In this update2
Full notes
Full Kingdom Wars 4 update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey Everyone,
What changed
- Gameplay
- UI and audio
- Store
- Performance
- Maps
- Fixes
Kingdom Wars 4 changes
We have another major update for you today and some exciting news:
Big updates on the horizon
As you might have heard - we have recently unveiled our newest game - Renaissance Kingdom Wars. Redesigned from the ground up it`s our biggest and most ambitious title, taking place in 16th - 17th centuries this game focuses on early gunpowder warfare and scalable gameplay - playing as a landless mercenary captain and scheming your way to the crown.
There`s a lot of very exciting tech and improvements going into Renaissance Kingdom Wars, and over the coming months this also means that we`ll be copying some of these improvements into Kingdom Wars 4. So you can expect very meaningful monthly or even bi-weekly updates in the coming months and that should help bring KW4 more current - both with gameplay polish, ui improvements, performance and some visuals upgrades as well.
Some of the improvements included in today`s update are the first steps are bringing some of the new techs into Kingdom Wars 4.
If you want to check out some of the updates that`s coming to KW4 - you can check our updates we made to RKW over here on it`s page:
https://store.steampowered.com/app/2533020/Renaissance_Kingdom_Wars/
Update 37
Today`s major milestone update includes some of the new engine updates and major scripting changes. From reworked combat, pathfinding, improvements to game light, to reduced loading time and so much.
With that said - let`s take a closer look at what this milestone update 37 brings:
Various polish to the main menu
Main menu buttons now have a mouse over and click animation
Changed the loading screen - so that dead rising loading screen is not shown anymore
Major improvement to tasking battalions
Greatly reduced input lag when tasking a lot of battalions in busy combat
Greatly reduced world map loading speed - in many cases it would take 5-6 seconds instead of 10-12 as before
Fixed major issue with world map where some towns would take additional minute to show up on the world map
Various optimization to loading levels
Fixed issues with world map gameplay during first minute of play having occasional issues interacting with towns
Final rework of the world map camera zoom - it`s not quick and smooth
Final improvement to the in-game camera zoom and controls
Major update of the in-game light scheme
Fixed major issue with it being hard to see units during rain, nighttime or winter
Reworked cavalry forces - they are a lot more effective now
Cavalry Trample ability is a lot more useful now with cavalry unit taking up to 30% less damage
Major redesign of melee combat
Instead of units just have a couple of melee attack animations they now have several attack animations
Fixed a major design flow in melee combat where units would drop shields and other weapons on the ground
Various other improvement to melee combat
Various cavalry troops now use different animations for attack - like mounted knight with lance, or chevalier with sword
Fixed last issues with stability when changing between battle and world map levels
Improved the colours of all nations and units in battalions - they are more radiant and easier to differentiate now
Improved how units are rendered on some enthronements - much easier to tell units apart
Balancing changes to various siege weapons
Full re-balance of mounted units in combat
Improvements to how world map AI trains melee and cavalry units
Some minor improvement to combat AIs use of cavalry units
Source
Changelog.gg summarizes and formats this update. How we read updates.
