  • Quest "Bring untreated stone for..." was added;
  • Quest "Bring treated stone for..." was added;
  • Tutorial PROGRESSION was added;
  • Tutorial HOW AI WORKS was added;
  • Tutorial SETTLEMENTS - GENERAL was added;
  • Tutorial SETTLEMENTS - SOCIAL JOBS was added;
  • Tutorial SETTLEMENT - WALLS AND ROADS was added;
  • Tutorial MILITA was added;
  • Tutorial WAR-CAMP was added;
  • Tutorial HOW TO USE ITEMS was added;
  • Tutorial HUNGER AND VIGOUR was added;
  • Tutorial HOW TO CRAFT was added;
  • Tutorial I’M STUCK! WHAT TO DO? was added;
  • Tutorial HOW TO BUILD was added;
  • Tutorial HOW TO TRADE was added;
  • Tutorial QUESTS was added;


FULL LIST OF UPDATES

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 0.561 [WORKING TAVERNS]

Welcome, lords and ladies of KINGDOMS!

0.561
Today's update will finally bring to kingdoms working taverns management! Previously taverns were a pure decorative thing for any settlement, now they're used by settlers as it was initially designed - traders, that produce food (farmers, bakers, berries-gatherers) will sell this food to taverns; settlers will look for a food not only in shops but also there. Tavern now function as a shop - with storage management, wares management - but don't expect settlers will buy your swords or skins there - it's a place to buy/sell food. Also I've tried to populate taverns a bit more with settlers, making them eat there in the evening (not only in common house or at home) sometimes. When brewery mechanics will be added, tavern will become not only "eating" place but also "drinking" one.
Alongside with adding of new mechanics I've also fixed some bugs there and there (mostly cause by last patches) - vanishing settlers after landing, broken roads calculation window etc. As always, full list follows.
IMPORTANT!!! For such players who is experiencing crashes at launch, that started 2-3 weeks ago. I've finally found the issue - this is connected with one of latest Windows security update (thanks MS!). If you experience this issue, make sure that Kingdoms folder is added to exceptions by your Windows Defender. This will work not only for Kingdoms, but also for other Unity-made games, that also started to crash after recent Windows update.

BUGFIXING

  • Fixed issue when AI body wasn't showed correctly after landing sometimes;
  • Fixed issue when AI body was flickering sometimes when loading a save made on board of the ship;
  • Fixed issue when roads calculation screen stayed active even if calculation was over;
  • Fixed issue when baker's Beauvoir could get broken after selling pies or bread;
  • Fixed issue when player couldn't use shop to trade sometimes;
  • Fixed issue when settlers weren't landed properly sometimes, causing various AI issues;
  • Fixed issue when player saw and heard underwater effects after spawning on board of the ship;
  • Fixed issue when AI could build City Hall in quite hilly place, that caused various visual bugs;
  • Burst libraries were updated to latest version in order to fix crashes at some systems;
  • Tavern keepers now can also manage their storage and money inside;
  • Farmers now can sell their products in taverns too;
  • Bakers now sell their products in taverns;
  • Settlers that gather food to sell now will sell this food in taverns only;
  • Now settlers can use taverns as place to buy food;
  • Houses building parameters were tweaked a bit in order to let player set up houses on more hilly terrain;
  • Now when quest was refused by the player settler won't ask about it again (value resets every 00:00);
  • God-mode (g+o) is being disabled now when exiting to main menu in order to fix various connected issues;


FULL LIST OF UPDATES

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 0.555 [BUGFIXING]

Welcome, lords and ladies of KINGDOMS!


0.555
It's Friday and bugfixes are coming. I'm still preparing build for final steps of wars. At the moment i'm trying to make soldiers march from war camps to city gates and set siege weapons there. I want to clean most annoying and game-breaking bugs before that, so the build will be clean and smooth and new bugs (that will inevitably come with wars) won't be added to old bugs. The main tweak of current update is the option to disable active perks progression (new game needed) and a slider that can change amount of point needed to gain new perks. Also, if you missed yesterday's performance hotfix (i made change-log only in Community, more info here), i'll duplicate fixes here. As usual, full list follows:

BUGFIXING

  • Fixed memory leak issue when travelling at long distances;
  • Fixed issue when script that calculated if player was inside house caused performance drops;
  • Fixed lights parameters in almost all houses, it was causing crashes as well;
  • Removed all shadows from small wooden house, that caused performance drops and crashes;
  • Vegetation cells calculation radius was tweaked in order to increase performance and solve memory leak problems;
  • Perk progression UI is now becomes invisible when using various UI like looting, trading etc.;
  • "Do not use perks progression" option was added to world creation settings;
  • Player can change perks progression speed (points needed to progress) using game options now;
  • Fixed issue when player couldn't destroy notice board properly, when there were more than 2 boards built in the settlement;
  • Fixed issue when settlements could belong to wrong kingdoms after loading a save (new game needed);
  • Russian translation was updated;
  • Tweaked some vegetation spawn parameters in order to increase performance a bit;
  • Fixed missing City hall doors, that were included to interior previously;
  • Fixed issue when AI body wasn't properly disabled sometimes at long distances, causing performance drops sometimes;
  • Fixed issue when player killed a bandit in a gang, other bandits continued to ask about gold, now all become aggressive;
  • Ambient occlusion was tweaked a bit in order to fix shadows artifacts in some interiors and increase performance a bit;
  • Fixed issue when "sprint" control could be reset in controls setting sometimes;


FULL LIST OF UPDATES

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 0.552 [PERKS PROGRESSION]

Welcome, lords and ladies of KINGDOMS!


0.552
Today's update should dramatically change the whole gameplay of KINGDOMS, for some players it will be (i'm sure!) a pleasant surprise because it was discussed many times in the community and i decided that it's a perfect time to try it out - right before large scale battles. So, to the point - as you know, Kingdoms uses progression system similar to Gothic series - to learn something you have to find a teacher and have enough LP and gold. This system has its pros and cons, but the fact is - it needed to be improved someday and the time before large battles will be added is more than perfect. So, for now on player can gain perks for performing various actions. There are 50 various perks now in the game and they can be grouped into 13 specific categories. Performing various actions will add points to each group:

  • Building - perform building actions;
  • Scholar - complete quests;
  • Swordsman - use sword in battles;
  • Archer - use bow in battles;
  • Trader - 1 point for each 100 gold sold or bought;
  • Blacksmith - create swords;
  • Hunter - kill wild animals;
  • Gardener - gather plants;
  • Woodworker - chop trees and logs;
  • Traveler - discover new locations;
  • Digger - dig rocks or ores;
  • Commander - protect settlement from raids or attack other Kingdoms in coming wars;
  • Thief - Attack peaceful settlers;

Each perk requires specific amount of points to be learned, i.e. to learn a Scholar you have to discover 10 locations, but to gain Novice Swordsman you have to strike 100 times etc.etc. Also, this addition will solve some RP moments when you were playing as bandit but couldn't progress because of limited actions and lack of teachers around. I'm sure this system still need to be tweaked there and there to find the right balance, so feel free to discuss it in game community! Plus i'm going to add an option for those player who want to use old "teachers" system only and a bar for points needed to progress. The rest of today's changes follows:

BUGFIXING

  • Fixed issue with farm house performance;
  • Fixed issue when farmer didn't use proper animations when working in garden;
  • Fixed pop-up message after killing an animal;
  • Fixed some animals pathfinding parameter to fix the issue when animals could walk at the same spot;
  • Fixed some animals pathfinding raycast parameters in order to increase performance;
  • Perks now can be gained when performing various actions;


FULL LIST OF UPDATES

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 0.545

Welcome, lords and ladies of KINGDOMS!


0.545
Today's update includes content that should have been introduced at Wednesday, but in spite the fact it took long time to include it to the game, the final result was not so significant, so i decided to leave it for Friday - hope, you wouldn't mind after i'll tell you about it. As you know, houses in Kingdoms can be count as good hideouts - you couldn't hide there from animal or bandit, that were attacking you though the wall in some mystical way. It was clunky, it worked clunky and i knew that someday i need to make, that the game will register that player is inside the house. It sounds easy in theory, but practical i had to remake ALL houses models and bake them again to achieve the result. Plus i hope that it will be useful not only as protection from wild animals but also will be used in various future mechanics, i.e. in family stuff. Good thing was that on the way i could fix various issues with houses models there and there, that were in game for a very long time and finally could be fixed. The full list of fixes is quite significant, next week i'll back to siege mechanics (I had time to think about it once again), that were delayed a bit in my TODO because of this week fixes. As usual, thanks (!!!) for all reports you've sent, full list of fixes follows:

BUGFIXING

  • Fixed issue when player could be attacked by animals or bandits when being inside house;
  • Fixed issue when player could be attacked by animals when sleeping;
  • Fixed issue when big wooden tower was sometimes impossible to build;
  • Fixed issue when wild animals could spot player even if distance to player was quite large;
  • Now distance when animals can spot the player depends on hunting skills: Butcher - 75% of initial distance, Yager - 50% and Skinner - 25%.
  • Fixed various errors in "What are you doing?" replies (Thanks Renegade01 for pointing at these!);
  • Fixed issue when players position was calculated incorrect when using map in cave;
  • Russian translation was updated;
  • Fixed various shadows parameters of lights in wooden house, that were causing performance drops at some point;
  • Fixed ladder collider in common house, that made stair climbing in common house a bit clunky;
  • Fixed issue when small wooden house was unable to build under some circumstances sometimes;
  • Fixed collider parameters in two-stored wooden house, so player stucked at some places there sometimes;
  • Bear attack radius was decreased a bit;
  • Wolf attack radius was decreased a bit;
  • Changed descriptions of Butcher, Skinner and Yager perks;
  • Fixed some light sources parameters in tavern #1 and #3 building, that were causing performance drops sometimes;
  • Fixed some light sources parameters in all shops buildings, that were causing performance drops sometimes;
  • Fixed issue when AI could stuck at place when buying thing sometimes, without loading further behaviors actions;
  • Fixed issue when AI could build right next to port sometimes;
  • Fixed issue when AI could stuck at place sometimes after fighting a bandit;
  • Fixed some mesh errors in tavern#3 model, that was causing performance drops sometimes;
  • Fixed issue when settler of player settlement could join bandits with no reason;
  • Fixed various light script issues in all luxury houses;
  • Fixed issue when map's camera could stuck and place sometimes when choosing bandits lair as destination;
  • Fixed issue when settler refused to take planks sometimes in quest "Bring 10 planks for...";
  • Fixed issue when bandits sometimes preferred very distant trees to gather in order to build houses;
  • Fixed various lights parameters errors in all smiths models;
  • Fixed issue when chest was unaccessable sometimes in two-stored luxury house;
  • Fixed issue when settler that owns tavern#3 used wrong animations when working there sometimes;


FULL LIST OF UPDATES

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 0.541 [WHAT ARE YOU DOING?]

Welcome, lords and ladies of KINGDOMS!


0.541
Today's update will bring more understanding to AI's mechanics and behavior. For now on player can ask any settler with friendship more than 10 (practically - everyone) "What are you doing?" and settler will explain his current actions. This small (but not in meaning of development - a LOT things were made to add this dialog line, because it takes all AI's aspects) addition should dramatically change the whole understanding on how AI works in the game. Now it's always clear - what settler does in the current moment and why. I tried to make this as vary as possible. One of many examples - when smith settler is looking for ore to craft things - in shop or in the field - this will be two separate replies and in the second one settler will reply that ore wasn't found in any shop that's why he's going the gather it himself. Also, i'm slowly starting to add more quests to the game. i.e. today's update will bring 7 new quest. As for fixing - there was one serious bug, that was reported the most - non-destroyable buildings in players settlement - it was fixed (thanks to your activity and reports!). As usual, full list follows:

BUGFIXING

  • Fixed issue when player couldn't destroy house in owned settlement;
  • Fixed issue when wall wasn't build after clicking "Build wall" button;
  • Now player can build walls and roads even if "AI can't build walls" and "AI can't build roads" parameters were enabled;
  • Fixed logical issue when settler bought food in shop but if it wasn't a berry still went to forest to gather berries;
  • Fixed logical issue when settler ate in Common House he could stuck near it's Entrance when next action is going to sleep;
  • Now player can ask settler what he's doing at the moment;
  • Fixed some logical settlers behavior when settler is going to the shop, tavern or at home to relax or clean there;
  • Player can ask what settler is doing only if friendship is greater than 10;
  • Quest "Bring 3 fox meat to settlement leader" added;
  • Quest "Bring 1 fox skin to settlement leader" added;
  • Quest "Bring 3 pumpkins to settlement leader" added;
  • Quest "Bring 3 pumpkins to settlement leader" added;
  • Quest "Bring 1 azalea to ambassador" added;
  • Quest "Bring 1 fern to wounded settler" added;
  • Quest "Bring 1 fern to trader" added;
  • Quest "Bring 10 wooden logs to settler" added;


FULL LIST OF UPDATES

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 0.535 [BUGFIXING]

Welcome, lords and ladies of KINGDOMS!


0.535
I've decided to upload today's update a bit earlier than usual, because update contain very important fixes for critical and game-breaking bug. In particular - update fixes bugged roads calculation, caused after 0.533, no new game needed, fix will delete all roads (including bugged ones) and create fixed ones once again. Also, some issues with stuck City Hall workers were fixed + you can experience some issues with false notice boards positions when using saves made before 0.533, so now notice board can be destroyed. As usual, full list of updates follows. All these fixes weren't possible without your participation, so if you'll notice some bug in game. please be free to use built-in bug-reporter (f11), this will help Kingdoms a lot!

BUGFIXING

  • Fixed issue when roads calculation could create a loop, creating roads over and over again;
  • Looped roads from #1 were deleted in order to make save file working again without further issue, though game will calculate roads again;
  • Fixed issue with performance drops during sleeping, crafting or waiting. caused by backgrounds calculations;
  • Bandit's raids were tweaked a bit: now they can attack only if player is near by;
  • Fixed issue when leader could count watch towers and city hall as his own house, trying to use it for needs purpose - eating and sleeping, causing various logic bugs;
  • Fixed issue when AI leader couldn't properly use City Hall animation places;
  • Fixed issue when player couldn't use City Hall's chest after killing settlement's leader and taking it;
  • Now player can destroy notice board if it's location should be changed;
  • Fixed issue when AI build their buildings on well and notice board created by player (new game needed);
  • Pathfinding calculation distance was changed for 30m to 15m in order to include many objects that use occlusion culling (object is enabled only when it's visible by camera) were correctly included to pathfinding grid;
  • House setting script for AI was changed a bit in order to remove buildings corners floating above or under earth sometimes (new game needed);
  • Fixed rare issue when game could stuck at populated world calculation;
  • Fixed rare issue when player couldn't establish new settlement and could move when management window was active;
  • Russian translation was updated;


FULL LIST OF UPDATES

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