King's Orders - Development Update 05.2024

[h2]Greetings, My King![/h2] For the past few months, we have been working hard on the new update for King's Orders. After succeeding with the Kickstarter Campaign, it was important for us to ensure that the game was going in the right direction. We have decided to adjust several systems, to make the gameplay a little bit more dynamic. In our surveys, we have received feedback that it's hard to get out of complicated situations. We hope that with the recent changes, the ability to turn the game around will be present. If you have access to the game, we will be thankful for playing through the game and letting us know how do you feel about the current state of King's Orders. Feel free to let us know in the comments or fill out the survey available in the Main Menu of the game. [h2]Changelog[/h2] [list] [*] Historical events have been added to the Reconquista scenario. [*] New illustrations have been added to all the events. [*] Missing images for the trade items have been added. [*] The event panel has been updated. [*] Nation-specific bonuses (both military and economic) have been added. [*] Starting buildings have been added at the beginning of the game. Those buildings depend on the scenario and the chosen nation. [*] An option to change the names of the save files has been added. [*] A new siege pawn has been added. [*] The manpower growth in the regions has been increased. [*] The value of trade goods has been changed. [*] The costs of recruiting and maintaining units, generals, and spies have been changed. [*] The amount of tribute paid by some countries has been changed. [*] The values ​​of bonuses from the statistics of generals and spies have been changed. [*] A bonus has been added to Loyalty in the form of a reduction in the general's maintenance cost. [*] General survivability after losing a battle has been moved from Leadership to Perception. [*] The operation of fortifications has been changed - it is now possible to turn it on or off when writing an order. It has no duration (although there is preparation time) - it lasts until the fortifications are taken down. There is no one-time cost, but fortifications consume 25% of the fortified region's income. [*] The initial distribution of units between generals and cities has been changed, increasing the number of units in cities. [*] The victory conditions for playable countries in some scenarios have been updated. [*] The tutorial has been updated to match the rest of the changes and resolve issues that prevented it from being completed. [*] Tooltips for pawns have been added, indicating their names and affiliations. [*] The order of unlocking scenarios has been changed. [*] Building construction times have been reduced. [*] Unit recruitment times have been changed. [*] The amount of tax money the countries obtain has been increased. [*] The excessive number of diplomatic events (accepting or rejecting various offers) has been reduced. [*] Fixed AI sending, accepting, and rejecting offers (especially diplomats). [*] Generals can now move through foreign cities, but this results in a penalty to the relationship between the player's country and the country to which the city belongs. Moving through cities belonging to countries with which the player has signed an agreement on the passage of troops (military access) does not result in such a penalty. [*] The balance of the building used to recruit heavy units has been changed - it now has only one level and does not provide any bonuses to the cost and time of recruitment. [*] During the events, instead of percentages, the actual values ​​of gold, population, and conscripts are now displayed. [*] The HUD, including information about the state budget, doesn't disappear anymore during the events. [/list] Best regards, AFTERLIFE Team