Full notes
Full Knights of Conquest: Feudal Shenanigans Galore update
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What changed
- Gameplay
- Balance
Knights of Conquest: Feudal Shenanigans Galore changes
Knights of Conquest Feudal Shenanigans Galore is now available on Early Access! Huzzah! Steam post image
Speaking of early access, the singleplayer component should be pretty playable but there's bound to be some bugs/balance issues here and there. I wasn't able to test multiplayer as much as I'd like (on account of being unable to test it alone), but hopefully it's not too rough.
In any case, I'm expecting to have lots of stuff to do in the coming days as far as bug fixes and polishing is concerned.
But what about actual content?
The game has mostly completed all the features that I've planned for the game; HOWEVER, as it often happens I would get ideas for potential new features or additions that I could add to the game.
I've added some of this stuff and laid a lot of the groundwork for it so while a lot of it isn't necessarily playable yet, you can be sure I'm not just gonna let that work go to waste and not continue developing the game.
There are some undeveloped ideas too that I think would be neat that could possibly come later down the line as well. So if you have any interesting ideas or feedback, feel free to drop em in the forums or discord!
Here are some potential future features
A few new building addons and units
Buildable port in main city with corresponding addons and units (what this port would unlock is less developed but heres a few ideas below)
Possible expeditions gamemode where it's more of a contained battle with limited town and unit access
Different culture groups and corresponding buildings/units
Quests maybe?
Potentially more bosses? (maybe as part of expeditions)
Expanded decoration pieces for towns/expanding the town development mechanic entirely?
Anyway, thanks for checking out the game everyone. Onwards, sir knights!
Source
Changelog.gg summarizes and formats this update. How we read updates.
