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]