Update 38 - Great Things Ahead

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]