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…
Hello Everyone,
We're thrilled to share another significant update with you today, along with some exciting news:
[h2][h1]Anticipating Big Changes[/h1][/h2]
As you may have heard, we've recently introduced our latest game, Renaissance Kingdom Wars. Completely redesigned from the ground up, it stands as our most extensive and ambitious title to date. Set in the 16th-17th centuries, the game delves into early gunpowder warfare and scalable gameplay. Assume the role of a landless mercenary captain, plotting your way to the crown.
There`s a lot of very exciting tech and improvements going into Renaissance Kingdom Wars and over the next few months, we'll be integrating some of these enhancements into Medieval Kingdom Wars. This means you can anticipate significant monthly or even bi-weekly updates, enhancing KW4 with gameplay refinements, UI enhancements, improved performance, and visual upgrades.
The latest update introduces the initial steps toward incorporating this new technology into Medieval Kingdom Wars.
If you want to check out some of the updates that`s coming to KW4 - you can check our updates we made to RKW over here on it`s page:
https://store.steampowered.com/app/2533020/Renaissance_Kingdom_Wars/
[h2][h1]Update 47[/h1][/h2]
Today's substantial milestone update brings forth new engine updates and major scripting changes. From revamped combat and pathfinding to improved in-game lighting and reduced loading times, there's a lot to explore.
Here's a closer look at what Update 47 has in store:
[list]
[*]Major update of the in-game light scheme
[*]Fixed major issue with it being hard to see units during rain, nighttime or winter
[*]Reworked cavalry forces - they are a lot more effective now
[*]Cavalry Trample ability is a lot more useful now with cavalry unit taking up to 30% less damage
[*]Major redesign of melee combat
[*]Instead of units just have a couple of melee attack animations they now have several attack animations
[*]Fixed a major design flow in melee combat where units would drop shields and other weapons on the ground
[*]Various other improvement to melee combat
[*]Various cavalry troops now use different animations for attack - like mounted knight with lance, or chevalier with sword
[*]Fixed last issues with stability when changing between battle and world map levels
[*]Improved the colours of all nations and units in battalions - they are more radiant and easier to differentiate now
[*]Major improvement to tasking battalions
[*]Greatly reduced input lag when tasking a lot of battalions in busy combat
[*]Greatly reduced world map loading speed - in many cases it would take 5-6 seconds instead of 10-12 as before
[*]Fixed major issue with world map where some towns would take additional minute to show up on the world map
[*]Various optimization to loading levels
[*]Fixed issues with world map gameplay during first minute of play having occasional issues interacting with towns
[*]Final rework of the world map camera zoom - it`s not quick and smooth
[*]Final improvement to the in-game camera zoom and controls
[*]Improved how units are rendered on some enthronements - much easier to tell units apart
[*]Balancing changes to various siege weapons
[*]Full re-balance of mounted units in combat
[*]Improvements to how world map AI trains melee and cavalry units
[*]Some minor improvement to combat AIs use of cavalry units
[/list]