Medieval Kingdom Wars

Medieval Kingdom Wars

Statistiche:
MKW - Roadmap
MKW POST-RELEASE PROJECTS

Our plans are big. In a nutshell - release is not the end, but only the beginning. We want to do a lot more with MKW.

Please keep in mind that expansions are not in any order, as You will decide the order using the in-game Poll Feature.

And we are only listing big projects. There are nearly 200 other smaller things and improvements across the board that is still planned.
  • Adding CoOp to the campaign - including attacking friends or random players towns, armies, or inviting friend or random player to attack AI in your campaign
  • Workshop support, opening up all game files for modders
  • Religion - Chaplain Adviser that oversees religion, elections of Pope, various religious actions that benefit the player`s campaign
  • Complex Trade System - Merchant Adviser that oversees trade - conclude trade agreements, setup trade routes between towns and nations, earn silver, trade goods and reputation
  • Updated victory and information screens - showing all the changes in diplomacy, standing and reward
  • Being able to recruit Lords into your Kingdom
  • Customization of player colours and nation colours
  • Overlay on all unit battalions - that show their portrait, health, status and much more, optional can be turned on and off
  • Several new Diplomatic actions - trade agreements, various alliances, claims
  • Some of the starting lords become female Ladies instead, option to choose Male or Female character
  • New random map terrain sets (fir forests, rural areas, dry lands, desert and more)
  • Expanding tech tree to add another 25 technologies
  • Several new Large town levels (Lisbon, Cagliari, Rome, Florence, Milan)
  • Being able to issue orders to AI Lords during battle, depending on their relations and allegiance
  • Being able to issue orders to AI lords on the world map
If release goes very well, to be added later in 2019
  • Creating unique unit art for each nations unit roaster
  • Creating new town building and wall styles for different nations (including Muslim style, Italian style e.t.c)
  • Expanding world map to feature North Africa, Asia Minor
  • Adding 12 new nations to the game, complete with 50 new lords
  • Expanding tech tree to feature gunpowder advances - allowing recruiting cannons and musketeers in the late game
  • Zombie Mode - a secondary campaign mode, where dead do not stay dead - and armies of undead roam the world map, forcing rules to unite against the Undead plague
  • World Map quests - various random quests to complete on the world map for rewards
  • Town Development Quests - various optional random quests to complete while building up your town
  • Loans - take loans from different factions and characters, or become a banker yourself. Be warned - they will come to collect the debts.
  • Major events during campaign - including Black Death
Ultima modifica da Dev Langor; 9 gen 2019, ore 17:36
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Messaggio originale di Dev Langor:
Expanding tech tree to feature gunpowder advances - allowing recruiting cannons and musketeers in the late game

Nah :steambored: In my opinion we can skip that. Should be focused on a pure medieval game :War:
Messaggio originale di Vasquez:
Messaggio originale di Dev Langor:
Expanding tech tree to feature gunpowder advances - allowing recruiting cannons and musketeers in the late game

Nah :steambored: In my opinion we can skip that. Should be focused on a pure medieval game :War:

The game takes place during the 100 year war (1337-1453). By 1350, rudimentary gunpowder cannons were commonplace in the English and French militaries. Here is an interesting article if you would like to learn more:

https://traveltoeat.com/guns-gunpowder-and-longbows-during-the-hundred-years-war/
If kept to a minimum and only to very lategame its fine ;)
Hey Just wanted to say there are a few cities that when in a seige battle you can no-clip your forces thru the wall and destroy gears in like 2 seconds..... I can only remember caisse
Also we should add a "Save Settings" button directly center screen below the settings. The back button can be run off screen depending on default resolution and really make it annoying experience to figure out that an invisible back button top right will save my new resolution settings.
Individual troops movement needs to be implemented first and foremost my dudes. Like total war unit controls, we should right click drag and see the positioning of troops, you ain't gotta make it where we can edit the formation, but just to allow us to see where the units will go and where they will face, also adding the feature Total war has when you hold down space bar you can see all the troops highlighted positions, helps strategize during battles.
Ultima modifica da Aireolus; 10 gen 2019, ore 3:09
Options to declare civil war, declare war, make peace. Really really needs to happen asap. Before trade you guys gotta focus man, one at a time.
Also for performance if you want some help, add an option to turn off 3D portals, done...... ur welcome
Adding an option to actually edit the position your units have in your army tab would be bliss. To organize and relocate units to make it neat and look nice. Simple feature, but well worth it.
Little things matter more than we think. Love you guys keep up the good work!
Dev Konstantin  [sviluppatore] 10 gen 2019, ore 6:09 
@ Vasquez - gunpowder would be one of the last thing we add if game continues to do well, so yeah - this is way off, and as you said - it`ll be very late game content.

@ Aireolus - thanks a lot for all the suggestions and reports. And these diplomatic options you have listed are all being added this week, trade agreements as well.
Will we be able to see Denmark as a faction in the nearby future? :)
Co-op guys comen!
nooo no zombies please. Next you'll make a BR mode
PLs help mine won't open.. it would just show a white screen for a moment then close pls help
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Data di pubblicazione: 9 gen 2019, ore 17:33
Messaggi: 36