Kingdom Under Fire Update 30th October 2023

Kingdom Under Fire: A War of Heroes (GOLD Edition)

- World first to achieve a successful serverless online gaming feature by utilizing Locus Chain Blockchain technology - RPG game mode with multi-play capability - Unique RTS/RPG Hybrid

Kingdom Under Fire 1.403 [list] [*]Game Modes [olist] [*]When redistributing resources, bonus resources spent are now no longer redistributed to opponents. This change is made to reduce the overall increase in resources. [*]In the Casual mode, bonus resources have been removed, and spent resource redistribution is reduced to 50%. The goal is to maintain the effect of narrowing skill differences while controlling the increase in resources to a certain extent. [*]In Family mode, bonus resources are reduced to 50%, and spent resource redistribution is set to 90%. This aligns the resource amounts with the previous Casual mode. [*]In Family mode, the restriction that allowed sub-heroes to be produced only from the third hall has been removed. [*]In Gold mode, if the population exceeds the limit, resource collection efficiency decreases by 5% for each number exceeded. The minimum value is 30%. Does not apply to Casual or Family modes. [/olist] [*]System [olist] [*]When redistributing resources, bonus resources spent are now no longer redistributed to opponents. This change is made to reduce the overall increase in resources. [*]In the Casual mode, bonus resources have been removed, and spent resource redistribution is reduced to 50%. The goal is to maintain the effect of narrowing skill differences while controlling the increase in resources to a certain extent. [*]In Family mode, bonus resources are reduced to 50%, and spent resource redistribution is set to 90%. This aligns the resource amounts with the previous Casual mode. [*]In Gold mode, if the population exceeds the limit, resource collection efficiency decreases by 10% for each number exceeded. The minimum value is 30%. Does not apply to Casual or Family modes. [*]Improved team color assignment routine. Similar colors are assigned for the same team, while different teams are assigned distinct colors. [*]Fixed an issue with filter strings in random map definition files not working properly. [*]Game options are loaded/saved only when the game starts and ends, and in-game chat messages are reset to be sent to everyone every time the game starts. [*]Wide-screen settings have been changed from session settings to personal settings which can be set from the alt-O dialog. The previous host command ".wide" and the "singleplayerWidescreen" switch in kufmain.ini have been deprecated. [*]Fixed an issue in the BGM routine that caused occasional crashes during screen transitions. [*]Improved resynchronization logic during multiplayer game session. [/olist] [*]Human Alliance [olist] [*]The ambush ability of the Elven Rangers is now enhanced by the surrounding terrain. If there are structures such as walls or trees nearby, the detection range by enemies is reduced, and the preparation time for ambush is shortened. If there is lower terrain near hiding position, the effect of structures is counteracted. Ambush efficiency based on terrain is displayed from (+0) to (+4) [*]Dwarven Cannons now recover 55 HP after completing their cooldown/cleaning action. [*]Dwarven Cannons can now attack bats from a 50% normal range. [*]Knight Templars now have a 50% resistance to non-magical explosion splash damage (from Dwarven Cannons, Bomber Wings, Swamp Mammoth Larva, Shadow Puppets, Bone Dragons, Fiery Blasts). This resistance does not apply to Holy Aura and does not apply to Gernot either. [*]Knight Templars deal 110% damage when attacking Ogres. [*]Clerics can now cast Purification and Mages can cast Invisibility and Haste on themselves. [*]Bomber Wings can now attack Spider Towers and Tarantula Towers from outside their tower range. However, in this case, there is a 50% increased waiting time between shots. [*]The production conditions for Gernot have been changed to require 1 Lord's Castle + 1 Castle + 1 Keep. The previous condition of 2 Lord's Castles is still valid, and Gernot can be produced from either, fulfilling the condition in the last completed building. [*]The particle effect of Gernot's Divine Light has been slightly changed for differentiation from regular Divine Light. [*]Gernot's Holy Aura costs 200 MP to cast but adds 200 HP for shield [/olist] [*]Dark Legion [olist] [*]Shadow Puppet now has an added effect that poisons surviving units when it explodes. They will continuously lose HP for 8 seconds and can be cured by Purification but do not spread. [*]When using Mist at the center of a Dome of Negation, the effective radius is increased by 20%. However, even if multiple domes overlap, only the remaining time of one dome is consumed. [*]While Demons are using Glimpse, they can now see adjacent Domes of Negation. [*]If an Ogre in a Bloodlust state did not reduce the HP of a living unit upon hitting them, they will not gain HP either. [*]Fixed syncErr that occurs when Richter's summoned bats enter the influence zone of Divine Light.. [*]When Richter's summoned bats are within the influence zone of Gernot's Divine Light, their attack power is reduced to the minimum value, and they take an additional 200% damage when attacked. However, this change does not apply to regular Knight Templar's Divine Light. [*]Spore Plants now take 50% additional damage when attacked while moving. [*](Gold) Units turned by Lily's Kiss of Seduction will enter a guarding state protecting Lily. [*](Family) Swamp Mammoth Larva will now automatically search for a new target if its current target boards a transport ship or enters a building. [/olist] [*]Common [olist] [*]After selecting a leader, pressing Ctrl-L will execute 'detach leader' command which transfer the leadership to another unit, and the original leader will be removed from the group, becoming individually selected. [*]Modified so that when selecting a unit and right-clicking on itself, it is not interpreted as guarding itself. [*]An air units will not be pushed by other air units guarding it. [*]Fixed an issue where the guard command was not canceled when moving a unit in guard mode by clicking on a building with R-click. [*]Added keys for selecting all heroes (ctrl-`, ctrl-/), selecting all leaders (ctrl-shift-`, ctrl-.), and selecting all idle workers (ctrl-,). These commands do not move the screen. [*]Newly produced ground units can now pass through narrow corridors within the distance of about one main hall building from the rally point, even if they are not currently moving towards the rally point. [/olist][/list] Locus Game Chain [list] [*]Improved the Keystone file format in response to the GameChain API version update. [*]Fixed an issue where, in the event of an abnormal termination of GameChain or manual deletion of some files within GameChain folder, recovery through synchronization was not possible depending on the state of the remaining files. [/list]