Our best-selling RTS game is it`s biggest sale - with massive 61% off! For the next week we are running the biggest sale on MKW we had so far. If you were on the fence about getting MKW - now is the perfect timing.
This is your chance to try this thrilling grand strategy/RTS game at a low price. Play as one of dozens of lords in Western Europe and fight your way from the bottom to the top. Build a city, raise a massive army, and conquer medieval Europe in this incredible indie title. Medieval Kingdom Wars is our bestselling and top rated title. You will enjoy hours of entertainment and intrigue from this challenging game!
Also if you have missed the other news - we are back to actively updating Medieval Kingdom Wars, with work continuing on adding new features and improvements.
Thank you for supporting our small indie studio and absolutely bestest wishes for the Holiday season ahead!
Kingdom Wars 4 - our newest grand strategy game is now on an incredible limited time sale. For the next week we are running the biggest 55% sale - so if you were on the fence about getting our newest game - now is the perfect timing.
This is your chance to complete your collection. This kind of deal only comes once a year! Bloody battles, political intrigue, and hours of entertainment await!
And best of all - we have amazing updates and new free DLCs out now, with full-time work continuing to expand and improve the game.
As always, thank you for supporting our small indie studio and absolutely bestest wishes for the Holiday season ahead!
Welcome back Co-Pilot, Corporate has updated the Compendium with visuals for the Enemies/Cosmic Echos and updates to the career stats to track enemy kills
Cosmos Updates
- Added a new compendium page that features Cosmic Echos / Enemies with some info on their LORE, Killcount and Max Health - Added keybinding support to allow players to change keybindings for every gameplay/menu keys - Updated the tutorial and HUD with the correct keybindings - Balanced all the Cosmic Rift Modifiers Rift Energy cost/rewards - Updated the Artifact UI selection screen to have more flare! - Updated multiple developer code UI menus when collecting rewards (use code "starter" for free stuff) - Augments now show their rarity on the top left corner
Updated Compendium
Keybindings
Updated Augment Visuals
Bugs Fixed
- Fixed an Issue with Death Prevention System causing any damage taken while the UI is up to instantly kill you - Fixed an issue with Rift Modifiers not giving bonus XP when equipped, you will now see a huge increase in BASE XP with rift infusers equipped. XP is now based on gained XP + Rift Infuser Type (1-30) x XP multiplier - TEMP fixed FPS issues with the spawning of multiple Asteroids after each boss has been killed, this feature of asteroids spawning after each boss kill has been disabled until the asteroids are optimised - Fixed multiple Audio/Music errors with the main menu UI screens - Fixed issues with Developer Code popup menu still showing the back button from the previous menu - Fixed visual errors with the Augments Icons in the Level Selection menu
Esperia ~ Uprising of the Scarlet Witch ~ - Elriandir
Hello everyone! This new version introduce two new skills, a new event art and fixes some issues that were noticed recently! I hope you enjoy the game, don't hesitate to leave a review if you do!
Art -Added a new event CG "Gold Dragon" linked to the same achievement. The scene has been slightly adjusted as well.
Gameplay -Added two skills : Zeal and Inertia *Zeal increases damage by the number of tiles the unit moved through. *Inertia adds an initial bonus damage of 5 then decreases it by the number of tiles the unit moved through. Both are available in the skill shop. -Added two secrets in Chapter 17 and 18
Fixes -Corrected a bug in Ch8 where thieves would open Eleanora's cell. -Corrected a bug in Ch18 where the front door of the castle wasn't opening the path properly when unlocked. -Corrected a bug in "Little Shadows" where the neutral faction enemies (cult members) didn't have skills in Hard mode. -Corrected a bug (this one was an oversight) in Close Bonds and Gold Rush where enemies didn't have skills in Hard mode. -Corrected a bug where the scroll for "Rule of Peace" was actually giving the skill "Rule of War" instead. -Corrected a display bug : Odd/Even biorythm skill was mentioning +5 damage, the bonus is actually +4 damage. -In Chapter 2 Bastian level has been changed to 5 to match with his class skill. He gains +1HP and +1Luck. -In Chapter 3 when recruiting mercenaries the text was stating their level as 4 instead of 5. -In the Help screen, the description for effective damage wrongly stated it doubled damage instead of increasing it by 50%.
Balancing -Elliot the boss of Chapter 5 has been demoted to Armored Knight, while retaining his promoted stats. The Protector skill class was a bit too strong for this chapter in normal/hard, he received an Axe Breaker as base weapon and lose his throwing axe, making him more likely to be fought by Alex/Marie with the Rapier obtained in the previous chapter. Changed the position of armored soldiers in that chapter as well. -The Druid and occultists in Little Shadows are now a bit weaker to compensate for the gain of skills in Hard Mode from this fix. This will make them a bit easier to defeat in normal but they are still stronger in Hard.
This week I released adamant difficulty for three raids on the beta server. Those raids are Bloodshed Arena, Sludge Madness, and Escape Attempt. They all got new boss mechanics. In the case of Bloodshed Arena, I improved the existing mechanics. The boss will now get a shield as soon as a vassal spawns.
Five obstacles at the start
Adamant raids will get an additional obstacle. Every week a lesser and a higher obstacle is chosen. If you begin a raid with up to 4 bonus difficulties, you get only the lesser obstacle. Lesser obstacles are:
Capacity: 30% more life for all enemies
Inhibitors: Healing is reduced by 40%
At +5 bonus difficulty, you will also fight against a higher obstacle. Higher obstacles are one from these at the start:
Arcane Pulses: Periodically creates arcane pulses that deal damage and silence the player on hit.
Eruption: Deal damage around players every 20 seconds.
Static Charges: Gain a StaticCharge buff every time you move. At 5 stacks, it will deal damage to the nearest player.
You can set your cipher by using the /beta-ciper command of the Discord-Bot. You have to enter the name of the level you want the cipher for. You can also rotate the obstacles with the /beta-new-adamant-week command.
Ability timers for boss abilities
During the boss fight, you will now see a new window. This window shows the ability timings of the boss.
Minor changes:
Discord-Bot is now deployed on the server.
Essence base attributes were halved.
Havoc will now always respect the 20 stacks limit for Fissure (Thanks to Fendse)
Reducing resource consumption will also reduce the required resources in the game-client (Thanks to Fendse)
Known issues:
Adamant loot does not function the way it should. The adamantine box in the cell will not grant loot right now.
Static Charges damage is too high. The bots will probably kill you.
Sludge Madness spawns way too many Goos in Adamant difficulty
Escape Attempt passage order bugs if you do not walk in the correct order
1. Pivoting is now automatic and forehand/backhand release side is determined by the Disc Edge. There was a big need to improve the speed of play, specifically the time it takes to throw. The simplified input should make things easier for new players as well.
2. Bumper buttons (and Q/E) now cycle target selection. Becoming a Bot now requires a long press of either button. This makes automatic throwing much more viable - and paves the way for it's replacement with a more controllable 'assisted' throwing system in the future.
3. Keyboard/Mouse controls have been brought up to speed, as well as given some hot keys for Disc Edges to help utilize the speed of the new system. A controller is still highly recommended, but accessibility is a core value and KBM felt a bit neglected.
Aside from that there was a good chunk of code refactor/clean-up and some underlying changes to network flows that go along with this update. Everyone's controls will reset to the new defaults with this patch. If things don't seem to be working, try manually restoring the defaults on the Keybind screen.
As always, thanks for playing and any feedback is greatly appreciated!
Full Patch Notes
Updated Throwing Controls
Pivoting is now automatic when starting windup (based on Disc Edge)
Pivot lock/unlock [R3 / Mouse3]
Throwing during a pivoting greatly improved
Direction Arrow stays relative to release point, not disc windup
Removed AngleOfAttack input (for now)
Hot Keys added for common Disc Edges
A - Flat Backhand
W - Hammer
D - Flat Forehand
Default Control Overhaul
Simplified Keybind screen
Next/Previous Target [RB/LB] [E/Q]
Become Bot [Long Press of Next/Previous Button]
Automated Hard Cuts [~180 direction change while holding Turbo]
Quickthrow during moving catch moved to normal Throw Button tap
On Screen Controls removed (for now) - Default Control Map Screens added
More buttons to Set Pull Position
L3 added as a default Turbo button
Keyboard - Change strategy moved to Long Press of R
Keyboard Bot Control Added
2 - Run Left
3 - Run Deep
4 - Run Right
X - Run Under
Fixed
Throw direction locking in some conditions
Fixed Network behavior of fakes, windups, and pivots
Several NRE on quickthrow targets
Improved Disc Authority in netcode
Recalculate Teammate cycle list on becoming thrower
Embark with us on a visual journey into the realm of artistic creation as we unveil the process behind some of the mythical animals in the Ylands universe. Today, we'll delve into the minds of our talented artists: Karel, Filip, and Jakub, as they created the fantastical beings that already inhabit your Ylands experience.
Wooden Golem by Karel "Research is key to capturing the true essence of the Wooden Golem. I drew inspiration from my favorite Lord of the Rings movie, blending majestic and dangerous Ents with dumb and heavy Trolls. The challenge was to strike a balance between enchanting and mysterious, ensuring these creatures seamlessly meld into the forest landscapes our players will explore."
Stormfeathered Banty by Filip "Creating the Stormfeathered Banty was a challenge. I immersed myself in the world of flying beasts, drawing inspiration from our animator Matej and his pet hen, as well as the old Mayan kingdom. It's fascinating how ordinary animals and tribal art can breathe life into these mythical creatures."
Emerald Scaleneck and White Burroworill by Jakub "When thinking of Emerald Scaleneck and White Burroworill, I drew my inspiration from the movie Monty Python and the Holy Grail (easter egg) and the TV series Dinosaurs. Incorporating these comical ideas into these mythical creatures added an otherworldly dimension. It's amazing how a blend of fantasy world, funny animals, and artistic interpretation can create creatures that feel both cute and captivating."
A heartfelt thank you to Karel, Filip, and Jakub for offering us a glimpse into the creative process that births these mythical creatures! For a deeper dive into our artistic endeavors, don't forget to explore our art developer diary in the future. Share your thoughts on these extraordinary creations, and until our next artistic revelation...