We have a really great update in store today. Have been spending a lot of time playing the game lately and also going through the forums to help identify the areas that needed improvement as well as to find and fix the last of remaining bugs - and this update goes a long way towards making MKW be funner to play.
With this update we`ve covered a lot of key areas - from world map gameplay to sieges, tutorial improvements, GUI and much more.
Lets take a look at what today`s update 44 has in store, please note that I only list the larger changes:
Reworked mechanics of world map AI town capture
When AI captures a town it sets a realistically small garrison and not a full stack as before
Improvements to world map town GUI
When selecting towns on the world map camera will no longer auto-center
Tax rate on towns GUI now increased and decreased in increments of 10 – saving a lot of clicks
A lot of polish to tutorial level 2
Reworked timing and sped of tutorial level 4
Rebalanced hit point of siege units
Collecting taxes upsets population a lot less now, up to 40% less
Increased movement speed for Battering Rams – this helps making sieges play out faster
Significantly more wood can be gathered by peasants from each tree
Fixed situation where town defenders would run out of wood within minutes of a siege
Update 43 - Major Improvements
Hey Everyone,
We are happy to bring you a major update 43. Today`s update includes some major improvements in all of the key areas of the game - from stability to improving the fundamentals of gameplay and performance, and fixing and improving world map interaction.
We are especially happy with the improved stability and finally fixing last of remaining rare crashing issues due to visual memory overrun. In addition you will find major improvements to world map interactions between cities and armies - fixing a number of rare issues - like armies not getting invited into battles, or clicking on armies or towns to attack not working correctly.
Also please keep in mind that we are migrating to a new server hosting provider this week, and expect online features of the game to be offline until September 12th or so.
Now lets take a closer look at what today`s update 42 has in store:
Foundation work for the upcoming MKW Prologue stand alone edition.
Major improvements to stability of the game in all situations
Fixed vast majority of remaining instances where game might crash during intense combat
Fixed last instance of crashing when switching between levels and world map
Visual memory used by the game reduced by 30%
Fixed rare visual glitches showing sometimes on older video cards
Main menu loading time decreased by nearly 50%
Initial loading time into the game decreased by 30%
Major improvements to world map gameplay and army and towns interactions
Fixed a bug where sometimes allied armies were not detected or invited into a battle
Fixed common issues with player being unable to invite second army into the battle
Fixed various issues with using army to interact with nearby towns - recruitment e.t.c
Fixed common issue where sometimes clicking with army to attack another army or town would not do anything
As a minor annoyance - there`s now a half a second delay when loading 'Create new campaign' menu
Biggest Sale Ever on Medeival Kingdom Wars is here!
Hey Everyone,
Our best-selling RTS game is it`s biggest sale - with massive 60% off! For the next week we are running the biggest sale on MKW we had so far. If you were on the fence about getting MKW - now is the perfect timing.
This is your chance to try this thrilling grand strategy/RTS game at a low price. Play as one of dozens of lords in Western Europe and fight your way from the bottom to the top. Build a city, raise a massive army, and conquer medieval Europe in this incredible indie title. Medieval Kingdom Wars is our bestselling and top rated title. You will enjoy hours of entertainment and intrigue from this challenging game!
Also if you have missed the other news - we are back to actively updating Medieval Kingdom Wars, with work continuing on adding new features and improvements.
Thanks for your continuous support, and we hope to see you in-game.
Biggest Sale Ever on Medeival Kingdom Wars is here!
Hey Everyone,
Our best-selling RTS game is it`s biggest sale - with massive 65% off! For the next week we are running the biggest sale on MKW we had so far. If you were on the fence about getting MKW - now is the perfect timing.
This is your chance to try this thrilling grand strategy/RTS game at a low price. Play as one of dozens of lords in Western Europe and fight your way from the bottom to the top. Build a city, raise a massive army, and conquer medieval Europe in this incredible indie title. Medieval Kingdom Wars is our bestselling and top rated title. You will enjoy hours of entertainment and intrigue from this challenging game!
Also if you have missed the other news - we are back to actively updating Medieval Kingdom Wars, with work continuing on adding new features and improvements.
Thanks for your continuous support, and we hope to see you in-game. Best Holiday Wishes!!!
Update 42 - Pathfinding & Balancing
Hey Everyone,
We are back with another major update - getting MKW in the best shape ever for the summer. With this big update we focused on areas that most of our players ask us to improve things - pathfinding, balancing & difficulty. We also have improved things with rare crashes during loading screen.
You`ll notice your units are a lot more responsive in battle now, tasking units and calculating paths is a lot faster now, and units perform much better when being ordered a new target or to withdraw from an active melee battle.
With regards to balancing - a lot of world map economy, costs and rewards have been re-balanced. From the new campaign starting resources, to building resources production happiness modifies, as well as upkeep costs for units, and a lot more.
With that said - lets take a closer look at what today`s update 42 has in store:
Various pathfinding and unit tasking improvements
Tasking large number of battalions now takes at most just over 1 seconds – instead of several seconds
Large groups of units tasked are a lot more responsive
Fixed some issues with units getting stuck while tasking
Fixed some of the very rare crash issues when switching between combat and world map
Improved tasking units away from combat – they stop fighting and pull back faster
Re-balanced the income generation of buildings on the world map
Most resources producing buildings generate a lot more silver while on the world map
Rebalanced buildings effect on town happiness calculations
Rebalance of cost and effect of various world map actions and conditions
Creating new armies is now a lot more expensive
New campaigns start with significantly more starting silver
Rebalanced late game units - they are a lot more affordable, and have smaller upkeep
Late game units now have much lower upkeep
Fixed few remaining bugs in the tutorial campaign
Made final chapter of the tutorial campaign a bit more challenging
Add some fail safes for chapter 4 and 5 – if player gets stuck on a task
Update 41 - Zombie Mode DLC
Hey Everyone,
We have happy to bring you the 41st update as well to launch a new DLC for Medieval Kingdom Wars - called Zombie Mode.
Zombie Mode completely transforms the combat gameplay of Medieval Kingdom Wars - both for online and multiplayer Skirmish and all the Campaign battle modes.
As a mysterious plague infects medieval Europe – the dead no longer stay dead. Every soldier who dies in battles by any reason will shortly rise as a gruesome Zombie - and will try to eat everyone around – friend or foe.
The only solutions are looting the fallen soldiers or burning their corpses with fire arrows. This expansion requires player to start new campaign to activate the Zombie Mode feature, or a new Skirmish game and comes complete with new screens, high-res Zombie units, sound effects and main menu changes.
And with this out of the way - lets take a look at what our 41st update has in store:
Zombie Mode DLC officially out with Skirmish now also supported
Player colour is now green in-game, makes it easier to see the player, and units stand out a lot better against the terrain
Fixed various issues with tutorial and Kings Campaign - greatly streamlining both the tutorial and the DLC
Vassal and allied lords are not a low more productive in the campaign mode - reacting much faster to player requests
Take advantage of Rally Point in the early campaign - your King will send armies to your requests to defend or attack
AI hamlets will now properly level up, and increase in level, which will be saved on campaign reload
Reworked edge scrolling increasing the area of scroll detection
Various other fixes to edge scrolling
Zombie Mode DLC - Coming This Weekend!
Hey Everyone,
We have a very exciting weekend ahead as we are preparing to release the 41st update and launch a new DLC for Medieval Kingdom Wars - called Zombie Mode.
Zombie Mode completely transforms the combat gameplay of Medieval Kingdom Wars - both for online and multiplayer Skirmish and all the Campaign battle modes.
As a mysterious plague infects medieval Europe – the dead no longer stay dead. Every soldier who dies in battles by any reason will shortly rise as a gruesome Zombie - and will try to eat everyone around – friend or foe.
The only solutions are looting the fallen soldiers or burning their corpses with fire arrows. This expansion requires player to start new campaign to activate the Zombie Mode feature, or a new Skirmish game and comes complete with new screens, high-res Zombie units, sound effects and main menu changes.
In addition we have another major update 42 coming later this month - can`t wait to share the new DLC and update with our community.
As always - thanks for your support!
Update 40 - Fixes and Improvements
Hey Everyone,
We have another update today as we are pushing to get MKW in great shape for the summer. This udpate fixes things across the board - from restoring online features on a new server, to fixing stability and GUI issues like scrolling.
In addition we found out that Steam was installing Greater Worlds for some of the new players, we have fixed it, but just in case you already had started Kings Campaign, you can now properly install Greater Worlds DLC and the saved files will all be there.
We are expecting a major update 41 to go live later this month.
And now lets take a look at what today`s update 40 has in store:
Fixed major stability issue causing the game to crash for a few on startup
Fixed a couple of rare crash issues related to Fonts
Completed Server Migration to the new server
All online servers are now available again
Fixed issue with Greater Worlds appearing for some players by default (even these who didn`t purchase it)
If Greater Wolrds DLC is not showing for you, please enable it in the Library - MKW - Properties - DLCs.
Fixed major gameplay bug not allowing player to select AI controlled armies
Fixed various issues with game camera scrolling both on the world map and in RTS view
Improvements to camera scrolling when mouse is near edge of the screen
Various improvements in the Chancellor window and how it shows lords portraits
Fixed a common bug in chancellor window, where player would be unable to see Lords of other Kingdoms
Various minor bug fixes
Update 39 - GUI Fixes & Improvements
Hey Everyone,
We have another solid update today that fixes various GUI issues, as well as brings several improvements, and a couple of new features. We have also looked into improving world map AI, and improving MKWs translation.
Also some exciting news - the big milestone - our 40th update, that has been in the making for a couple of months now is nearly complete - and we expect to launch it later next month. It will include some major new developments (more on this soon).
Meanwhile lets take a closer look at what today`s update 39 has in store:
Added new Center View button to armies and towns under attack
Center View button allows to center view on a selected army or town before battle
Reworked world map town GUI – it will no longer always show building menu, it will be hidden instead.
Fixed a few issues that would result in certain parts of gui from towns being stuck in one place
Fixed some issues with campaign quest rewards not being given to player
Rebalanced all campaign quest rewards – they are much higher now
Various balancing improvements to world map AI
Fixed some windows having scaling issues on 4k resolution
Localized some text that was still not translated and shown in various locations in-game
Major Update 38 - Stable as a Rock
Hey Everyone,
We have a major update that took us a while to make, but is totally worth the wait. Aside from some fixes across the board this update resolves one of the longstanding issues that MKW had from day one.
In addition this update significantly improves performance, reduces loading times, reduced video card stress, cuts memory usage on in half and has a number of fixes and improvements across the board - from GUI to balancing.
And to go over the biggest part of this update - as most of our players know while MKW was working great in most departments - be it performance or gameplay. However we did have one major issue from day one - for a small number of players the game would crash when switching between levels. Luckily this issue only effected a small number of our players - but still it was one of the biggest problems the game had in our opinion.
Solution was very complex and required quite a bit of time - basically every game level had to be updated and reworked - but we can finally say that all these crashing issues have been fixed.
Now lets take a look at what our 38th update has in store
Fixed rare crash when loading big town levels from world map
Fixed rare crash on loading screen to the world map
Fixed rare crash when loading a level from Skirmish
Fixed a number of crashes that would happen during busy combat
Complete rework of towns generating trade goods
Trade goods are now generated monthly by each city
Loading times have decreased by about 25% in most situations
Visual performance improvements in all game modes
Greatly reduced the stress the game would put on video cards
Visual memory requirements reduced by over 50%
Reworked diplomacy window - it doesn`t reload all the lord portraits
Reworked various other windows - so they don`t reload unity portraits again and again
Fix for scaling issue with cheat console on 4k
Fixed two exploits that allowed multiplying resources in some instances
Fixed some intro cinematic in the King Campaign in the Greater World DLC