In this update5
Full notes
Full King's Keeper update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- Fixes
- Balance
- Maps
King's Keeper changes
Important
Old saves are not 100% compatible, the room system has been partially recoded. If you reload a savegame on the old version, all your rooms will lose their type. You can remove furniture or workshops and rebuild them to regenerate the room type, but it's advisable to start a new game;)
Patch Notes
Rooms
Added lists of available rooms, with the conditions and type of bonus they give in the room window.
The maximum size of rooms has been reduced to 150 tiles, instead of 500. The 500 size was far too large, was of no interest in gameplay terms, and could impact performance when the detection script ran.
Fixed a bug that meant workers almost never had the sanity malus “need a room” or “need a dining room”.
Combat
The combat system is now more dynamic, with characters attacking directly when they get within range.
Improved auto-targeting system: characters will prioritize nearby characters who are either not yet targeted by another character, or who are the least targeted. This prevents 20 goblins from targeting the same worker, for example, if there are others within range.
Fixed a bug that made character attack speed almost useless.
Slight increase in the speed of arrows and crossbow bolts.
Harvesting
Increased harvesting time for various resources, particularly stone and ores.
Mining stone now gives one stone each time (previously 50% chance).
Cutting a tree now gives between 1 and 2 woods (before it was always 2).
Performance
Room detection script performance improved
Improved performance of the automatic targeting system
General performance improvements when there are dozens of characters (worker or enemy) on the map.
Demo
Fixed a problem for the demo, where raids were generated ad infinitum and crashed the game.
Enjoy the game and have fun :)
Source
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