Kingdom Wars 2: Battles

Kingdom Wars 2: Battles

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Dev Konstantin  [developer] Feb 5 @ 11:38am
Update 2.2 - "Players`s Patch" is Live!
Dear Players,

It has been over a month since our last update, and we are happy to be back to work on Kingdom Wars 2! And the long awaited update 2.2, has just been released!

Our main focus with 2.2 was to fix large number of bugs and annoyances reported by our players this winter. We tried to cover majority of your complains such as marauders not following firing orders, total annihilation victory problems, zombies not spawning in larger numbers and so much more.

Also we hope to see quite a few new players join the game this week, so these who enjoy a good multiplayer games should see quite a few open battles towards this weekend.

And as you might have heard, we are working on an amazing new projects. We`ll be announcing this project to the world and inviting the most dedicated KW2B players to participate in closed testing sometimes in the next few weeks. Meanwhile we`ll be sure to spend time with KW2B with update 2.3 in the works with around same timeline. And of-course we plan to continue supporting KW2B for years to come, regardless of new and ongoing projects.

As always - thanks for your support, and so introducing Update 2.2:

- Marauder will no longer chase after enemies and completely disregard positioning
- Fixed problem with healing well and other healing locations restoring dead units very slowly
- Fixed major bug preventing large number of zombies rising with High zombie setting
- Fixed various problems with Total Annihilation victory condition not triggering
- Map Reveal in Total Annihilation and Casualties of War is after 180sec instead of 60sec
- Victory Conditions only start after 180sec for Total Annihilation
- Grand Hut only spawns units when over 3000 hitpoints, fixing a lot of problems with destroying Orc base
- Nobility card now also effects Wolves
- Reduction to camera pitch - improves shadow quality, especially on lower settings
- Total Annihilation victory condition is relaxed - 3 or less surviving battalions and less than 2 buildings
- Skeletons spawn 50 seconds faster
- 15% reducing to cost price of Crypt, and leveling it
- Increased Crypt limit from 3 to 4
- Rifleman a lot more accurate - reduced Rifleman's bullet max error factor from 15% to 5%


Last edited by Dev Konstantin; Feb 5 @ 11:44am
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Showing 1-13 of 13 comments
Ooo, can't wait to try this out. :) Also pretty excited about the new project.

By the way, aren't skeletons supposed to be immune to ranged damage? Right now they're very resistant, but in a large scale battle they still drop like flies due to their low hp.
Last edited by Freshairkaboom; Feb 5 @ 11:54am
Dev Konstantin  [developer] Feb 5 @ 11:56am 
Well realistically if enough arrows hit the critical bones, even the skeletons suppose to go down, that explains their very high arrow resistance, but we couldn`t make them absolutely resistant - we tried it during testing and it was too overwhelming.
Originally posted by Dev Konstantin:
Well realistically if enough arrows hit the critical bones, even the skeletons suppose to go down, that explains their very high arrow resistance, but we couldn`t make them absolutely resistant - we tried it during testing and it was too overwhelming.

I thought they would be a good counter to people who only think about defense, but as they stand, they're not much useful for anything. Also, the crypt spawns shouldn't be random. This severely hampers their usefulness further, as the different classes are useful in different situations, and not all of them are useful at one time.

I think this basically makes the crypts useless in a real battle. They may be a gimmicky unit to try out, but against a force that can quickly amass a lot of units, like humans with the unit training speed upgrade, crypts just can't compete whatsoever. I even think they'd be useless if you let us build 20 of them at once.

Not to mention that they are 100% useless in survival, making them redundant against anything but AI.
Last edited by Freshairkaboom; Feb 5 @ 12:07pm
Hey thanks for the update!
Dev Konstantin  [developer] Feb 5 @ 12:20pm 
I actually tried them with our testers in the new update 2.2 and they were rather useful for taking down well defended enemy towns, but I see your point. I`ll see if we can boost their effectiveness vs arrows a bit more, as well as make them slightly more effective vs Zombies. We had to reduce their Vs Zombies stats in 2.1 as they made it too easy to leave the game on, and just do something else as they auto-spawned.
Originally posted by Dev Konstantin:
I actually tried them with our testers in the new update 2.2 and they were rather useful for taking down well defended enemy towns, but I see your point. I`ll see if we can boost their effectiveness vs arrows a bit more, as well as make them slightly more effective vs Zombies. We had to reduce their Vs Zombies stats in 2.1 as they made it too easy to leave the game on, and just do something else as they auto-spawned.

Yeah I know what you mean. Weak units should generally not be very good vs zombies in survival, as they should serve as corpse fodder for the zombie army. However, in their previous state they were almost as bad as the dwarven axemen camping strategy, so I agree there.

Also note that female wardens have an edge when fighting skeletons. Their arrows are slashing, meaning they completely bypass the skeleton army's high piercing armor.
Just a quick question:
Weren't crypt supposed to have a limit on how many undeads they can spawn?
"we are working on an amazing new projects".

PROJECTS.

That means you are working on more than one new project? That's awesome. Best of luck :) And can't wait for the announcement :)
Dev Konstantin  [developer] Feb 6 @ 2:41pm 
Always a prototype or two that we`ve been working all along:) But as far as the anouncement - it`ll be about one specific project, lets codename it KW3 for now.

And crypt do have a limit on the number of undead spawned, this we haven`t changed.
Originally posted by Dev Konstantin:
And crypt do have a limit on the number of undead spawned, this we haven`t changed.

Well that limit can't be all too tight then. As elves, I can have one level 5 crypt spawn and maintain 10+ units at the same time in every game. I don't know how many exactly but I always wait until I have around 8 skeleton units and then march for the enemy. While they're marching and fighting another 2 or 3 usually spawn at home.
Last edited by Yggdrasil; Feb 6 @ 2:45pm
Dev Konstantin  [developer] Feb 6 @ 2:46pm 
I think total limit is 30... I`ll need to double check though.
Originally posted by Dev Konstantin:
I think total limit is 30... I`ll need to double check though.
Oh right then, I don't think I've ever hit 30. Just had this vague idea in my head it was supposed to be max 3 units per crypt.
Last edited by Yggdrasil; Feb 16 @ 2:49am
Vale902 May 21 @ 7:10am 
- Fixed major bug preventing large number of zombies rising with High zombie setting

At least you did it :D, I'm happy to read you have fixed this problem (after many many times aha :P). I'm looking forward to play again and see what progress are been made.
I still remember I stopped to play the game because the lag/fps drop and some annoying bugs. I hope now this game has been improved :D.
Last edited by Vale902; May 21 @ 7:10am
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