Update 42 - Pathfinding & Balancing

Medieval Kingdom Wars

Rewrite medieval history through bloody siege combat in a fusion of RTS and Grand Strategy genres. Rule, build, and serve your King as a minor lord in medieval Europe. Experience siege, field and naval combat with an unseen degree of brutality. Rogue-like progression, epic towns and battles await…

Hey Everyone, We are back with another major update - getting MKW in the best shape ever for the summer. With this big update we focused on areas that most of our players ask us to improve things - pathfinding, balancing & difficulty. We also have improved things with rare crashes during loading screen. You`ll notice your units are a lot more responsive in battle now, tasking units and calculating paths is a lot faster now, and units perform much better when being ordered a new target or to withdraw from an active melee battle. With regards to balancing - a lot of world map economy, costs and rewards have been re-balanced. From the new campaign starting resources, to building resources production happiness modifies, as well as upkeep costs for units, and a lot more. With that said - lets take a closer look at what today`s [u]update 42[/u] has in store: [list] [*]Various pathfinding and unit tasking improvements [*]Tasking large number of battalions now takes at most just over 1 seconds – instead of several seconds [*]Large groups of units tasked are a lot more responsive [*]Fixed some issues with units getting stuck while tasking [*]Fixed some of the very rare crash issues when switching between combat and world map [*]Improved tasking units away from combat – they stop fighting and pull back faster [*]Re-balanced the income generation of buildings on the world map [*]Most resources producing buildings generate a lot more silver while on the world map [*]Rebalanced buildings effect on town happiness calculations [*]Rebalance of cost and effect of various world map actions and conditions [*]Creating new armies is now a lot more expensive [*]New campaigns start with significantly more starting silver [*]Rebalanced late game units - they are a lot more affordable, and have smaller upkeep [*]Late game units now have much lower upkeep [*]Fixed few remaining bugs in the tutorial campaign [*]Made final chapter of the tutorial campaign a bit more challenging [*]Add some fail safes for chapter 4 and 5 – if player gets stuck on a task [/list]