Hope everyone is well and enjoying the summer. We have another solid update for you just in time for the summer sale. We`ve looked into fixing some of the remaining bugs, though happy to see we are getting less and less reports as the game is really starting to take shape. In addition we continue work on balancing, and making sure each of 50 factions and hundreds of possible starting Lords is fun to play and get good starting conditions. Work continues and we expect another update towards the end of June, it`ll be a big one.
As always - thanks for your continuous support!
Here`s the details of what Update 1.9 brings, and sorry for not going too much details, as there were too many types of the same fixes, so I`m just grouping these in categories
Playtested and rebalanced starting condition for more of North African kingdoms and lords
Redone diplomatic relations and polished starting conditions, as well as stats for most Slavic nations
Worked on making minor nations that start at war with much stronger enemies have better chance at surviving the early game
A lot of playtesting and rebalancing for majority of nations with several big towns
Corrected a lot of lord names and starting assets
Reworked a lot of the starting diplomacy for most nations
Fixed some Kingdoms that could not be defeated due to an incorrect or missing towns or lord links
Fixed several rare camera bugs
Fixed issue with naval combat being activated instead of land battles when armies are too close to water
Better balancing for tax income from citizens, was a bit too OP in later game making it too easy to win once you reach certain Kingdom Size
Fixed becoming King not working right for a few nations
Other minor fixes and improvements across the board
Kingdom Wars 2: Definitive Edition - Dev Konstantin
Hey Everyone,
We have another update for you as we continue to polish campaign and improve the skirmish experience. Special thank you for the bug reports posted and feedback on balancing. In skirmish you will notice some changes to how AI works around the level, which is especially visible on some more more complex levels. And campaign is getting a lot more love, especially the later levels that I didn`t get a chance to polish as much as the first 3 levels.
And we are working on a major milestone 20th update that should be ready by early July.
And now lets go over the patch notes for this 19th update:
Improved how AI navigates certain maps that helps on Dagbor level especially
AI will move troops closer together instead of sending long lines or solo squads sometimes
Updated the pathfinding time, so now when tasking multiple squads the time it takes for all of them to move is a bit shorter (25% or so)
Improvements to Chapter 5 of the campaign
]Improvements to Chapter 6 of the campaign
Finally got rid of most lag during the big siege in Chapter 4 of the campaign
Some localization corrections
Fixed a few tooltips giving wrong information
Fix a few missing or incorrect unit response dialogues
Some improvements in Skirmish win conditions
Better balanced out locations of resources on some of the skirmish levels
Get the game now, and traverse the mysterious temples with a spring in your step - you've seized a golden opportunity, and hopefully soon some ancient treasure!
Here is the next GIANT update for the game, as promised. There are a TON of changes in this update, so it is HIGHLY RECOMMENDED to start a new game if you have an old save. They will likely still work just fine, but there will be inconsistencies and may be problems.
Let's discuss some of the highlights.
First, you can now go directly to the Steam update news for the game from the main menu. You can also see the new greenish coloring of the selection box here.
Next, the resistances page has been better organized by side, and you can also see that electronic damage is now called interference. This is because the FIRST VERSION OF THE COMBAT HACKING SYSTEM IS NOW IN GAME.
A preview of the first two combat hacks. Bypass and Exploit.
The techie now begins the game with a hackpad (pretty much a cyberdeck) as seen here.
Next, the PDA now tells you what soundtrack is currently playing and has a shuffle option in the overview submenu. Lots of new soundtracks have been added.
Another major change to show off is two handed weapons and heavy weapons now have a "Heavy" trait which makes them require two hands. Making it so you cannot use a gadget at the same time. This does mean that for melee weapons with Heavy, they get some benefits as described in the change log below.
Beyond that, there are an absolute TON OF OTHER CHANGES, ADDITIONS, AND IMPROVEMENTS.
Check out the change log below!
Please note that these changes are not in any particular order.
Update 1.2.8 Change Log:
Bug Fixes:
Fixed a bug where companions could still be removed from the party if they were dead/broken but healed/recovered
Fixed Bull still being present outside The Eclipse after completing "Head in the Clouds P2" (Saves that are at this point won't automatically make him leave, but it isn't a huge deal - You don't really have to see him leave, it's just inferred he's doing investigating on his end too - This wasn't really a bug but more of something I wanted to add)
Fixed world modifiers array displaying some of them in the middle of the screen and some at the bottom
Fixed Anti Toxins spawning so frequently in loot containers (Moved them to the random drug/medicine list)
Fixed dialogue with Tara where you offer to help her showing Tanya's face graphic momentarily
Fixed Flak conversation not having a loop to the top after you buy equipment from him, which resulted in floating labels getting stuck off and forcing you to re-enable it
Fixed an unintentional setting in the "Shady Dealings" side quest where the quest related area (No spoilers) was still able to be entered after the quest was completed (Old saves will still be able to go in there one last time before it automatically closes, but it's not a big deal - This was just an oversight)
Fixed battlebackgrounds not having any battle motion (They are supposed to shift ever so subtly)
Fixed tilesets with metal fences (Chain link) not being evenly aligned properly with their vertical bars
Fixed enemies not using their full array of combat skills if their dedicated attack skill had too high of a priority (This was a bug that I did not realize existed until now, but was introduced in the update where I made regular attacks much more frequent... too frequent - I ran 30 rounds of combat and watched 5 enemies just repeatedly do their standard attack on my guy as I kept dev healing - that's 150 attack actions and no other actions chosen - After the fix, they immediately started using other skills instead)
Added a failsafe to protect against a rare crash when picking world modifiers in an old save in specific circumstances
Fixed Grady boss having some extra stat benefits that he wasn't meant to have (Extra evasion and initiative)
Trip and Lights Out abilities no longer adds your weapon stats to the attack
Heads up balloons are now closer to the character they originate from and better centered
Fixed a bug with the randomized protestor dialogue playing a line twice in one case
Fixed a bug with the confused status effect not lasting the correct amount of turns
Added a failsafe to prevent incorrect damage calculations in certain circumstances
Changes & Additions:
Added some new Steam Achievements
Finished "Relief Recovery" side quest (This quest has several different outcomes and several different ways to complete it)
Added an "Update News" option to the main title menu (Opens the Chaos Chain update feed on Steam)
Added a set bool to off command to the beginning of the cyware/biware check functions (For determining what kind - if any - of augments the player character has implanted - this will help the game more efficiently keep track of player character status and avoid any unwanted situations relating to the system)
Enemies are MUCH more likely to retreat now at either critical health or critical mettle (Morale)
Reduced animation size of the enemy retreat skill
Electronic damage renamed to Interference damage
Updated item/equipment descriptions for the change above this one
All characters by default (With no Cyberware) are 100% immune to the Glitched Status Effect (I had to do some reworking of the existing system, so old characters likely won't auto-update to this new setting)
All characters by default (With no Cyberware) are 100% immune to the Interference Damage (From hacking/cyber attacks - I had to do some reworking of the existing system, so old characters likely won't auto-update to this new setting)
Tasers, Stun Guns, and Shock Batons now do base (Default) damage instead of interference (This was an oversight when I implemented the cyberware system for how the damage was going to be calculated) but their damage formula has been reduced to account for this change
Added the very first version of the Hack Pad system (Basically cyberdecks to avoid any confusion - They require a processor implanted to be usable)
Added Ice Breaker Hack Pad (Gives Bypass and Exploit cyber attacks - First one is used to status effect the enemy and cripple them, second one is to crush them - THERE ARE NOT MANY ENEMIES TO USE THESE ON YET - THIS IS ONLY THE FIRST STEP TOWARDS GETTING THE SYSTEM IMPLEMENTED)
Glitched status effect now increases damage taken through interference damage by 20%
Added Bypass cyber skill and animation (3-9 Interference Damage, +70% Glitched, +10 Initiative On Use)
Added Exploit cyber skill and animation (7-13 Interference Damage, +5 Initiative On Use, +5% Glitched)
Techie character background now starts with the Ice Breaker Hack Pad instead of the infovisor
Processors now allow use of hack pads, hack pads now allow use of cyber skills
Updated Glitched status effect animation
Enemies will now use their full array of combat skills (As long as necessary conditions are met such as low health for bandaging, etc)
Added some new randomized main character names to the list (We're over 270 now)
Increased player-message interaction sound cues by 5%
All Plot related items are now marked with a "*" before their name so they are immediately recognizable
Version info will now only display on the main (title screen) menu and the in game menu interface
Choice selection color is now a faint green instead of the pink/red and the outline box has been updated to be more clear
Slightly increased all window background opacities
Updated difficulty selection tooltip to explain world modifiers
Default character name is no longer blank so you're forced to either enter a name or randomize it (The default names are the old Victor/Victoria, but you can still enter your own or randomly generate one - This is just so it doesn't start off completely blank in the box)
Adjusted EXP rewards on some side quests
Updated the journal description for "Head in the Clouds P3"
Added a new hint for the "Relief Recovery" side quest
Added Condemned Apartments: Basement area
Added Condemned Apartments: Storage area
Added new battle background graphic"Grungeinterior2"
Slightly reduced delay between randomized sound effects playing
Added helicopter flyby sound effect to the randomized sound effects lists
Added 5 more glass breaking sound effects to the randomized sound effects lists
Added 2 more wood breaking sound effects to the randomized sound effects lists
Added randomized earthquakes to the randomized sound effects list (It's a slight screen shake and sound - very rare, just for extra atmosphere)
Added randomized blackouts to the randomized sound effects list (The screen will fade to very dark and play a sound for a moment, then recover the screen and play another sound - very rare, just for extra atmosphere)
Damage values are now rounded to the NEAREST integer instead of the integer in which they are a part of (3.6 will turn into 4 instead of 3, 2.2 will turn into 2)
Added proper immunity checking to certain damage type handling to account for the extra random damage roll added onto all damage (If immune to a damage type, no extra damage will be added and the attack will fail - Example: Cyber attacks against a sewer rat probly won't do much..........)
EMP Grenades now deal interference damage as they should have originally but I was waiting for me to get some of the hacking system work done
Added some new character graphics
Added several new enemy graphics (Sprites and battlers)
Added thug slicer enemy
Added thug shooter enemy
Added thug vandal enemy
Added thug punk enemy
Added some new enemy groups
Added new bandit/thug boss (No spoilers - He is heavily cybered though and a perfect target for the new hackpad system)
Enemy pain/hurt sounds are now set to 80% volume instead of 100% because many of them are pretty loud
The resistances panel in the character record now lists all element resistances on one side and state resistances on the other to be more uniform (They were mixed previously)
Both cyber-based resistances (Glitched Resistance and Interference Resistance) are now listed at the bottom of the resistances panel to be easier to find and side-by-side to be more obvious that they go together
Further tweaks to the interface color/contrast settings to make it easier to read
Added some new special NPCs to interact with and talk to
Added multiple new generic NPCs to several areas
Added NPC blockers to a few areas to prevent them from getting in the way
Shields now count as armor but still equip just as before (Everything will still work the same way, this is just to help with easier classification)
Targeting Assisted Bracers now equip to the support slot and count as gear instead of a gadget
All Long Guns now prevent use of a gadget at the same time (Two handed)
Some Small Guns now prevent use of a gadget at the same time (Two handed - Examples are shotguns and sub-machine guns)
All Ordinance Weapons (Grenade launchers, rocket launchers, machine guns, etc) now prevent use of a gadget at the same time (Two handed)
Categorized Melee Weapons based on how they may be used (Some of them will now prevent using a gadget at the same time due to being Two Handed - Examples: Sledge Hammer, Fire Axe)
Added "2H" to all descriptions of weapons that require two hands
All heavy (Two handed) melee and exotic weapons now give a new status effect on their target to make them more impactful given that they cannot be used with gadgets (Shaken - this lasts for 1 turn and gives: -2% to hit, -2% critical chance, -3% mettle, -3 initaitive)
Added "Heavy" to all melee and exotic weapons that require two hands and give the "Shaken" status
Updated enemies using heavy melee weapons with the above status application
Added some rust spots to trash cans to give them more detail
Updated some of the graphics for trash and clutter with more detail
Added a few more loot containers spread around some areas
Added some more clutter to a few areas
Slightly reduced overall chance of loot spawning in containers
Slightly increased chance of ammo spawning in containers
Added "Stranger" title for everyone
Added "Chromed" title for anyone who gets cyberware installed (For old saves, you'll have to wait until you get more cyberware)
Added "Altered" title for anyone who gets bioware installed (For old saves, you'll have to wait until you get more bioware)
Added enemy abilities to use drugs in combat to give them an edge (Usage is rare)
Added enemy "Grace" drug skill
Added enemy "Twitch" drug skill
Added enemy "Voodoo" drug skill
Added enemy "Zeal" drug skill
Added drugs (Grace, Twitch, Voodoo, Zeal) to enemy drop lists
Enemy gutter rats now have a very small chance to drop rotten food, rags, and bobby pins (3%/3%/1%)
Added 15 new battle soundtracks
Added 29 new exploration soundtracks
Added 19 new title screen soundtracks
Added several new gun sound effects (For use later)
Added 5 more random soundtracks to the player apartment
Renamed "Your Apartment Key" to "Your Apt Key"
Updated some item descriptions
Added a song switch in the intro between the world background and the foreword
Soundtracks will now save between maps so that the game does not reselect a new track every time you switch maps (UNLESS THE MAP HAS A SPECIFIC SOUNDTRACK SET - In which case, the music track will change while in that specific map and then go back to the previous track when you leave)
Slightly increased duration of soundtracks playing before switching
Added some new roleplay dialogue options
Added A LOT of new dialogues with various existing characters and new characters
Data Item/Lore Item is now listed as special instead of plot
Added Soundtrack submenu to the Overview menu in the PDA
Added Shuffle Soundtrack option to the PDA Overview -> Soundtrack submenu
Updated fast travel (Metro) background sound effect
Updated the map icon art in the menu (It's a map ping now instead of intersecting metro lines)
Removed specific soundtracks for several general areas (Now, only very specific special areas have set soundtracks - this may make certain areas/situations feel out of place with the currently selected soundtrack from time to time, but I think this way is better - if you feel differently, please explain your feelings on the subject - also, if you find any soundtracks that really seem out of place or feel like they don't fit the cyberpunk vibe enough, please tell me)
Blinker Flash special ability is now listed as an ability instead of a cyber skill
Added 1 more empty row between each line in the intro to allow more reading time
Updated some item icon art
Very slightly reduced the base movement speed
Added some new quest related special events
Rewrote the randomized additional damage on attacks code to make it more efficient
Optimized some systems and processes to be more efficient
Cleaned up more old/unused code
TONS of other minor tweaks, improvements, and changes all throughout the game
NOTE:You DON'T need to start a new game, but it is always recommended. Especially if you encounter any odd issues after a large update.
Please let me know of any bugs or issues you may encounter. The update will be available shortly.
If you're enjoying the game so far, please consider leaving a review. This not only helps with much needed visibility, but also gives me feedback for the game to help it become a better final product. Also, if you have questions, concerns, or requests, please visit the forums!
Today we'd like to introduce to you the next girl coming to Countess in Crimson as a romance option.
Carrying the weight of Countess' sinful ways in her heart, Magdalena is definitely not your ordinary sister of mercy.
Please keep in mind that the fact we're sharing her character design with you today does not mean her in-game content will be ready anytime soon. There will be more intermediate updates released prior to introducting Magdalena's storyline into the game (see Early Access Roadmap,).
New prizes for water gun mini-game in the Shinto shrine map - daruma and maneki neko; Water gun stalls in all maps were updated to show some of prizes that can be obtained after completing the mini-game.
All translations are updated according to their current state in the game's wiki.
The Steam Deck is now officially supported with a native Linux build!
(Some UI will be automatically scaled up for the smaller screen)
We have gotten reports that the current build has some issues on the Steam Deck with some users, and while we are working with Steam to fix these issues, here is the workaround:
Select Properties, then scroll down to Compatibility, then select Force the use of a specific Steam Play compatibility tool, making sure that Proton 7.0-3 is also selected.
For more information and to interact with us directly, join our Discord!
Changes Made it so Mimics will not spawn on Boss floors
Bug Fixes: Fixed an issue where carvings could be incorrectly removed from the deck and would show up again. Fixed the bashing shield - which often did 0 damage Fixed a glitch where you could not level up after loading a game Fixed a glitch where the energy carving could be incorrectly banished
Unlocks the Nightmare Punkie skin for Human Punkie with 5 skin variants.
"When Ryan enters the Dream Realm she unknowingly unlocks a traumatic memory from her past manifesting itself within the Dream Realm. What once was buried deep in her subconscious, now stalks her to finish what he started all those years ago.”
Includes 6 skins for the Legend, Human Punke.
Nightmare Punkie
Bedsore
Soul-eater
The Damned
Reaper
Devil
CAST
Candy and Beer will no longer leave your inventory when downed and can now be used while in downstate.
Minor Bot AI Improvements
LEGENDS
Punkie
Reduced max run speed from 5.3 to 5.2 Increased Stamina Decrease rate from 0.5 to 1.5 Poison Splinter no longer does speed damage. Reduced from 0.5 speed for 1 second Poison Splinter base damage reduced from 3 to 1
Punkie (Human)
Scythe’s minimal charge time was reduced from 1 second to 0. Scythe’s charge starting damage reduced from 20 to 1. Increased minimal charge knockback from 2000 to 2500 Removed Max Hold Charge time from Scythe.
Psycho Phil
Reduced max run speed from 5.3 to 5.2 Crossbow no longer does speed damage. Reduced from 0.2 speed for 1 second
Killer Keith
Rebar damage reduced from 45 to 35 Rebar no longer does speed damage. Reduced from 0.25 speed for 2 second Rebar cooldown increased from 8 to 16
Werewolf
Reduced starting Stamina from 100% to 20% Frenzy primary life steal increased from 7 to 10 Frenzy alternate minimal charge life steal decreased from 20 to 7 Frenzy alternate maxim charge life steal decreased from 20 to 15
Corey
Throwing Knife damage reduced from 35 to 25 Increased Rage gained per death from 25 to 35 Increased Throwing Knife redraw time from 3 seconds to 5 seconds.
Radu
Bloodstone stamina regen time reduced from 8 seconds to 3 seconds Removed Max Hold Charge time from Sword