Release Notes for Kingdom
Patch 1.2.0 (13 April 2016)
Gameplay updates
- All characters can now run. They will run if they need to get to a job, or run away if they are threatened by enemies.
- The AI has had a complete overhaul, it should process much faster and with less glitches. This means game runs significantly smoother under most conditions, even late in the game when many enemies show up.
- New menu with more options: change sound / music volume separately. Allow change zoom level if available.
- Collision resolution has been improved to decrease lag with many coins.
- Saving (by quitting the game) is possible at night and in combat.
- Borders aren't moved while a wall is under construction. This means archers will stay in position while walls are upgraded.
- Knights will retreat to an intact wall if the outer wall takes too much damage.
- Knight attack procedure makes them more consistent.
- Overhaul for the boss monster.
- Many, many fixes for bugs from the forums.
- New (faster) horses.
Changes
- Enemy boulders damage maximum of 5 citizens
- Make archers always run when redistributing
- Portals stay closed longer before spawning
- Workers won't work on things too close to a spawner
- Deer are no longer scared of unarmed citizens
- Final Wave no longer increases in difficulty before day 100, and is no longer easier before day 30.
- Adjusted enemies to bit a bit more threatening for earlier (day 20 and earlier) Blood Moons.
- Reduced Fliers in several waves and delayed their introduction to a later Blood Moon Event
- Only during the first Blood Moon when players encounter the Breeder is it alone.
- Slight tweaks to Portal collapse waves.
Fixes
- Prevent load crash with incomplete teleporter
- Prevent paying twice for border banner knight charge
- Limit troll speed depending on wave, preventing them from arriving early
- Fix shops disappearing after save/load during construction
- Fix castle being under construction after load
- Fix knights not immediately showing up in right color after load
- Fix duplicate shield save/load exploit
- Fix archers going to the wrong side after losing tool/reviving
- Prevent "resume after winning" exploit
- Make hidden outer portals invulnerable
- Fix fog not disappearing
- Fix visuals getting stuck after saving+loading in forest
- Realigned menu graphics (day counter/coat of arms)
- Fix archers going to inactive tower on load
- Hook up some statistics
- Fix blinking objects (e.g. bow on purchase) turning black
- Clearing now grows grass properly
- Fix correctly saving coat of arms emblem
- Preserve blender (weather) state when saving/loading
- Fix 1.2 Loading Crash and "Double Horse"
- Tweak linear-> Decibel conversion for volume options
- Fix dead monsters reanimating and invulnerable on load
- Fix cliffs disappearing after save.
- Fix trolls blocked at level edge
- Fix arrow/controller navigation in options
- Fix multiple sound instances when citizens pay taxes
- Fix positioning of border banner so it doesn't overlap other payables
- Allow 4 archers per knight
- Fix knights not retreating from an almost broken wall
- Improve archer targeting with multiple targets
Patch 1.1.0 (23 December 2015)
Gameplay Changes
- Changes to the Portals. This is a significant change and that’s all we’re saying for now.
- Unassigned citizens will notice dropped equipment outside the main area of your Kingdom.
- Sound from a destroyed portal can now be heard anywhere on the map.
Bugs Fixed
- Fixed crash caused by vagrants in the late game.
- Fixed vagrant camp selection issue.
Additions
- Updated French
- Updated Danish
Patch 1.0.5 (26 November 2015)
Fixes
- Fixed Vagrant camp exploit
- Fixed infinite tools from merchants
- Fixed flying monster getting stuck
- Fixed gold bag collider and coin freezing
Gameplay
Catapult
- Engineers are assigned to the catapult unless new task are assigned near them i.e. upgrade a wall near them, they do it.
- Catapult can be destroyed by enemies. The catapult has 4 HP.
- New catapults can be bought
Others
- Grass grows past fertile land patches.
Miscellaneous
- Reduced load times
- Auto set language to OS
- Saves are now by version, so each update will start a new game the first time running.
Patch 1.0.3 (12 November 2015)
Fixes
- Loading Into Black Screen: Game wouldn't properly load save resulting in a black screen for the player after the horse running load screen. If you have this issue still please email us at IveFallenAndICantGetUp@rawfury.com with the .dat save file attached.
- Invisible Bolder: fixed issue where sometimes the boulder thrown by the big greed monster wasn't rendered.
- Double Tower: Fixed issue where towers could stack on each other causing multiple towers in one spot.
- Invisible Walls: Fixed tutorial invisible walls from remaining after loading from a save.
- Two Tools For One: Fixed issue where a tool could be picked up by two citizens at the same time.
- Sound Volume Saving: Fixed issue where changes to the sound volume didn't save from a previous session.
Gameplay
- Turned off friendly fire for catapult. It was amusing but too often perceived as a little unfair or a bug.
Patch 1.0.1 (26 October 2015)
Bugs Fixed
- Fix a bug that could cause the game to get stuck in the loading screen under certain circumstances.
- Fixed a bug where items stolen from a shop would still count towards its maximum stock.
- Brazilian Portuguese added to the language selector.
Gameplay Changes
- Portal Defense Waves: reduced rapid increase after day 24.
- Portals: doubled HP
- Cost for Knights to attack portals increased from one coin to six coins.
- Changes to horse endurance
- Increased run speed
- Tiny reduction to walk speed
- Increased well feed duration
- Small increase to tired duration
- Increased reserve stamina gain
- Shortened standing stamina regen
Additions
- Menu now shows current day
- Four new crest. Lion, Owl, Wolf, and Swan
- Halloween surprise
Patch 151022 (22 October 2015)
- Minor tweaks and changes.