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,
We’re excited to bring you another solid update! This patch tackles critical crash fixes, game balance adjustments, and a host of other improvements to enhance your experience.
And I`m glad to say that we`ve finally addressed last remaining crashes - including rare issues during combat and the loading screen, to ensure smoother gameplay for everyone.
The game’s flow has been rebalanced, especially in the later stages. Prices and upkeep for units and buildings now scale higher with advanced technology, making late-game decision-making more strategic. Food has become a much more valuable resource, with production now taking center stage, and late-game units will have significantly higher food and wood upkeep.
In addition we’ve enhanced animations for gunpowder infantry, reworked smoke effects, fixed several issues in the tutorial campaign, and resolved problems with controlling walls when defending large towns.
As always, thank you for your continued feedback and support—it’s invaluable to us as we make Renaissance Kingdom Wars the best it can be.
Now lets take a closer look at what today’s update (game version 1.04) brings to the table:
[b]CRASH FIXES[/b]
[list]
[*]Fixed a rare crash in combat.
[*]Fixed a common crash during the loading screen.
[*]Fixed another, rarer crash during the loading screen.
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[b]GAME FLOW REBALANCED[/b]
[list]
[*]Prices and upkeep of all units and buildings increase significantly with later-stage technology unlocks.
[*]Town buildings are significantly more expensive.
[*]Food is now a much more precious commodity.
[*]Later-tech units have significantly higher food and wood upkeep.
[*]Fixed issues with players having too many resources of some types in the late game.
[*]Food production now becomes a much higher priority.
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[b]OTHER BALANCE ADJUSTMENTS[/b]
[list]
[*]Starting units are now more useful due to their low upkeep.
[*]Chickens and cows generate twice as much food in RTS combat.
[*]Increased bowman and hunter stats.
[*]Cavalry trampling over units no longer instantly kills lower-tier units like hunters.
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[b]OTHER FIXES[/b]
[list]
[*]Greatly improved all gunpowder infantry reload and firing animations.
[*]Reworked the smoke cloud effects for firing gunpowder units.
[*]Fixed various remaining issues in the tutorial campaign.
[*]Fixed not being able to control certain walls when defending large towns in the campaign.
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