Medieval Kingdom Wars - Dev Konstantin


Hey Everyone,

We hope everyone`s enjoying their summer, and in case you decide to spend some time with MKW this weekend, there`s a nice new update ready - full of pleasant surprises.

As you might have heard, our team is busy working on another project - KW2DE - rework of our earlier game, that we are releasing for free for the players of the original. This is adding a bit of a delay to our MKW updates, but we are still on track. And you can expect a major update 1.15 in July that will finally include controlling AI lords, and giving AI orders in battle.

Meanwhile we wanted to update the visual fidelity of MKW, as well as iron out some issues in pathfinding and combat, and after few weeks of work on our game engine, we are finally ready to release this small, but sweet update.

And so presenting Update 1.4

-Visual Update - added Anisotropic filtering - on by default
-Visual Update - added Anti Aliasing filters - MSAA 2x,4x, 8x
-Visual Update - various minor improvements and post-processing tweaks
-Updated options menu layout to implement new visual options
-Major pathfinding update when tasking a large number of units
-Fixed pathfinding issue with units ignoring orders to move
-Fixed pathfinding issue with only some battalions moving while others don`t
-Pathfinding improvements to tasking units across the map and in combat
-Pathfinding improvements to tasking a large number of battalions into a tight space
-Units form up on the wall on most levels (other than hamlets) much better
-Fixed units positioned on walls, sometimes standing on the ground
-Fixed Garrison Commander Achievement

A word of a warning, for most players we recommend using Anti Aliasing filter set to 2x or at most 4x. 8x only make sense on more advanced video card like 1070+
Medieval Kingdom Wars - Dev Konstantin


Hey Everyone,

Just some quick info regarding the upcoming updates - and a preview of next week`s update 1.14...

But first - we have to apologize for the delays... As you might have heard we are working on launching Kingdom Wars 2: Definitive Edition - a total rework of our previous game, that we are releasing for free for our players who purchased original KW2B. You can find out more about it here:

https://store.steampowered.com/app/1036440/Kingdom_Wars_2_Definitive_Edition/

Unfortunately this launch is delaying work on the upcoming update 1.14 for MKW. We hope you can forgive us, we always want to do right by our players, and with a team of our size there are sometimes delays due to numerous projects and updates.

However, we really don`t want you waiting for a month for the next big update - so what we`ll do is release a mini-update 1.14 sometime next week. It will not include all the cool gameplay features like controlling lords and giving AI orders in battle... as we will have to push forward these additions for the big update 1.15. You can expect 1.15 later on in July.

With that said, you can expect some pretty cool things in this mini update 1.14 next week:

-Major visual update for our game engine - anti-aliasing, anisotropic filtering, post-processing e.t.c
-Major pathfinding engine update - makes tasking and controlling units in combat much easier, and solves problems like units sometimes ignoring orders
-Couple of minor fixes here and there

Thanks for your patience, and your continuing support!
Medieval Kingdom Wars - Dev Konstantin


Hey Everyone,

We are very excited to bring you the long awaited update 1.13. In the recent poll - our players indicated that better performance is the top priority, and so we got to work... Over the past month we went through the entire game code line by line. Results have surpassed our expectations - but we`ll let you experience it for yourself.

But first some more good news - sale is here!

The Big MKW sale
And it`s time for the biggest sale on MKW we had after release. At 40% off, and plenty of post-release polish and new content, it`s a great time to join the game. This is the best deal on the game for the next few months, so if you were waiting for a good opportunity to get the game - this is it.

Update 1.13
On average the frame-rate should nearly double for majority of players, and large battles should play out smoothly.

This update also includes couple of cool features - like sharing line of sight with your Kingdom and Allies, as well as greatly improved World Map AI, with higher intensity, and introduction of long range expeditions by AI.

And please keep in mind that with update of this magnitude there might be some issues - but we`ll be sure to hot fix anything reported asap.

We are also looking forward to releasing massive update 1.14 later this month - being able to control AI lords both on the world map and in battles is a true game changer.

And so presenting Update 1.13


PERFORMANCE AND OPTIMIZATION
  • Major revision of the game code line by line to improve performance
  • Major visual performance boost for low end systems - average from 20 FPS to 40 FPS
  • Major visual performance boost for mid and high-end systems - average from 45 FPS to 70 FPS
  • Major combat performance boost in all situations
  • World Map visual performance increased - with FPS nearly doubled
  • Resolved major lag issue in large town battles
  • Fixed game stopping lag issue during very large battles in all scenarios
  • Fixed visual lag when selecting large number of units
  • Significant performance boost in all situations across the board
  • 20% latency decrease in multiplayer games
  • Fixed common lag spikes when playing on the world map
  • Animations are smoother, and a little bit slower for better presentation
  • Fixed game stopping lag spike when attacking through the gates and other choke-points

MAJOR CHANGES AND ADDITIONS
  • World map fog of war is revealed by your Kingdom and Allied nations
  • Complete rewrite of the World Map AI
  • World Map AI is a lot smarter, plans it`s attacks better, and does more long range expeditions

FIXES AND ADDITIONS
  • World map on lowest settings now looks correct without missing trees, rocks and other objects
  • Units now look good during cinematics even on lowest model quality settings
  • Units now properly line up on walls in large town and other scenarios
  • Removed outdated Cant Move Mouse message on the first run of the game
  • Tasking multiple rams on a gate now only tasks one of them
  • Army strength indicator updates right away after adding or healing units.
  • Fixed world map army overlay jumping up and down when moving on the world map

BALANCING
  • Unit movement speed, building construction, and economy is nearly 20% faster on lower game speeds

DOWNGRADES AND COMPROMISES
  • Reduced number of units in battalions by 15%
  • Quality of units on highest settings slightly decreased
  • Reduced fog effect and clouds on the world map
  • Slight downgrade to the look of the fog effect
  • Some effects like fire and smoke are a little bit slower
  • Small downgrade to the quality of trees on the world map
  • Text on unit GUI portraits doesn`t have a shadow and slightly harder to read
Medieval Kingdom Wars - Dev Konstantin


Hey Everyone,

Last month we started a new in-game poll, asking You to decide what you want the team to work on. And the results are in! Hundreds of players have cast their votes in-game and our plan for May and June is now set.

Requests for performance improvements overwhelmingly came on top with several hundred votes.

So it`s set - for the next several weeks we`ll be going through the game code line by line to boost performance as much as possible, especially in large battles. There might be do some minor sacrifices - like reducing number of terrain objects on the world map, and cutting number of units in battalions by a third. All in all - we expect solid results.

The second place in the poll was given to controlling AI lords, and we are working on this right now - with a lot of these elements making it into update 1.13, and more to follow. From shared views, to maintaining good relations with individual lords to be able to issue them commands on the world map. You will also be able to give commands to AI lords on the battlefield.

Thanks again for voting and your feedback! And we hope to bring you massive update 1.13 towards the end of next week.
Medieval Kingdom Wars - Dev Konstantin


Hey Everyone,

Thanks to your votes in the last poll – we got really needed feedback and heard you load and clear. New features like unit overlay GUI are now in-game. It`s time for a new poll...

For these of you just joining us - we have a voting poll right in the main menu, where our players decide what the team works on...

With over a dozen massive updates since release - MKW is starting to mature, and the number of players spending 50 and even 100 hours with the game have greatly increased. Perhaps it`s time to start adding major new features? However - there are still some performance issues affecting a number of players - especially in the large battles. So what should it be?

We can work on new awesome diplomacy features, giving orders to AI lords, starting work on Coop or working on the game world - adding forests, deserts and more. To see all the projects, we have planned for 2019 please click the button above.

Voting options this week are:

  • Major performance improvements, especially big town sieges
  • Terrain variations for maps and towns - deserts, forests etc
  • Giving direct orders to AI Lords and AI Armies on the map
  • Relations with AI lords - friends, betrayals, revolts
  • Major world map GUI improvements - transfer window, walls etc.
  • Forget everything - only work on Coop!

You can find the full list of planned projects on our roadmap here: https://steamcommunity.com/app/499660/discussions/0/1843566500534219066/

Thanks for your support!

P.S. Please keep in mind that we are just became aware of a couple of rare but annoying bugs in the current build - like rare missing units and some issues selecting armies, we should have this resolved asap.
Medieval Kingdom Wars - Valve
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Medieval Kingdom Wars - Dev Konstantin


Hey Everyone,

Another massive update today - as the team is working in overdrive ready for our next milestone.


It`s time for a sale!
To celebrate this milestone, we think the time is right to start a big two week-long sale, and show the game off to new players! We - the developers will also be extra active in-game chat during this sale - any questions or feedback - just open the game chat, and talk to us:)


Update 1.12
Now lets talk about this awesome update 1.12 - it comes with nearly half a hundred changes and new features. And every area of the game got some loving and polishing.

Especially the world map AI and pathfinding. It`s a joy to see your units nicely lined up on walls and ships now. Mid to late game has also been greatly re-balanced, together with a new approach to Kings diplomacy.

And we are aware that some of our players might not dig the new changes with making the game harder, especially happiness and silver drain. For these we have added a new campaign mode - Chill Mode, that basically removes these limiters.



Looking ahead we are planning to solve last performance issue during large battles, as well as the last rare crash happening at the loading screen. The new poll will also go live shortly - as it`s time to start work on some big new projects - like commanding AI lords, new terrain, perhaps CoOp.

As always - forever grateful for your support!

And so presenting Update 1.12

MAJOR CHANGES AND ADDITIONS
  • Greatly improved visual performance when many units are on screen
  • Added Chill Mode to the campaign - greatly reduces silver and happiness drain for a calm and easy gameplay
  • Major pathfinding update - units appear on walls correctly now, without units dropping to the ground
  • Fixed a lot of additional problems with pathfinding on walls
  • Livestock now has an overlay icon to make them easy to select or task peasants on
  • Fixed major issue - archer units can attack buildings now
  • Fixed units falling through ships in naval combat and all other naval combat pathfinding issues
  • Reworked diplomacy peace making - it`s now much harder and expensive to conclude and maintain peace
  • Fighting enemy armies increases diplomatic relations and greatly helps with peace negotiations
  • Fixed major lagspikes when sieging large towns and AI opens gates to ride out
  • Battle rewards now scale depending on the battle size.

WORLD MAP AI REWRITE
  • Major rework and improvement to world map AI - armies will no longer attack same targets but spread out to look for weaknesses
  • World Map AI will often now attack in the first couple of months of the campaign, instead of letting player build up for a year
  • Fixed major issue with world map AI sending armies to attack player - will seem like a brand new experience. Effected all mid to late game campaigns
  • World Map AI will now send armies to attack player from far away towns and nations
  • World Map AI will complete it`s attacks on other AI towns faster without waiting around for months
  • World Map AI will never take long year long break from attacking player


FIXES AND ADDITIONS
  • Fixed Options menu appearing behind quest windows and being unusable
  • Changes to Tutorial and Campaign where sound volume for voices will no longer jump up an down
  • Fixed voices narration volume in campaign and tutorial being too quite
  • Added new Voice Volume setting to the Options - controls voiced over narrations volume
  • Fixed unit groups at the top overlapping with building banners
  • Fixed weird sound popping when skipping to the next dialogue conversation in tutorial
  • No longer applying large happiness penalty for entering town, only usual drain over time
  • Looted town is no longer auto-invited to join battle
  • Fixed game hanging when auto-resolving battle with a looted town
  • It`s now possible to select buildings by clicking the building banner
  • Building banners now show in multiplayer games
  • Fixed issue with world map army selecting when clicking on the ground near it
  • Greatly reduced lag that sometimes would happen when capturing the enemy flag
  • Fixed various issues with units on walls or on ships at the start of the game
  • AI will rush out from walled city to counter only if it has a strong chance of winning
  • Very rarely will AI now rush out from town just to surprise player
  • Large ship in naval combat can now be fully walked on
  • Fixed issue where AI army half across the screen would still protect it`s city
  • Arrows and ballista will no longer always hit village houses and set them ablaze
  • Ships no longer disappear during naval combat intro and outro cinematic


BALANCING
  • Diplomacy Gift and insult cost greatly increased, especially when the player is King
  • Trade Agreement cost increased when the player is King
  • Declaring War on a nation sets relations to -50, instead of 0
  • Increase the silver cost of Suing for Terms by 10x
  • Reduce diplomatic cost of Suing for Terms from -10 to -5
  • White Peace available at -10 relations instead of -30 relations
  • Only armies directly on top of cities will be auto invited to defend them
  • Range where armies can be invited is reduced by 30%
  • Can capture more units during battles, from up to 5 increased to 8
  • Mounted hobelar nerfed around 20%
  • Livestock max food is half of what it used to be. Same on start and grow quicker
  • Raising towns now has less diplomatic relations penalty, -3 for hamlets and -6 for towns
  • Reduced battering ram attack by 30% - to make Belfry and Escalade more attractive options
  • Reduced archer fire arrows damage by 25%
  • AI gets 5 minutes less (25 total) to conquer large player town
  • Silver drain increased- half an hour long battle now costs around 600 silver on medium
  • Units a 20% more likely to stay and fight until death instead of retreating
  • Price of trade goods increased 2x, makes it more important to produce trade goods in cities or through combat
  • Selling trade goods is 2x more profitable now

Medieval Kingdom Wars - Dev Konstantin


Hey Everyone,

The massive update 11 is finally here! This update adds a number of large new features and also redefines the gameplay - addressing main player complaints of the past month. So let's see for this Game Changing update has to offer:

The # 1 player voted feature has been completed - battalion flags and information overlays. Combat is now a much better experience, and RTS portion of the game feels quite different from what our players are used to.

Next up we worked on addressing the main player complaint - too much grinding and time building up towns. To this end - we have greatly sped up everything in RTS game mode, from economy to combat. In fact, higher speed controls are no longer necessary -which in turn greatly helps with performance.

Please keep in mind - that we listen to our community closely - and if the changes won`t be popular we are completely open to reworking this again. With the update of this magnitude, there`s a potential for new bugs. We`ll be correcting and improving things based on your feedback over the next couple of days

The update comes complete with over half a hundred other changes big and small affecting every area of the game. We hope you`ll enjoy the experience as we continue to work. Thanks for your continuing support, a lot more amazing updates on the horizon!

New Poll & Upcoming Sale
And we`ll be starting a new poll later this week - with an important choice between CoOp, trade, and controlling AI lords.

Also - we`ll be starting our first post-release sale next weekend - so if you're waiting for a discount, it`ll be a good time to join us!

And so presenting Update 1.11

MAJOR CHANGES AND ADDITIONS
  • Added detailed overlays for all unit battalions with a unique flag for each unit type
  • Added useful information to unit flags including hitpoints, stamina, level
  • Retreating battalion is clearly marked with ripped up white flag
  • Fixed the last combat crash, the only rare crash left is on the loading screen
  • Completely reworked how melee units attack buildings and gates
  • Added hitpoints bars to siege equipment, buildings, walls, gates - only shown when damaged
  • Added ability to select and task units by their flags instead of units - simplifies battle controls
  • Added silver reward for completing grand campaign objectives - from 8000 to 90k silver
  • Improved random terrain - more variation and less closed off areas
  • Removed grinding from building up towns in campaign mode - much faster, streamlined experience
  • Reworked RTS gameplay flow - much faster resources income and build times
  • Skirmish rebalanced for much faster gameplay experience, with faster AI progression
  • Build and Destroy gameplay plays a higher role in battles now - allowing both the player and AI to build up faster
  • Removed high game speed option in RTS gameplay - no longer needed with faster gameplay
  • Player will now get kicked out of town management, once happiness drops below -50
  • Reworked how world map objectives are shown in the tutorial
  • Fixed major issue with cavalry being useless in melee combat



FIXES AND ADDITIONS
  • Retreating units are now removed from unit type numbered groups
  • Reworked unit routing - only some will route, and some will die - freeing up pop for build and destroy gameplay
  • Can no longer target mill or village houses
  • Larger battalion tasking arrow
  • Fixed selecting units from multiple unit selection only working half the time
  • Fixed game breaking bug when resuming a saved Hamlet battle in Skirmish menu
  • Allied player AI is now dark blue color instead of grey
  • Reworked the look of the town and battle minimaps
  • Greatly reduced number of spike walls on all siege camps - easier to form up armies and navigate
  • Ballista bolt now has a visible attack trail
  • Tutorial 2 polished and improved – the English now properly retreat, less total defense time
  • Tutorial 2 and 4 minimaps fixed
  • Chapter 2 tutorial removed a confusing front walls control point
  • Tutorial chapter 7 fixed the bugs with stone and iron mine confusion
  • Fixed a lot of level design issues in the town of Caen level
  • Corrected some hamlets using old round towers
  • Chat is now always closed when starting the game
  • Ranged siege weapons have a larger line of sight
  • Ranged siege weapons will only fire at targets within their line of sight
  • Fixed exploit with Army Tent destroy button
  • Fixed issue with campaign cinematics playing with other background voices
  • Faster screen scrolling speed in battle on minimum zoom out
  • Slightly higher min zoom in the camera



BALANCING
  • Rebalanced unit strength values - militia and hunter less, elite units more
  • Hamlet upgrade cost increases by 40% of the base cost per city level
  • Greatly increased starting resources for build up
  • Increased happiness drain and silver drain - was necessary as gameplay is much faster now
  • Greatly increased all buildings hitpoints - harder to destroy with siege and fire arrows
  • The cost of leveling up building is greatly increased both in towns and on the World Map
  • Leveled up buildings are about 30% more effective now in battles and production
  • Units have a higher chance of fighting until death without retreating
  • Looting and Raising low-level towns bring 200-400 more silver
  • A bit of a boost to ranged units - were nerfed too much before
  • Major boost to cavalry in all stats for the best field unit
  • Destroying building on the world map gives fewer resources
  • Siege units consume 1 resource of stone or iron for each shot
  • Storehouse add 100 additional storage Base storage increased by 100
  • Increased peasant carry capacity by 50%
  • significantly increased price of walls in Iron
Medieval Kingdom Wars - Dev Konstantin


Hey Everyone,

We have a small, but important update today. There have been a lot of complaints about two core gameplay elements play out - collecting taxes, and grindy build up in the town mode. It`s time to address this.

Taxes now generate faster and towns can store more tax income, but collecting taxes now comes with a big -15 happiness penalty. This really changes up how players approach taxes - immediate needs vs happiness penalty.

The happiness penalty for managing towns directly has also been greatly increased 2 times. Together with more silver from taxes, and less overall town happiness - gameplay shifts a lot towards managing towns on the world map. It`s now critical to figure out how to build up towns using less time - adding some core buildings and serfs on the world map before entering a town. This also addresses the exploit of entering to build up town garrison right before AI army is due to attack it.

Some of you might find these major gameplay changes to be odd at first, but we ask you to take your time before passing judgment - gameplay is quite different now, but it does make the game more challenging and faster. But of course - if you really don`t like the changes - let us know, we are open to revisiting this balancing.

We expect the next large update towards the middle of next week - finally adding combat units GUI overlay.

Thanks for supporting MKW - we are just getting started - a lot more amazing updates to come!

And so presenting Update 1.10.

MAJOR CHANGES
  • Collecting taxes now imposes -15 happiness penalty on a town taxes are collected from
  • Re-balanced collecting taxes - makes sense to let them accumulate and not click to collect all the time
  • Happiness while building up towns goes does significantly faster - twice as fast
  • World map gameplay re-balanced to be less long grind buildup oriented

FIXES AND ADDITIONS
  • Re-positioned world map army GUI to be centered
  • Fixed Social window where none of the buttons would work
  • Aligned recruit units world map window - no longer overlaps the chat
  • Aligned and re-scaled transfer units world map window - no longer overlaps chat and smaller
  • Fixed adviser tooltip covering adviser buttons
  • Corrected Swordsman description
  • Taxes generate 30% faster
  • Maximum tax storage per town increases by 100%
Medieval Kingdom Wars - Dev Konstantin


Hey Everyone,

Another solid update today - as we continue to improve GUI. You`ll notice a lot of changes in every game screen, especially on the world map. We also took a step back to fix a lot of smaller bugs and issues across the board and worked on a lot of quality of life improvements. Combat also got a lot of attention with reworked ranged combat and better sounds.

This massive update with nearly 40 new features and fixes makes MKW play a lot smoother with fewer annoyances. Now that we got most of the bugs out of the way - the road is open us to add the major long awaited feature of floating combat units overlays. We expect the milestone 10th update towards the middle of next week.

Thanks for supporting MKW - we are just getting started - a lot more amazing updates to come!

And so presenting Update 1.09.

MAJOR CHANGES
  • Finale changes to the world map GUI - moved a lot of components around
  • Reworked Army and Town world map windows - no more overlap with the chat
  • New GUI art updated across the game
  • Chat now uses a modern approach to chat GUI with transparent background
  • All GUI windows redesigned to be significantly darker and less transparent
  • All tooltips are much darker and easier to read
  • Redesigned Steward window much easier to look at, and to see information
  • Can now invite armies of allied nations and your own nation to battle
  • Options Menu added clear Apply and Cancel buttons


FIXES AND ADDITIONS
  • Fixed rare instance of world map not responding when auto-resolving battle
  • Fixed rare bug with world map being paused with no way to unpause
  • Fixed AI attacking player army on top of town, instead of attacking the town
  • Fixed world map Army GUI floating on air when the game is paused
  • Fixed selecting units from multiple unit selection
  • Fixed all issues with ranged units shooting outside of their line of sight
  • Greatly reduced the arrow trails - arrows look a lot more realistic
  • Polished combat sounds - a lot more death screams
  • Updated premade group icons for ranged units and peasants
  • Fixed news window format breaking and displaying the date when loading next news story
  • Player color is brighter red now
  • Player allied color is a much darker red, almost black
  • England color is a different shape - more different from players Red now
  • Updated Horse Cart and Oil Cart unit portraits
  • World Map minimap terrain now perfectly fits town locations
  • A little bit of transparency for World Map minimap
  • Fixed social window overlapping with town banners and army GUI
  • Improved + and - tax rate buttons
  • Corrected Oil Cart description in all languages
  • Selecting army no longer centers camera on it


BALANCING
  • Crossbowman will no longer shoot short of their target
  • Crossbowman shoot in smaller angle - more direct line of fire
  • Ranged units no longer gain larger range with higher level
  • Horse Cart added to Peasant pre-made group
  • Adjusted capture flag to ignore retreating units for calculating capture time - much faster to capture it now
  • Peasants and siege weapons no longer count towards protecting the flag from being captured
  • Ballista now consumes 0.5 iron when firing, helps nerf siege weapons
  • Catapult, Trebuchet now consumes 0.5 stone when firing, helps nerf siege weapons
  • Elite Knight self-healing ability nerfed to heal 50% less
...

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