Large Update & First Sale

Renaissance Kingdom Wars

The year is 1510. As wars rage across Europe, Africa, and the Middle East, it is the age of gunpowder and mercenaries - that changed the course of history. You can do it as well, going from a leader of men to the ruler of an empire in this unique mix of RTS and grand strategy.

Hey Everyone, Firstly, we want to express our heartfelt gratitude for your incredible support during our Early Access launch month! Brian and I have been working tirelessly since launch, determined to fix everything, and we’re happy to present today’s update. Our forth update adds a lot of polish, improvements, some new features, and the last of the bug fixes. To help celebrate our first major milestone in this Early Access journey - RKW is going on a 20% sale for the rest of August. If you were on the fence about jumping in on day 1 of Early Access - this is a great time to join us, with RKW finally in a good stable place and this amazing discount. Later next week, we'll share our road-map for the entire early access development cycle, and release another large update fixing the last remaining bugs and adding the majority of quality-of-life and feature improvements requested by our players on our [url=https://steamcommunity.com/app/2533020/discussions/0/]Steam Forums[/url] and [url=https://discord.gg/YQtHeEKuM5]Discord[/url]. With that complete, we`ll be able to start pushing ahead with updates to art, animations, performance, and major new features. With that said - let's take a closer look at what our update #4 (game version 0.38) brings to the table. And please note that we are only listing larger changes here: [list] [*]World map now remembers what target the Army was tasked with - like a city or enemy army, and will initiate attack/transfer on arrival [*]World map - centering map on the army when initiating unit transfer [*]On the World Map - Military window - players can now see which AI armies are heading to attack players' cities [*]Military window shows armies heading to the player in red, at the top of the list of active armies [*]Melee units can now attack and destroy enemy buildings in RTS mode [*]Reworked major elements of RTS battles regarding units withdrawing from combat [*]AI will no longer task retreated forces to attack the player [*]During combat, players will no longer see retreated units running all around the map [*]Fixed a major exploit in RTS with Herbalists and Hospitals sometimes instantly healing player units [*]Rebalanced all healing in-game [*]Redesigned level design for all army and siege camps - they no longer have spike barriers that were affecting pathfinding [*]Another round of massive performance improvements on the world map [*]New notification window when a player becomes an outlaw or regains the King's favor [*]New notification window for when a player's Lords rebel or return to the fold [*]Reworked Army vs. Army attack AI - it's a lot more aggressive now, but doesn't build up its army camp as much [*]Reworked AI constructing buildings in RTS - it's now slower and properly balanced [*]Fixed a major balancing issue where AI would have overwhelming troops protecting its Town Hall [*]Capturing large towns from AI is much easier now [*]AI no longer spawns unlimited units during campaign battles [*]Balanced AI rates of building construction and unit spawn in all game modes [*]Fixed issue with melee and mounted units taking forever to kill siege weapons [*]Melee combat got a full rebalance [*]Melee units are much better at killing ranged units once they are up close [*]Melee fights are, in general, 25% faster now [*]Not enough resources dialogue improved and no longer shows decimal points for missing resources [*]Fixed various issues with Reward Window not properly closing or being shown on the loading screen [*]Scaled down portrait and heraldry for War/Peace window [*]Mounted Dragoon unit now shows correct name instead of Chevalier [*]Corrected historical error and changed the city name from Istanbul to Constantinople [*]Various polish to the first prologue scenario [*]Various improvements to the build-up-the-town prologue scenario [*]Campaign map cinematics no longer have ridiculously long fade-outs to white [*]Town Hall can now be destroyed by melee or ranged units [*]Major performance improvement during the November to March period on world map and RTS mode [*]Properly hiding camera button in the first prologue scenario [/list] Thanks for your support and if you want to share your feedback - please do so on our [url=https://steamcommunity.com/app/2533020/discussions/0/]Steam Forums[/url] or on our [url=hhttps://discord.gg/YQtHeEKuM5]Discord[/url]. As always - we are forever grateful for your support! -Konstantin & Brian