Cemeteries, Witches, and Wolves Update – version 113

admin Kingdoms and Castles

We’ve got a Halloween themed update for you with a bunch of new game mechanics! If you’ve got questions, ideas, bug reports, come chat with us on discord: https://discord.gg/kingdomsandcastles, or email us at contact@lionshieldstudios.com. Here’s what’s new:

Cemeteries


Now when peasants die, their bodies will need to be taken to a cemetery by a grave keeper. We’ve added a grave keeper’s hut which employs three grave keepers. We’ve also added a cemetery tile that will fill up with gravestones as grave keepers bring people back to be buried. You’ll need to find the right balance of grave keepers 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. (Note: the individual spaces in each cemetery are able to be reused every 5 years or so, so you won’t need to endlessly grow cemeteries.)

Witches


Maps now have a witch hut. The witch 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. Old saves will get a witch placed as well (if there is room).

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. Like the witch, old saves will get caves and wolves when loaded.

Plague Rework

Plague now can spread over time from its 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 1×1 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.

Town Square Halloween Edition


We did a visual revamp to the town square so it links with stone roads better, and added some festive jack-o-lanterns.

Improvements/Fixes/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%
  • Noria requires all three tiles for its wheel be in water (instead of just one)
  • 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 go out faster in rain/snow
  • Roads, stone roads, and gardens can all be built on top of each other without first demolishing
  • Fixed armies jittering like crazy at low fps
  • Foresters will plant faster if they have access to tools
  • Tweaks to how resources are counted – if they are being transported in someone’s hand they are not counted until they are deposited back in a stockpile.
  • Other small fixes and tweaks

Hope you enjoy! Excited to share some rival AI progress soon!
-Pete & Michael