We wanted to share some more progress on AI Kingdoms update. There's still much to do but things are starting to come together and each day it gets more exciting. Here's what we've been working on lately:
City Building AI
The city building AI has come a long way - the city on the cover image for this update was built by the AI! It can reach the 1000 peasant mark in about 100-130 years with a happiness of about 75-80. This is a major milestone for the AI. It handles building all the things peasants need including bathhouses connected to aqueducts and noria. The AI also builds defensive walls and spins up archer towers quickly to protect against early attacks. Here's a timelapse of the AI growing its city:
Sea Gates
The AI Kingdoms update will also include new buildings, including the Sea Gate. You can use this to allow your ships and friendly ships to pass freely while blocking hostile ships from entering:
We're still hard at work on the AI Kingdoms update. Currently we've been diving into expanding the city building AI and tying it into a diplomacy and trade system. Still mucking around in the guts of that so we'll have more to show there later, but we did want to show off a couple other things that'll be part of the update:
Visibility System
We've been working on a fog of war style visibility system. So far we're thinking you'll have full visibility on your own landmasses, but AI controlled landmasses will be hidden unless you have units to scout them. Here's a little demo of the effect where I walk my knights through an AI's kingdom. This looks a lot better at a normal frame rate (steam only allows gifs 3mb in size, so I had to reduce the frame count to fit).
Jousting Arena
We'll also be adding a jousting arena. If it's properly supplied with food and armaments, jousting matches can take place and spectators will arrive to watch - if you have idle peasants. This will be a late game happiness building with a very large effect radius. The system that places idle people in the crowd will also be used to let idle people visit statues, taverns, cemeteries and other buildings like that.
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:
We've been working hard on the upcoming AI Kingdoms update, here's what we've been up to:
AI Defense
Michael has been doing more great work on city building AI. It will now reinforce its walls in response to attacks, and it places towers in a natural and very functional way. Here's a screenshot of a town the AI was able to build and defend using the new tower placement algorithm:
New Shipping Route UI
Meanwhile I've been revamping the ship route UI to be more intuitive and streamlined. Now you'll be able to see the shipping routes visualized in the world and the UI on the right should read more clearly. You will also be able to drag and adjust the ship's path however you wish. It used to take more than 20 clicks to set up a route between two docks, now it will take less than six (I had to split this gif into 2 parts to get around steam's size limit):
Player Controlled Merchant Ships
Another reason we wanted to change the shipping route UI is to support player controlled merchant ships. You'll be able to build your own merchant ships and use them to sell your resource to AI controlled kingdoms. We're reworking the merchant ship models as well:
Until next time! -Pete & Michael
P.S. We're also working on mod support. We'll have more to announce on this very soon!
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!
Fish
We’ve added fish as a new food source. New maps now have areas where fish will spawn. Old maps will be automatically upgraded to have fishing grounds when loaded. Fish will spawn more fish, and can expand a little from their initial fishing grounds, but will mostly stay in the same region.
Fishing Hut
To catch the fish, build a fishing hut nearby. It comes with a little boat that will go out and catch fish, but will take shelter during storms. Be careful not to overfish; fishing grounds can become depleted if too many fishing huts are built nearby. Peasants can take fish directly from the fishing hut to eat.
Fishmonger
This building takes fish from the fishing hut and prepares them for eating. Using 1 tool and 1 fish, the Fishmonger will output 3 fish. Fishmongers can store 75 fish. This building will be an important part of keeping fish supplied in your kingdom. Peasants won’t want to live too close to it though, due to the smell.
Produce Storage
The 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.
Small Market
We’ve now added a 1x1 Market. It employs fewer people and stores less, but it should be easier to fit into some city layouts than the existing 2x2 Market. It also costs less to build.
Swineherd
You can now build Swineherds, a 3x2 building that raises pigs. Pigs consume wheat and can be slaughtered for meat. If there is no wheat to feed the pigs, like peasants, they’ll get hungry and eventually die off.
Butcher
Butchers will take tools and 1 unit of meat from Swineherds and turn it into 3 servings of meat. They function a lot like Fishmongers. They can store up to 150 meat. Peasants won’t want to live too close to the butcher either, due to the smell.
Health
To 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.
Optimization
As mentioned in our previous development update, we have implemented some performance optimizations targeted at large cities with lots of resources. In our benchmark city, we were able to improve performance 30% from 17-18fps to 22-25fps, though results vary depending on city size/composition and your computer specs. Let us know if you see an improvement! More optimization is coming in future updates.
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. That means if their only source of wheat/bread is more than 30 tiles away, it will count as ‘too far away’ and they won’t go out to gather it
Markets now collect apples, bread, wheat, fish, and ham
Tavern has been re-tuned slightly and now consumes both wheat and apples but provides a little extra happiness if you can supply both
Neighbor and road access happiness bonuses adjusted
Houses too close to Iron Mines suffer a happiness debuff (the same as Quarries and Charcoal Makers)
Large and manor houses too close to a Swineherd or Fishmonger also suffer a happiness debuff
Added some in-game tips on picking a starting position for your Keep for first time players
Field flooding now only happens within a few tiles of the shoreline. Chance to flood is displayed in the building UI when clicking on a Farm.
Aqueducts can now be built over the top of Iron Mines, Quarries, and Charcoal Makers
Stone Walls, Gates, and Bridges can replace Wooden Walls, Gates and Bridges without having first demolished them
Rock removal now automatically removes the rock after construction has finished
Attempted to fix bug where drag-to-demolish triggers erroneously
Fixed an issue with gold income info not adding up correctly
Fixed Twitch integration (twitch had changed their API since our last update)
Fixed closed/unconnected Bathhouses from contributing to peasants’ Bathhouse satisfaction
Fixed bug where ships were not using Moats to sail through when possible
Fixed issue where you could not place a Dock adjacent to Moats
Rival Kingdoms Progress
You’re probably asking, “Cool fish and everything but what’s up with the AI Rivals update? 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!
And what about VR?
VR is scheduled after AI Rival Kingdoms. We’ve done some proof of concept work already, we’ve posted it before but if you haven’t seen it, check it out here: https://streamable.com/86ler
Here's a little preview of what we're currently working on for our upcoming updates:
Rival Kingdoms Progress
We are running various design tests on how trading and diplomacy will work with the other kingdoms. At the same time we're continuing progress on the city building AI. The AI can now build and sustain a city of hundreds, including building food storage, happiness buildings, and defensive walls: There's still much to do here but the foundation is solid and it's been very cool to see all the work on the city building AI come together to allow it to build thriving cities.
Fishing
We will be adding the much requested fish food source. Eating fish will tie into a new villager 'health' mechanic. You'll be able to build Fishing Huts that will send boats out to catch them and Fish Mongers to store/distribute them:
Optimization
We have also been digging very heavily into optimizations. We're currently testing some optimizations that improved the framerate on our test case city (a completely built out map with 100,000+ total resource stored) from 18fps to 25fps which is about a 30% performance boost (although results will vary based on system specs, city size and composition). We'll be continuing to go as far as we can down this road to try and get more gains.
Today we've got an update for you themed around Warfare! We've implemented lots of new system and features - all in support of our future AI Rivals update.
Any bugs, issues, or have any feedback? Let us know on discord or email contact@lionshieldstudios.com. Big thanks as always to all our beta testers and translators! Here's what’s new:
Military System Revamp
We 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. Additionally:
Left click and drag will select multiple units, shift and ctrl click work as well.
Chamber of War no longer recruits generals, instead it can activate a ‘Hazard Pay’ bonus which doubles all unit damage in exchange for higher soldier wages while active.
Units can walk on walls and towers (more on this below)
Units can be queued up at a barracks/archer school (like in an RTS)
Units can be disbanded
Partial strength units can ‘recuperate’ at the barracks to return to full strength
Military units now need to be paid wages (previously only tower emplacements were paid wages) and will disband themselves if they aren’t paid for a few years.
New Unit - Archer
We’ve added an archer school building that works just like the barracks except it produces archer units. They can attack enemies with their ranged attack but are very weak when engaged hand-to-hand. They also gain the same range bonus when stationed on walls that normal archer towers get. And on that note…
Units Can Walk on Walls - Castle Stairs
You can now build castle stairs which allow units access to walking on your castle walls and towers. We’ve completely revamped the pathfinding tech to make this work and set up little doors automatically when a tower meets a wall. One set of stairs will allow access to any contiguous piece of wall, but you’ll probably want multiple sets of stairs for quick access.
Troop Transport Ships
You can now build troop transport ships and use them to move your armies across deep water and on to other landmasses. Each ship can carry three units. To load units, select them and order them to move to a transport ship. To unload, select the transport ship and right click anywhere on land.
New Viking Unit - Thief
Viking thieves move faster and don’t start fires, but if they make it to your treasure room they will steal 100g. Make sure to kill them before they escape back to their ship to reclaim the gold!
Viking Raid AI Improvements
Viking raids can now launch on multiple fronts and they can also leave on any viking boat, not just the boat that brought them. Viking boats are more reactive to picking up escaping vikings. Viking raid escalation tweaked to better adapt to player skill.
Note: if you are using an old save the next few raids will be weak until it catches up with your progress.
Drag Placement
You can now click and drag to place multiple roads, farms, orchards, aqueduct, castle blocks, cemeteries, and piers. You'll be able to place up to 100 buildings per drag placement.
Drag Chop, Rebuild, Demolish
You can now click and drag to order peasants to chop multiple tiles of wood, rebuild large areas of rubble, or demolish lots of buildings at once.
Control Tweak
We 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.
Other Fixes/Improvements
Rebuild now works as expected on castle towers and tiles with aqueducts
Aqueducts can be built over hovels
Fixed gates not visually closing when vikings were nearby
Map generation tweaked to better guarantee viable amounts of stone and iron
Fixed some load/save exploits with the witch
Fixed cemetery orientation getting lost after a load/save
Fixed generals not attacking ogres
Reduced gravekeeper walk speed from 2x to 1.5x
Military units get same speed bonuses on roads that villagers do
Roads can be placed anywhere and do not need to be connected to other roads
This update is taking a little longer than our previous updates because we're adding a bit more new stuff than usual (thanks for being patient!). We're getting close! Here's another preview of some of the upcoming new stuff.
Rectangle Drag Placement
Last time we preview the 'click+drag' placement of roads. We are also adding a rectangle mode for click+drag placement to work with fields, orchards, cemeteries, and piers. Here's what it looks like:
New Viking Unit - Thief
We're adding a new viking unit which walks faster than normal vikings and instead of starting fires, they try to find your treasure rooms and steal your gold. If you can kill them before they get away you'll be able to recover the gold:
We'll post again when the update is ready for testing and feedback. In the meantime you can:
We wanted share some of the progress we’re making on the next update, we've got some pretty interesting changes coming up.
Troop Transports
As mentioned earlier, we're upgrading core parts of the game to better support AI rival kingdoms and we want to release these upgrades as they become ready. For example, in the last update (Infrastructure II) we upgraded the map generation. In this coming update, we'll be upgrading how armies work. You'll be able to click+drag select them, load them on transport ships, send those ships to a new landmass and unload them (ship art is not final):
Click and Drag Placement
We'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!
It's time for another big update! As we mentioned in our last development post, the AI rivals will need a lot of big tech changes and we’ll be rolling some of those out early as we finish them. The first early tech change we’re launching for this update is a big rework of the map generation.
We've reworked map generation algorithm. Now distinct landmasses will be farther apart (no more landmasses separated by just 4 tiles). Additionally maps have a chance to spawn with shallow water rivers. Map island shapes should in general be more interesting. All landmasses are guaranteed to be above a certain tile count and wolves also won’t spawn on small landmasses. Finally, maps got a bit bigger! The number of build-able tiles increased by 20-30% per map size.
Wooden Gates
These will match up better with wooden walls, and are cheaper than stone gates.
Stone Bridges
These bridges fit together with stone roads and provide the same movement bonus. They are impassable by ship so be careful you don’t box in your transport ships. Viking ships can't pass through them or destroy them.
Fire Brigade
You can augment the automatic volunteer peasant firefighters with actual firefighters who hang out at the Fire Brigade building until needed. These professional firefighters run very quickly and put out fires much quicker than normal peasants. With the right Fire Brigade placement, you’ll now be able to put out fires that would have destroyed buildings when the peasant volunteers were too far away to arrive in time.
Twitch Integration
If you'd like, you can turn on streamer mode in the settings. A twitch icon will appear on the side of the screen, enter your username there, start streaming and viewers can vote on what befalls your kingdom: bonuses, disasters, and other events!
Tax Tweaks
The tax rate used to go from 1 to 3. Now it can do half increments (so 0.5, 1, 1.5, etc). As a stylistic choice we’ve changed the display to show a percentage so if you had a tax rate set at 3, it’ll now show as 30%, but all the internal math will remain the same. This will allow you finer grain control over taxation vs. your kingdom’s happiness.
Windmill Bonus Tweak
Windmill bonuses no longer stack with adjacent windmills and instead each does a flat +3 per tile. It turns out with overlapping bonuses a really strange formation of farms and windmills is optimal (long rows of windmills with a row of farms in between). We wanted to make it so you don't have pack windmills in a line to get optimal food output.
Other Improvements/Fixes
For older mac users who weren’t able to see trees, you can now turn on ‘Mac Compatibility Mode’ in the settings to address that.
Optimization pass
Dragons are less punishing in terms of how many people they kill (especially large dragons)
Stockpiles are treated as stone roads regarding peasant walk speed
Added dirt under the stone roads so they match up with regular roads/gardens better
Baker bakes faster (10s per bread from 15s)
Right click now also deselects tower range UI
Previously viking ships would phase through drawbridges, now the drawbridges go up when any ship comes through
Display charcoal maker yearly output
Reduced costs on castle blocks
Tweak castle tower ballista/archer ranges
Reservoirs can be built anywhere (ignores road territory)
Fix issue where vikings spawned in creative mode wouldn’t always leave on their ships properly
Fix mason not repairing walls
Fix case where peasants could end up in deep water
Fix case where doctors could end up in deep water/floating in air
Fix garden not receiving adjaceny bonuses if under aqueduct
Fix armies not able to stand in town squares
Fix not being able to build castle blocks on top of a gate that had a garden underneath
Fix issue where delivery workers could carry their goods with them if they switched jobs
Other small fixes/tweaks
And of course, other updates will roll out new pieces of the tech we need to make rival kingdoms possible. Very excited to share what's in store!