Update # 5 - Naval Combat & Balancing

Renaissance Kingdom Wars

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 back with another exciting update, and this one brings major improvements to naval combat, visual enhancements, and gameplay balance. This patch introduces a fully reworked naval combat experience. Expect more immersive battles with cannons mounted on bridges, improved visuals, and mid-combat engagements that feel alive with props, dead bodies, and a battle-in-progress atmosphere. In addition to these updates, we’ve tackled long-standing pathfinding issues, including fixes for units teleporting to or getting stuck on stone gatehouses. Balancing changes have made buildings easier to destroy, AI less aggressive during combat, and large cities’ economies more rewarding to manage in RTS modes. As always, we’re deeply grateful for your continued support and feedback. Your insights drive us forward as we shape Renaissance Kingdom Wars into an unforgettable experience. Now, let’s dive into the full details of today’s update (game version 1.05): [b]NAVAL COMBAT REWORKED[/b] [list] [*]Naval combat now has cannons mounted on the main bridge. [*]The number of cannons depends on the number of cannons in the player's army. [*]Improved the look of boarding bridges in naval combat. [*]Cavalry units now spawn correctly in naval combat. [*]Mounted units in naval combat can only walk slowly and cannot trample other units. [*]Effectiveness of mounted units is greatly reduced in naval combat. [*]Siege weapons no longer spawn in naval combat; they are disassembled in the cargo hold. [*]Units in naval combat now spawn neatly. [*]Improved the look of props like crates and barrels in naval combat. [*]Added many props and decorations to enhance naval combat visuals. [*]Naval combat now starts mid-battle with dead bodies and an active battle atmosphere. [/list] [b]VISUAL IMPROVEMENTS[/b] [list] [*]Extra Bright Bloom is now the default option for new players. [*]Current players are recommended to enable Extra Bright Bloom in the options menu. [*]Greatly improved visual presentation for naval combat. [/list] [b]UI UPDATES[/b] [list] [*]Military window: it is now easier to see armies attacking the player, marked with a different color. [*]Unit Recruitment window: redesigned to show upkeep and income for all unit types. [/list] [b]PATHFINDING[/b] [list] [*]Fixed pathfinding issue causing units to teleport to the top of stone gatehouses. [*]Fixed an issue where some units got stuck on top of the stone gatehouse. [/list] [b]BALANCING CHANGES[/b] [list] [*]AI now trains units slower during combat. [*]Buildings are much easier to destroy using ranged siege weapons, melee units, or fire arrows. [*]Buildings have significantly fewer hit points now. [*]Hamlet buildings have fewer hit points than large city buildings. [*]Masonry is now correctly unlocked with research in RTS mode hamlets. [*]Rebalanced large city RTS economy in both Skirmish and Campaign modes. [*]Market, Mint, Tax Collector, and Trade Guild generate significantly more resources in RTS mode. [*]Fixed a common issue with Stone resource accumulating too quickly. [*]Stone Mine and Masonry are now less effective on the world map. [/list]