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Hi Everyone,It’s our pleasure to announce official mod support for Kingdoms and Castles via Steam Workshop! You can subscribe to mods and banners created by other players from the community workshop. Once subscribed, they’ll download in the background. Then, restart the game and you’re off with mods!Mod support has always been a hotly requested feature, so we're glad it's now live. While you're waiting for AI Kingdoms (we'll have more progress to show on this soon), take a look at some of the cool mods people are already making.

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Here's a few we'd like to spotlight:you’re interested in developing mods for Kingdoms and Castles, start here lionshieldstudios.com.This build also include some bug fixes (thanks for reporting everyone!):. Fix key for speeding camera motion up not working. Fix rare issue where vikings could on occasion not be targeted by defenses. Fix rare pathing issue vikings/military troops. Fix issue first time demolish warning ui pops up. Fix memory leak on map editing. Improve performance during map editing.

Kingdoms and Castles Workshop Turrtwig's Workshop This item has been removed from the community because it violates Steam Community & Content Guidelines. It is only visible to you.

Improve performance on maps with lots of fishUntil next time,-Pete & Michael.

Hi Everyone,It’s our pleasure to announce official mod support for Kingdoms and Castles via Steam Workshop! You can subscribe to mods and banners created by other players from the community workshop. Once subscribed, they’ll download in the background. Then, restart the game and you’re off with mods!Mod support has always been a hotly requested feature, so we're glad it's now live.

While you're waiting for AI Kingdoms (we'll have more progress to show on this soon), take a look at some of the cool mods people are already making. Here's a few we'd like to spotlight:If you’re interested in developing mods for Kingdoms and Castles,.This build also include some bug fixes (thanks for reporting everyone!):. Fix key for speeding camera motion up not working.

Fix rare issue where vikings could on occasion not be targeted by defenses. Fix rare pathing issue vikings/military troops. Fix issue first time demolish warning ui pops up. Fix memory leak on map editing. Improve performance during map editing. Improve performance on maps with lots of fishUntil next time,-Pete & Michael.

Hi Everyone,We’ve got a big new update for you that adds new buildings, food types, and mechanics. We had been planning to launch this all packaged together with the upcoming AI Rival Kingdoms update, but after chatting with the community, we decided to launch this early! We’ve been wanting to add all this stuff to the game for a long time. We’re glad we got to launch it sooner than later.Why did this update take longer than usual to release? There are two reasons: first, it’s a pretty “meaty” update (pun intended); second, my (Pete) second daughter was born right after we launched the Warfare Update, so I took some time off. Thanks for your patience!Now, onto what’s new!

Produce StorageThe new Produce Storage building can store 125 apples, and their workers can carry a double apple load. But why do we need this new building, when we can already store apples in the Granary?

Previously, wheat and apples were treated as the same resource and apples would mysteriously transform into grain when placed in a Granary. We were never quite satisfied with that, so now apples are their own distinct resource type.

Apples must now be stored in markets or in this new building. Peasants will need to eat apples along with the other food types for maximum health.

HealthTo incorporate all these new food types, we’ve added a new Health mechanic for your kingdom. Hovering over the Health number will explain all the factors impacting it. For maximum Health, peasants need a varied diet and enough Clinics and Hospitals open and operating. Peasants will want access to fish or pork, apples, and wheat or bread.

You’ll be able to click the Health overlay to see which houses need better access to the food types.As your kingdom grows, your peasants will care more about their Health and will want it to be better and better. Health will affect their happiness, the likelihood of a plague, plague virulence, and average life expectancy.

If your kingdom is in poor Health for too long, peasants may die prematurely!Note that for existing cities, you will get a 5 year grace period before your peasants become unhappy with their Health. Other Improvements/Fixes. Added configurable keyboard controls. Added a confirmation dialog if you are demolishing more than 25 buildings. Added a way to disband Troop Transport Ship. Heads of household will limit their gathering to a 30 tile radius of their home. Rival Kingdoms ProgressYou’re probably asking, “Cool fish and everything but what’s up with the AI Rivals update?

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When is that coming out?” We’ve shown some of the work we’ve already done on the city building AI, but expect to see some news about siege weapons, trade routes, diplomacy, and more in the future.Since AI Rivals is such a big addition to the game it will still take some time to finish and make sure everything meshes well together. We’ll be running a much longer and earlier beta period for AI Rivals than our other updates and we’ll post an announcement when it’s ready to test drive. Thanks for your patience! Military System RevampWe have streamlined the military system.

Barracks now produce a full 1 tile fully functional 16 footman unit complete with a general with one click (rather than the old way of having to separately train a general, then individually train and recruit units at the barracks). This should feel a little more like an RTS. If you have an old save with bigger armies it will be split up into individual units and we have removed the 3 unit cap. Control TweakWe have flipped left and right mouse click. Instead of moving the camera on left click, now left click is used for select and drag select. Right click and drag moves the camera and issues troop orders. Middle click and drag is still camera rotate.

If you hold down the alt key, the controls will revert back to functioning like the old version.Note: If you’d prefer the old method permanently, you can toggle ‘legacy mouse controls’ in the options menu. In legacy mode click and drag selecting and placement require holding the alt key to start the drag. Click and Drag PlacementWe're also introducing click and drag placement for placing certain building types like roads, aqueducts, and castle walls. It especially makes creative mode more fun.

Here's a preview of where that's at:We'll also be extending this to support click+drag for other stuff like designating tiles for chopping.Lots more interesting stuff in store as well, we'll make another announcement later on when this update is ready for beta testing and feedback!Until next time,-Pete & Michael. Map Generation Rework + Size IncreaseThe AI rivals update needs a lot of tech changes and we’ll be rolling some of those out early as we finish them. Rival Kingdoms ProgressAs mentioned above we’re reworking the map generation algorithm to work better for AI rivals. Penumbra theatre. We’ve also been making progress on the city building AI system the rivals will use.This is still very work in progress and not ready for primetime, but here’s a video of how the city building AI in action:In the video, on the right you can see some debug display for how the AI is planning out the city.

You'll also notice the roofs are a different color! While this won't be in this Infrastructure II update, we wanted to show the progress we've been making for the AI rivals.Until next time,-Michael & Pete.

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