Update 38 - Great Things Ahead

Kingdom Wars 4

It's 1347, the time of the Hundred Years' War. In this historical grand strategy and RTS hybrid you play as one of 200 minor lords across medieval Europe, Africa or Middle East. Rise up to take over your Kingdom and be crowned, then fight to preserve your empire as Black Death descends on Europe.

Hello Everyone, We're excited to announce another significant update today, along with some thrilling news: [h2][h1]Freedom Games/Resuming Updates[/h1][/h2] As you may have heard, we've recently partnered with Freedom Games. Freedom Games stands as one of the top indie publishers on Steam. This collaboration won't just rejuvenate Kingdom Wars 4; it will also provide us with the resources needed to continuously enhance and refine KW4. We're eager to unveil all the forthcoming updates, starting with today's 38th update. [h2][h1]Update 38[/h1][/h2] Today's substantial milestone update brings numerous gameplay improvements! We've focused on enhancing quality of life, addressing various balancing issues and bugs, and refining AI, pathfinding, and various other aspects. Here's a closer look at what Update 38 has in store: [list] [*]Resolved various pathfinding and unit behavioral issues during sieges. [*]Fixed a major issue with certain ranged units and siege auto-targeting citizens during town sieges. [*]Redesigned auto-resolve features on the world map. [*]Auto-resolve no longer removes zero-strength units. [*]Weak units like peasants, chickens, and siege now almost always survive if the player's army wins auto-resolve. [*]Fixed major issues with military units not leveling up in auto-resolve. [*]Balancing improvement to world map army/strength – support and some siege units no longer contribute to strength. [*]Enhanced visual effects on levels and the world map. [*]FX now appears immediately when loading a new instance of the world map or levels. [*]All cinematic text windows now have a proper background, making reading cinematic text easier. [*]The space key no longer pauses the campaign map, as it was confusing players in the video. [*]Major redesign of the RTS build-up and battle UI – it now displays all available units, buildings, and techs, but they are greyed out until researched. [*]The Marshall/Military window now shows the name of the town instead of the region for attacked player assets. [*]Palisade gatehouses in RTS are now clearly marked with flags for better visibility. [*]Starting and newly created armies now move away from their spawn point, making them easier to find and select. [*]Removed looted skull symbol from looted towns once they are no longer looted. [*]Significant improvements to campaign AI across the board. [*]Resolved all issues where players or AI couldn't invite armies into battle. [*]World map AI now spawns fewer armies, but they are stronger. [*]World Map AI – dual armies now consistently attack together. [*]World Map AI now spawns double armies closer to each other. [*]World Map AI will no longer deploy triple and quadruple armies. [*]Increased invite range for multiple armies for both players and AI. [*]Fixed numerous issues where armies or towns behaved oddly on the world map, such as towns and armies not correctly interacting. [/list]