Kingdoms and Castles

Update 117r2 (04 April 2020)

Bug fixes:

Fish & Pigs Update -116r4 (07 November 2019)

Hi Everyone,

We’ve got a big new update for you that adds new buildings, food types, and mechanics. We had been planning to launch this all packaged together with the upcoming AI Rival Kingdoms update, but after chatting with the community, we decided to launch this early! We’ve been wanting to add all this stuff to the game for a long time. We’re glad we got to launch it sooner than later.

Why did this update take longer than usual to release? There are two reasons: first, it’s a pretty “meaty” update (pun intended); second, my (Pete) second daughter was born right after we launched the Warfare Update, so I took some time off. Thanks for your patience!

Now, onto what’s new!

Fish

We’ve added fish as a new food source. New maps now have areas where fish will spawn. Old maps will be automatically upgraded to have fishing grounds when loaded. Fish will spawn more fish, and can expand a little from their initial fishing grounds, but will mostly stay in the same region.

Fishing Hut

To catch the fish, build a fishing hut nearby. It comes with a little boat that will go out and catch fish, but will take shelter during storms. Be careful not to overfish; fishing grounds can become depleted if too many fishing huts are built nearby. Peasants can take fish directly from the fishing hut to eat.

Fishmonger

This building takes fish from the fishing hut and prepares them for eating. Using 1 tool and 1 fish, the Fishmonger will output 3 fish. Fishmongers can store 75 fish. This building will be an important part of keeping fish supplied in your kingdom. Peasants won’t want to live too close to it though, due to the smell.

Produce Storage

The new Produce Storage building can store 125 apples, and their workers can carry a double apple load. But why do we need this new building, when we can already store apples in the Granary? Previously, wheat and apples were treated as the same resource and apples would mysteriously transform into grain when placed in a Granary. We were never quite satisfied with that, so now apples are their own distinct resource type. Apples must now be stored in markets or in this new building. Peasants will need to eat apples along with the other food types for maximum health.

Small Market

We’ve now added a 1x1 Market. It employs fewer people and stores less, but it should be easier to fit into some city layouts than the existing 2x2 Market. It also costs less to build.

Swineherd

You can now build Swineherds, a 3x2 building that raises pigs. Pigs consume wheat and can be slaughtered for meat. If there is no wheat to feed the pigs, like peasants, they’ll get hungry and eventually die off.

Butcher

Butchers will take tools and 1 unit of meat from Swineherds and turn it into 3 servings of meat. They function a lot like Fishmongers. They can store up to 150 meat. Peasants won’t want to live too close to the butcher either, due to the smell.

Health

To incorporate all these new food types, we’ve added a new Health mechanic for your kingdom. Hovering over the Health number will explain all the factors impacting it. For maximum Health, peasants need a varied diet and enough Clinics and Hospitals open and operating. Peasants will want access to fish or pork, apples, and wheat or bread. You’ll be able to click the Health overlay to see which houses need better access to the food types.

As your kingdom grows, your peasants will care more about their Health and will want it to be better and better. Health will affect their happiness, the likelihood of a plague, plague virulence, and average life expectancy. If your kingdom is in poor Health for too long, peasants may die prematurely!

Note that for existing cities, you will get a 5 year grace period before your peasants become unhappy with their Health.

Optimization

As mentioned in our previous development update, we have implemented some performance optimizations targeted at large cities with lots of resources. In our benchmark city, we were able to improve performance 30% from 17-18fps to 22-25fps, though results vary depending on city size/composition and your computer specs. Let us know if you see an improvement! More optimization is coming in future updates.

Other Improvements/Fixes

Warfare Update - v115r3 (12 June 2019)

Military System Revamp

We have streamlined the military system. Barracks now produce a full 1 tile fully functional 16 footman unit complete with a general with one click (rather than the old way of having to separately train a general, then individually train and recruit units at the barracks). This should feel a little more like an RTS. If you have an old save with bigger armies it will be split up into individual units and we have removed the 3 unit cap. Additionally:

New Unit - Archer

We’ve added an archer school building that works just like the barracks except it produces archer units. They can attack enemies with their ranged attack but are very weak when engaged hand-to-hand. They also gain the same range bonus when stationed on walls that normal archer towers get. And on that note…

Units Can Walk on Walls - Castle Stairs

You can now build castle stairs which allow units access to walking on your castle walls and towers. We’ve completely revamped the pathfinding tech to make this work and set up little doors automatically when a tower meets a wall. One set of stairs will allow access to any contiguous piece of wall, but you’ll probably want multiple sets of stairs for quick access.

Troop Transport Ships

You can now build troop transport ships and use them to move your armies across deep water and on to other landmasses. Each ship can carry three units. To load units, select them and order them to move to a transport ship. To unload, select the transport ship and right click anywhere on land.

New Viking Unit - Thief

Viking thieves move faster and don’t start fires, but if they make it to your treasure room they will steal 100g. Make sure to kill them before they escape back to their ship to reclaim the gold!

Viking Raid AI Improvements

Viking raids can now launch on multiple fronts and they can also leave on any viking boat, not just the boat that brought them. Viking boats are more reactive to picking up escaping vikings. Viking raid escalation tweaked to better adapt to player skill.

Note: if you are using an old save the next few raids will be weak until it catches up with your progress.

Drag Placement

You can now click and drag to place multiple roads, farms, orchards, aqueduct, castle blocks, cemeteries, and piers. You'll be able to place up to 100 buildings per drag placement.

Drag Chop, Rebuild, Demolish

You can now click and drag to order peasants to chop multiple tiles of wood, rebuild large areas of rubble, or demolish lots of buildings at once.

Control Tweak

We have flipped left and right mouse click. Instead of moving the camera on left click, now left click is used for select and drag select. Right click and drag moves the camera and issues troop orders. Middle click and drag is still camera rotate. If you hold down the alt key, the controls will revert back to functioning like the old version.

Note: If you’d prefer the old method permanently, you can toggle ‘legacy mouse controls’ in the options menu. In legacy mode click and drag selecting and placement require holding the alt key to start the drag.

Other Fixes/Improvements

Rebuild now works as expected on castle towers and tiles with aqueducts
Aqueducts can be built over hovels
Fixed gates not visually closing when vikings were nearby
Map generation tweaked to better guarantee viable amounts of stone and iron
Fixed some load/save exploits with the witch
Fixed cemetery orientation getting lost after a load/save
Fixed generals not attacking ogres
Reduced gravekeeper walk speed from 2x to 1.5x
Military units get same speed bonuses on roads that villagers do
Roads can be placed anywhere and do not need to be connected to other roads
Other small fixes


Update Infrastructure II - v114r3 (24 January 2019)

New Map Generation
Wooden Gates
Stone Bridges
Fire Brigade
Twitch Integration
Tax Tweaks
Windmill Bonus Tweak
Other Improvements/Fixes

Cemeteries, Witches, and Wolves Update - 113r5 (29 October 2018)

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.

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 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.

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

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


Beautification Update - 112r2 (7 September 2018)

Gardens
New Statue
Fountains
Skill System Tweaks
Aqueduct Tweak
Improvements/Tweaks

Grand Buildings Update - 111r1 (19 June 2018)

Here’s what’s new:
Cathedral
Great Library
Bathhouse
Happiness Overlay Revamp
Menacing Dragons
Other Improvements/Fixes:
VR Update
What’s next?

Until next time,
-Pete & Michael


Update 110r5 (20 April 2018)

Creative Mode
Map Editing
Tweak and Spawn
Custom Banners
Other Fixes and Improvements:
What’s next?

Update 109r1.1 (05 March 2018)

Bigger Maps and Deep Water
New Building: Outpost
New Building: Dock
Merchant Ships
Transport Ships
New Building: Draw Bridges
Job Priority System
Other Improvements/Fixes:

Update 106r3 (21 September 2017)

Wooden Walls
Stone Roads
New Statue - Queen Barbara
Noria, Aqueduct, and Reservoir
Fire Changes
Tune Food and Time
UI Updates
Tweaks and Fixes

Update 105r1 (2nd August 2017)

Improvements
Fixes