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Beta 4 has been released!

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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 31 Aug 2008, 10:18

Beta 4 has been released!

Beta 5 has been released, see the relevant topic

Beta 4 of the patch has now been released. Changelog can be seen below.

General Fixes
- Siege workshop can no longer be built on trees or other similar objects
- Town hall can no longer be built on trees or other similar objects
- When not joining a game, the game no longer outputs an unreadable error message

General Improvements
- Game music player now says "Track" before track number
- Music player now starts with track number 1 instead of 0
- Missing songs from "The Shattered Kingdom" have been added
- Missing publisher logo of TopWare Interactive added Image
- Fisherman now uses unique greeting and death sound
- Added missing Polish letters to grey.fnt Image
- Message font has now been replaced with the original English font Image
- Two new colors added to menu palette. This was necessary to make it possible to add the Russian logo

General Changes
- Scout line of sight is now 12 squares
- In-game messages have been reorganized
- Game music tracks have been reorganized

Graphical Changes
- Iron mine icon is now blue

Text Changes
- All messages from "The Peasants Rebellion" campaign rewritten Image
- Rewrote a lot of tutorial messages Image
- Added missing mention of building fisherman's hut to tutorial Image
- Some minor errors fixed
- Removed full stops from all roll-over messages and a few short non-roll-over messages
- Multiplayer properties changed to mention storehouse instead of none

Mission Changes
Tutorials
Town Tutorial
- You now start with 700 gold
- Added a butcher's to blue enemy so that skin would be properly processed
- Fourth message is now sent a lot later
- Altered defending positions of enemy troops so that they would use the improved ones from "The Peasants Rebellion" tutorial
- Added some more starting soldiers to green team
- Added some more starting soldiers to blue team
- The message that is sent when swine farm is built has been removed
- The message that is sent when bakery is built has been changed so that it now tells you to produce weapons to defeat your enemy
- Disallowed building of stables
- Disallowed building of watchtowers
- Disallowed building of gold mine
- Disallowed building of iron mine
- Disallowed building of coal mine
- Fish added to enemy storehouses
- Added some animals
- Some extra road pieces removed/added

Battle Tutorial
- Added some animals

dmission0.dat
- Replaced with Town Tutorial of "The Shattered Kingdom"

The Shattered Kingdom Campaign
Mission 1
- Yellow team now handles axe fighters correctly
- Yellow team now reacts if you try shooting their buildings over the mountain
- Fisherman's hut can no longer be built in this mission

Mission 2
- The enemy now keeps on attacking as long as he has troops
- You can no longer attack enemy buildings without his reaction
- You start with 20 fish
- Fish added to enemy storehouse
- Some extra road pieces removed/added

Mission 3
- Added some animals

Mission 4
- Added butcher's to northern yellow team so that skin would be properly processed
- Town hall can no longer be built
- You start with 20 fish
- Fish added to enemy storehouses
- Added some animals
- Some extra road pieces removed/added

Mission 5
- Barracks which had been erroneously blocked in Service Release 2 is no longer blocked
- Purple soldiers will now properly return home
- Slightly decreased defending area of blue soldiers so that they won't attack you when you're defending against their attack
- Blue team now has some more coal
- Town hall can no longer be built
- Siege workshop can no longer be built
- You start with 15 fish
- Fish added to enemy storehouses
- Added some animals
- Some extra road pieces removed/added

Mission 6
- All soldiers should now always attack you
- Added some animals

Mission 7
- Added one more starting recruit to northern blue team, all watchtowers will now be occupied
- The crossbowmen now properly join the attack at start
- Both purple lance carrier troops now correctly join the initial attack
- Allied player will now correctly attack buildings of the enemy
- Town hall can no longer be built
- Siege workshop can no longer be built
- Watchtower can no longer be built
- You start with 20 fish
- Fish added to enemy and ally storehouses
- Added some animals
- Some extra road pieces removed/added

Mission 8
- Added butchery to brown enemy so that skins will be properly processed
- Added butchery and tannery to orange enemy team so that skins will be properly processed
- The barbarian attack at start now includes the correct amount of troops
- Barbarians that never attacked and therefore died of hunger have been removed
- Removed one unnecessary stonemason from orange team
- Fish added to enemy storehouses
- Fisherman's hut cannot be built, there's no water
- Town hall can no longer be built
- Some extra road pieces removed/added

Mission 9
- Added missing fields to farms of north-eastern enemy
- Fish added to enemy storehouses
- Fisherman's hut cannot be built, there's no water
- Town hall can no longer be built
- Some extra road pieces removed/added

Mission 10
- You start with 20 fish
- Added some animals
- Some extra road pieces removed/added

Mission 11
- You start with 20 fish
- Fish added to enemy storehouses
- Added some animals
- Some extra road pieces removed/added

Mission 12
- One enemy farm was not visible due to uneven terrain
- You start with 20 fish
- Fish added to enemy storehouses
- Added some animals
- Some extra road pieces removed/added

Mission 13
- Water in lower-left corner was flowing in random directions, this has been fixed

Mission 14
- You start with 20 fish
- Fish added to enemy storehouses
- Added some animals
- Some extra road pieces removed/added

Mission 15
- Missing gold mines added to north-eastern team
- Missing armory workshop added to north-eastern team
- Increased defense radius of southern gray enemy in. This was to make them defend the northern watchtower.
- Increased defense radius of green enemy. Previously they had motivation problems defending their base
- You start with 20 fish
- Fish added to enemy storehouses
- Added some animals
- Some extra road pieces removed/added

Mission 16
- Fisherman's hut cannot be built, there's no water
- Fish added to enemy storehouses
- Some extra road pieces removed/added

Mission 17
- Added some animals

Mission 18
- You start with 20 fish
- Fish added to enemy storehouses
- Added some animals
- Some extra road pieces removed/added

Mission 19
- Fish added to enemy storehouse
- Added some animals

Mission 20
- You start with 20 fish
- Fish added to enemy storehouses
- Added some animals
- Some extra road pieces removed/added

The Peasants Rebellion Campaign
Mission 1
- Fixed terrain so that your second storehouse appears correctly
- You start with 20 fish
- Fish added to allied storehouses
- Added some animals
- Some extra road pieces removed/added

Mission 2
- Added some animals

Mission 3
- Allied town is now visible from start
- Added a max troop limit to both enemy teams. This is because they do not attack, and would otherwise fill the whole map with troops causing the game to get sluggish
- Fish added to enemy and ally storehouses
- Disallowed building of watchtowers
- Added some animals
- Some extra road pieces removed/added

Mission 4
- All opponents will now attack
- Allied town is now visible from start
- Ally is now actually allied with you as well
- Added soldiers to ally
- Made green enemy team attack your ally
- Added a new lose condition, if your allied soldiers are killed you will lose
- Decreased defense radius of green team because they seemed to think that your secondary storehouse was their territory
- Decreased defense radius of eastern yellow team because they seemed to think that your secondary storehouse was their territory
- Decreased defense radius of northern yellow team to allow easier expansion of your base northwards
- Removed the iron ore and 200 coal from the secondary storehouse and replaced them with some leather equipment
- Added butcher's to northern yellow player so that skin would be processed correctly
- Slightly changed defending positions of some troops of the northern yellow player
- Fish added to enemy and ally storehouses
- Added some animals
- Some extra road pieces removed/added

Mission 5
- Some extra road pieces removed/added

Mission 6
- The western green team and the southeastern grayish team will now attack
- Added a max limit to brown team soldiers. They do not attack, so it was necessary
- Decreased defense radius of green team. Previously, if you expanded your base somewhat southwards and the green team attacked, their whole army would join once you tried to defeat them
- Decreased defense radius of dark green team because they seemed to think that your secondary storehouse was their territory
- The brown team now handles soldiers of the axeman class correctly
- The brown team has slightly altered defense positions. This was necessary as they did not know how to handle soldiers of the axeman class
- Added an additional 15 wine barrels and 10 pieces of loaf to your main storehouse. This was because you didn't have nearly enough food to feed your army
- Gave the southeastern grayish team additional iron to make sure they won't run out of supplies so fast
- The western green team now starts producing recruits sooner
- The southern dark green team now starts producing recruits later
- Slight changes done to the northern stone mountain
- Fish added to enemy storehouses
- Added some animals
- Some extra road pieces removed/added

Mission 7
- All opponents will now attack
- The yellow team that was initially attacking from west was green on the minimap. This has been fixed
- Hardcoded the defense positions for the green team
- The green team has slightly changed defense positions. This was done because the player didn't know how to handle lance carriers properly
- Slightly changed one of the iron mountains in mission 7 to allow placement of iron mine
- Added a butcher's to the southern yellow team so that they wouldn't run out of leather
- Added a butcher's to the southern green team so that they wouldn't run out of leather
- Fish added to enemy storehouses
- Added some animals
- Some extra road pieces removed/added

Mission 8
- Fixed an error in the way the human player had been set
- Added some animals

Mission 9
- All opponents will now attack
- Blocked iron mine from being buildable in mission 9. There are no iron vein mountains in this mission
- The northern purple team had a faulty color value. This has been fixed
- Added a butcher's to the western enemy team so that skin would be processed properly
- Made the player allied with the team that owns the burning storehouse. This was clearly a ruin of your previous town so destroying it made no sense
- Gave some more iron to both purple teams so that they wouldn't instantly run out of resources.
- Removed a totally misplaced bakery from the brown team (the bakery never appeared either so it doesn't make a huge difference)
- Fish added to enemy storehouses
- Some extra road pieces removed/added

Mission 10
- All opponents will now attack
- Allied town is now visible from start
- The northern purple team had a faulty color value. This has been fixed
- Slightly changed one of the gold mountains in mission 10 to allow placement of gold mine
- Added a butcher's to the blue player to make sure skin would be processed properly
- Gave some extra gold and iron to the purple players to make sure they wouldn't have to stop creating soldiers
- Added a woodcutter's to allied team so that they could make tree trunks
- Added a sawmill to allied team so that they could make timber


- Fish added to enemy storehouses
- Some extra road pieces removed/added

Mission 12
- All opponents will now attack
- Made all enemies on the map allied with the fourth player
- Added a butcher's to the western enemy so that skins would be properly processed
- Added a butcher's to the eastern enemy so that skins would be properly processed
- Removed the extra soldiers that the blue player had at the start. More than likely these were added by a mistake
- Removed iron ore and coal from the storehouse of the blue team
- Added iron weapons to the storehouse and barracks of the blue team so that they could actually create an army
- Fish added to enemy storehouses
- Some extra road pieces removed/added

Mission 13
- Added some animals

Mission 14
- All opponents will now attack
- Added a starting message to remind the player that the end is near
- Added another message to the mission sent sometime into the game to warn the player that his surprise moment is gone and that the enemy has started preparing an attack
- Fixed faulty victory conditions. You now have to defeat all players in order to win the mission
- Added iron weapons to the storehouse and barracks of the north-eastern gray team so that they could create an army
- Removed iron ore and coal from the gray team at the center of the map
- Removed duplicate storehouse from the gray team at the center of the map
- Added some animals
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kuba11100

Sword Fighter

Posts: 286

Joined: 16 Jul 2008, 22:00

Location: Poland

Post 31 Aug 2008, 11:41

1 TSK:
- Yellow axe fighters problem partially fixed - when all their set positions are used, they start to make a line under barracks.
- Too big radius of yellow soldiers - after their attack, they take almost all from their base (except some bowmen). They do the same when shooting their barracks above the mountain.
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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 31 Aug 2008, 12:19

1 TSK:
- Yellow axe fighters problem partially fixed - when all their set positions are used, they start to make a line under barracks.
Hmm... I guess they should be using the axe fighters for attacking.
- Too big radius of yellow soldiers - after their attack, they take almost all from their base (except some bowmen). They do the same when shooting their barracks above the mountain.
They didn't for me, but I guess you keep your soldiers higher up than I do. Well I'll decrease the radius then.
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kuba11100

Sword Fighter

Posts: 286

Joined: 16 Jul 2008, 22:00

Location: Poland

Post 31 Aug 2008, 13:16

Hmm... I guess they should be using the axe fighters for attacking.
They attacked only two times - once at 1.50, once at 2.42 - the first one is really late, as they train soldiers at the start.
They didn't for me, but I guess you keep your soldiers higher up than I do. Well I'll decrease the radius then.
Bowmen at the top of the bridge, militias above them, above the bridge.
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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 31 Aug 2008, 13:27

Oh, I always tend to keep my soldiers by the watchtowers.
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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 31 Aug 2008, 14:05

German build added
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Fitz chevalerie

Serf

Posts: 9

Joined: 25 Aug 2008, 22:00

Location: France

Post 31 Aug 2008, 19:02

hello !

just a question ....

can I (must I ?) download this release ?

there are some more lines in the lib files ...
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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 31 Aug 2008, 19:26

@Fitz chevalerie:
I recommend that you finish translating the previous version of the game first and then consider updating it for the patch. Chances are that some lines in the patch will still be changed.
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Fitz chevalerie

Serf

Posts: 9

Joined: 25 Aug 2008, 22:00

Location: France

Post 31 Aug 2008, 19:57

I do so , and contact you soon ...

I use my family as beta-tester :lol:

the greatest inconveniant is the sound , for the TSK intro , there was no problem , I have the original , but not for the TPR first mission

after some research (google) , I learned that the French version exists, published in 2005 but impossible to find at the moment ...
... possible that was a joke ...
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Litude

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King Karolus

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Website: http://www.knightsandmerchants.net

Location: Finland

Post 31 Aug 2008, 20:23

I know that a French version of The Peasants Rebellion was made, but to my knowledge it was never released.
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Michailoff

Laborer

Posts: 10

Joined: 30 Aug 2008, 22:00

Location: Poland

Post 31 Aug 2008, 23:58

Patch 1.6 Betatest

It's good project. General changes, such as music, the icon of iron mines, TPR buildings, or scout is OK. The missions, however, are another story - one surprised me miles, others just failed, however, is generally OK. Now I write specifically for each mission (I played for missions including 7 TSK):
Mission 1:
It's good. Three trials needed to ride out the initial attack, but for this third approach, I went well. Worse was to be the case later - an attack on the blue axemans in my implementation disaster - I was 9 militias. This prevented the execution of my old manoeuvre with the approach archers from behind - in addition to the rest of preserved super - all went to help. I had to find another way, what did it (took their cleverly using one axeman and attracting the towers and axe calmly broken). I accomplish it at the time about half an hour without the production of the army.
Mission 2:
Very good. For me - this is a difficult mission since the mission 4! The attack on the ferry completely fall - immediately come all the army. I had to use their old tactics, ai so I barely succeeded. Once you have anyone in the village was not the enemy (all went on the attack) I entered to the base and destroyed a critical structures. Mission finished in about 17 minutes without the production of the army, but it was not here so easy, as in patch SR2. Very good job.
Missin 3:
Here, my feelings are mixed - the mission was not impeded in any way. All the old, nothing has changed. Think over some petty change slightly obstacle to this mission :).
Mission 4:
It's bad. This mission is far too easy, in my taktics nothing is not completely changed. Enemies army in the first and second base t?uk?em the same time, as before. For me - a simpler mission, the mission than 2 I thought that it will be harder than I was last here and please - such disappointment :/. For the first time your work is losing points with me, unfortunately, quite strongly :/. Mission finished in just over half an hour without the production of the army.
Mission 5:
Not good. Another mission, which is far too easy. Problems with axemans was not at all (the time until the invasion cavalry will pass and then they have broken with a minimum loss), Scouts attacks a castle I also did not supply them. Since the first invasion of purple cavalry and the baron at me calmly controlled the game and keep it running until the end. I defeated enemy forces in the initial army in half hour. Once again, the patch fails me. What's the worst - once again doing so in a way that really determined.
Mission 6:
Similarly, as in the case of Mission 3 - after all old. Why not add some new elements, which would hinder this mission? That is too easy.
Mission 7:
Finally, everything returns to its place - the initial attack caused considerable troubles for me - I was the smallest in the history of my adventures with KaM forces, but have broken with the help of buddy defence Walheim. It was, however, too little - not the enemy of my undermined that plan. I finished it in 52 minutes without the production of the army, but was close to forming the first by me in this campaign recruitment ...

In further missions due to time constraints have not yet played, but I can not looking forward to this mission, 8 and the next - I hope that they will not be so easy to lock me and finally to create a new army outside the mission 16 TNL :) (Yes - all missions in the campaign TSK, TPR and TNL (outside the mission said earlier campaign, 16, Dark Lord, which finished with the help of a very good tool, which are balistas) but once in a lifetime finished production without the army (even the poor rogue)).

English is my very weak side - I understand the written text only, without the aid of my brother, whether google translator hard put to me but one simple remark :).
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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 01 Sep 2008, 07:45

Re: Patch 1.6 Betatest

Mission 1
It's good. Three trials needed to ride out the initial attack, but for this third approach, I went well.
Wait? I never changed anything in how the initial attack worked and it took you three attempts to win it? :?
Worse was to be the case later - an attack on the blue axemans in my implementation disaster - I was 9 militias. This prevented the execution of my old manoeuvre with the approach archers from behind - in addition to the rest of preserved super - all went to help. I had to find another way, what did it (took their cleverly using one axeman and attracting the towers and axe calmly broken). I accomplish it at the time about half an hour without the production of the army.
Strange, I didn't do anything to make the first mission harder. Will need to do some looking into it.


Mission 2
Very good. For me - this is a difficult mission since the mission 4! The attack on the ferry completely fall - immediately come all the army. I had to use their old tactics, ai so I barely succeeded. Once you have anyone in the village was not the enemy (all went on the attack) I entered to the base and destroyed a critical structures. Mission finished in about 17 minutes without the production of the army, but it was not here so easy, as in patch SR2. Very good job.
Hmm... It was supposed to only make sure that the enemy would keep on attacking once they run out of resources, but I guess the code failed me. :(

Mission 3
Here, my feelings are mixed - the mission was not impeded in any way. All the old, nothing has changed. Think over some petty change slightly obstacle to this mission :).
Don't think it needs any change. Only thing I could consider would be restoring the version that TPR originally used (with vagabonds, rogues etc.)

Mission 4
It's bad. This mission is far too easy, in my taktics nothing is not completely changed. Enemies army in the first and second base t?uk?em the same time, as before. For me - a simpler mission, the mission than 2 I thought that it will be harder than I was last here and please - such disappointment :/. For the first time your work is losing points with me, unfortunately, quite strongly :/. Mission finished in just over half an hour without the production of the army.
The patch is not supposed to make the missions directly harder. Just to fix errors in the missions...

Mission 5
Not good. Another mission, which is far too easy. Problems with axemans was not at all (the time until the invasion cavalry will pass and then they have broken with a minimum loss), Scouts attacks a castle I also did not supply them. Since the first invasion of purple cavalry and the baron at me calmly controlled the game and keep it running until the end. I defeated enemy forces in the initial army in half hour. Once again, the patch fails me. What's the worst - once again doing so in a way that really determined.
I need to really make the fact clear that I do not want to make the missions considerably harder. Whilst we who have played the game for many years now find the missions very easy, think about someone who's playing the game for the first time. Will be succeed in winning the missions if we make them considerably harder? I remember having problems winning the game back in the day.

Mission 6
Similarly, as in the case of Mission 3 - after all old. Why not add some new elements, which would hinder this mission? That is too easy.
It's quite fine as it is right now, in my opinion.

Mission 7
Finally, everything returns to its place - the initial attack caused considerable troubles for me - I was the smallest in the history of my adventures with KaM forces, but have broken with the help of buddy defence Walheim. It was, however, too little - not the enemy of my undermined that plan. I finished it in 52 minutes without the production of the army, but was close to forming the first by me in this campaign recruitment ...
Yeah I feared the initial attack would be a bit too hard like this. But during my testing I did manage to win it quite easily by positioning my troops correctly. The enemy never started shooting with his crossbowmen so it was pretty much the lance carriers that posed the additional challenge.
In further missions due to time constraints have not yet played, but I can not looking forward to this mission, 8 and the next - I hope that they will not be so easy to lock me and finally to create a new army outside the mission 16 TNL :) (Yes - all missions in the campaign TSK, TPR and TNL (outside the mission said earlier campaign, 16, Dark Lord, which finished with the help of a very good tool, which are balistas) but once in a lifetime finished production without the army (even the poor rogue)).
Well as said, it's not supposed to make the missions more challenging directly :). Just to make sure that the enemy keeps on attacking until the end of the mission and such.
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kuba11100

Sword Fighter

Posts: 286

Joined: 16 Jul 2008, 22:00

Location: Poland

Post 01 Sep 2008, 11:38

Don't think it needs any change. Only thing I could consider would be restoring the version that TPR originally used (with vagabonds, rogues etc.)
NO! Don't change it.

I'm thinking about differences between engines (1.32 and 1.58 ), because if I remember correctly, TSK missions in TPR engine are easier than TSK in TSK engine. I think I'll have to compare them, but have anybody did that before?

Michailoff, it's good to see you here. I know that some people don't know English very good, but try your best without using the translators (using translating the whole sentence - it makes really strange things). Try translating "nie ma tu za wiele" (there's not much) in google translator or "microsoft windows" in translate.pl :D
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Litude

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King Karolus

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Website: http://www.knightsandmerchants.net

Location: Finland

Post 01 Sep 2008, 12:26

Yeah the TSK missions are easier than the ones in the original engine. I guess it's caused by changes in how the AI works, so the old scripts of TSK aren't 100% compatible with the scripting of TPR.
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kuba11100

Sword Fighter

Posts: 286

Joined: 16 Jul 2008, 22:00

Location: Poland

Post 01 Sep 2008, 15:48

Tutorial (the one from another topic):
- one blue enemy melee group and one ranged group don't have defense position (about X 59 Y 95)
- stone (X 41 Y 15 and X 42 Y 14) cannot be collected above there. I haven't tested larger mountains.

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