The new Kingdoms Rise (rebuilt on Unreal Engine 4) is now playable through the 'Kingdoms Rise Test' app. If you own Kingdoms Rise you should already have 'Kingdoms Rise Test' in your steam library, simply download and play to try out the beta of the New Ue4 version of KR!
Don't forget to tell us what you think of it, Stay Tuned and have a Merry Christmas! :) -Mittens
Features: -Purge spell -Area curse spell -Arcane Armour spell -Berserk spell -Soul Pin spell -Chain Blast spell -Dash spell -Firecircle changed to consist of multiple pulses -Trap now blocks 50% of sword damage taken from behind and return 20 damage -Put finishers back in game -Make sword drop when ragdolling -Countdown for starting a duel -LMS round announcer -LMS round end slomo -LMS round summary -Achievements are now all hooked in -Made MMR more reliable -Added experience system players now must get experience to unlock and use spells and weapons -Added particle effect to throwaxe when attached -Added HUD to show who is currently talking with VOIP -Added changeable VOIP button -Explosion and sword scrapes now leave marks on the world -Buy menu changed to more correctly show spell categories -Buy menu spells that have never been purchused now appear as "new"
Bugs: -Moved to a new version of UDK -Fixed the ai bots in target range -Fixed disarm hits while you're plane shifted -Fixed being able to roll and teleport in the middle disarm -Fixed rolling and disarming bug -The health amulate now gives +2 health per second -Fixed parry lock fainting - when a swing gets locked it can no longer be cancelled -Fixed kills not showing in survival mode -Fixed getting +1 Ammo and not getting your passive amulet power back -Getting +1 Ammo now returns model to players back -You can no longer gain more then the maximum ammo for any disposable -Fixed killing with Ice Spike Stealth Icon Appears and console says "hit with trap" -Fixed icespike spawn indicator not dissappearing sometimes -When an icespike is unable to spawn the cooldown will get reset so player can retry -Fixed swinging while changing spells -Fixed being able to change sword without dieing exploit -Fixed sprinting while using ALT camera -Fixed chat appearing twice when typed -Fixed player being able to dash away after a sword action -Shortened the time in which swords can clash in the middle -Fixed icespike preventing actions a second after spell is cast -Fixed icespike not blocking Push -Fixed using Plane shift after certain actions such as teleport/attacking/rolling/jump attack/parry causes phase shift to end the duration of the spell earlier than held -Fixed shield still visible when in phase -Fixed Fire sword particles are still visible while in phase -Fixed Parries and clashes causing sparks to appear somwhere else on the map -Increased pull hit size -Fixed Server browser entering twice after a refresh -Fixed chat not being able to type all characters -Fixed spell silence icon not appearing correctly -Removed idle kicking feature -Fixed font problems -Made MMR more consistant -Server browser automatically refreshes when opened -Removed the 3 from LMS scores -Changed MMR system to give/take less maximum MMR for wins/losses -Fixed fireball sometimes getting perminantly stuck to players hand -Fixed special ammo not showing correct ammo -Fixed silence spells not displaying correctly
http://steamcommunity.com/sharedfiles/filedetails/?id=358357793 -Added early MMR tracking (still in early development stages) -Added stat tracking fro kill, deaths, duels wins, duel losses -Added voip press "G" to use -Added new spell icespike -Added new disarm attack press attack and then roll -Parry accuracy now effects next attack time eg. the closer your parry is to perfect the faster your next attack -Doing a perfect parry - matching opponenets directions perfectly will now make your next attack require a much more accurate parry -changed sword damage system to do more damage at lower power swings but same damage with higher powered swings -Fixed sword system constantly returning to 0 -Attempted to fix loading crash bugs -Fixed chat box problems -Fixed double taunt bugs -Fixed controller support problems -Fixed comboing happening from same direction -Fixed push not effecting players in odd states -Fixed refraction charges not getting rest in LMS -Fixed controller support not work in some parts of main menu -New firesword model
Melee System - Missed have added back-swing time, increased to make initiative like the original system - Getting parried bars you from re-attacking for a short time (like original system) - Damage is now based on swing speed (avoid taking hits from back-swings and swing beginnings http://steamcommunity.com/sharedfiles/filedetails/?id=297410732 - scaled damage based on hit position along the blade (so hitting with handle hurts less, hitting with blade tip hurts lots) - increased time window to parry a parry-lock swing - made parry-locks no longer require holding the parry button all the way up to the contact point (it's now automatic this like old system) - REMOVED: Dash attacks - (slightly) reduced the 'player facing' angle threshold for parries (so shields can't block attacks coming from behind) - Moved the attack-v-attack clash timing so that they happen more like in the old system - CHANGED: The timing for combos
Interface - FIXED: key-binding menu - FIXED: volume sliders don't work - FIXED: M&B mode not saving out to client configs - FIXED: Cloth and hair tones not saving to client configs - FIXED: some customize options can be skipped over by scrolling left through the arrays
Misc - Made shields more fallible, more harshly judge timing - FIXED: Attack back-swings have no fade-out blend - Screen effects (blood etc.) now clear up while spectating/dead - Wing Capes have been removed for the sake of those people who suffer lag issues becomes of them. They will be added back in once the game has adequate options to support them.
Known Issues still not fixed in this hotfix: The Disconnect button can still cause the game to crash The landing animation cuts off the fire-circle animation Chat is still weird while dead and across round changes