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The final release is here!

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Litude

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King Karolus

Posts: 1233

Joined: 01 May 2006, 22:00

Website: http://www.knightsandmerchants.net

Location: Finland

Post 02 Jul 2013, 11:29

The final release is here!

Well, it took some time. It was almost five years ago that the first beta release of this patch was released. Slowly, but steadily more fixes and features were added during the years and the end result of the patch is nothing like the first beta that was released in July 2008. I can't thank the community enough for all their interest and help in the patch during the years; the help has been invaluable.

I'd like to thank everyone that has helped in the project in any way, whether by reporting actual bugs, contributing fixes, or just by installing the pre-release versions of the patches so that the possibility of caching eventual bugs would be higher.

A lot has happened in the Knights and Merchants scene during the past five years, in particular the KaM Remake has gotten so comprehensive it has all but replaced the original game by now. Still for those looking for a trip down the memory lane, firing up the original TPR might be just what you need.

The changes in the final release are mostly negligible, pertaining to documentation and the installer.

Complete Changelog
General Improvements
- Revised statistics screen, now includes all buildings and occupants
- Added missing songs from "The Shattered Kingdom" back into the game
- Added songs from the 2012 edition into the game
- Game music player now says "Track" before track number
- Music player now starts with track number 1 instead of 0
- Publisher video promoting TopWare Interactive added
- The fisherman now uses unique greeting and death sounds
- Sound effects have been added to the catapult and the ballista
- The rebel, rogue, vagabond and warrior now use their own sound files to allow replacement
- The rebel now has unique sound files (Image, Image)
- The rogue now has unique sound files (Image, Image, Image, Image)
- The vagabond now has unique sound files (Image, Image)
- The warrior now has unique sound files (Image, Image, Image, Image)
- Improved sound effect and music quality
- Removed some Barbarian sound effects that were duplicates of the Sword Fighter, added unique DEATH sounds and renamed an ATTACK sound to a BATTLE sound (Image, Image)
- Tutorial has been improved and it now explains all basic buildings
- Z and Y are no longer reversed when writing messages in multiplayer (Image, Image, Image)
- Intro logo video has been improved (Image)
- The Shattered Kingdom intro video quality improved (Image)
- Added one sound effect to the knight that was present in TSK but was for some reason removed in TPR (Image)
- Added the horse scream battle sound effects that were present in the English, Hungarian and German localizations to the scout, vagabond and knight in the other localizations
- The in-game menu graphics are now of a higher quality when playing in 1280x960 or 1280x1024

General Fixes
- The siege workshop and the town hall can no longer be built on top of trees
- Building a fisherman's now unlocks the fisherman in the statistics menu
- Building a siege workshop now unlocks the carpenter in the statistics menu
- The AI will now properly take all wares to its storehouses
- The sixth line in messages no longer gets cut in half
- The sound effects of the carpenter and crossbowman now work properly
- The rebel now uses the sound effects of the lance carrier (Image, Image, Image, Image, Image)
- The rogue now uses the sound effects of the bowman (Image, Image, Image)
- Removed English barbarian sound effects (Image)
- "The Shattered Kingdom" campaign added (Image)
- Fixed being unable to save your game (Image)
- The game font files are now based on the Windows-1250 character set (Image, Image)
- The game font files are now based on the Windows-1251 character set (Image)
- The game font files are now based on the Windows-1252 character set (Image, Image, Image, Image)

General Changes
- Scout line of sight is now back at 9 squares
- The fisherman's now gets unlocked after you build a sawmill
- Relocated the fisherman in the schoolhouse between carpenter and farmer
- Game music tracks have been reorganized
- In-game message strings have been reorganized
- Game credits have been cleaned up, hopefully making more sense now
- Two colors changed in the menu palette, necessary to make it possible to add the Russian game logo
- Soldier command hotkeys changed (Image, Image, Image)
- Game is no longer Unicode version (Image, Image, Image)
- All mentions of ZuXXeZ Entertainment and the local publisher have been changed to TopWare Interactive

Graphical Changes
- Iron mine icon now has blue pickaxes to match the color of the ore
- The militia parchment now displays the correct attack value
- Allow repair/disallow repair icons will no longer bump one pixel when clicked

Text Changes
- Message formatting improved, empty lines will no longer occasionally appear in messages
- The Shattered Kingdom campaign messages rewritten (Image)
- The Peasants Rebellion briefing texts now match with the narrator (Image)
- The Peasants Rebellion briefing texts rewritten (Image)
- The Peasants Rebellion briefings renarrated (Image, Image)
- The Peasants Rebellion campaign messages rewritten (Image, Image, Image)

Mission Changes
General
- You now start off with fish in all missions where you are allowed to build a fisherman's, other food amounts have been reduced to take this into account
- The AI now also starts off with fish in his storehouse in missions where this is applicable
- Fixed several instances of areas in maps that were inaccessible yet you were able to click on them
- A lot of general mapping errors like misplaced roads and buildings, and stone traces have been fixed
- You are no longer allowed to build fishermen's in missions with no accessible water
- Decreased the defense radii of several enemies in multiple missions
- Maps where the AI left some buildings unprotected have been fixed
- Missions where the enemy doesn't have watch towers now have a limit on how many recruits the enemy may have
- The AI is now capable of properly handling all different types of soldiers he may create in a certain mission
- The AI soldier placements should no longer overlap each other and have been generally improved
- Road systems of AI players have been improved in missions where enemy serfs usually get jammed in front of the storehouse
- Missions where the AI doesn't attack now have a maximum limit on the amount of soldiers the enemy may deploy
- Added water animals to lakes that used to be empty

Tutorials
- Town Tutorial: You now start off with 700 gold
- Town Tutorial: You are no longer allowed to build stables, watchtowers, gold mines, iron mines or coal mines
- Battle Tutorial: Each message is now sent after you have completed your assigned task

The Shattered Kingdom Campaign
- The fisherman's is now not buildable until the second mission
- The town hall is now not buildable until the ninth mission
- The siege workshop is now not buildable until the eleventh mission
- Mission 1: The yellow team now handles axe fighters properly
- Mission 2: A defense position for scouts had been totally misplaced
- Mission 3: Fixed a bug where the enemy ambush could get delayed
- Mission 4: Added one more defense position for lance carriers to the southern yellow team
- Mission 5: You are now allowed to build a barracks again
- Mission 5: Soldiers of the purple team will return to their base after an attack
- Mission 5: Slightly decreased defending area of blue soldiers
- Mission 5: The blue team now has some more coal
- Mission 5: The blue team now handles lance carriers properly
- Mission 5: You now also have to defeat the enemy soldiers to win
- Mission 6: All enemy soldiers will now always attack you
- Mission 7: The enemy attacks now include the correct amount of troops
- Mission 7: All enemy watchtowers will now get occupied
- Mission 7: You are no longer allowed to build watchtowers
- Mission 7: Allied player will now correctly attack buildings of the enemy
- Mission 7: You now also have to defeat the enemy soldiers to win
- Mission 8: The initial attack now includes the correct amount of barbarians
- Mission 8: Useless barbarians that used to starve have been removed
- Mission 8: A butcher's and a tannery have been added to the northern enemy
- Mission 8: Added one more lance carrier defense position to the northern enemy
- Mission 8: Decreased the defense radius of the northern enemy so that he won't attack you when your soldiers are a bit up-north
- Mission 9: Defending positions of the enemies have been redone
- Mission 9: Your enemies start with more powerful soldiers
- Mission 9: Added three inns to your enemies to prevent starvation
- Mission 9: You will now actually get attacked by the enemy
- Mission 9: An enemy weapons workshop has been replaced by a weapons smithy
- Mission 9: Replaced one enemy farm without fields with a weapons workshop
- Mission 9: Fixed one bakery that didn't appear due to uneven terrain
- Mission 11: You now have to defeat all enemies to win
- Mission 11: The enemy will now cut the stone mountain in the south
- Mission 11: The southern purple team now handles lance carriers properly
- Mission 12: You now have to defeat all enemies to win
- Mission 12: Added an inn to the northeastern team to prevent starvation
- Mission 12: A farm was not visible due to uneven terrain
- Mission 12: Made the northeastern enemy more aggressive
- Mission 14: Fixed one enemy defence position that was facing into the wrong direction
- Mission 15: Fixed misplaced enemy gold mines
- Mission 15: Fixed misplaced enemy armory workshop
- Mission 15: The build-up enemy now places troops by the watchtowers
- Mission 15: The build-up enemy will now actually attack you
- Mission 15: Made the northeastern enemy more aggressive
- Mission 15: Added an additional inn to your enemy to prevent starvation
- Mission 15: You now have to defeat all enemies to win
- Mission 16: Defending positions of the enemies have been redone
- Mission 16: Fixed misplaced enemy iron mines
- Mission 16: Fixed one enemy weapon smithy that wouldn't appear due to being placed on top of a tree
- Mission 16: Added significantly more iron and coal to the teams in the middle of the map
- Mission 16: Made the teams in the middle of the map more aggressive
- Mission 20: The enemy now sends all attacking soldiers into the start fight
- Mission 20: Defending positions of the northern enemy have been redone

The Peasants Rebellion Campaign
- The AI now attacks in all missions where he is supposed to do so
- Mission 1: Fixed terrain so that your second storehouse appears properly
- Mission 3: Your allied town is now visible from the start
- Mission 3: You are no longer allowed to build watchtowers
- Mission 3: Fixed erroneous defeat conditions
- Mission 3: Added a limit on the number of soldiers the enemy makes since they don't attack
- Mission 3: Your enemies are no longer allied with your ally and vice versa
- Mission 4: Your allied town is now visible from the start
- Mission 4: Your ally is now actually allied with you as well
- Mission 4: Your ally now has soldiers that you have to protect, the green player will attack them
- Mission 4: Replaced iron wares in second storehouse with leather wares
- Mission 4: Made the stone supply at your base have more stone
- Mission 4: Decreased the defence radii of your enemies since the enemy was too aggressive
- Mission 4: You now also have to retain economic buildings of the yellow enemy in the northeastern corner
- Mission 5: The green team is now also green on the map
- Mission 5: Your allies are no longer allied with your enemies and vice versa
- Mission 6: Defending positions of the brown team have been redone
- Mission 6: Added 10 loaves and 10 wine to your main storehouse
- Mission 6: Dark green enemy now has significantly more iron
- Mission 6: You now also have to defeat the enemy soldiers to win
- Mission 7: The initially attacking yellow team is now also yellow on the map
- Mission 7: Defending positions of the green team have been fixed
- Mission 7: Altered an iron mountain to make placement of iron mine possible
- Mission 7: Added more gold to the enemies
- Mission 7: All enemy teams are now properly allied with each other
- Mission 7: You now also have to defeat the enemy soldiers to win
- Mission 8: Fixed an error in the way the human player had been scripted
- Mission 9: You are no longer allowed to build iron mines
- Mission 9: Northern purple team color fixed, will no longer occasionally flash white
- Mission 9: Gave significantly more iron to both purple teams
- Mission 9: Added more gold to the enemies
- Mission 9: You are now allied with the team with the burning storehouse
- Mission 9: Your allies are no longer allied with your enemies and vice versa
- Mission 9: Removed a totally misplaced bakery from the brown team
- Mission 10: Your allied town is now visible from the start
- Mission 10: Northern purple team color fixed, will no longer occasionally flash white
- Mission 10: Altered gold mountains to make placement of gold mine possible
- Mission 10: Altered an iron mountain to make placement of iron mine possible
- Mission 10: Yellow team now attacks you with the proper amount of soldiers
- Mission 10: Both purple teams now have slightly more gold at start
- Mission 10: Added a woodcutter's and a sawmill to your ally
- Mission 10: Decreased the size of the coalfield by your ally so that it isn't covered by your ally's cornfield
- Mission 10: The initially attacking yellow team is now also yellow on the map
- Mission 10: The lance carriers of the yellow team now properly join the initial attack
- Mission 10: Gave significantly more iron to the enemies
- Mission 10: All enemy teams are now properly allied with each other
- Mission 10: Your ally is no longer allied with the green team
- Mission 10: You now also have to defeat the enemy soldiers to win
- Mission 11: You now only have to defeat the soldiers at the end to win
- Mission 12: Removed extra soldiers blue team had at start by mistake
- Mission 12: Replaced blue team's iron ore with iron weapons and armor
- Mission 12: Stable added to eastern enemy team
- Mission 12: You now have to defeat all enemies to win
- Mission 12: Gave significantly more iron to the enemies on the edges of the map
- Mission 12: Added more gold to the enemies
- Mission 12: All enemy teams are now properly allied with each other
- Mission 13: All soldiers start the mission at full condition
- Mission 13: Catapults have been replaced with crossbowmen
- Mission 14: Added two messages that will be sent to you during the mission
- Mission 14: You now have to defeat all enemies to win
- Mission 14: Added iron weapons and armor to eastern gray team
- Mission 14: The amount of resources you have at the start of the map has been altered
- Mission 14: Added more gold to the enemies

Multiplayer Missions
- Mission 4: Altered one iron mountain to allow better placement of iron mine
- Mission 7: The town hall and the siege workshop are now pre-allowed

Single Missions
- Mission 1: You now actually lose when you lose your important buildings
- Mission 3: You now actually lose when you lose your important buildings
- Mission 4: Altered one iron mountain to allow better placement of iron mine
- Mission 4: Moved purple enemy back to its former starting position
- Mission 5: You now actually lose when you lose your important buildings
- Mission 7: Removed two woodcutter's an enemy team had by mistake

Miscellaneous Changes
- Game manual updated, errors corrected and information updated

Image English (178 MB)
Image [Download]
Image French (167 MB)
Image [Download]
Image Dutch (178 MB)
Image [Download]
Image German (166 MB)
Image [Download]
Image Hungarian (163 MB)
Image [Download]
Image Polish (167 MB)
Image [Download]
Image Russian (230 MB)
Image [Download]
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Michieru

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Posts: 30

Joined: 20 Sep 2008, 22:00

KaM Skill Level: Average

ICQ: 336397721

Location: Germany

Post 02 Jul 2013, 13:11

Re: The final release is here!

Thank you so much for all the work you have done fot his project over the years :)
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Vatrix

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Council Member

Posts: 410

Joined: 19 Apr 2013, 20:30

KaM Skill Level: Veteran

Location: Czech Republic

Post 02 Jul 2013, 13:26

Re: The final release is here!

I can´t see czech here, why? (If it was somewhere written, sorry about that)
I fixed The Shattered Kingdom and The Peasants Rebellion here!
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Shadaoe

Knight

Posts: 584

Joined: 28 Jul 2011, 22:00

Website: https://www.youtube.com/user/KaMRemake

Post 02 Jul 2013, 13:34

Re: The final release is here!

Wonderful work, it's great to see the final release here and you've done a great job !
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Litude

User avatar

King Karolus

Posts: 1233

Joined: 01 May 2006, 22:00

Website: http://www.knightsandmerchants.net

Location: Finland

Post 02 Jul 2013, 13:35

Re: The final release is here!

The problem with doing a Czech release is that there is a lot of translating that needs to be done, namely the manual and the readme. Perhaps there was something else as well.
I haven't been able to get the Czech TSK manual so pretty much the whole manual is not translated. If you have the Czech TSK manual and are interested in taking over the task, let me know and I'll send you the files.
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Vatrix

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Council Member

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Joined: 19 Apr 2013, 20:30

KaM Skill Level: Veteran

Location: Czech Republic

Post 02 Jul 2013, 13:39

Re: The final release is here!

I like translating and now I have much free time, send me all things you want to translate and I will do it ;). I dont have czech manual, but I will translate it, too.

*edit: And I forgot to say: Great job! :)
I fixed The Shattered Kingdom and The Peasants Rebellion here!
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Michieru

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Posts: 30

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KaM Skill Level: Average

ICQ: 336397721

Location: Germany

Post 02 Jul 2013, 14:16

Re: The final release is here!

For the German translation just these lines in this thread viewtopic.php?f=8&t=282 ? Or are there some other things to translate, too??
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Litude

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King Karolus

Posts: 1233

Joined: 01 May 2006, 22:00

Website: http://www.knightsandmerchants.net

Location: Finland

Post 02 Jul 2013, 14:44

Re: The final release is here!

Yeah it's just the lines that are in that topic.
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Michieru

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Posts: 30

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ICQ: 336397721

Location: Germany

Post 02 Jul 2013, 15:09

Re: The final release is here!

I'll translate them :P

One question:

The "dude" or the "polite" form of German?
I don't know which one I should take :/
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Litude

User avatar

King Karolus

Posts: 1233

Joined: 01 May 2006, 22:00

Website: http://www.knightsandmerchants.net

Location: Finland

Post 02 Jul 2013, 17:06

Re: The final release is here!

The polite, definitely. It should be written in a similar style as the TSK story is written in the manual.
<<

Vatrix

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Joined: 19 Apr 2013, 20:30

KaM Skill Level: Veteran

Location: Czech Republic

Post 02 Jul 2013, 17:31

Re: The final release is here!

Maybe send files to my email: vatrix@seznam.cz. I can start today :)
I fixed The Shattered Kingdom and The Peasants Rebellion here!
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Bence791

Knight

Posts: 618

Joined: 20 Jul 2012, 20:25

KaM Skill Level: Beginner

Location: Hungary

Post 02 Jul 2013, 17:36

Re: The final release is here!

Oh awesome :) Thanks for that much of work, Litude :)
I can offer some translations to Hungarian, if it's needed.
The Kamper is always taking my colour!

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Litude

User avatar

King Karolus

Posts: 1233

Joined: 01 May 2006, 22:00

Website: http://www.knightsandmerchants.net

Location: Finland

Post 02 Jul 2013, 18:14

Re: The final release is here!

@vatrix (CZ):
Here's the manual .DOC file (without images as the images are pretty huge).

@Bence791:
Thanks for the offer. The needed Hungarian line are in this thread.
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Michieru

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Post 02 Jul 2013, 21:10

Re: The final release is here!

German translation: Done :P
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Vatrix

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Location: Czech Republic

Post 03 Jul 2013, 09:23

Re: The final release is here!

It will be long long work, but I will try to send it to you by 1-2 days ;)
I fixed The Shattered Kingdom and The Peasants Rebellion here!

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