Update # 7 - You Are in Command

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 excited to bring you another major update, and this one introduces a long-awaited feature – the ability to control multiple armies! This game-changing addition has been a top request from our community across all Kingdom Wars games. Now, you can control multiple armies simultaneously, combining resources, buildings and citizens, which opens up deeper strategies in every battle scenario. Along with multi-army control, this update includes significant AI improvements, especially in large town sieges and defenses, as well as dozens of other improvements and fixes. We’ve also added a host of balancing adjustments and quality-of-life updates based on feedback from players on our [url=https://steamcommunity.com/app/2533020/discussions/0/]Steam Forums[/url] and [url=https://discord.gg/YQtHeEKuM5]Discord[/url]. This marks another milestone in our weekly update schedule, and we’ll keep delivering more features and improvements. With that said, let’s take a look at today’s major [b]update #7 (game version 0.41)[/b] and the most important changes: [h3]CONTROLLING MULTIPLE ARMIES[/h3] [list] [*] In all types of battles - sieges, defending, field - the player can now control multiple armies [*] With multiple armies, citizens and resources are combined [*] Newly recruited units are added to the primary army/city - and once full, to the secondary army [*] When controlling a 2nd army - the spawn location can be used to construct additional temporary buildings [/list] [h3]COMBAT AI IMPROVEMENTS[/h3] [list] [*] AI is more efficient in large town sieges [*] Defending RTS AI now positions a lot more units on walls [*] AI now positions gunpowder units on walls [*] AI is now much better at defending large towns [*] AI has been adjusted to handle the player controlling multiple armies [*] AI is a lot more aggressive in certain siege situations [/list] [h3]MAJOR FIXES[/h3] [list] [*] Added transfer units button to armies - making it easier to select a city or army to transfer units to [*] Added attack town button to armies - making it easier to target hamlets and cities (to be expanded to target armies as well) [*] World Map armies will no longer stack one on top of the other and will always move aside [*] In RTS mode - mouse over unit portrait displays stats in a new improved stats window [*] Main menu pop-up windows redesigned - new email window, updates to welcome window [*] Running out of food during battles now plays a proper defeat cinematic [*] Running out of personal time when managing cities now plays a cinematic [*] Fixed a major issue with large town sieges where units could be tasked to attack townhouses [*] This issue prevented tasking units through large towns [*] Fix for gunpowder ranged units - not advancing within range of enemies when clicked on them [*] Fix for gunpowder ranged units not attacking enemies on walls when clicked on them [/list] [h3]MAJOR BALANCE CHANGES[/h3] [list] [*] Various changes greatly improve gameplay progression - easier in the early game, harder as the years go by [*] Auto-resolve completely rebalanced [*] When one army is a lot stronger than another, it will not lose any units [*] When one army is dominantly stronger, it will not take health losses [*] Food drain in RTS battles reduced by 30% [*] Food drain on the world map reduced by 20% [*] Difficulty adjusted for added efficiency of the player controlling all armies instead of AI [*] Capturing gate controls is now twice as fast [*] Catapult fire projectiles are no longer overpowered [/list] [h3]ART UPDATES[/h3] [list] [*] Game lighting has once again been improved in RTS mode [*] Polished unit and portrait for Arquebusier, Hand Cannoner, and Musketeer [*] New art for the Peasant unit [*] New art for the Militia unit [*] Wall textures in RTS mode now look a lot better without bright walkways [*] Catapult fire projectiles now look much better [*] All bridges now have much better textures [/list] [h3]OTHER FIXES AND IMPROVEMENTS[/h3] [list] [*] Polished tooltip for buildings to properly show the happiness add/penalty [*] Armoury building now adds levels to train cavalry units [*] Reworked description (English for now) for all unit boost buildings like Fletcher, Gunsmith, etc. [*] World map banners that show current citizens and +/- growth reworked [*] Fixed a very rare bug that could break the tutorial start [*] Improvements to the first tutorial scenario - faster detection of wall upgrades, saving 30 seconds of waiting [*] New window look for running out of personal time or food during battles [*] Fixed a few issues in German and French localization [/list]