Medieval Kingdom Wars cover
Medieval Kingdom Wars screenshot
Genre: Simulator, Strategy, Indie

Medieval Kingdom Wars

Update 49 - Game Changer...



Hey Everyone,

After nearly two weeks of grueling work we are happy to present you update 49, that we, with a good reason, are calling the "game changer"

From total rework of the world map AI rules and behavior, to finalizing the core diplomacy and completely reworking how it integrates into the game... We are also introducing taking over Kingdoms and eliminating other lords and countries... And so much more, for example the long requested feature where we have pre-made unit groups in battles, sorted by unit type

Everything you do will require careful planning and diplomacy now, having one enemy at the time will become critical to your success. This will make the game a lot more fun for our veteran players as well.

And last but not least - this update finally includes saving unit hitpoints and member count after the battles. There`s no such thing as a perfect lossless battle now - so get ready to see your empires crumble.

Please keep in mind that with update of this size, we might come across a couple of new bugs over the next 24 hours. If you encounter some weirdness please let us know.

And yes - this update - as always - is save game compatible.

And so, presenting Update 49:

[B]New Features[/B]
-Player and AI Units remember their Hit Points after the battle
-Auto-resolve can now damage unit instead of destroying it
-Each lord, rather than nation, launches their own attacks
-Banners show War and Peace icons for non-player nation controlled towns
-AI will be able to raise a lot more armies - 1.5x on medium, and 2x on hard
-RTS GUI now includes unit type group buttons added (WIP)
-Defeated Lords are removed from the Chancellor window
-Major event log changes
-When a nation is destroyed, and it`s King falls, it`s removed from diplomacy list

[B]Fixes and Improvements[/B]
-Chancellor menu shows if player is an Outlaw (at war with his own Kingdom)
-Event log will no longer show lines about AI army movement vs other AI towns
-Event log will show relative messages a lot longer
-Notification when AI lord, and AI Kind dying in battle
-Fixed major problem with Hamlet garrisons not increasing properly as the game progresses
-Fixed bug with Hamlet garrisons resetting to default on reload of the world map
-SPACE pauses/unpauses world map or battle map

[B]Balance Changes[/B]
-Players initial standing within their Kingdom is now 25 instead of 0.
-Town garrisons - Restore 10%/20%/30% health based on Campaign Difficult per month (reversed for AI)

Update 48 - Saves and Rebellions, Happy Lunar New Year



Hey Everyone,

For so many of our players it`s time to ring in the new year - so to everyone who celebrates the Lunar calendar - best wishes from our team! We are really glad that recent addition of Chinese localization helped us welcome a lot of new players!

Now, to talk about this week`s update. We are getting back on track with our production plans and continuing work on major new features. Today`s update bring two major additions to the game - Kingdom Rebellions and Campaign Battle Saving.

New battle save features will automatically and manually save campaign battles and automatically resume them when you reload your campaign. As we are still working on solution to the occasional crash in battles, the save feature should help minimize the lost progress. And overall it makes things are lot friendly when it comes to these long major town sieges.

Rebellions game mechanic will no longer let you attack your own Kingdom without penalties. If your standing with your King falls bellow 0, you will be declared an outlaw and a rebel and find yourself hunter by your own kind. But corruption is your friend here, and for a good bribe your King will turn a blind eye to you carving out his Kingdom for yourself.

A lot more awesome diplomatic options are coming soon, including being able to depose your King and crown yourself or the other Lord in your Kingdom. In addition we are working on a complete rewrite of the world map campaign AI, it`s making it a lot smarter and changes things from Kingdoms attacking each other, to individual lords waging their wars on their own or by their King`s command. You can expect all of these awesome features later on in February.

Best Wishes to everyone celebrating Lunar New Year! And so - presenting Update 48:

[B]New Features[/B]
-Resuming campaign battles, if player quit or crashed during the battle
-Campaign Menu shows Resume Battle crossed swords symbols if save is available
-Added auto-saving every few minutes to campaign battles
-Added manual saving to the campaign battles - in the Pause Menu
-Player Rebellion & outlaw feature implements if standing with your King falls bellow 0
-Player can send Gifts and Insults within their own Kingdom to raise or lower standing
-Your own nation will actively attack you if your declared an outlaw

[B]Fixes and Improvements[/B]
-Player Nation shows Standing with the King instead of a Diplomatic Relations value
-Diplomacy window shows Peace icons for each nation
-Fixed issue with resources lost despite sufficient resource cap at start of scenarios
-Changed the look of the Diplomacy window - all the Kingdoms in the certain spot in the list

Update 47 - Wall Defences and Hamlet Skirmish



Hey Everyone,

We are wrapping this week with another big update, and as become the norm in the past few weeks - we are again working on the top player requested features. Over the past few weeks we tried to incorporate as much player feedback as possible into the game, but it`s time to get back to working on the big features - so next week we are returning to more diplomacy features, polishing up Techs, and opening way to work on CoOp features towards early March.

Today`s update finally adds saving of the wall mounted defenses built during battles. In addition auto-resolve will level up units. We also took some time to address the town storage capacity based on player feedback. And last but not least, you`ll notice the first of the several upcoming pathfinding and combat improvements. In addition a brand new Skirmish mode - defending or besieging a Hamlet.

Best wishes for the weekend! And so, presenting Update 47:

[B]New Features[/B]
-Combat and Pathfinding update - reworked how units get stuck or slow-downed when moving through tight passages
-All wall mounted defenses and siege weapons now permanently save
-All wall mounted defenses and siege weapons can now be constructed in town view mode
-Constructing a storehouse now adds 3000 to the town storage
-Auto-resolving battles levels up units
-Final round of a updating and cleaning up the engine code
-New Skirmish game mode - Army vs Hamlet

[B]Fixes and Improvements[/B]
-Updated town view mode description, no longer any temps there
-Updated Storehouse description
-Fixed common arrow with AI fire and flaming siege not working
-Fixed props (weapons, hats) on a couple of units showing up as white or missing
-Larger font for the next on screen
-Resources bar now shows town storage limit
-Temporary Disabled Wall Hoarding upgrade

[B]Balance Changes[/B]
-Town Storage increased to 6000
-Nerfed Swordsman unit, nearly 20% reduction in stats

Update 46 - Chinese Language & Improvements



Hey Everyone,

I`m back after a short trip and we are right back into it, with a monumental update, that`s extremely overdue. With Chinese players representing over 60% of the Steam players, and huge share of MKW players as well, it`s about time that we add a proper Chinese translation. Due to various tech issues - mainly having our own game engine - the workload to enable Chinese characters took us a very long time to complete. But finally - we are here. In addition we are considering translating all voice overs into Chinese as well to have a 100% localization.

This update also finally fixes the foreign player chat issues, as well as addresses a few more problems - including the infamous Hamlet Wall bug.

You will also notice a cap on how much resources your town can hold in RTS mode. For now it`s set at 4999, but we will adjust it based on your feedback. Also in the next update we`ll make certain buildings like Storehouse increase this resources cap.

And so presenting Update 46:

-Full Chinese Translation
-Added resource cap to RTS mode. Capped at 4999 per resource
-Regional foreign chat will now properly work
-Fixed displaying non-English characters in the chat
-Fixed problems with Serfs not saving their location in RTS mode
-Final fix for All the Hamlet Wall issues
-A lot of changes under the hood - major code revision
-AI will progress in game much faster on hard difficulty
-AI will progress in campaign much slower on easy difficulty
-Fixed issues in Portuguese translation
-Reduced volume of the company logo splash screen

Update 45 - Portuguese Language & Improvements



Hey Everyone,

As we end this week we have another great update for you. Finally after so many requests we are glad to say that Portuguese translation is here! Keep in mind that there are probably some minor issues with this first draft of localization, and we are looking for a native Portuguese BR speaker to help us proof-read and improve the translation.

This updates also brings over a dozen of very important fixes and improvements. For starters we have 100% fixed all of the crash to desktop issue during loading screen. Visual performance has also been improved. In addition we`ve included few more fixes and changes requested by our players.

In our next update we`ll finally fix the last of the combat crashes, making MKW crash free, yay. Same time we are continuing work on Chinese translation, and should be ready to go live in the next update - scheduled for Friday next week.

And so - presenting Update # 45:

Major New Features
-Add Portuguese translation of the game
-Fixed ALL crash bugs during loading screens
-Updated texture of all the king characters
-Greatly decreased the load time of Chancellor window
-Reduced visual memory use by over 150 mbs
-AI army strength will now get reduced when it wins auto-resolve battles
-If AI army is a lot stronger than player army in auto-resolve, it will eliminate player army
-Greatly improved visual performance on the world map on all game settings

Fixes and Improvements
-Updated how buying resources at the Steward window works - much easier and quicker
-Greatly improved how world map looks on the Lowest settings
-World Map on lowest settings now has trees and houses
-Fixed problem with high or slow game speed continuing onto the world map
-Fixed issues with hamlet walls if upgrading inner walls first
-Fixed issues with hamlet walls when capturing AI hamlet with built walls
-Fixed exploit with selling buildings on the world map
-Fixed auto-resolve exploit with AI constantly attacking player army to generate resources
-Fixed town of Nordingen on the world map
-Lowered World Map zoom by around 20%
-On re-connection, switch to Online mode and re-open chat
-Chat will no longer ever open in offline mode
-Fixed major issue with last level of Tutorial not opening
-A lot of work on the game fonts in preparation for Chinese localization
-Translated all the text in all languages including tooltips and other new text
-Greatly improved the Spanish translation, courtesy of Javi Garrido

Balance Changes
-Easy Difficulty much easier: more taxes and starting silver, AI attacks a lot less
-Different starting Silver values depending on Campaign Difficulty
-Deleting building on the world map only returns 25% of the cost now