Update #9 - Performance Miracles

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 are thrilled to bring you yet another major update, packed with substantial performance and playability improvements. This time around, we focused on rewriting the very foundation of our game engine to make these big improvements possible – and we hope you’ll enjoy the results as much as we have. Performance was one of the most common player concerns, and we’ve addressed it at the core. You can expect to see an average increase of +30 FPS, especially on the world map. With V-Sync on, almost everyone should now be able to play the game at a perfectly smooth 60 FPS. We’ve also focused on greatly improving world map playability, spending countless hours getting rid of all the stutters and freezes, and completely redesigning army and town interactions and controls - [b]no more selection or tasking lag, or being unable to issue a command.[/b] This update also finalizes cannons – they are now a joy to use as you reduce castles to rubble. This update brings dozens of other fixes and enhancements, as well as the last of the known bug fixes and plenty of balancing for the mid and late game. Be sure to check out the full patch notes for all the details. Thank you for your continued support, and as always, please keep the feedback coming! We’re working hard to ensure that Renaissance Kingdom Wars is the best it can be, and we appreciate all of your contributions and suggestions. With that said, let’s take a look at what our [b]9th update (game version 0.43)[/b] has in store: [list] [*][b]RTS Performance and Stability[/b] - Significant framerate improvements in hamlet and field battles, averaging a +20 FPS boost. - Even greater performance gains in large towns, with an average increase of +30 FPS. - RTS mode framerate now consistently meets performance benchmarks. - Resolved the (hopefully final) loading screen crash issue. - AA Sample no longer contributes to visual lag and is now set to x8 by default. - Reworked water settings – lower settings now include full reflections and look significantly better. - Improved performance when displaying multiple cavalry units. [*][b]Performance - World Map[/b] - Incredible +40 FPS boost on the world map. - Fixed all random lag spikes during world map gameplay. - Major lag spike at the end of the month is now resolved. - World map cinematics are much smoother with stabilized camera movement. [*][b]World Map - Unit Controls[/b] - Completely redesigned how units are selected and tasked on the world map. - Fixed all issues with army and town selection. - Resolved the bug where armies would unselect or select after being unselected. - Fixed interaction bugs between towns and armies. - Improved the selection of units near each other, avoiding incorrect unit selection. - Enhanced selecting and tasking armies on cities for attack actions. [*][b]World Map Improvements[/b] - Completed a major world map update – all towns and hamlets now display summer walls in regions unaffected by winter. - Corrected various hamlets missing desert or winter settings. - Redesigned the visual appearance of Spain during winter. - Fixed winter shoreline rocks on the world map. - Resolved snow appearance issues when loading hamlets during winter. - World map now fades in during load, fixing hamlets appearing in summer during winter. - Strengthened snow visibility during winter. - Improved hamlet visuals – more houses and better palisade walls. - Smoother transitions between seasons, especially from fall to winter and winter to spring. - Fixed birds freezing on the world map. - Horse carts and ships now travel across the world map much more smoothly. - Armies on the world map now play marching animations based on game speed. - Improved world map banners – they now clearly show whether cities are at war or peace with the player, along with enhanced shield and town strength visuals. - Removed "out of range" messages on the world map. - Season and year announcements are now much clearer, especially during season changes. - Adjusting game speed on the world map now correctly changes how fast months pass (from 20 seconds on fastest to several minutes on slowest). - Brighter visuals during the summer season on the world map. [*][b]Large Town Improvements[/b] - Completely redesigned environmental effects (fog, dust, etc.) in large towns. - Fixed issues causing large towns to appear overly grey and foggy. - Reworked rain effects in RTS mode – rain is now lighter and allows better visibility. [*][b]Cannons Finalized[/b] - Fixed cannons malfunctioning after the last major update. - Cannons no longer become immovable while reloading. - Moving cannons during reload interrupts the process, reloading will resume later. - Reduced cannon range and view. - Cannonballs now reliably reach distant targets instead of falling short. [*][b]Balancing[/b] - Reduced income from Mills and Sawmills on the world map. - Increased the cost of sending insults via the world map menu. - Disabled the Arrow Volley ability. - All bow and crossbow units now have access to Fire Arrows. - All ranged infantry units now feature a Hold Fire button. - Removed the Attack Ground ability from wall-mounted siege weapons. - Military units recruited from the Town Hall are now significantly cheaper. - Looting and razing towns now provides substantially more silver based on the town or hamlet's level. - Resolved issue where players were incorrectly awarded 40 population. - Fixed a bug causing large city attack population limits to be 30 instead of 20. - Herbalist and Hospital buildings now properly heal units during combat, with healing sign displayed. - Fixed healing exploit in RTS mode. - AI upgrades towns and hamlets at a slower rate over the years. - In combat, AI will now charge the player, even when heavily outnumbered, speeding up battles. - Capture the Flag victory conditions no longer count retreated units, making flag capture easier. - Units that retreat now remain retreated longer, unlikely to rejoin the same battle. - Research improving city happiness is now less effective, making happiness harder to balance. [*][b]Other[/b] - Improved dialogue window for declaring war or peace. - Fixed tutorial prompts not advancing to Skirmish mode. - Gate Gears are now easier to target during sieges. - Enhanced cinematics for entering towns and battles, especially for large towns. - Hobelar unit models now feature larger masks, making it easier to identify them as player units. - Added more birds in RTS mode, which now look much better. - Fixed RTS bird animation freezes. - Adjusted position of Events window on the world map. - Fixed mounted units being able to scale walls. - Improved Boiling Oil visuals. - Enhanced gunpowder unit firing effects. - Updated descriptions for Herbalist and Hospital buildings. - Techs that can't currently be afforded are now clearly marked. - Polished layout of the controls menu in options. [/list]