Community Announcements - Dev Konstantin


Hey Guys and Girls,

It`s such an amazing feeling to continue work on Kingdom Wars 1. The team and I are looking forward to fulfilling all the promises we made with regards to Kingdom Wars future, and albeit delayed by a few months, we hope that today`s update will be a great first step in that direction.

Today we take another swing at releasing update 1.2. Following the problems with the original patch we broke it down into two parts, and done a lot of of additional debugging and polishing.
We have taken all the precautions to make sure nothing gets broken, and if it does, nobody will loose any progress (at most 60 minutes of progress will be lost if worst comes to worst)

This Part 1 will include 90% of changes from our original update 1.2, however we will not be forcing players to update (can keep on playing on older patch), and it will now include few core fixes, like: better performance, no multiplayer lag, steam overlay and store working for everyone, stability and crash fixes.

Part 2 of 1.2 might take us additional couple of weeks to complete.

After we have finally updated to 1.2 Part 2, we`ll easily be able to patch the game in the future, and our priorities will continue to be getting Kingdom Wars stable but free by early-mid summer, followed by release the Lords and Vassals expansion. From that point on we`ll be working on copying various cool features to KW1 - from pathfinding and turn times to Russian localization, and smooth & stable multiplayer games.

And so presenting 1.2 "First Step" Part I

-Fixed crash in the Orc regions view
-The Bank is now global shared between player towns
-Fixed but with Bank losing player units on game reload
-Fixed vast majority of out of sync bugs
-Fixed World Map bug with armies stuck in the mountains
-Fixed several visual glitches on the world map
-List of player online updates much better now
-New items in the Store: Small Treasure, and Epic Treasure
-Fixed various bug with workers not dropping off resources
-Player referral window is back
-Quest, Siege, and PvP rewards reduced by 30%
-Crown exchange price changed to 2500
-All the crown costs of buildings, either eliminated, or made much lower.
-Updated social options in the main menu
-Limit of 32 horse carts per army
-Fixed workers that wouldn't gather or quit gathering.
-Fixed sale pricing resulting in very low or negative prices



And here`s a small preview of what will be included in Part 2, in May.

-Eliminated almost all multiplayer lag
-Fixed Steam Overlay not working on Windows 10 and 8.1
-Fixed launch crash for some players after Windows 10 upgrade
-Fixed Market transactions not working for some players
-Fixed majority of bugs with losing units or armies due to connection issues
-New way to treat players losing connecting to server
Community Announcements - Dev Konstantin


Dear Players,

After vacation week for our core team, we are back to work on Update 1.2, and after resolving a few issues - we are now working on good way to release 1.2 next week. You know... without any of these tiny... town erasing bugs.

The plan right now is to update in several patches. We`ll release a small start-up patch 1.2A on Tuesday, and then follow up by releasing several mini updates B, and C later in the week.

The big part of the update 1.2 C will come on Thursday/Friday as a Beta update, that players will be able to opt-in to try over the weekend. If everything goes well there we`ll complete the patching progress by the following Monday.

Once we finally complete upgrading the game to 1.2 things will go much better down the road, as updating Kingdom Wars will be a breeze compared to hell we are going through with 1.2

Let us know if you have any questions or concerns about the patch. I do have to mention that this time around e`ll be taking all the precautions, to make sure nobody will loose any progress due to patching.
Community Announcements - Dev Konstantin


Ladies and Gentleman,

We regret to inform you that today we had to make a decision to remove patch 1.2. We are sincerely sorry about all the grief we brought you in the past few days. As we remove this cursed update 1.2, we also have to roll back the servers to last Friday's saved games. This is all due to the patch 1.2 breaking a few players cities.

This is the last time that we plan to do a roll-back, or that something will break due to the patch 1.2

What does this roll back mean?

*If you have played since last Friday, all your progress will be erased back to that day.
*If you crashed or could not access a city since last Friday, you will now be able to.

If you have lost progress because of this rollback, please contact us either in the game by whispering a Moderator or email us at support@reverieworld.com, you could also make a post in the new Rollback compensation forum - http://steamcommunity.com/app/227180/discussions/3/

Thank you for being such a great community, and we will continue to work harder to better serve you.

Moving forward, our plan is to take our time with Update 1.2, expand it by adding more cool features from KW2B, but mainly - to go through entire game engine - line by line, testing everything, and making sure it`s 100% safe. At that point we`ll offer a live opt-in trial for the update. This process will take us at least two weeks, but from now on we`ll take the long road, as we can`t repeat this disaster.
Community Announcements - Dev Konstantin


Hey Guys and Girls,

A bit of a bittersweet update today... As we would need to do a 3 day old progress rollback to undo the problems that we`ve created with Friday`s Update 1.2

Going in, we knew that when once we resume updating Kingdom Wars - there would be problems. And brief progress rollback was always an option. And unfortunately - in this case, it`s something we have to do.

This rollback doesn`t effect 99.3% of our players, but to these who are effected - we want to offer our sincere apology, and we are waiting to hear from you at support@reverieworld.com, in-game, or in the forums should you require any help or compensation.

There`s a good lesson learned here - from now on, all the major updates will go through a live Beta process, with these willing to opt in.

What does this rollback means:
-Everyone who lost towns, or buildings or armies, or had their troops stuck - will get everything back just how it was before the patch broke it
-Those who played a lot during the past three days will lose these 3 days worth of progress
-Those who have joined the game in the past three days will no longer have their towns
-Whoever has purchased something from our store in the past three days - please contact support@reverieworld.com or ask a mod in-game to issue you Crown or Store unlock compensation

With that said, onto the good part of this story... Presenting Update 1.22
-Fixed broken player towns (by reversing)
-Fixed towns affected by stuck armies, missing troops or building (by reverting)
-Fixed the cause of cities crashing on load (we still might have another similar issue though)
-New pathfinding approach - unit collision is only on between enemy melee units in combat
-Fixed pathfinding zig-zagging issues
-Reverted all the economy and crown price balancing changes back to original Kingdom Wars formula (we were testing how things will be for Lords and Vassals)

Please let us know if you experience any other problems. We will work on whatever issues might be left tomorrow.

We are really hoping to put this painful but necessary update behind it, and continue with more fun and stable Kingdom Wars updates.
Community Announcements - Dev Konstantin


UPDATE: ... just in case there are some problems with today`s patch, we`ll do a full roll-back tomorrow afternoon - going back to the original state of the game, and also restoring all player progress.



Hey Guys and Girls,

It`s such an amazing feeling to be finally able to work on Kingdom Wars 1. The team and I are looking forward to fulfilling all the promises we made with regards to Kingdom Wars future, and albeit delayed by a few months, we hope that today`s update will be a great first step in that direction.

Our priorities this spring is first to get Kingdom Wars stable and fix all (and I do mean ALL) the game breaking bugs, and after that release the Lords and Vassals expansion. From that point on we`ll be working on copying various cool features to KW1 - from pathfinding and turn times to Russian localization, and smooth & stable multiplayer games.

Also as part of this update, you`ll notice that we mostly eliminated a lot of costs in crowns - like for buildings, and made some techs, and other crown costs be much lower.

And so presenting 1.2 "First Step", and wishing everyone all the best for the Easter weekend ahead!

P.S. This massive update might create a few side effect bugs, if so - please let us know and we`ll have this hot fixed asap.

-Fixed Steam Overlay not working on Windows 10 and 8.1
-Fixed launch crash for some players after Windows 10 upgrade
-Fixed Market transactions not working for some players
-Fixed majority of bugs with losing units or armies due to connection issues
-New way to treat players losing connecting to server
-Fixed crash in the Orc regions view
-The Bank is now global shared between player towns
-Fixed but with Bank losing player units on game reload
-Fixed vast majority of out of sync bugs
-Fixed World Map bug with armies stuck in the mountains
-Fixed several visual glitches on the world map
-List of player online updates much better now
-New items in the Store: Small Treasure, and Epic Treasure
-Fixed various bug with workers not dropping off resources
-Player referral window is back
-Quest, Siege, and PvP rewards reduced by 30%
-Crown exchange price changed to 2500
-All the crown costs of buildings, either eliminated, or made much lower.
-Updated social options in the main menu
-Limit of 32 horse carts per army
-Fixed workers that wouldn't gather or quit gathering.
-Fixed sale pricing resulting in very low or negative prices

-Training troop levels in towns are now dependent on city difficulty/type/race (Can no longer train to max level).
-Cities available Upgrading/Healing/Livestock/Mercenaries/Goods have been rebalanced.
-Vassal first capture resources has been increased.
-Vassal cities resource cap's have been rebalanced.
-Vassal resource income has been greatly increased and rebalanced. (max resources between 8-24 hours depending on city/trade)
-Vassal trade routes has been greatly increased and rebalanced.
-Vassal trainable units have all been rebalanced and adjusted.
Community Announcements - Dev Konstantin
Looks like we are not off to a good start. First time working with Kingdom Wars engine in month, and few things went wrong.

We had to roll-back Patch 1.2, and will have to delay it by a day, or possible 4, until we have all the issues ironed out.

If you were one of the unlucky players to be here during the hour we had patch 1.2 out. Please contact our moderators for a full refund.

Sorry guys, we`ll make this right asap.
Community Announcements - Dev Konstantin


Hey Guys and Girls,

It`s such an amazing feeling to be finally able to work on Kingdom Wars 1. The team and I are looking forward to fulfilling all the promises we made with regards to Kingdom Wars future, and albeit delayed by a few months, we hope that today`s update will be a great first step in that direction.

Our priorities this spring is first to get Kingdom Wars stable and fix all (and I do mean ALL) the game breaking bugs, and after that release the Lords and Vassals expansion. From that point on we`ll be working on copying various cool features to KW1 - from pathfinding and turn times to Russian localization, and smooth & stable multiplayer games.

And so presenting 1.2 "First Step", and wishing everyone all the best for the Easter weekend ahead!

P.S. This massive update might create a few side effect bugs, if so - please let us know and we`ll have this hot fixed asap.

-Fixed Steam Overlay not working on Windows 10 and 8.1
-Fixed launch crash for some players after Windows 10 upgrade
-Fixed Market transactions not working for some players
-Fixed majority of bugs with losing units or armies due to connection issues
-New way to treat players losing connecting to server
-Fixed crash in the Orc regions view
-The Bank is now global shared between player towns
-Fixed but with Bank losing player units on game reload
-Fixed vast majority of out of sync bugs
-Fixed World Map bug with armies stuck in the mountains
-Fixed several visual glitches on the world map
-List of player online updates much better now
-New items in the Store: Small Treasure, and Epic Treasure
-Fixed various bug with workers not dropping off resources
-Player referral window is back
-Quest, Siege, and PvP rewards reduced by 30%
-Crown exchange price changed to 2500
-Updated social options in the main menu
-Limit of 32 horse carts per army
-Fixed workers that wouldn't gather or quit gathering.
-Fixed sale pricing resulting in very low or negative prices
Community Announcements - Dev Konstantin


Dear Kingdom Wars Players

First of all let me start with a massive apology - in the past few months so much negative has happened, as our plans to expand and support KW1 went off the rails, and at the same time the terrible server crash had almost put a final nail into Kingdom Wars coffin. Almost...

To explain what went wrong - all of our efforts had to focus on finishing and releasing Kingdom Wars 2: Battles, as our company could not survive without releasing KW2B, and it had to be our top priority. While we have, and always will honor our responsibility to our players, first of all I, have to honor my responsibility to my several partners in the team, putting food on their tables.
... one thing came after another and we`ve finally released KW2B albeit several months later - and all our big plans for Kingdom Wars 1 got postponed.

And then on top of it all - I still remember being waken up with a phone call from our server company in November, letting us know that unthinkable has happened, dual failure on the main and backup game servers, something that probability can`t even impressed...and large % of the game data has been lost forever...

And finally I can say that - WE ARE BACK!, and it`s time to put all that behind us, and try to move on to a brighter future for Kingdom Wars and our player community.

And while for the next two weeks we`ll still be working exclusively on fixing final release bugs with KW2B, starting April you`ll finally see first patches roll out to Kingdom Wars 1, with Lords & Vassals release later on this spring, follow by more and more updates.

Please feel free to ask questions about development in this post.

Our first priority will be fixing several game breaking bugs left in Kingdom Wars. After that we`ll wrap up remaining work on Lords and Vassals. I`ll including some details on the upcoming expansion bellow:



Lords and Vassals
Our third free expansions, titled "Lords and Vassals" will completely rework the economy, removing Crowns requirement from most gameplay elements, and adding new ways to boost productivity. Crown cost will only associate with certain Vassal town and Empire building elements, as well as research.

We also reworked the flow of the game, new players will no longer spend a week or two to max out their homecity, but accomplish it in a couple of days, and move on to Empire building.

The main feature of this expansion is meaningful late game, where players have to fight each other for control of 28 cities on the world map. This is where Lords and Vassals title comes in. Late game, your homeland becomes just one of the cities in your empire. And instead of having to garrison and build your homecity, you will be building an empire, with dozens of armies, reinforcing up to 28 cites on the worldmap, each with large individual garrison.

Vassal towns has been greatly expanded with new features to make it worth holding and fighting for, with full functionality of the homeland - from training all kind of troops, to upgrading your town with various merchants, and can generate incomes to match your homeland.

Players have to garrison their towns to avoid Vassal rebellion, bribe Vassal lords to maintain good relations, and 3/4ths of fighting to acquire a new town will be through PvP, taking the town away from some other player.

Players will be greatly encourage to defend their vassals if other players attack, as PvP protection is not an option in late game, and aside from large pay out penalty for refusing Vassal defense, it greatly damages your relations with your vassal empire. And of-course, rewards for fighting a PvP vassal defense battle are amazing.

This expansion also comes with several key big fixes, and completely re-balances all economic factors in-game.
Community Announcements - Dev Konstantin
Dear Players,

We have a scheduled downtime today, that will last until 6pm EST, as we upgrade our server hardware with additional back-up measures. This upgrade is necessary to make sure we don`t have any server problems in the future.

We expect servers to be online by 6pm EST.
Community Announcements - Dev Konstantin
We are excited to finally reveal more info about a massive free expansion pack, and another big update planned to Kingdom Wars this year.

Update: ETA for Lords and Vassals is now March 10th 2016

With these two upcoming updates/expansions Kingdom Wars 1 should move to a whole new level. So lets get started.

Lords and Vassals
Our third free expansions, titled "Lords and Vassals" will completely rework the economy, removing Crowns requirement from most gameplay elements, and adding new ways to boost productivity. Crown cost will only associate with certain Vassal town and Empire building elements, as well as research.

We also reworked the flow of the game, new players will no longer spend a week or two to max out their homecity, but accomplish it in a couple of days, and move on to Empire building.

The main feature of this expansion is meaningful late game, where players have to fight each other for control of 28 cities on the world map. This is where Lords and Vassals title comes in. Late game, your homeland becomes just one of the cities in your empire. And instead of having to garrison and build your homecity, you will be building an empire, with dozens of armies, reinforcing up to 28 cites on the worldmap, each with large individual garrison.

Vassal towns has been greatly expanded with new features to make it worth holding and fighting for, with full functionality of the homeland - from training all kind of troops, to upgrading your town with various merchants, and can generate incomes to match your homeland.

Players have to garrison their towns to avoid Vassal rebellion, bribe Vassal lords to maintain good relations, and 3/4ths of fighting to acquire a new town will be through PvP, taking the town away from some other player.

Players will be greatly encourage to defend their vassals if other players attack, as PvP protection is not an option in late game, and aside from large pay out penalty for refusing Vassal defense, it greatly damages your relations with your vassal empire. And of-course, rewards for fighting a PvP vassal defense battle are amazing.

This expansion also comes with several key big fixes, and completely re-balances all economic factors in-game.


The Big Update
The second update will see all the features and engine update from Kingdom Wars 2: Battles ported to Kingdom Wars 1, including new combat, new pathfinding, stable game client that doesn`t CTD, and much better performance. This update titled "The Big Update" (better name soon) is due as soon as KW2B reaches beta stage, and we can safely port everything over to Kingdom Wars 1. We are hopeful for an April 2016 release
...

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