AI Kingdoms – Beta 5-8 – Notes

admin Kingdoms and Castles

We’re very close to final release of this update. Right now we’re finishing up bug fixing and localizations. Here’s the condensed notes from betas 5-8. We’ve also turned mods back on so if you find the game acting strangely try disabling any mods first – some of them haven’t been updated to work with the new update.

Features:

  • Allow AI to buy from the off map merchant
  • Added a beefier type of viking infantry
  • AI can now build great halls
  • Added VFX and music cues to AI dialogues

Improvements:

  • Tweak how many bakeries the AIs try to build
  • Increase bakery output from 4 bread to 5 bread
  • Increase catapult troop wages
  • Recooperated units keep their old general name
  • If you have an very unfavorable relationship with an AI for long enough they will warn you, then later declare war
  • Tweak difficulty of survival mode, added more frequent merchants and a little more stone in each deposit
  • AI sends diplomats on their own boat so they won’t be sunk during a war
  • Added some status text on the player merchant orders so you can see what happened when a merchant visited a dock
  • Your merchant ships grant visibility so they don’t disappear sailing too close to AI lands
  • Make it possible to end a war with a nice gift
  • Double clicking a unit will select all units of that type in the camera view filtered by team
  • Bias vikings and AIs to try and land their ships away from tower defenses
  • Reduced costs of witches spells

Fixes:

  • Fixed fire not damaging keep in survival
  • Fixed issue where you could get a huge viking invasion too early
  • First pass integrating the viking/dragon/merchant notifications with the minimap
  • Fixed ships getting stuck in gates if diagonal to a water tile
  • Fixed pathing issues with ships and units when evaluating tiles with a castle block and aqueduct inside
  • Fixed being able to delete AI buildings with keyboard
  • Fixed issue with viking raids on islands with no buildings
  • Fixed minimap buttons showing up behind minimap
  • Fixed being able to place a stone block on a wooden gate
  • Fixed not being able to walk through gates after taking over an AI island
  • Fixed issue with minimap viking counter showing deleted vikings
  • Fixed ballista shooting inside its minimum range
  • Fixed the AI dialogue claiming they were close docks so they actually close
  • Fixed issue where envoy could get stuck on noria
  • Fixed bug where you could see idle categories and place things lower than them in the job priority
  • Fixed diplomat pathing issue
  • Fixed the axes hanging around if you delete the trees marked for chopping in creative mode
  • Fixed performance issue with large amounts of vikings attacking buildings
  • Fixed dragons showing up on minimap before being the warning was visible
  • Fixed buildings not flashing when damaged
  • Fixed issue with building roads under gates
  • Fixed placing castle blocks on rubble over water
  • Fixed AI asking for mission help before introducing themselves
  • Fixed being able to generate infinite meat from butcher with a transport cart
  • Fixed not being able to place iron mine in some cases
  • Fixed Sea Gate life inconsistency with same height walls and tweaked its stack height
  • Fixed issue where farmers wouldn’t bring grain to granaries
  • Fixed rare issue where using the creative mode delete brush could cause a hang
  • Fixed max storage shown incorrectly for food if using carts or spawning resources from creative mode
  • Fixed issue where you could generate infinite Hazard Pay notifications
  • Fixed issue where the armament info math wasn’t adding up
  • Fixed issue where you could use a Great Hall in diplomacy even when not finished constructing
  • Fixed kingdom name not appearing in kingdom log when an AI destroys one of your buildings
  • Fixed AI not granting you their kingdom when you destroy their keep
  • Fixed some performance problems
  • Fixed hazard pay not being reflected for soldiers in gold info
  • Fixed shipping amounts not being reflected in resource info
  • Fixed issue if troops were set to unload and move to a building and then the building was destroyed
  • Fixed case where envoy objectives could complete too early

Thanks again for all the feedback and bug reports! Until next time,

-Pete, Michael, and Sam