Kingdoms and Castles

Kingdoms and Castles

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petey123567  [developer] Oct 22, 2018 @ 8:28pm
Now Available - Cemeteries, Wolves, and Witches
Hi Everyone,

Cemeteries, Wolves, and Witches is now up for everyone! Let us know about any bugs you find or feedback you have! You can report those bugs here, at contact@lionshieldstudios.com or on discord: https://discordapp.com/invite/kingdomsandcastles

Here’s the notes - version 113b4:

Added Cemeteries and Grave Keepers:
Now when peasants die, their bodies will need to be taken to a cemetery by a grave keeper. We’ve added a gravekeeper’s hut which employs three gravekeepers. We've also added a cemetery tile that will fill up with gravestones as people are buried. You’ll need to find the right balance of gravekeepers and cemeteries for your town layout. If bodies are left on the ground they will have a chance of starting a plague, plus it’ll make your peasants unhappy.

Witches
Each map spawns with a witch hut. She can be talked to and depending on how the relationship goes she’ll work with you and provide access to powerful spells, or she’ll curse your kingdom.

Wolves
Maps now spawn with empty caves. After you place your keep, caves farther away from your keep will populate with wolves. Wolves will eat anything that comes near them (including vikings), except for peasants employed by foresters. They can be killed by archer towers, ballistas, and armies. Once empty, caves can be removed with the rock removal building.

Plague Rework
Plague now can spread over time from it's starting location, and most often will start in residential areas. You’ll need to make sure your doctors have good and fast access to your kingdom, especially the heavily populated or high traffic areas.

Clinic
The clinic is a 1x1 building that houses two doctors. It costs less than the hospital and is a good way to get doctor coverage early and a good way to provide doctor coverage on the edges of your kingdom where a full hospital might be overkill.

Other Fixes/Improvements/Tuning
  • Charcoal maker, Forester, Iron Mine, and Quarry now come with delivery people who can take their output to a stockpile on their own.
  • Lots of tweaks and tuning to building costs and wages
  • Archer towers are less effective vs. ogres and dragons, but more effective against vikings
  • Ballistas are less effective vs. vikings, but more effective vs ogres and dragons
  • Increased noria water pressure by 50%
  • Increased amount of water bathhouse uses from noria
  • Gardens can provide ‘road access’ bonus for houses
  • Reduced speed bonus for gardens, it’s now faster than nothing, but slower than a real road
  • Add hot key for rebuild (r)
  • Fix issue where you could build anything on top of rubble which was on top of a castle block
  • Fix irrigated gardens not clickable on piers
  • Fires will go out faster now during rain and snow

Note: The cemetery and plague changes may make existing old save games of large cities hard to manage until you add cemeteries and change up clinic/hospital locations as necessary. If this is prohibitively difficult, we’ll look at adding a ‘grace period’ for old saves. Let us know your thoughts here!

Also, things like the cemetery and plague rework will likely need more tuning, let us know how it's working in your cities!
Last edited by petey123567; Oct 28, 2018 @ 2:24pm
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Showing 1-15 of 30 comments
kael Oct 23, 2018 @ 8:24pm 
'
pufaxx Oct 24, 2018 @ 7:03am 
Wow, gonna try this version today.

By the way, I have an idea I think is easy to implement: How about a color code in the ressources window? Like "green" - "increasing", "red" - "decreasing". That would be so fine.

I've got a kingdom with many colonies and I want to see at once, if the peasants are running out of food. As it is now, I must click on every ressource to see if the supply on the island is still sufficient.
Bird Oct 24, 2018 @ 10:32pm 
Excellent update honestly. I like everything about it. Witch is a nice new character, the cemetery makes the city feel more real, and the wolf dens make the world feel more wild. However, I think they're bugged or something and can't be killed. I wanted to clear out a wolf cave to make a whole new area safe to settle, and sent 20 soldiers to do the job. All 20 soldiers were killed very very quickly and I didn't kill a single wolf. I trained and sent 30 more soldiers to fight them again, all 30 died again and I still counted at least 10 pairs of ears. I set up 3 archer towers to shoot at them, and though they continuously shoot arrows, the total number of wolves isn't going down. There's a red splashing sort of effect that comes from them, which I assume is supposed to be a dying effect, but they don't actually die.
pufaxx Oct 25, 2018 @ 11:52am 
Today I've started a new kingdom with 113b5s and chose "Sommern". Here's my feedback ...

"Missing Translation" errors are fixed at least when language is set to English.

Nice idea to adapt the seasons to the icons in the building menu. They look different in summer than in winter.

Cemeteries work, bodies are buried. Still there seems to be a problem: I am at about only 450 inhabitants now, but people keep complaining - although i've got two cemetaries each with an "extension" of four fields. I don't understand the mechanics.

Wolves: Same issue as user "All4Freedom" - They can't be killed. Even when surrounded by six firing archer towers and attacked with an army of 40 soldiers, the army dies. What can be done to make the wolves go away?

Witches: I couldn't test yet, not enough time to colonize the "witch-island".

All in all performance seems to be improved, camera movements feel much smoother.

:)
Delamorte475 Oct 26, 2018 @ 1:28pm 
The pumkins on thr town square where a nice touch for the holiday
pufaxx Oct 26, 2018 @ 3:03pm 
Version 113b6s - It seems norias cannot be built on moats any more? Aww, I was relying on this method to get my agriculture going. Please, make it work again.
pufaxx Oct 26, 2018 @ 3:45pm 
Sorry, I wasn't right. Placing norias on moats still works. But you need a 1 x 3 moat to build a noria. In earlier versions 1 x 1 was enough. Anyway, once the noria is placed, you can delete the exceeding two squares. Just make sure the wheel is still in the water.
Grumblesuk Oct 28, 2018 @ 10:34am 
You can build cemetaries on piers - burial at sea, lol.
hammerofthegod Oct 28, 2018 @ 2:22pm 
?
Rowsoferra Oct 28, 2018 @ 3:24pm 
I'm really glad to see developers that work really hard to make their game the best it can be. I bought this game last night and After 5-6 hours of amazing content I ran into a wall... i don't really feel an end game. Completely worth the buy and I'm happy content updates like this come so I can replay the game, but I look forward to how you all will meld the end game :D
WI Whitetail Oct 28, 2018 @ 4:54pm 
3 minutes into playing after the update. a single cave full of wolves has killed 27 workers. One worker dies, another takes his place and goes the exact same route to the same fate. Kind of unbalanced IMO. 27 workers in 3 minutes because they automatically take the same route, single file
petey123567  [developer] Oct 28, 2018 @ 5:27pm 
Originally posted by Echo919x:
3 minutes into playing after the update. a single cave full of wolves has killed 27 workers. One worker dies, another takes his place and goes the exact same route to the same fate. Kind of unbalanced IMO. 27 workers in 3 minutes because they automatically take the same route, single file
I'm working on a fix for this right now, can you send me your save game to test? Saves are in %AppData%\..\LocalLow\LionShield\Kingdoms and Castles\Saves\, email to contact@lionshieldstudios.com
usatan Oct 29, 2018 @ 12:25am 
Simply, very buggy situation is here.
Dead bodies can't be burried in some cases.
(Once load this game, It's solved this.)
https://twitter.com/maiden_snow/status/1056806760655122432

It shows these situations.
1.Gravekeeper’s hut has three workers.
2.Cemeteries are empty.
3.All gravekeepers stay in the hut.
4.Right window shows the hut has not enough workers.
5.A dead body is left in the bakery positioning mid right on screen.
pufaxx Oct 29, 2018 @ 4:16am 
A few minutes ago I head about 2000 deaths of plague at once, because of corpses not being buried. And now my kingdom won't recover. One Island 1900 beds, 200 people left, the other island 2100 beds, 400 people left. Just before the death weave crushed in the game started to lag extremely, FPS in single digits ... (Intel i7 4790, 32 GB RAM, Nivida GTX 970) ...
petey123567  [developer] Oct 29, 2018 @ 12:40pm 
Originally posted by pufaxx:
A few minutes ago I head about 2000 deaths of plague at once, because of corpses not being buried. And now my kingdom won't recover. One Island 1900 beds, 200 people left, the other island 2100 beds, 400 people left. Just before the death weave crushed in the game started to lag extremely, FPS in single digits ... (Intel i7 4790, 32 GB RAM, Nivida GTX 970) ...
If you can send me your save (and if you have it, the save before the FPS drop) I can take a look. Saves are in %AppData%\..\LocalLow\LionShield\Kingdoms and Castles\Saves\, email to contact@lionshieldstudios.com

Originally posted by usatan:
Simply, very buggy situation is here.
Dead bodies can't be burried in some cases.
(Once load this game, It's solved this.)
https://twitter.com/maiden_snow/status/1056806760655122432

It shows these situations.
1.Gravekeeper’s hut has three workers.
2.Cemeteries are empty.
3.All gravekeepers stay in the hut.
4.Right window shows the hut has not enough workers.
5.A dead body is left in the bakery positioning mid right on screen.
Can you send me your save game as well? I can investigate and see what's wrong. Saves are in %AppData%\..\LocalLow\LionShield\Kingdoms and Castles\Saves\, email to contact@lionshieldstudios.com
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Date Posted: Oct 22, 2018 @ 8:28pm
Posts: 30