Full notes
Full Renaissance Kingdom Wars update
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Repeated intro
Hey Everyone,
What changed
- Gameplay
- UI and audio
- Events
- Store
- Maps
- Fixes
Renaissance Kingdom Wars changes
We’re thrilled to bring you another massive content update today! This time, we’re introducing four new playable nations to the campaign: the Kingdom of Tlemcen, the Hafsid Dynasty, the Mamluk Sultanate, the the Crimean Khanate.
The best part? These new Muslim nations come with their own unique units, featuring distinct artwork different from their Western counterparts. Each unit boasts unique stats, names, and appearances. In addition, these nations have their own set of Arabic-themed music, some exclusive voice acting, and a wealth of other exciting details that make them truly stand out.
We’re committed to making every playable nation feel distinct, and this is just the beginning. Our goal is to make each nation truly unique.
But all the new nations and units are just the beginning. This massive update features a lot more amazing new content and improvements.
Skirmish mode has received a major overhaul, introducing six brand-new desert-themed towns (available if the player is playing as a Muslim nation) and a host of improvements to all existing towns, including redesigned streets and enhanced visuals.
Sandbox Campaign gameplay has also been refined to provide a much tougher and more immersive challenge.
This update completely redesigns how units are trained. Newly constructed units now march out of their respective buildings and form up outside, adding a layer of realism and dynamism to your armies.
Research has been streamlined, with reworked icons and a new unified system that incorporates both Christian and Muslim religious advancements.
Finally, numerous UI improvements make navigating the game smoother – such as the addition of a list of all units in RTS battles.
Thank you for your ongoing support! We can’t wait to hear your thoughts, as your feedback helps us shape Renaissance Kingdom Wars into the best game it can be.
With that said, let’s dive into the details of our lucky 13th update (v0.88 in-game) and explore what’s in store!
ALL NEW MUSLIM NATIONS
Four new Muslim nations are now fully playable
Muslim nations now have their own unique music with a dozen tracks for world map and combat
New cinematic introductions for Muslim nations
New mosque building for Muslim nations
ALL NEW MUSLIM UNITS
Muslim nations get 14 unique units with unique portraits and unit art
Note some of the units are still being updated, but all portraits have been changed
All Muslim nation garrisons and armies on the world map use the new unique units
All Muslim units have unique names and stats
OTHER NEW UNITS & CHARACTERS
All new 16 portraits for player characters to choose for the new campaign start
Player characters now feature Western, Slavic, and Muslim characters
Greatly improved the fidelity of player character portraits
16 new portraits for players to choose when hiring Lords once the player is King
New portrait for heavy swordsman and heavy billman units
Improved several Western portraits and units
New, more authentic weapon for arquebusier, hand cannoner, and musketeer (affecting the unit, not the portrait)
SANDBOX CAMPAIGN CHANGES
Fixed big issue in Sandbox campaign where during the intro cinematic another cinematic would start playing
Sandbox mode has a much harder start now
In Sandbox mode, starting army and town garrison have been greatly reduced
In Sandbox mode, starting resources have been reduced - they are now different from the main campaign
Removed Kings Guard unit from Sandbox
Starting army and garrisons are now formatted by unit type instead of all together
MAJOR SKIRMISH UPDATES
Skirmish now loads a desert level variation of a town if the host player is playing as a Muslim nation
There are 6 new desert towns playable in Skirmish now
Reworked all 12 available towns with new building marker positions
All 12 towns now have much wider streets and a lot more space
A lot of visual improvements to all 12 towns
REDESIGNED UNIT TRAINING
Completely redesigned unit creation in buildings
During new unit construction, units actually come out of the building one by one and form up outside
All newly constructed buildings are now rotated properly with the entrance facing logically
Units now come out from the entrance of each building
RESEARCH UPDATES
Research window now shows much bigger icons for buildings and units that players will unlock
Church research section renamed to Religion
New descriptions and names for all Religion research
New icons for all religious research
Religious research redesigned to work with both Christianity and Islam
Reworked a lot of tech research icons
Tech research icons that unlock a unit or building now clearly show that unit or building on the icon
MAJOR UI IMPROVEMENTS
Ctrl plus icons are now visible in RTS and can be clicked or auto-set with the Ctrl+# shortcut
New preset unit groups allow quickly selecting and controlling groups
Clicking on a group centers the camera on that unit
Idle peasant button now works above the minimap
Idle peasant button in RTS mode shows Western or Muslim versions of the peasant depending on the nation
Greatly improved the look of the Skirmish menu
Better-looking GUI multiple-option drop boxes in the main menu
Removed infected icon from towns and armies
Town and Army icons are now more spread out in the menu and don’t overlap
Fixed nation heraldry overlapping the nation name on town and army UI
PROLOGUE CHANGES
New opening cinematic that plays before the prologue
New intro sequence for the tutorial, asking players to enter their first battle
A lot of changes to the first prologue scenario
Prologue battle now includes a greatly expanded fighting sequence
New voice acting for the opening cinematic sequence
New voice acting for many changes and updates in the prologue
VOICE ACTING AND TRANSLATION
A lot of new recorded voice dialogue throughout the game
New voice acting and adjusted localization file to match the wording of newly recorded voice lines
Translated tons of previously untranslated text
VISUAL AND ART UPDATES
Greatly improved the look of townhouses
Improved visual appearance of large cities
Improved the look of the minimaps
Great improvements to the look of the minimap for all large towns
Fixed major visual issue in cinematics in large towns with townhouses flickering
Cannon pusher units now have much better textures
Redesigned the look of Moscow, Budapest, and Stockholm on the world map, as well as improved terrain near them
Made some building flags look much better
Fixed major issue where distance fog would disappear after each cinematic
Major visual issues corrected with maps not having fog after cinematics in all game modes
Rally point flags from buildings are now much larger and better visible
Improved church building visuals
Fixed a problem where some units, when walking or running, would float without playing animations
BALANCING CHANGES
More defense for wall-mounted weapons - they are now much harder to kill with just ranged weapons
In most cases, you need to climb the walls to take out wall-mounted weapons
Reworked relations between wall-mounted siege and other unit auto-targeting
Ranged units will no longer auto-target wall-mounted siege weapons since they can barely damage them
Wall-mounted siege weapons will no longer auto-target rams and belfry, since shooting at them near walls is not realistic
OTHER FIXES
Units will no longer get stuck walking around spikes in the army camps
All gunpowder and dragoon units now have unique names and stats
Fixed issue in Skirmish or Campaign when controlling a large town and seeing walls on the minimap that players can’t control
Fixed issue with all Teutonic units not having names
New names for Crimean Khanate units
Corrected the city of Lasi being a hamlet in Moldova instead of a large city
Fixed wall-mounted cannons playing some weird animations during battle
Source
Changelog.gg summarizes and formats this update. How we read updates.
