Update 30 - Major Gameplay Rebalancing and Visual Updates
Hey Everyone,
Hope everyone is doing well, and after a bit of a delay over the past few turbulent weeks, I`m glad to say that we are back to regular updates for MKW. Today we have a major anniversary 30th update ready for you!
The new update includes some visual improvements (though more work on that is coming in the next update) as well as reworking the game light to be a lot more realistic and to effect gameplay less (like very dark rainy nights). World Map campaign gameplay got a lot of major reablancing, opening up new ways to play - like focusing on looting and raizing, or trying more peaceful and diplomatic approach now possible with reworked taxation system. AI and difficulty is getting a lot of work and balancing. In addition update includes dozens of fixes and balancing for various smaller issues and remaining bugs. And finally including another big update streamlining the tutorial to make new players feel better with the game, with easier to get started.
As the work continues you can expect the 31st update towards end of the month
And now lets take a look at what this 30th update includes.
Changes and Additions
Fully reworked the battle map light settings and visual prefabs
Fixed various issues with game light being too bright on some monitors
Fixed issues with game world appearing overwhelmingly bloomy during some times of the day
Visual improvements to the way battle maps look due to various environmental changes
Nighttime is a lot brighter on the battle maps
During rain and thunder the visibility is now effected as much
Reworked light settings on the world map
World map now has more realistic light, with less shadows, bloom
Adjusted the look of water on the campaign map
Major rebalancing of the campaign gameplay
Winning battles now gives a lot more rewards, letting players focus on combat instead of just building up as one game style
New campaigns start the game with a lot more starting silver, making it easier to start with smaller lordships
Increase the silver tax income by up to 30% depending on difficulty giving player an edge with some play styles
Increased the max tax income capacity so players doesn`t need to collect it as often
Created new approach to gameplay by greatly editing looting and raizing rewards and penalties
Raizing towns now will generate a lot of trade goods, and additional silver
Looting towns is now a lot more profitable, especially in early game
Reablanced the use of cavalry by player in combat, making it a lot more beneficial even in early game
Late game armies of fully mounted armoured knights are now a lot more powerful and realistic
Cavalry now take a lot less damage when running over units
Cavalry is now a lot more useful for hit and run attacks
Fixed Catapults firing flaming projectile dealing a lot more damage to friendly units than enemy
Some improvements to archer fire damaging hard to reach units
Improvements to Tutorial level Siege of Romorantin
Improvements to Tutorial level Defence of Orleans
Corrected gate placement and some walls in some Hamlets
New Update Incoming
Hey Everyone,
Hope everyone is well during these turbulent times. Sorry for the delay in our update schedule for the past two months, but I`m happy to say that I`m back to work on more MKW content and updates. Work is nearly done on the major anniversary 30th update, and we are expecting it sometime next week.
The new update includes some visual improvements as we reformat all the interface art to look better and sharper, as well as reworking the game light to be a lot more realistic and to effect gameplay less (like very dark rainy nights). World Map AI and difficulty is getting a lot of work and balancing. In addition update includes dozens of fixes and balancing for various smaller issues and remaining bugs. And finally including another big update streamlining the tutorial to make new players feel better with the game, with easier to get started.
Once again thanks for your continuous support, and sorry for the delay in the update schedule. Can`t wait to share this update with you next week, and more to come this spring!
Update 29 - Major Level Design Updates
Hey Everyone,
Hope everyone is staying safe and warm this winter. We are back with another major update as we continue with our quest to polish and improve every area of the game in the coming months.
Today`s update was long time in the making and includes major updates to most of the large towns seen in game. This includes full redesign of the inner town walls to full stone. We also worked on campaign map level design, repositioning some towns and locations, updating town names to better match history and geography of 14th century Europe.
We will continue with another large update in early February. More great things are coming.
With that said, lets take a look at what this 29th update includes
Changes and Additions
All major towns now have inner stone walls instead of just tower that replaced the palisade walls
Major towns now have much stronger wall defenses with new inner stone walls effecting all game modes from skirmish to defending or besieging in campaign mode
Edited the wall design for town of Dover to complete inner stone walls
Redesigned town walls of Paris and other northern and desert towns using same template
Redesigned town walls of Nantes and other northern and desert towns using same template
Redesigned town walls of Caen and other northern and desert towns using same template
Towns with desert now properly show buildings with summer textures instead of snow during winter
Improved the look of desert hamlets during winter
Gate Crank is larger and more visible for all types of gatehouses
Fixed Gerona and Pamplonas world map positioning by renaming them to Lourdes and Perpignan - other important centers of the time period with same location
World Map town changes - renamed Maidstone to Battlesbridge in the Kingdom of England
Update Toledo and Madrid historical and geographical inaccuracies on the world map
Major town renaming for towns in Spanish to be historically and geographically accurate
Made Barcelona town start larger on the world map in new campaigns as level 3 hamlet instead of level 1
Barcelona now has a larger visual representation on the world map
Disabled asking for email for new players
Minor Update 28 B
World Map objectives won`t cut off as much Increased the font for the scenario objectives
Our Biggest Sale Ever - 72% off
Happy New Year everyone!
To get 2022 off to a good start we are starting the year with major updates and our biggest sale to date!
Our best-selling RTS game is on sale now for the next two weeks with a massive discount of 72% off! 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 actively updating Medieval Kingdom Wars, with work continuing on adding new features and improvements this winter.
Thanks for your continuous support, and we hope to see you in-game. All the best in the New Year!
Update 28 - Camera and Pathfinding
Hello Everyone,
We would like to wish you a very Happy New Year! We plan to do a lot of wonderful things with Medieval Kingdom Wars this year, and starting this year right with a solid update. Today`s update includes improvements to unit pathfinding, camera scrolling few more things across the board.
Hoping your staying safe! We`ll be back with a larger update next week as we continue to improve and expand MKW. Thanks for your continuous support!
And now lets take a look at what changes our 27th update brings
Changes and Additions
Improvements to world map and combat camera scrolling
Camera movement, zooming in and rotating now have the same speed no matter the game speed selected
Camera scrolling is a lot smoother and faster now
Improved camera zoom and rotation
Fixed rare issue where camera would get locked up and will not move again
Fixed issues with camera sometimes jumping to the corner while scrolling
Pathfinding updates when tasking large number of units is about 50% faster now to calculate the destination
Tasking units is a bit smoother now, especially when tasking small to medium groups
Tasking several battalions at a time is instant now without any delays
Improved world map light settings - it`s a bit darker without overwhelming bloom effect
Various improvements to the world map light settings
Fixed several achievements that weren`t working right
Minor balancing on ranged units and ranged siege units
Fixed couple of rare crashes (black screen) in the tutorial campaign
Improved lighting in some scenes and levels in the tutorial campaign
Update 27 - Worldmap Diplomacy Improvements
Hey Everyone,
Hope your holidays are going well and your staying festive and safe. We have another large update today that redesigns the world map diplomacy, greatly improving the way AI uses world map diplomacy as well as includes a layer of polishing and balancing for most diplomatic features, especially for middle to late game, once player becomes King and diplomacy really comes in to play. This update also includes some fixes for battles, cinematics and other aspects of the game, as well as improve the flow of the siege battles that now will be a bit faster.
We will continue with another large update in January. Meanwhile wishing everyone the best New Year celebration ahead.
With that said, lets take a look at what this 27th update includes
Changes and Additions
Diplomacy menu now shows relations with each nation right on top of the nations portrait
Player no longer needs to select each kingdoms portrait in diplomacy window to check relations
Major rework of how AI handles world map diplomacy
Fixed various problems where players would quickly find him/herself at war with all the nations
AI will now often sign a cease fire treaty with the payer to end long standing war conflicts
AI will also now often declare peace with each other
Waging a defensive war against another country will quickly raise relations
Waging offensive war against another nation will worsen the relations
Various other improvements and balancing to the world map diplomacy system
Fixed issue with becoming King being extremely difficult in some Kingdoms, due to other lords having unresonable renown value
Signing alliance treaties effects player standing with other nation and his lords a lot less negatively
Razing towns will impact relations with all other nations less negative, but still has an effect
Greatly reduced penalty in diplomacy when becoming King
Rebalanced the cost of running a Kingdom when King, hiring lords e.t.c all adjusted
Fixed lag spike at the start of town view or battle intro cinematics
Town defense and attack gameplay is now faster with AI or player being able to siege gates faster
Infantry is better at taking down palisade wall gates now
Siege Workshop level up is much cheaper now
Improved combat victory and intro cinematics
Fixed issue during town view intro cinematics where citizens would stand still
Update 26 Part B
Includes additional AI improvements as part of the update 26
Ho-Ho-Holiday Sale with Massive 70% off
Hey Everyone,
Ho-Ho-Ho, our best-selling RTS game is on sale for a limited time only! Happy holidays from our family to yours! For the next two weeks we are running the biggest sale on MKW we had so far as part of the Steam Winter Sale. 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 26 - Major Holiday Updates & Resuming Development
Hey Everyone,
Hoping your saying safe, and wishing everyone great holidays ahead! We are back with a major update and you can expect some solid updates during the holiday season and more to come this winter.
Also to explain the delay - over the past few months we had to focus on finishing and releasing Kingdom Wars 4: Plague, and now that it`s finally out, we can give a lot move love to MKW. The progress we made with KW4P also allows us to copy a lot of new features and improvements to MKW...
Update 26
Today we have a major update that took a bit of work to complete, I`m happy I was able to rush it right before the Holidays. This update looks to address the most common complaints with the game in all departments - from tutorial issues, to AI, performance, GUI and text and much more. There`s a long list of changes, and overall gameplay experience is a lot better now in all game modes.
We can`t wait to share the next update with you, and once again sorry for the delay. By no means is MKW abandoned, but work on KW4P had to be complete before we could update MKW again. We`ll continue with another update just around New Years.
And now lets take a look at what changes our 26th update brings
Changes and Additions
Fixed major issue where AI will not attack on siege maps
Fixed major issues in Skirmish game mode when AI was not attacking at all
Improved AIs performance in skirmish mode
Major improvements to the AI with moving siege weapons to attach to the walls
Fixed issues with friendly AI not attacking when player brings a second army
Fixed not being able to control or select units at the edge of the map
Camera can now scroll a lot further to the edges of the screen in battles and build mode
Reworked GUI side of the objectives menu – they are in much larger text now
Improved gameplay experience with camera scrolling being faster now and other related improvements to scrolling and moving around
Gameplay flow speed greatly increased on the world map. Armies move faster and there are other related changes
Made various text in tutorial much easier to read
Fixed issues with second player army not spawning when attacking hamlets
Reworked Chapter 1 tutorial – especially the startup parts with closing the gate
Reworked Chapter 4 tutorial – especially the sequence with constructing the church
Stewards research tree now opens on another default tech page
Stewards search tree now show objectives through it, they were hidden behind before
Various improvements to performance of Rename City button for towns
Fixed balancing issues with infantry and ranged units
Resolved major balancing issues with cavalry units
Fixed certain AI build up - mostly cavalry - being extremely unbalanced
Fixed friendly fire issue from catapult and trebuchets
Fixed various startup issues on the first run of the game
Main Menu on the first run will no longer open up web browser when clicking on the welcome popup
Fixed major issue preventing the final victory by destroying every nation
Holy Roman Republic nation can now be properly destroyed