Repeated intro
Hello everyone, I've finally uploaded the new update but unfortunately there was a very annoying reason it took so long and potentially could still be an issue.
What changed
1 fix2 additions0 changes0 removals
addedHello everyone, I've finally uploaded the new update but unfortunately there was a very annoying reason it took so long and potentially could still be an issue.
fixedSteam post imageVisual representation of the current status of the game UPDATE WOES Due to some weird issue with multiplayer, I reluctantly had to update the version of the engine from Unity 2022 to Unity 6. This broke EVERYTHING. There were so many issues, bugs, and broken things that resulted from this that I've had to spend an annoyingly long time testing and fixing this game. Even though it took forever, I'm not 100% confident that I've found and fixed every bug, so if you encounter any issues, post in the bug reports in the forums and I'll take a look at it ASAP. NOTE: If you leave a game and have trouble reconnecting to another game (like nothing happens when you try to join a friend), you might have to restart the game. I'll fix it eventually.
addedSteam post image New Features I didn't get to fully flesh out each new feature as much as I would have liked to, and I haven't been able to do the new game+ mechanic that I wanted to add, but that'll come later and will tie into some of the things that are in game today -Knight system There's a new type of unit called Knights, which are stronger units that don't use the Unit template system. Instead they are more like the player character in that they can level and use the equipment that a player uses. You can only recruit knights if you have a knight hall and your burghers are prosperous enough. Once you recruit a knight, they will be loyal to your character and will follow them across games, and can be spawned at any time from any town with a knighthall! -Weapon upgrades This was already technically in the game, where you can upgrade your weapons over and over again using lifestones and one of the crafting stations. However, the effect wasn't really that interesting or satisfying, since it just gave a flat dmg buff. I've added some new effects that can make things a bit more interesting and worthwhile. For example, a weapon can now have a 5% chance of healing you every time you hit an enemy like a life leech, or a chance to launch projectiles. Lightning projectiles can even arc from enemy to enemy and can decimate a large crowd, if you're lucky enough to proc it -Port Stuff I also added functionality to the ports, and there's a rudimentary trade system that lets you trade resources for gold, or import special resources. There's also a naval expedition system which isn't really fleshed out, but mechanically is set up so I can always add to it later. Naval expeditions are sort of side game modes that take you out of the default campaign, and are a way to play a mini version of the game with various rewards and settings. The only one available right now is a sort of infinite wave defense type game mode. I haven't tested it that much so balancing and pacing will definitely be an issue. If you end up trying it, I would appreciate feedback on it as it's very barebones and not really balanced all that well. -zoom in and out of the map much requested feature, finally added it. I know there were more QOL requests, and I'm planning on getting to them but I've just not had the chance to do those due to the issues mentioned before. I think I'll start to wrap up doing more content updates going forward as the game has sold extremely poorly lol, BUT there are definitely some more things planned that I want to add before calling it, so it's not quite the end yet! And if you have suggestions and they're not too difficult, I'll always be open to adding them in future updates. And huge thanks to all of you who played my game and also to those who offered feedback and helped me improve the game, y'all are the real milords
Knights of Conquest: Feudal Shenanigans Galore changes
addedHello everyone, I've finally uploaded the new update but unfortunately there was a very annoying reason it took so long and potentially could still be an issue.
fixedSteam post imageVisual representation of the current status of the game UPDATE WOES Due to some weird issue with multiplayer, I reluctantly had to update the version of the engine from Unity 2022 to Unity 6. This broke EVERYTHING. There were so many issues, bugs, and broken things that resulted from this that I've had to spend an annoyingly long time testing and fixing this game. Even though it took forever, I'm not 100% confident that I've found and fixed every bug, so if you encounter any issues, post in the bug reports in the forums and I'll take a look at it ASAP. NOTE: If you leave a game and have trouble reconnecting to another game (like nothing happens when you try to join a friend), you might have to restart the game. I'll fix it eventually.
addedSteam post image New Features I didn't get to fully flesh out each new feature as much as I would have liked to, and I haven't been able to do the new game+ mechanic that I wanted to add, but that'll come later and will tie into some of the things that are in game today -Knight system There's a new type of unit called Knights, which are stronger units that don't use the Unit template system. Instead they are more like the player character in that they can level and use the equipment that a player uses. You can only recruit knights if you have a knight hall and your burghers are prosperous enough. Once you recruit a knight, they will be loyal to your character and will follow them across games, and can be spawned at any time from any town with a knighthall! -Weapon upgrades This was already technically in the game, where you can upgrade your weapons over and over again using lifestones and one of the crafting stations. However, the effect wasn't really that interesting or satisfying, since it just gave a flat dmg buff. I've added some new effects that can make things a bit more interesting and worthwhile. For example, a weapon can now have a 5% chance of healing you every time you hit an enemy like a life leech, or a chance to launch projectiles. Lightning projectiles can even arc from enemy to enemy and can decimate a large crowd, if you're lucky enough to proc it -Port Stuff I also added functionality to the ports, and there's a rudimentary trade system that lets you trade resources for gold, or import special resources. There's also a naval expedition system which isn't really fleshed out, but mechanically is set up so I can always add to it later. Naval expeditions are sort of side game modes that take you out of the default campaign, and are a way to play a mini version of the game with various rewards and settings. The only one available right now is a sort of infinite wave defense type game mode. I haven't tested it that much so balancing and pacing will definitely be an issue. If you end up trying it, I would appreciate feedback on it as it's very barebones and not really balanced all that well. -zoom in and out of the map much requested feature, finally added it. I know there were more QOL requests, and I'm planning on getting to them but I've just not had the chance to do those due to the issues mentioned before. I think I'll start to wrap up doing more content updates going forward as the game has sold extremely poorly lol, BUT there are definitely some more things planned that I want to add before calling it, so it's not quite the end yet! And if you have suggestions and they're not too difficult, I'll always be open to adding them in future updates. And huge thanks to all of you who played my game and also to those who offered feedback and helped me improve the game, y'all are the real milords
Steam post imageVisual representation of the current status of the game UPDATE WOES Due to some weird issue with multiplayer, I reluctantly had to update the version of the engine from Unity 2022 to Unity 6. This broke EVERYTHING. There were so many issues, bugs, and broken things that resulted from this that I've had to spend an annoyingly long time testing and fixing this game. Even though it took forever, I'm not 100% confident that I've found and fixed every bug, so if you encounter any issues, post in the bug reports in the forums and I'll take a look at it ASAP. NOTE: If you leave a game and have trouble reconnecting to another game (like nothing happens when you try to join a friend), you might have to restart the game. I'll fix it eventually.
Steam post image New Features I didn't get to fully flesh out each new feature as much as I would have liked to, and I haven't been able to do the new game+ mechanic that I wanted to add, but that'll come later and will tie into some of the things that are in game today -Knight system There's a new type of unit called Knights, which are stronger units that don't use the Unit template system. Instead they are more like the player character in that they can level and use the equipment that a player uses. You can only recruit knights if you have a knight hall and your burghers are prosperous enough. Once you recruit a knight, they will be loyal to your character and will follow them across games, and can be spawned at any time from any town with a knighthall! -Weapon upgrades This was already technically in the game, where you can upgrade your weapons over and over again using lifestones and one of the crafting stations. However, the effect wasn't really that interesting or satisfying, since it just gave a flat dmg buff. I've added some new effects that can make things a bit more interesting and worthwhile. For example, a weapon can now have a 5% chance of healing you every time you hit an enemy like a life leech, or a chance to launch projectiles. Lightning projectiles can even arc from enemy to enemy and can decimate a large crowd, if you're lucky enough to proc it -Port Stuff I also added functionality to the ports, and there's a rudimentary trade system that lets you trade resources for gold, or import special resources. There's also a naval expedition system which isn't really fleshed out, but mechanically is set up so I can always add to it later. Naval expeditions are sort of side game modes that take you out of the default campaign, and are a way to play a mini version of the game with various rewards and settings. The only one available right now is a sort of infinite wave defense type game mode. I haven't tested it that much so balancing and pacing will definitely be an issue. If you end up trying it, I would appreciate feedback on it as it's very barebones and not really balanced all that well. -zoom in and out of the map much requested feature, finally added it. I know there were more QOL requests, and I'm planning on getting to them but I've just not had the chance to do those due to the issues mentioned before. I think I'll start to wrap up doing more content updates going forward as the game has sold extremely poorly lol, BUT there are definitely some more things planned that I want to add before calling it, so it's not quite the end yet! And if you have suggestions and they're not too difficult, I'll always be open to adding them in future updates. And huge thanks to all of you who played my game and also to those who offered feedback and helped me improve the game, y'all are the real milords