Kingdoms and Castles

Kingdoms and Castles

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petey123567  [developer] Jan 14, 2019 @ 6:34pm
New Beta - Infrastructure II - version 114b3
We've got a new build on the preview branch and we're looking for your feedback! This is of course beta code so you will likely run into bugs or other issues. And when you do let us know at contact@lionshieldstudios.com or on discord: https://discord.gg/kingdomsandcastles

Here's how to get it:
Select KaC in your library, right click it and hit properties. In the menu that pops up click the "Betas" tab. Select "next-version-preview" in the dropdown menu. Your game will update to the beta version. No code is necessary

Here's the notes:

New Map Generation
Reworked map generation algorithm. Now distinct landmasses will be farther apart (no more landmasses separated by just 4 tiles). Maps have a chance to spawn with shallow water rivers. Map island shapes should in general be more interesting. All landmasses are guaranteed to be above a certain tile count and wolves also won’t spawn on small landmasses. Number of build-able tiles increased by 20-30% per map size.

Wooden Gates
These will match up better with wooden walls, and are cheaper than stone gates.

Stone Bridges
These bridges fit together with stone roads and provide the same movement bonus. They are impassable by ship so be careful you don’t box in your transport ships. Viking ships can't pass through them or destroy them.

Fire House
You can augment the automatic volunteer peasant firefighters with actual firefighters who hang out at the Firehouse until needed. These professional firefighters run very quickly and put out fires much quicker than normal peasants. With the right Firehouse placement, you’ll now be able to put out fires that would have destroyed buildings when the peasant volunteers were too far away to arrive in time.

Tax Tweaks
The tax rate used to go from 1 to 3. Now it can do half increments (so 0.5, 1, 1.5, etc). As a stylistic choice we’ve changed the display to show a percentage so if you had a tax rate set at 3, it’ll now show as 30%, but all the internal math will remain the same. This will allow you finer grain control over taxation vs. your kingdom’s happiness.

Twitch Integration
If you'd like, you can turn on streamer mode in the settings. A twitch icon will appear on the side of the screen, enter your username there, start streaming and viewers can vote on what befalls your kingdom: bonuses, disasters, and other events!

Experimental - Windmill Bonus Rework
Windmill bonuses no longer stack with adjacent windmills and instead each does +3 per tile. Reasoning is that it turns out with overlapping bonuses a really strange formation of farms and windmills is optimal (long rows of windmills with a row of farms in between). So we wanted to make it so you don't have pack windmills in a line to get optimal food output. This rework should yield about the same food per tile and people per tile as the old pattern of making tight rows of windmills.

Other Improvements/Fixes
  • For older mac users who weren’t able to see trees, you can now turn on ‘Mac Compatibility Mode’ in the settings to address that.
  • Optimization pass
  • Dragons are less punishing in terms of how many people they kill (especially large dragons)
  • Stockpiles are treated as stone roads regarding peasant walk speed
  • Added dirt under the stone roads so they match up with regular roads/gardens better
  • Baker bakes faster (10s per bread from 15s)
  • Right click now also deselects tower range UI
  • Previously viking ships would phase through drawbridges, now the drawbridges go up when any ship comes through
  • Display charcoal maker yearly output
  • Reduced costs on castle blocks
  • Tweak castle tower ballista/archer ranges
  • Reservoirs can be built anywhere (ignores road territory)
  • Fix issue where vikings spawned in creative mode wouldn’t always leave on their ships properly
  • Fix mason not repairing walls
  • Fix case where peasants could end up in deep water
  • Fix case where doctors could end up in deep water/floating in air
  • Fix garden not receiving adjaceny bonuses if under aqueduct
  • Fix armies not able to stand in town squares
  • Fix not being able to build castle blocks on top of a gate that had a garden underneath
  • Other small fixes/tweaks
Last edited by petey123567; Jan 14, 2019 @ 6:35pm
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Showing 1-15 of 15 comments
sleeper Jan 18, 2019 @ 2:03am 
Wait, so are all of these things now in the beta or are they going to be added?
petey123567  [developer] Jan 19, 2019 @ 2:25pm 
They are all in the beta branch right now.
evilerevilhero Jan 23, 2019 @ 8:35pm 
"Stone Bridges- Viking ships can't pass through them or destroy them." So, theoritically, I could surround the island with stone bridges to protect the island and walls from being invaded/attacked/destroyed?
Last edited by evilerevilhero; Jan 23, 2019 @ 9:07pm
Mr Cheese Jan 23, 2019 @ 10:51pm 
Very nice update, Any plans to add fishing?
Balsover Jan 24, 2019 @ 7:13pm 
"Tweak castle tower ballista/archer ranges"

Can you be more specific?
petey123567  [developer] Jan 24, 2019 @ 8:29pm 
Originally posted by Balsover:
"Tweak castle tower ballista/archer ranges"

Can you be more specific?
The range caps out at 10 stories high (from 12) and with some other tweaks to range addition per castle block their maximum range ends up being reduced a little - although at maximum range it's still pretty big.
Jabue Jan 25, 2019 @ 6:40pm 
Can you give us an estimate of when the next update might be?
Jabue Jan 25, 2019 @ 6:41pm 
The rival AI update.
Kharn Jan 27, 2019 @ 9:46am 
Did Vikings become easier to kill? They aren't even getting close to my city anymore. Two to three ballista hits and they sink.
Last edited by Kharn; Jan 27, 2019 @ 9:46am
I'm finding that any plagues are now completely uncontrollable. I have a town of only 1300 residents and I routinely find that 700~900 die and the Gravediggers simply can't move the dead out fast enough that I get another 700~900 death plague not long after rebuilding the population up with various Festivals...

Anyone else finding this?
TooMuchDog Feb 6, 2019 @ 1:57pm 
I’ve been playing the update for some time now, I’ve never noticed anything unusual about plagues. Sorry!
PythonicArgent Feb 12, 2019 @ 9:38am 
This update is a really good one now I can't wait for the AI update
TechSquidTV Feb 22, 2019 @ 5:19pm 
Highly looking forward to more content. Perhaps other dangers like enemy villages?
Rami Feb 27, 2019 @ 11:50am 
Originally posted by TechSquidTV:
Highly looking forward to more content. Perhaps other dangers like enemy villages?
and levels on commanders :D
Littoaster Mar 25, 2019 @ 4:38pm 
Yeah. I’m back with more ideas, so let’s get started

101. If more animals added in, wolves will attack them.
102. When somebody dies, family comes to cemetery for funeral.
103. Peasants that live near witches my become wizards.
104. Small Vikings can carry 1 peasant, large Vikings can carry 2, and huge Vikings can carry 3.
105. Wolves can attack your cities at night.
106. Droughts lower water levels and may cause norias to stop working.
107. Peasants need water to survive.
108. Pots from pottery shop can hold water for peasants to get.
109. Harvest dragon parts to sell to other kingdoms.
110. Winds can blow ships off-course.
111. Winds can cause ships to shipwreck.
112. Peasants can get in bar fights in taverns.
113. Have a special coat of arms
114. Hunters go hunting for animals
115. Hunters do extra damage to wolves
116. If animal taming becomes a thing, wolves can be tamed into dogs
117. Wild horses can be tamed
118. If you have 2 animals of each gender, they can breed
119. Knights can mount horses
120. Soldiers who ride horses go faster
121. cults can form in your kingdom and can try to take over
122. You can hire soldiers/assassins to fight for you
123. Pushcart wheels can break
124. Pushcarts can be upgraded from wooden to stone (or other way around, though it would be a down-grade)
125. Flatter road decrease chance of wheels breaking or peasants tripping
126. Flatter road also increase happiness
127. Rich and poor peasants
128. Rich peasant by more stuff, increasing gold production
129. You can start wars with rival AIs
130. Over time, wars get more taxing on your economy
131. Your allies can also join the wars in your support
132. The enemy can also have their allies join in their support
133. At the end of each war, there will be a treaty
134. If you lose, then your enemies will make your treaty, but if you win, then you get to make the treaty
135. If you get to make the treaty, your allies have to agree first
136. Different type of lands. (such as icy area, deserts, mountainous areas)
137. Random volcanos improve fertility of soil
138. Under water volcanos can make new islands over time (let’s say 20 years)
139. Pushcarts can go faster if pulled by a horse
140. Rich peasants are transported by wagons
141. Special areas called dragons lair.
142. Different types of dragons (water, earth, air, and we already have this, but fire)
143. Artist peasants that make art which improves happiness
144. Canals can be dug/made
145. Different types of plants
146. Special plants for special areas (cactus for desert and frost grass for icy)
147. Hospital needs herbs to heal peasants
148. If houses have food in its pantry, raiders go inside to take it
149. You can build castles for the mayor/lord/baron of a specific is land (you can only have one castle per island)
And finally (if you are still even reading this),
150. You can build archer/ballista tower on a castle

Well, this is the end of my third list. If I can even come up with 50 more ideas, the expect a fourth one. I hope you like some of the ideas that I came up with. If you want to recomment the ideas you liked, feel free to do so.
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Date Posted: Jan 14, 2019 @ 6:34pm
Posts: 14