0.501 As you may remember we're getting close to sieges stuff, war-camp development is almost over, but before jumping to that i decided to make a "performance" day before we'll jump forward. So todays update is mostly about improving performance, fixing most reported and critical bugs (hello, roads calculation) + adding some very important feature, some of you (i'm sure) will like. First - performance. I know that there were report about lags during riding or travelling on fast speed. These lags were connected with applying of vegetation masks, so i made some changes there and there and now travelling became much smoother (but there is still a laaarge room for improvement). Next, bugfixing. Thanks to your reports, the most annoying bug - roads calculation window pop-up when it shouldn't (when sleeping, trading, looting etc.) was fixed. (Full list of changes follows, as usual). And finally, new mechanic or i think more gameplay improvement. Now player can change all "speed" options right in game, so you don't have to start new game to change chopping or gathering speed, it can be made in-game now. Also i've set max settlers cap to 5000, it can be changed right in game as well, no new game is needed.
BUGFIXING
Fixed issue when wall calculation took too much time after loading;
Fixed issue when roads could be calculated wrong after starting new game, causing various issues (i.e. stuck "roads are calculated" window);
Fixed issue when road didn't delete mask properly;
Vegetation mask calculation scripts were rewritten in order to reduce (ideally - remove) lags when player is moving;
Lags when riding a horse were reduced a bit;
Fixed issue when interaction text was visible when enabling global map;
Fixed issue when roads generation window could pop-up even when some UI element was active (looting, trading etc.);
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, unbuggy and full of working mechanics - please, wait till final version will be out. Thanks for your support, see you very soon! Cyfieithydd
UPDATE 0.495 [BUGFIXING]
Welcome, lords and ladies of KINGDOMS!
0.495 It's Friday and bugfixing is coming. Before you'll go check full list of fixes (it's full thanks to your reports!(f11)), i want to point on one particular one in todays update - help AI to build. Now player is able to add resources to AI houses in owned settlement and get +1 friendship for reach resource added. It was discussed recently in the community and this small addition is first step before i'll add something more significant here - like building quests or/and orders mechanics. And as usual, full list follows:
BUGFIXING
Fixed issue when some soldiers were running at place when sending them to war-camp;
Fixed issue when soldier didn't go to gathering spot at warcamp when being far away from the settlement;
Fixed issue when AI or player could set a house too close to warcamp;
Fixed issue when roads calculation window stayed enabled even when calculation was over and player could move;
Fixed issue when roads calculation could go wrong when player hit pause button during roads generation;
Fixed physics parameters on various doors in houses;
Fixed issue when houses door was inaccessible when house was standing in hilly terrain;
When building a farm or bandits lair player now is in the same conditions as AI - can't build farm and lair closer that 100m to other lair, farm or settlement;
Fixed issue when army formations prefab was visible in the sky;
Fixed issue when AI could build a house too close to city gates, blocking it;
Both player and AI can't build a structure closer than 30m to city gates;
Fixing false warcamp UI elements positions when using various screen resolutions;
Farms name was added to global map icon in order to make orientation on the map bit easier;
Fixed issue when player couldn't destroy owned building in the settlement where player wasn't a leader;
Fixed issue when player could stuck at place after fighting an animal;
Now structures can't be set too close to the water - both for player and AI;
Creating of populated world was speed up a bit;
Now player can help building houses in owned settlement, gaining friendship with house owner;
Fixed issue when central info text was visible when global map was open;
Fixed issue when player build empty house and finished house wasn't added to houses owned by player;
Some changes were made in AI fighting script in order to increase performance;
Fixed issue when player couldn't track settler from notice board when other location was tracking using global map;
Fixed issue players save could be broken due to incorrect save of items in various houses (new game needed);
Russian translation was updated;
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, unbuggy and full of working mechanics - please, wait till final version will be out. Thanks for your support, see you very soon! Cyfieithydd
UPDATE 0.493 [WARCAMP MANAGEMENT #2]
Welcome, lords and ladies of KINGDOMS!
0.493 Today we're finishing war-camp management mechanics - there are quite a lot new gameplay details here, so i'll explain how the management works. Each war-camp has 14 spots for 5 different buildings (tent, supply tent, trebuchet, siege-tower and ram) and require resources to be build. When you send your army to war-camp you can assign soldiers to help you with building. Amount of workers you can set for each object depends on your commanding perks - from 1 to 4. The more soldiers assigned, the faster war-camp object will be build. You can assign soldiers not only to scaffolds but also to finished structures, i.e soldiers assigned to supply tent will add +5 supply points to the camp. There are 2 types of camp parameters;
Morale - will define how much damage your army will deliver in battles;
Supply - defines how much HP soldiers will have in battles;
I'm still thinking how to use morale and supply in coming wars, so they'll definitely affect more stuff when time will come and i'll start to develop sieges. Also, now you can manage war camp right from Commanders tent, using a table there. I've also added some details to tents, like tables, barrels, food, banners etc. War camp management is almost here - the last thing to do with war-camps are soldiers animations when assigning them to buildings, so monday update will finalize war-camp mechanics. And after that we'll be ready to march at war - and first in the list are sieges.
BUGFIXING
Fixed issue when players save could get broken when building and then destroying (with torch) bandits lair (new game needed if issue exists);
Fixed settlements banners shaders transparency on global map;
Fixed issue when soldiers stuck at place after destroying warcamp;
Fixed issue when warcamp parameters could be loaded incorrect;
Fixed issue when settlement parameters were calculated incorrect sometimes when sleeping or waiting;
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, unbuggy and full of working mechanics - please, wait till final version will be out. Thanks for your support, see you very soon! Cyfieithydd
UPDATE 0.491 [WARCAMP MANAGEMENT #1]
Welcome, lords and ladies of KINGDOMS!
0.491 It's time to finish war-camps, amount of work is quite large here (i think i've mentioned this last week), so i decided to update the game in several steps - today war-camps UI (activated through diplomacy map) and buildings are coming, the next update will finish building process and camps needs, like morale and hunger. There are 14 places in war-camp, where player can set up a building or a siege machine. There are 5 types:
Tent (raises morale);
Field kitchen (needed for hunger);
Trebuchet (destroys walls during siege);
Siege-tower (soldiers can get into closed settlement);
Ram (destroys closed gates during sieges);
The next step is adding working needs and parameters for war-camp: morale, hunger, deference, siege machines strength and army strength. Also full working building process (using resources) for war-camp structures is also planned for next update. Besides, more details will be added to the tents - like commanding table (to manage camp right from the tent), banks, barrels etc. As you see, we're also a step closer to sieges and wars (which is great by me). Full list of changes follows:
BUGFIXING
Fixed issue, when doors spring had position too close to the wall, causing various physics issues with the door;
Resources, needed to build a City Hall were tweaked;
Fixed issue when war camp calculated soldiers position incorrect sometimes;
War camp now can't be set too close to the settlement, bandit's lair, farm or ruins;
Fixed issue when wall didn't delete near by vegetation and rocks properly;
Fixed issue when walls were added to path-finding grid, causing various AI path finding issues;
Fixed issue when soldiers looked in wrong positions when reaching a war camp;
Fixed issue when AI path finding could be still calculated through the wall;
Fixed issue when map icons could be created and become visible when player closed diplomacy map when war camp position was calculated;
War camp now can be destroyed once created;
Fixed issue when player could created new war-camp while old one was calculated;
IMPORTANT 1) Please, feel free to use built-in bug reporter - it will help development a lot. 2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make saveы 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, unbuggy and full of working mechanics - please, wait till final version will be out. Thanks for your support, see you very soon! Cyfieithydd
UPDATE 0.485 [BUGFIXING]
Welcome, lords and ladies of KINGDOMS!
0.485 It's Friday - new bugfixes are coming! Thanks you all for participating in reporting those (f11) - THANKS! There were quite a lot this week, but more bugs = more fixes (full list follows, it's quite large today). Next week is going to be very intresting - i'm going to finish war camps and start making main quest on the ship. Again - thank you for reporting, this is really matters!
BUGFIXING
Fixed issue, when camera was moving when player tried to confirm a building;
Fixed issue, when camera wasn't disables when naming a settlement;
Now player is unable to use inventory when on ship - this caused various bugs and errors, including #1 and #2;
Fixed issue, when quest objective wasn't marked correctly, when some location was already marked;
Quest objective icon can be now unmarked when clicking on quest again;
The sum, with wich settler goes for shopping was changed from 50 to 500, without such sum settler goes working - gather resources and sell them in shops. Also this will let settlers to buy expensive items in shops and boost economy a little;
Fixed issue when settler didn't put cloth that was bought in the shop;
Shop keepers now go to the tavern after work day;
Fixed issue when players camera position was too low after loading;
Character controller parameters were tweaked a little in order to fix "falling under terrain" issue;
Character physics paramaters were tweaked in order to make doors opening more smooth. Doors spring/physics parameters were tweaked as well;
Fixed issue, when inventory icons turned white sometimes after loading;
Fixed issue, when player was unable to move sometimes after loading;
Fixed issue, when player was sliding down after entering a cave;
Vegeatation mask was added to cave entrance in order to remove rocks around;
Fixed issue when player could stuck in the rock when exiting a cave;
Fixed issue when settlement center could be set far away from the actual settlement, causing various issues like well and notice board without any structures around;
Fixed issue when walls parts could go underground when wall was buid in hilly terrain (new wall needs to be build);
Fixed issue when walls had no colliders;
Fixed issue when gates were invisible on global map;
Fixed issue when wall was partly build when it's size was too large;
Fixed issue when windmill build by player was added not to the farm but to near by settlement, causing various issues - unexpected roads, walls etc (New game is needed is windmill is build);
Fixed issue when walls could be spawned in the middle of nowhere because of false well and notice board positioning;
Fixed when player couldn't build a wall after putting resources to it;
Maps camera moving speed was increased a bit when holding "Run" button;
Icons on the map script was changed a bit in order to increase performance on global map;
Fixed issue when tracked location had wrong icon;
Fixed issue when tracked locations icon had no locations name under the icon;
Interface script ws rewritten a bit in order to increase performance;
Fixed issue when walls were calcilated in small intervals after loading causing performance spikes in first 5-10 seconds;
IMPORTANT 1) Please, feel free to use built-in bug reporter - it will help development a lot. 2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time. 3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out. Thanks for your support, see you very soon! Cyfieithydd
UPDATE 0.483 [PORT FOR SHIPS]
Welcome, lords and ladies of KINGDOMS!
0.483 Todays update is preparation for another new content i planned for july - adding main quest first stages. My idea is to start it on the ship and continue in the small port where ship arrives. This addition also changes overall settlers arriving mechanic - now it's more accurate, ship actually arrives to the port and departures as well. There are a lot of possibilites here for future mechanics - i.e. adding trading with the continent or recruiment place for new arrivers. Another small mechanics i've add is chat with ship passengers. Now they can tell you some info about worlds lore, game some tips etc. Also, for now on populated world spawn was changed - player starts his journey on the ship, not in random settlement on the map. The biggest settlement is being discovered by default though, so you won't get lost.
BUGFIXING
Fixed issue when arriving of new ships could stop at some point because of script error;
Fixed issue when AI couldn't find suitable landing spot because of script error;
Fixed issue when AI bodies could have wrong positioning when ship was moving;
Fixed issue when roads creating script wasn't work properly when player created empty world after exiting populated one;
Player now dont have to jump off board when ship arrives to the island;
Now player can speak with settlers on board to get useful information or some tips;
Fixed issue when ship could move even when game was paused;
Fixed issue when AI created multiple message boards in settlement;
Fixed issue when message board created by AI had wrong position and was impossible to find;
Fixed issue when player get no exp, fame and reputation when destroying bandit's lair;
Fixed issue when player was unabe to swim when creating populated world;
IMPORTANT 1) Please, feel free to use built-in bug reporter - it will help development a lot. 2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time. 3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out. Thanks for your support, see you very soon! Cyfieithydd
UPDATE 0.481 [NEW AI COMBAT ANIMATIONS]
Welcome, lords and ladies of KINGDOMS!
0.481 We're getting closer and closer to massive battles. Today my plan was to introduce you war-camp management mechanics - building tents, siege machines, manage soldiers needs and morale. But in the process i understood that amount of work is quite big here and it will take couple days to finish and test everything - UI (done), scripts (half-done, not tested). But, i can't leave you without new content, right? So i decided to introduce something different, but also connected with coming wars - new melee mocap animations for AI. Couple of these were used in old builds, but today i decided to add as much new animations as possible, to make fights not so creepy as they were before. Plus AI fighting script was rewritten a bit, some related bugs were fixed and - as result - fight doesn't look so ugly anymore. Players animation are stiil need to be reworked as well, but i think we're on the right way here.
BUGFIXING
Fixed issue when walls rails could be incorrectly moved by X or Z due to script error;
Fixed issue when message "too close to the wall" wasn't showed correctly;
Walls of discovered settlements are now visible on the global map;
Fixed issue when mouse cursor became invisible after player's death, making it impossible to load a save;
Fixed issue, when animation models (hammers, brooms etc.) weren't disabled in AI hands when fighting;
Fixed issue, when fighting settlers rotation and pathfinding were calculated incorrect;
Fixed issue, when AI could continuw fighting when pause is on;
Fixed issue, when AI could slide to enemy when hitting animation was still playing;
Fixed issue. when AI didn't look at the enemy when hitting;
Fixed issue, when player could endlessly build and destroy bandits lairs, farming infinite exp, fame and reputation;
Fixed issue, when bandits didn't attack the player even if he wasn't their leader;
Fixed issue, when player recieved no damage from the bandits;
House placing script was tweaked a bit in order to makw populated world generation a little faster;
IMPORTANT 1) Please, feel free to use built-in bug reporter - it will help development a lot. 2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time. 3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out. Thanks for your support, see you very soon! Cyfieithydd
UPDATE 0.475 [BUGFIXING]
Welcome, lords and ladies of KINGDOMS!
0.475 Todays friday fixing is basically a preparation for next week updates - war camp management and adding port for the ship, so i wanted to fix the most critical bugs and prepare stable build for next week additions. The main goal was to catch and fix kingdoms connected bugs - false colors calculations, alignments etc.etc., because we're very close to real wars and i have to be sure that we (and the game iitself) are fully prepared for that. Full list follows as always, but beforethat... A small offtop: I think it's time to sum up last 2 months. They're very important, because it's the first time when Kingdoms recieved so many updates (~3 in a week) for the main branch with such short pauses and for me it was very important to understand if this system will fit both for me (planning my work time, planning updates, is it possible physically etc.) and for game (it's playability and stability). And i should say, that it works beyond my best expectations. I really didn't expect so much support from you - the amount of feedback was really crazy, and for me it's the best appreciation of my work. There are still a LOT to be done, but all your effort and care about Kingdoms future really inspires me to move forward. Every single update, every fix and addition bring us closer to the game we all want to play. So, thank you all for every single feedback, for every single review, for every single bug-report - i love you all for that and for your love to Kingdoms.
BUGFIXING
IMPORTANT!!! Fixed issue when save couldnt be loaded, when player destroyed more than 2 (owned by player) houses (new game required, old saves with issue won't work);
Fixed issue when Kingdoms colors (and as result kingdoms alignments as well) were messed up after loading a save; (new game required)
Fixed issue when message board could change it's position after loading a save (new game is required);
"Cancel building" tip with key mapped added to building UI;
Fixed issue when notice board could half sink into ground after loading;
Fixed issue when guards couldn't be equipped in city hall properly due to script error;
Fixed issue when guards were stuck near City Hall entrance without doing anything;
Pathfinding raycast algorithm was changed a bit in order to fix AI walks through various objects;
Fixed issue when player physics wasn't calculated properly in mountains;
Fixed issue some float values were read incorrect when loading the save (new game required);
Fixed issue when player couldn't get out of the horse sometimes;
Locations now will be marked when clicking on them on global map;
Fixed issue when tax collector didn't move when collecting taxes because of script error;
Pop-up message added when tax collector takes money from a settler;
Fixed issue when dead tax-collector didn't have collected money;
Fixed issue when tax-collector couldn't collect money, when player didn't check message-board;
Fixed issue when City Hall wasn't included to nav-mesh properly;
Russian translation was updated;
Fixed various errors in guards logic;
Fixed issue when message board turned red after building;
Fixed issue when creating new world after exiting old one could create house owners conflicts;
IMPORTANT 1) Please, feel free to use built-in bug reporter - it will help development a lot. 2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time. 3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out. Thanks for your support, see you very soon! Cyfieithydd
UPDATE 0.473 [DESTROY BUILDINGS]
Welcome, lords and ladies of KINGDOMS!
0.473 Todays update will bring to Kingdoms possibility to destroy already build buildings. I know, that many of you wanted this feature, it was discussed many time in the community, so here were are. Player, being leader of the settlement, can destroy every building in this settlement - exept well, notice board and common house. The mechanic is pretty much the same as for destroying bandits lairs - equip torch and use "sale/owner paper" on the building to destroy it. Speaking of bandits settlements. I saw a thread in the community, that many of you can't find all the bandits sometime to burn lair down - it's time to fix it. When lair have bandits alive, player with Traveller perk can hunt them down after pressing X (default) and kill - bantits alive positions will be marked. Alongside i've fixed some issue in AI scripts, when these fellows coud stuck at place, use wrong coordinates for walking etc. There are still a lot of work in this direction to be done, feel free to use in-game bug-reporter (F11) to help me to catch more bugs and make Kingdoms better with every update - there are still MANY to come.
BUGFIXING
Fixed issue when AI didn't calculate "Move in random radius" script properly, causing scipping of walking to target process;
Pathfiniding masks were changed a bit on order to fix various issues when AI walked though structures and nature objects;
Pathfiniding raycasting algorithm was rewritten in order to increase performance with high amount of settlers in scene;
Fixed issue when rals loading UI could stuck at 100% completion;
Fixed errors in AI wall build script, that were causing FPS drops sometimes;
Fixed errors in AI building script, when AI was unable to build house in settlement sometimes;
Fixed issue when AI continued playing animations even if game is paused;
Fixed issue when Kingdoms names and colors were calculated incorrect on global map sometimes;
Radius between kingdoms was increased to 700m;
Fixed issue when after taking a settlerment by force it wasn't calculated as players one sometimes;
Fixed issue when AI could build settlement/farm or lair right after landing, without going deep to the island;
Fixed issue when player could stuck at world generation screen after generation is over;
Fixed various errors in road calculation script, that were causing performance drops sometimes;
Tweaked distances for various buildings when setting a structure (by player or by AI);
Fixed issue when bandit's body become invisible sometimes;
IMPORTANT 1) Please, feel free to use built-in bug reporter - it will help development a lot. 2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time. 3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out. Thanks for your support, see you very soon! Cyfieithydd
UPDATE 0.471 [MANAGE SHOPS]
Welcome, lords and ladies of KINGDOMS!
0.471 Todays update will bring feature that will make current economy model a bit more transparent and understandable. For now on player can choose what wares will be sold and bought in owned shops, also shops now will record all actions history: who bought/sold what and when. Alongside that i've tweaked AIs inventory scripts and changed looting a bit - all items, that settler bought will be possible to loot after his death. Also, some behavoir issue were fixed - i.e. baker now requires flour to bake and farmer with mill will sell floar, not wheat, in nearest settlement. Bugfixing and tweaking also follows:
BUGFIXING
Fixed issue when moving controls in "change controls" menu had wrong descriptions;
Fixed issue when choosing exp points at start that are not deivided to 5 made impossible to start new game;
Fixed issue when dead AI items were calculated incorrect after death, showing only armor in loot screen;
Fixed issue when dead AI gold was calculated incorrect after death sometimes, showing incorrect value on loot screen;
Fixed issue when baker could bake bread without flour in inventory;
Fixed issue when AI could stand still when being killed with 1 hit;
Distance between settlements was increased a bit in order to make their popilation bigger and decrtease final kingdoms count;
Now history of all sold/bought items in shop is saved by the game and can be seen using shop management window;
Now player can choose what items can be sold/bought in shop and which ones are not;
Now farmer with windmill sells flour to near by city, not the wheat;
Changed values when building a house on uneven terrain to make placement a bit more comfortable;
Fixed issue when camera and controller could be enabled when player was naming a settlement;
Fixed issue when players jump was slowed down when Y pos was higher than 300m;
Height value by buildiung was changed a bit in order to make building a bit easier for player;
Distance to another structure value was changed for small buildings in order to make it possible to set them closer to other structures;
Fixed issue when road calculation screen could stuck even if roads are calculated;
IMPORTANT 1) Please, feel free to use built-in bug reporter - it will help development a lot. 2) If something is broken make sure you have verified game files and started new world, remember -KINGDOMS is still EA, i try to make save compability for every new version of the game, but can't guarantee it all the time. 3) The game is still in development, it's NOT finished product, updates are coming 3-4 times a week and that will inevitably cause various issues. Updates for game in development and for finished game - are two absolutely different things, remember that. Game mechanics come and gone, bugs are being fixed and new ones appear all the time. Its a normal thing for development process. If you want to expierence KINGDOMS as it was initially designed - smooth, unbuggy and full of working mechanics - please, wait till final version will be out. Thanks for your support, see you very soon! Cyfieithydd