Update 48 - New Beginning

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…

Hello Everyone, We're thrilled to share another significant update with you today, along with some exciting news: [h2][h1]Freedom Games/Resuming Updates[/h1][/h2] As you may have heard, we've recently partnered up with Freedom Games. Freedom Games is one of the best indie publishers on Steam, and this partnership will not only breathe new life into Medieval Kingdom Wars, but also give us resources to continue updating and improving MKW. We can't wait to share all the upcoming updates with you, starting with today's 48th update. [h2][h1]Update 48[/h1][/h2] Today's substantial milestone update brings a lot of gameplay improvements! We've looked into quality of life improvements, a lot of balancing and bug fixes, as well as improving AI, pathfinding, and a lot of other things. Here's a closer look at what Update 48 has in store: [list] [*]Changes to the main menu scenes; now for all the expansions, the main scene is shown. [*]Reworked main menu – no longer shows expansion banners that covered most of the menu. [*]Major improvements to campaign AI across the board. [*]World map AI now spawns fewer armies, but the ones spawned are stronger. [*]World Map AI will no longer use triple and quadruple armies. [*]World Map AI now spawns double armies closer to each other. [*]World Map AI – dual armies now always attack together. [*]Invite range for multiple armies both for players and AI is now greatly increased. [*]Fixed all the issues where players or AI would not be able to invite armies into battle. [*]Major redesign of the RTS build-up and battle UI – it now shows all the units, buildings, and techs that players could use, but they are greyed out until players research them. [*]Fixed a lot of issues where armies or towns would behave oddly on the world map, like towns and armies not seeing each other or not interacting correctly. [*]All cinematic text windows now have a proper background, which makes reading cinematic text a lot easier. [*]Space key now longer pauses campaign map (was confusing players in the video). [*]Fixed a major issue with some ranged units and siege auto-targeting citizens during town sieges. [*]Resolved various pathfinding and unit behavioral issues during sieges. [*]Greatly improved appearances of FX on levels and world map. [*]When loading a new instance of world map or levels, the FX will appear right away, before it would take a couple of minutes. [*]Marshall/Military window that shows which player asset is being attacked now shows the name of the town instead of the region. [*]Palisade gatehouse in RTS is now clearly marked with flags, so it's much easier to see. [*]Redesigned auto-resolve features on the world map. [*]Auto-resolve no longer removes zero-strength units. [*]Weak units like peasants, chickens, and siege will almost always survive now if player army wins auto-resolve. [*]Balancing improvement to world map army/strength – support and some siege units no longer add any strength. [*]Fixed major issues with military units not leveling up in auto-resolve. [*]Starting and newly created armies now move away from their spawn point, so they are easier to find and select. [*]Removing looted skull symbol on looted towns, once they are no longer looted. [/list]