Continuing the transition to an economy based on vehicle ranks
In February last year we began the transition to a rank-based economy, which was chosen by the majority of players in a vote. We remind you that this transition requires several smoothed economy updates. With the release of the current economy update, the transition to the new system will be completed for most aircraft and ground vehicles of rank III and higher.
Maximum repair cost in the table sheet for economy changes
Usually in the table sheet, economy changes indicate the minimum repair cost of vehicles without taking into account used modifications. This is the “default” repair cost of vehicles that will be shown in the vehicle card for example before research or purchase. However in the case of different number of modifications in the vehicle and accordingly different additions to the repair cost from modifications it is not quite correct to compare the minimum repair cost. For example, right now (before the economy changes), the repair cost of the T-80BVM in RB when all modifications are installed will be changed from 3690 to 7405 SL and for the Leopard 2A6 - from 5410 to 8050 SL. We see the estimated (maximum) repair cost of these vehicles differs by only 8.7% while the basic (minimum) - almost one and a half times. At the same time the change in the repair cost of vehicles must be of interest primarily to those players who own these vehicles; play them and have already researched a number of modifications or even all of them. And accordingly see and spend no longer the basic repair cost.
Beginning in this update we decided to use in the economy change tables, the maximum repair cost of the vehicle by taking into account all installed modifications.
However, in this update, for the last time a table with minimum repair cost will also be presented, so that everyone can make sure that the repair cost of all vehicles hasn’t been increased several times and these are two different parameters - the minimum (basic) repair cost and the maximum (estimated) repair cost.
Converting the repair time of vehicles in the hangar to the system of vehicle ranks
Free vehicle repairs in the hangar allows you to save a certain amount of SL on vehicle repair. That’s why initially the time of free repair has been calculated from the repair cost of the vehicle. But for some vehicles in some game modes (aircraft in SB, fleet in AB and RB) the repair cost became very high due to the peculiarities of vehicles and modes (primarily because of the large average life span) which led to a very long time of free repair.
We decided to simplify this mechanics and fixed the free repair time depending on the economy rank of the vehicle (rank and position in the research tree) by analogy with such indicators as research cost, price, crew training price, RP multiplier and some others.
As a basis for calculating the new free repair time, the average repair time rates of ground vehicles were taken.
Changes of the cost of the expendable modification "Crew Replenishment"
Repair costs are not the only expense in battle. Silver Lions will also be spent on ammo, suspended weaponry and the expendable modification "Crew Replenishment". All these expenses will be taken into account when calculating the repair cost and subtracted from the initially calculated value forming the final estimated repair cost. Moreover, the share of expenditures on consumables should be noticeably lower than the expenditures on repairs. However in the case of the “Crew Replenishment” modification this rule isn’t followed - the modification is too expensive for rank I vehicles but too cheap for rank V and higher and we will fix it in this economy update.
Now the cost of the "Crew Replenishment" will be linked not to vehicle rank but to the economy rank(rank and position in the research tree on the rank) which will allow to fine-tune the price of the modification for all vehicles. For reserve vehicles the price will drop from 100 to 10 SL, for other rank I vehicles it will drop from 100 to 40-70 SL, for rank VII vehicles it will increase from 700 to 1000-1100 SL. Once again, please note that an increase in the cost of an expendable modification does not mean an overall increase in costs, as it is taken into account when calculating the price of a vehicle repair.
Changes in the research and purchase cost of squadron vehicles
There will be changes to the research and purchase costs for a number of squadron vehicles.
M3A1 Stuart — taken out of the M3/M3A1 Stuart research group. Pz.III J — taken out of the Pz.III F/J group. Pz.IV C — moved to the position before Pz.II C. Pz.II F — taken out of the Pz.II C/F group. Pz.35(t) — moved to the position before Sd.Kfz.221 (s.Pz.B.41). Pz.38(t) A, Pz.38(t) F — moved to the position after Sd.Kfz.221 (s.Pz.B.41). Pz.38(t) F — taken out of the Pz.38(t) A/F group. 15cm sIG 33 B Sfl, Panzerjäger I, Sd.Kfz.251/9 — moved to the position before StuG III A. Т-28 — taken out of the Т-28/Т-28E group and moved to rank I. Ratel 20 — moved to rank IV to the position after Ratel 90. G6 — moved to rank V to the position after Eland 90 Mk.7. Spj fm/43-44 and Sav m/43 (1944) — switched the places. PTL02 — moved to rank VI to the position after CM25. Ki-109 — moved to rank I to the position after Ki-45 tei. Ki-45 hei — taken out of the Ki-45 group. J1N1 — moved to rank II to the position after Ki-45 hei. Ki-45 otsu — moved to the position after J1N1. B6N1 Model 11 — taken out of the B6N group and moved to rank I. D4Y3 Ko — taken out of the D4Y group. P1Y1 mod. 11 — moved to rank III to the position before B7A2. H8K2 — moved to the position after Ki-49-IIa. T18B and T18B (57) — switched places and moved to rank III; the requirement to open ranks IV and V have been adjusted.
Changes to research cost, purchase cost, and related vehicle parameters
- Added a new challenge: Day Multiverse Challenge. It is unlocked if you have done at least one Multiverse Challenge. You have one day and can rebirth as often as you like. Your 5 highest multiverse levels from your rebirths will be added together where the highest level counts twice. Finishing the challenge will add a Multiverse Booster to the Multiverse page. You can level it up with Shadow Clones and a divinity cost to boost the effect of your Multiverses. - Added a crafting queue for blacksmiths. You can buy them with pet stones. For now it is limited to 1 per blacksmith, might be increased in the future. - Added some alternative art for Cat, Pumpkin, Otter and Golden Dragon from darc_kross. - Added two new gram bosses (Ukreon from Myrielle and Sleeping Sloth from Carpe), you can fight them if you take 9 or 10 runestones with you to the newbie ground and you have defeated the Chromatic Dragon before that. You can get more rune stones from P.Baal V30. I also reworked the Chromatic Dragon a bit to make the fight less rng dependent, but you need a more optimized team now. - Added a damage potential and survivability for the pets dungeon page to make it easier to compare them. You can also sort pets with the new stats now. - Added the growth multi to the pet dungeon page. - The tooltip on the pet elements will now show effective hp vs an attack of that element. - T4 equips now also count towards the T3 milestones. - Some Bugfixes, issues with high numbers, gray issue, typos.
What a month it's been! Our first update, "Good to be King", has been a great success, we're currently in LudoNarraCon and soon will be at A MAZE, and we're also sitting pretty at a whopping 94% positive on Steam!.
Thank you all so much for playing, enjoying and reviewing the game; We've been genuinely blown away by your love and support. However, we're not resting on our laurels...
In fact, we're pleased to announce the next update for King of the Castle, "Democracy Manifest", will be coming out in early June of this year.
For Democracy Manifest, we've been working hard at some much requested features as a priority for the game. Let's have a little sneak peek inside...
Premium Nobles will be able to choose their Region!
One of the most repeated and strident requests is for Nobles to be able to choose which Region they join. We're extremely pleased to say we've done the hard work behind the scenes to allow for this in both Party Games and Twitch Mode!
There will be some caveats for design purposes: This will be available for Premium players only and only be available at the start of new Dynasties. We're in the early testing phase of this feature and we'll be able to share more about how this works soon.
New Schemes, including a Loyalist Scheme
We're also hard at work on new Schemes, one of which is the much requested Loyalist scheme. Winning Regions will be able to choose this special Scheme at the start of a Dynasty game, which will require them to defeat the other Region's Scheme to win.
They will still be able to rebel and crown their Claimant if the Monarch dies prematurely, as well as get special Events to assist the Monarch as, for the first time in King of the Castle, truly loyal Nobles.
We're now testing the Loyalist Scheme for balance purposes; It really does add a different vibe to games, and we're keen to make sure that it doesn't unbalance small games.
New Shields, new Twitch drops and more...
With the help of some of our favourite streamers, we've been working on new Noble shields for the game! These have been added as a thank you to our Twitch community, who we owe so much to.
There will also be new Twitch drops, new Events (both solo and Dynasty), a rework of the UI in the game for readability, and even more to be announced soon.
Expect this update out in early June and in the meantime, if you haven't already, go grab King of the Castle, as it's on a 10% Steam Sale for LudoNarraCon, then {LINK REMOVED}check out the rest of the festival here.
A big thank you to everyone who has given feedback, we really do read it all, especially those on our Discord - Join us there, where we are the most active:
Finally, if you haven't yet, please consider leaving us a review.
The main way our players find King of the Castle is through the Discovery Queue, which is powered almost entirely by positive reviews. The more players we have, the more likely it is we can do more updates and expand KOTC further!
In preparation for Steam Next Fest this June, we've decided to release our demo a bit early, to gather a little extra feedback, and make sure we're good to go when the time comes.
The demo is a sizeable story based experience, that will allow you to start our game from the start of the adventure, and traverse several story beats (internally known as "Chapters"). You'll start from humble beginnings, and quickly get wrapped up into danger, and adventure. You'll meet friends and enemies alike, all certainly interesting in their own ways, from endearing, to frightening.
Featuring a unique, hand drawn style, and full voice over, this demo is sure to whet your appetite for story RPG's, and get you excited for what we have planned. One thing for sure: this is only the beginning of what Odyssey has to offer, and we've still a long way to go from final release.
Reflecting back on development, we've come an extraordinarily long way from when pre-production began in mid 2021. We'll soon be posting a follow-up dev blog talking about our artistic journey from the start, to where we are now.
Until then, you can check out the demo right on our Steam store page!
Hello again everyone! We've been hard at work on a bunch of fixes!
The Quest Item Issue:
-We are still working on resolving the issue of quest items disappearing, but in the meantime, we have implemented a failsafe. -If you lose quest objects on Solitary Isles, they should be returned to you if you speak to the quest giver. -This solution is also implemented for the Divine Vocation Quest on Edrivine. -The return of items should also apply when traveling by ship between Solitary Isles and Edrivine.
Feeling Lost in the Capital:
-If you feel lost in the capital of Edrivine, we have added a helpful item. Speak to Selena in East Harbor, and she will give you a tour map quest that adds markers to the map as long as you have it tracked. If you want to hide all the markers, just untrack the quest until you need it again. If you want to remove it from your quest log, just disband the quest with no reputation penalty. To get the quest back, click the tour map item or speak to Selena again.
Issues Regarding Infamy:
-We are investigating the infamy gain and loss ratio across the game. -We have adjusted infamy gain when killing NPCs and players. -Losing infamy upon death by a guard or another player is now adjusted and depends on whether you killed someone or just attacked them when gaining infamy. -A sleazy lawyer has been added outside each capital to pay to reduce infamy, but it is not cheap. -Once you reach max infamy, you can no longer pay the sleezy lawyer to reduce infamy. -Spawn points now work as intended, and if you have 100 infamy and above, you can't spawn in cities anymore to avoid being immediately killed by guards. -You should default to the closest unguarded spawn point. -We will further test all these changes to ensure they work as intended for the Re-Launch.
Blocked Paths:
We have unblocked a fair few paths, such as the one outside the blacksmith just outside Edrivine.
Resource Veins:
-We have removed resource veins that replaced a lot of stone all over the mainland. We will manually review each region further, but it should be easier to get around going forward. -We are still working on the issue of virtually no resources above gold/steel.
Professions & Items:
- Several items that should be stackable were not. This has been addressed. If you discover any other items that should be stackable, please report these to the in-game manager and we can easily fix them. - Several items used the wrong repair material component, these have been fixed. Please report any other items using wrong repair materials (e.g. discontinued mats) through the in-game report manager. - Aetherthistle is now removed on gather as expected. - Rat Skewers now grant the correct buff. - Leather XP values for crafting have been adjusted so that Leather does not grant more experience than hardened/studded. - Several leather items that gave cloth-like armor attributes have been fixed. - Various tooltip fixes (Colors, typos, etc).
Class fixes and tweaks:
- Brawler's Fierce Uppercut and Horizontal Kick abilities now grant a combo point as described. - Stormshield is now working. - Guardians have had their damage increased across core abilities, and cooldowns reduced.
- New Buff Fountain - New Vulcano Biome - More Pacts - More Rituals - More Deseases - New Boss - Low chance of Fountain to cure Desease - New Void Possesion Enemy - UI Improvement Sound
Bug Fixes
- Desert Rock Break - Vendor Torch - Soul Exite dont dissapear - Step Sound on Desert - UI Bug Sound - Ritual Spawn enemy Bug - Elixir of life dont work - Levitation Flick Animation
Solar Lewd Hollow starring Doug Fooker - Feral Termite
Added new NPC Sasha for "harem". Every "interaction" with her is random. So it changes every time. Almost 40 adult interactions within the game so far. Almost 1000 rendered images.