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Beta 5 has been released!

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Litude

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King Karolus

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Website: http://www.knightsandmerchants.net

Location: Finland

Post 02 Sep 2008, 18:35

Beta 5 has been released!

I know this is very soon after the last beta, but there were some quite nasty bugs in the first and second missions of the TSK campaign caused by the patch which I just had to fix. On the other hand, it also now includes the previously released tutorial fix and some minor changes have been done to the English texts again.

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
- Z and Y are no longer reversed when writing message in multiplayer Image

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
- Greatly improved the text formatting in "The Shattered Kingdom" campaign briefings Image
- Removed English barbarian sound effects Image
- "The Shattered Kingdom" campaign added Image

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

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
- Text formatting dramatically improved 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
- Restored the road pieces that were removed in SR2
- The message about training citizens is now sent after you have completed the school house
- Fixed one group of green bowmen that were placed into a mountain
- Added some more starting soldiers to green team
- Added some more starting soldiers to blue team
- Added some defense positions for the blue team so that they could handle new soldiers correctly
- Added a max troop limit for the blue team because they don't attack
- Added a small delay for training recruits for the 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
- You no longer need to build a swine farm, a butcher's and a tannery to win the mission
- 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 grey team at the center of the map
- Added some animals


Known major bugs in this release:
- Tutorial messages are completely wrong (Image, Image)
- Mission 6 TPR doesn't work at all
- Mission 12 TPR is completely visible from start
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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 Sep 2008, 18:37

@AZA:
I'd really appreciate if you could check the Russian version of the patch for any textual errors! :)
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Michailoff

Laborer

Posts: 10

Joined: 30 Aug 2008, 22:00

Location: Poland

Post 02 Sep 2008, 19:51

Nice!
I am not finished yet to test beta 4, and please here, appears to five:). I guess all my work went down the drain, but I do not see greater changes in missions TSK 1-10 (only defense radius, but this is small change). Campaign TPR, I will only play as TSK mission will finished, of course.
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kuba11100

Sword Fighter

Posts: 286

Joined: 16 Jul 2008, 22:00

Location: Poland

Post 02 Sep 2008, 20:10

Wow! New versions of this patch are released so quickly!

Readme file doesn't need additional translation, as it's only small fix, right?
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Litude

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King Karolus

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Website: http://www.knightsandmerchants.net

Location: Finland

Post 02 Sep 2008, 20:34

The only thing that was changed was the tutorial. For mission 1 and 2 I didn't write anything new to the changelog as it was merely fixing some bugs caused by the last beta, so I thought it would make more sense to include the translated readme.
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AZA

Serf

Posts: 5

Joined: 30 Aug 2008, 22:00

Location: Russia, Moscow

Post 02 Sep 2008, 21:48

Very big thanks for this pacth! :D Map fixes will let my friend complete his broken campaing (i dunno why, but it turns black screen on third mission).
When i be able to download path with my very bad internet, i will write about translate, if it needs.

Thanks!!!
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Krom

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Knights Province Developer

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Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 03 Sep 2008, 07:09

Good to see you working on it :)
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Danjb

Sword Fighter

Posts: 288

Joined: 14 May 2007, 22:00

Post 03 Sep 2008, 15:11

This is great, but there are, as always, a few things I disagree with, some more than others, i.e...

- Scout line of sight is now 12 squares
(I know it's called a "Scout" but I don't think that should necessarily make it better for scouting, it's just a name...)
- Iron mine icon is now blue
(If the game was shipped this way I'd have no problem with it, but I don't see why it should be changed now that we've all got used to it being red. It doesn't matter if it doesn't match the iron, it's just classic!)
- Added some animals
(Why?? It seems more like a change than a "fix", and I've always thought all changes shouldn't come under a "patch".)

But nevermind about that, they're just my opinions and I doubt they'll have any impact or be agreed with.

The main thing I want to say is, in TPR the names of the music tracks are scrapped and replaced with just track numbers - am I the only one who preferred the track names?
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The Dark Lord

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King Karolus Servant

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Location: In his dark thunderstormy castle

Post 03 Sep 2008, 15:13

- Scout line of sight is now 12 squares
(I know it's called a "Scout" but I don't think that should necessarily make it better for scouting, it's just a name...)
Just to let you know, previously it was more then 12. :wink:
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Michailoff

Laborer

Posts: 10

Joined: 30 Aug 2008, 22:00

Location: Poland

Post 03 Sep 2008, 18:28

Mission 11 - This is too easy! Nothing I have not changed in its old tactic - simply did after my everything. But that came to me as a very good time (finally pass this mission in less than hour!) - Has merit for quick action on this taktic and a bit of luck. I do not see any mistakes - just after the mission is for me to be easy. If you want - you can increase the size of the enemy, which makes sure garrison leading to the northern settlements. Mission finished in 58 minutes during production without the army, of course.

Edit
Mission 12 - Bad. Set you an additional objective of the mission - the mission will end with victory only when all the enemies on the map will be defeated - even purpure. Otherwise the mission is simply too easy - sure sabotage light cavalry, then break down the green from the south and waiting to death from hunger oppressors from the north ... This was always my tactic, and also now. At the finish line my time is 37 minutes without the production of the army (personal best - 0:27 in the patch SR2).
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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 03 Sep 2008, 19:53

- Scout line of sight is now 12 squares
(I know it's called a "Scout" but I don't think that should necessarily make it better for scouting, it's just a name...)
I'm really starting to wonder how well you actually know the game? You said that I shouldn't "enable" the TPR buildings to the TSK campaign when they in fact always have been buildable in the old campaign.
Now this. Did you realize that the Scout line of sight was previously 18 squares? Think you'd be happy if I decrease it to 12.
- Iron mine icon is now blue
(If the game was shipped this way I'd have no problem with it, but I don't see why it should be changed now that we've all got used to it being red. It doesn't matter if it doesn't match the iron, it's just classic!)
I do see your point of view, but meh...
- Added some animals
(Why?? It seems more like a change than a "fix", and I've always thought all changes shouldn't come under a "patch".)
Empty waters look so plain. What makes you think Joymania just didn't forget to add animals to these waters? And I could give you examples of patches for games that add stuff but I don't have time right now.
The main thing I want to say is, in TPR the names of the music tracks are scrapped and replaced with just track numbers - am I the only one who preferred the track names?
Certainly not and there have been attempts at doing exactly this but it's not just that simple.
Mission 11 - This is too easy! Nothing I have not changed in its old tactic - simply did after my everything. But that came to me as a very good time (finally pass this mission in less than hour!) - Has merit for quick action on this taktic and a bit of luck. I do not see any mistakes - just after the mission is for me to be easy. If you want - you can increase the size of the enemy, which makes sure garrison leading to the northern settlements. Mission finished in 58 minutes during production without the army, of course.
Don't think any change is necessary here.
Mission 12 - Bad. Set you an additional objective of the mission - the mission will end with victory only when all the enemies on the map will be defeated - even purpure. Otherwise the mission is simply too easy - sure sabotage light cavalry, then break down the green from the south and waiting to death from hunger oppressors from the north ... This was always my tactic, and also now. At the finish line my time is 37 minutes without the production of the army (personal best - 0:27 in the patch SR2).
Great, thanks for the bugreport! You now also need to destroy the purple player to win. But wait... The northern team dies of hunger? Can't remember that bug.

At the same time I went through the other missions and noticed that many had somewhat broken goals and I fixed these little problems (and I had left a 255 clear up on TPR mission 12 and mission 6 was unencrypted :oops:).
Mission 4 TPR did confuse me though as from what I could find out the goals are somewhat broken. Will need to take a deeper look on this one.
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Danjb

Sword Fighter

Posts: 288

Joined: 14 May 2007, 22:00

Post 03 Sep 2008, 21:31

Just to let you know, previously it was more then 12.
Heh, I realised afterwards that this might be the case, in which case ignore that.
I'm really starting to wonder how well you actually know the game? You said that I shouldn't "enable" the TPR buildings to the TSK campaign when they in fact always have been buildable in the old campaign.
I don't really play TPR. I personally think that the new buildings shouldn't be buildable in the TSK campaign, but like I've already said, if that's the way it is, fine.
Now this. Did you realize that the Scout line of sight was previously 18 squares? Think you'd be happy if I decrease it to 12.
Alright, sorry for not counting the squares in the scout's line of sight. Sheez... guess I don't know the game at all!
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Litude

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King Karolus

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Location: Finland

Post 03 Sep 2008, 21:49

You never realized how massive the scouts line of sight is compared to the other units? Normal units have 9 and the scout had 18! That's a huge difference which should easily be noticeable without counting the LOS...
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Krom

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Knights Province Developer

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Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 04 Sep 2008, 12:13

Please don't fight :roll:

From my point of view I can add that TPR houses in TSK campaign are unacceptable with no doubt (Fishermans hut included).
Adding fish is a good idea irrelevant to having Fishers house buildable or not.
Decreasing LOS for scout - 12 looks like fair compromise.
Changing Iron logo to blue - I dislike it, but think it's a thing we can get used to, after all it makes good sense :wink:
Blocking houses that don't make sense on certain maps is a bad idea IMHO, if player wants them - let him have them :)

Cheers!
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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angel

Laborer

Posts: 12

Joined: 03 Sep 2008, 22:00

Post 04 Sep 2008, 15:20

Hey I dont understand where to save the file? Any help please! Thanks

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