We want to start by thanking you for giving MKW a chance, and for all the continuous support. It`s truly inspirational for us to see that so many of you are enjoying this very early version of the game. Player numbers have been steady, and majority have many hours in-game, even hundreds. Big Thank You, for the warm reception - this gives us good hope for the future!
And if you are enjoying the game, or have some suggestions, please take a moment to drop by our Steam forums, or consider reviewing the game at whatever portal you purchased MKW.
We always consider all of Your suggestions and reply to every forum post. In addition now that there are first social elements in the campaign, I will set a few hours each week to talk to our players in-game.
Now lets look onto the plans for August & early September. After 12 updates in the past 8 weeks - we are just gaining the momentum and continue with our weekly updates.
August & September Development Roadmap
World Map Unit Management - this is the BIG August project, and the main core element missing right now. We are doing away with the whole Army level thing, instead - just like in majority of grand strategy games - you will be able to train troops and transfer them between armies and towns. ETA: late August.
Bug Fixes and Improvements - there are over 40 other smaller bug fixes and improvements planned - too many to get into, but yeah - something like 21 of these are Your suggestions and bug reports, so once again - Thank You! ETA: Earl to Mid August.
Reworked World Map Town GUI - managing your towns is a big part of the campaign experience, and we are completely reworking the Town GUI. ETA: late August.
Saving Town and Army Units - we plan to have MKW fully persistent between worldmap, battles or RTS town management - and this fill finally come together once all the units - trained or kill are saved once you are back to the world map. ETA: late August.
Spawning Units on the battle maps, remembering position and tasks - next is the proper spawn system for all troops and economy units on all levels (right now they just all spawn by the town hall). As for units that you have placed somewhere on a map, or given a task order (like cut wood) - that position and action will be remembered for the next time you open the town. ETA: late August.
Research Tree, Locking stuff until researched - another huge addition. Right now everything in-game is unlocked, however we have a huge progression in-mind. Once this is in - we`ll lock something like 70% of available buildings, techs, units, abilities e.t.c and you will need to research it in the Steward menu as you progress through building your empire. As for the trade crafting components used to unlock techs, we`ll come up with some quick way to generate these for now (until full trade economy is in) ETA: mid September
New Town Levels - we plan to add at least one more large town to the game in August - Caen is confirmed, Dublin is a possibility ETA: early September
New Hamlets level - same time we are working on more hamlets designs - including fishing villages, small harbors e.t.c ETA: late August.
Expanding the Random Map - right now most levels for Army vs Army or Hamlet attack look the same - just some Oaks, maybe a lake and a river there. in July we are greatly updating this system to include a lot of new terrain - from dense forests, to swamps. ETA: early September
Reworking Army Vs Army - Right now it`s too similar to Army Attack, instead it will see greatly reduced building options, and more of a fixed force scenario approach. ETA: mid September