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Beta 6 is here!

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Litude

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King Karolus

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Post 01 Oct 2008, 09:45

Beta 6 is here!

Beta 7 is here, topic obsolete!
After beta 5 being out there for quite some time, it's finally time for beta 6 to get released. Instead of just rewriting the complete changelog, you can find all changes since last beta listed below. A full changelog is as always included in the readme that accompanies the patch when you download it.

Changelog (Since last beta)
General Fixes
- The statistics screen now includes all buildings and citizens
- Building a fisherman's hut now unlocks the fisherman
- Building a siege workshop now unlocks the carpenter
- The AI will now take all wares to their storehouse

General Improvements
- Added a lot of missing special letters to several fonts
- Updated metal.fnt and won.fnt to use the same font graphics as the new maina.fnt uses
- Game font files updated to "The Peasants Rebellion" standards (Image)
- New improved main menu font (Image)
- The ballistae now have sound effects (not yet finalized)
- The catapults now have sound effects (not yet finalized)
- The rebel now uses its own sound files (unique sound coming)
- The rogue now uses its own sound files (unique sound coming)
- The warrior now uses its own sound files (unique sound coming)
- The vagabond now uses its own sound files (unique sound coming)

General Changes
- In-game messages have been reorganized
- The fisherman's hut is now unlocked after building a sawmill
- Relocated the fisherman in the citizen list at the school house. He is now between the carpenter and the farmer

Text Changes
See the included readme for your language version of the game

Mission Changes
Town Tutorial
- The town tutorial is now a lot more throughout, you will be accompanied by the instructor until you have built all of the buildings and he will also report to you when you have managed to defeat an enemy
- Changed the road system of the blue team
- The blue team now has a max soldier limit
- Added a delay before the blue team starts training recruits
- Added a max number of recruits for the opponents
- The blue team is now allied with the green team
- The green team is now allied with the blue team
- Removed wolves

Battle Tutorial
- Messages now appear after you have defeated the soldiers you were tasked to kill

The Shattered Kingdom Campaign
Mission 1
- Fisherman's hut can no longer be built in this mission

Mission 2
- Decreased the radius of the opponents defending positions
- A defense position for scouts had been totally misplaced
- Altered the amount of starting food in order to add fish
- Added a max number of recruits for the opponents

Mission 3
- Removed an attack delay that had been added in mistake
- Added start positions for AI

Mission 4
- Added one more defense position for lance carriers to the southern yellow team
- Altered the amount of starting food in order to add fish
- Added a max number of recruits for the opponents
- Removed the butchery that had previously been added to the northern yellow team

Mission 5
- Slightly decreased defending area of blue soldiers so that they won't attack you when you're defending against their attack
- The blue team now handles lance carriers properly
- You now also need to defeat all troops of player 5 to win
- You now also need to defeat all troops of player 6 to win
- Altered the amount of starting food in order to add fish
- Added a max number of recruits for the opponents
- Added start positions for AI

Mission 6
- All soldiers should now always attack you
- Added start positions for AI

Mission 7
- Fixed the attacks of both blue teams
- Both purple lance carrier troops now correctly join the initial attack
- You now also need to defeat all troops of player 6 to win
- Altered the amount of starting food in order to add fish
- Added a max number of recruits for the opponents

Mission 8
- Removed butchery from southern enemy that had been added by earlier beta of the patch
- Added one more lance carrier defense position to the northern enemy
- Decreased the defense radius of the northern enemy so that he won't attack you when your soldiers are a bit up-north
- Added a max number of recruits for the opponents
- Added start positions for AI
- Fish that had been previously added has been removed from enemy storehouse

Mission 9
- The northwestern enemy now has a lot more defense positions for units
- The northeastern enemy now has a lot more defense positions for units
- The northwestern enemy now starts with better soldiers
- The northeastern enemy now starts with better soldiers
- Changed the weapons workshop of the northeastern enemy into a weapon smithy
- The northwestern purple team now has one additional inn
- The northeastern purple team now has one additional inn
- Slightly changed the road system on the northeastern teams part, serfs will no longer get stuck as much as before
- The northeastern team is no longer as interested in defending the southern team as before
- Relocated one axe fighter defending position of the southeastern team
- Fixed the attacks of the northeastern team
- Added a max soldier limit to the enemy in the east because they didn't attack
- Fish that had been previously added has been removed from enemy storehouse

Mission 10
- You start with 100 fish

Mission 11
- You now have to destroy the important buildings of player 4 to win
- Added one more lance carrier defense position to the northern purple team
- The southern purple team now knows how to handle lance carriers properly
- Altered the amount of starting food in order to add fish
- Added a max number of recruits for the opponents

Mission 12
- You now have to destroy all important buildings of the purple team in order to win
- You now have to destroy all soldiers of the purple team in order to win
- Added one more lance carrier defense position to the southern green team
- Added one more lance carrier defense position to the northern green team
- The northeastern team now has one additional inn
- One coal mine relocated to make room for the inn
- Improved the road system of the northeastern team to prevent serfs from getting stuck
- Increased the defense radius of the northeastern team so that they now also protect the southern watchtowers
- Added start positions for AI
- Altered the amount of starting food in order to add fish

Mission 13
- Added start positions for AI

Mission 14
- Altered the amount of starting food in order to add fish
- Removed the erroneous victory condition telling you to defeat all soldiers of your ally
- Added a max number of recruits for the opponents

Mission 15
- Added a lot more defense positions to the northwestern enemy
- The southern grey enemy now has a max soldier limit because they do not attack
- Added some more defense positions to southern grey team
- Added one more lance carrier defense position to northeastern brown enemy
- Victory conditions were messed up telling you to defend the troops and buildings of the green enemy in the north
- You now also have to destroy the important buildings of player 4 before you win
- The northeastern enemy will now also use lance carriers whilst attacking
- The northwestern team now has one additional inn
- The northeastern team now has one additional inn
- Relocated a mill of the northwestern team in order to make room for their second inn
- Added a max number of recruits for the opponents
- Altered the amount of starting food in order to add fish
- Added start positions for AI

Mission 16
- Added one more lance carrier defense position to the brown brown enemy in the middle of the map
- The brown enemy to the west now knows how to handle lance carriers properly
- The eastern enemy now knows how to handle lance carriers properly
- The eastern enemy team now has a max soldier limit because they won't attack
- Fish that had been previously added has been removed from enemy storehouse
- Changed the ownership of some pieces of road
- Added start positions for AI

Mission 17
- Added start positions for AI

Mission 18
- The enemy now knows how to handle lance carriers properly
- Added some more axe fighter defense positions
- Added start positions for AI
- Altered the amount of starting food in order to add fish

Mission 20
- Added one more lance carrier defense position to western enemy
- Added one more lance carrier defense position to eastern enemy
- Added one more lance carrier defense position to the enemy in the middle of the map
- Added a max number of recruits for the opponents
- Altered the amount of starting food in order to add fish

The Peasants Rebellion Campaign
Mission 1
- Altered the amount of starting food in order to add fish

Mission 2
- Fish added to ally storehouse

Mission 3
- Your enemies are no longer allied with your ally
- Your ally is no longer allied with your enemies
- Added a max number of recruits for the opponents

Mission 4
- The rock has been altered to provide slightly more stone
- You now also have to retain economic buildings of the yellow enemy in the northeastern corner
- Altered the amount of starting food in order to add fish
- Added a max number of recruits for the opponents
- Removed butchery from northwestern yellow team that had been added in previous beta

Mission 5
- The green team is now also green on the minimap
- Your allies are no longer allied with your enemies
- Your enemies are no longer allied with some of your allies

Mission 6
- Added an additional 10 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
- You now have to defeat all soldiers of player 5 before you win
- You now have to defeat all soldiers of player 6 before you win
- You now have to defeat all soldiers of player 7 before you win
- Added a max number of recruits for the opponents

Mission 7
- All enemy teams are now properly allied with player 5
- All enemy teams are now properly allied with player 6
- You now have to defeat all soldiers of player 5 before you win
- You now have to defeat all soldiers of player 6 before you win
- Added a max number of recruits for the opponents
- Removed butchery from southern yellow team that had been added in previous beta
- Removed butchery from southern green team that had been added in previous beta

Mission 9
- Added a max number of recruits for the opponents
- One enemy no longer gets allied with you

Mission 10
- Decreased the size of the coal field close to you ally as the cornfields of your ally previously partly covered the coal
- Added a max number of recruits for the opponents
- The lance carriers of the yellow team now properly join the initial attack
- The yellow team that attacks you at the start of the map is now also yellow on the minimap
- You now also have to destroy all soldiers of player 7 to win
- All enemy teams are now properly allied with player 7
- Player 7 is no longer allied with your ally
- Removed the butchery that had been added in previous beta from the blue team

Mission 11
- You now only have to defeat the scouts at the end of the map to win

Mission 12
- Added a stable to the eastern enemy, they had scouts at start and additional defense positions for mounted units so more than likely a stable was forgotten
- You now also have to destroy all important buildings of the eastern enemy to win
- Added a max number of recruits for the opponents
- Moved some misplaced animals

Mission 14
- Fixed the start position of player 3
- Added a max number of recruits for the opponents

Multiplayer Missions
Mission 1
- Altered the amount of starting food in order to add fish
- Added some animals

Mission 2
- Altered the amount of starting food in order to add fish
- Added some animals

Mission 3
- Altered the amount of starting food in order to add fish
- Added some animals

Mission 4
- Altered the amount of starting food in order to add fish
- Added some animals

Mission 5
- Fisherman's hut cannot be built, there's no water
- Moved some misplaced animals

Mission 6
- Altered the amount of starting food in order to add fish
- Added some animals

Mission 7
- The town hall is now pre-allowed
- The siege workshop is now pre-allowed
- Fisherman's hut has been disallowed
- Altered the amount of starting food in order to add fish
- Added some animals

Mission 9
- Added some animals

Mission 10
- Fisherman's hut cannot be built, there's no water
- Added some animals


Work-in-progress
- Single missions
- Catapult and ballista sound effects
- Unique sound effects for the new soldiers
- The attacks of some teams in The Shattered Kingdom campaign
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Danjb

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Post 01 Oct 2008, 16:16

Alright! Now we're talking!

I'm not sure about all the mission changes, but on the whole, sounds good :)
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Litude

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King Karolus

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Post 01 Oct 2008, 18:54

Well if you feel that one or more changes that you haven't bought up before make the patch more mod like feel free to express your opinion.
I was probably a bit too blunt previously and I apologize for that.
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Danjb

Sword Fighter

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Post 01 Oct 2008, 21:38

Heh, nah I've mentioned most things and more probably, I was a bit fussy before.

What worries me this time round is it sounds like a lot of the changes will make the game harder. Now I'm not by any means condemning them, I think they're obviously changes that need to be made, but I kinda liked the fact that half the enemies starved to death on certain levels, made it nice and easy :P
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Lewin

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KaM Remake Developer

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Post 02 Oct 2008, 04:10

Well done!
Just a reminder that me and my brother will be testing the entire TSK campaign in this release, so if you plan to beta test your time would be better spent on TPR.
Expect some bug reports soon. :wink:

Haven't tested it yet but I will let you know of any issues when I have.
Personally I don't think the enemy should starve, it makes the game look bad. If I think it's too hard then I'll let you know.

If you're able to relocate the fisherman in the storehouse, then can you seperate the warrior/barbarian in the town hall? We don't have to if people disagree though. If you need help with reloacting the data then just PM me...

Lewin.
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Litude

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King Karolus

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Post 02 Oct 2008, 09:01

German version added.
If you're able to relocate the fisherman in the storehouse, then can you seperate the warrior/barbarian in the town hall?
Yeah I found the data for that but I'm not too fond of the idea to separate them, besides there's something hardcoded somewhere telling the game to randomize the unit that is hired when you hire the warrior.
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Lewin

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KaM Remake Developer

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Post 02 Oct 2008, 09:12

Yeah I found the data for that but I'm not too fond of the idea to separate them, besides there's something hardcoded somewhere telling the game to randomize the unit that is hired when you hire the warrior.
Yeah, ok. If you don't want to change it then that's fine.
However, I could change the randomizing very easily, because it would say it wanted a number from 1-2, I could change that to 1-1.
So if you change your mind let me know and send me the address.

Playing the tutorial ATM, looks good! I will send a full bug report once I've finished. (no major bugs yet)
Lewin.
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kuba11100

Sword Fighter

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Location: Poland

Post 02 Oct 2008, 10:42

Heh, nah I've mentioned most things and more probably, I was a bit fussy before.

What worries me this time round is it sounds like a lot of the changes will make the game harder. Now I'm not by any means condemning them, I think they're obviously changes that need to be made, but I kinda liked the fact that half the enemies starved to death on certain levels, made it nice and easy :P
You mean 14 and 15 TSK, when loaded after saving seconda sfter start and quitting the game. The bug caused them to stop building, and some of enemies don't have inn at the start.

Changes making game harder? Look at the mission 8 TPR before SR2 - that was far too easy. Also, don't you think that making attacks working in TPR campaign is a good idea? (they worked in 1.5)

I started testing TPR campaign. Right now I'm thinking about the disconnected buildings in 1 TPR. They look bad. If it's not too much modding, I'm thinking about
- connecting them with other road and removing some wares from storehouse (stone and wood - to not make serfs too busy)
- connecting them with other road and making the buildings belong to the other player, making them unselectable. That will also fix the problem with stupid recruits going to the most remote watchtower
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Litude

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King Karolus

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Post 02 Oct 2008, 16:18

Added Polish version of the beta. The German release had a major bug which I fixed so in case someone already downloaded it, I apologize but you'll have to redownload it.
I started testing TPR campaign. Right now I'm thinking about the disconnected buildings in 1 TPR. They look bad. If it's not too much modding, I'm thinking about
- connecting them with other road and removing some wares from storehouse (stone and wood - to not make serfs too busy)
- connecting them with other road and making the buildings belong to the other player, making them unselectable. That will also fix the problem with stupid recruits going to the most remote watchtower
I don't think that the disconnected buildings look bad or anything. What you suggested, making the disconnected buildings belong to another red player could make sense though... The problem is that it could confuse a lot of players and there are already seven players in the mission, adding an eight would make all fish red which is not too great :P.
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kuba11100

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Post 02 Oct 2008, 17:05

But what do you think about the first option?

BTW, small things found:
- numbers in the statistics (except serf and laborer) and in the barracks are moved one pixel down
- in 3 TPR building farm is allowed even if there's no sawmill (BTW I don't remember how it was before)
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Danjb

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Post 02 Oct 2008, 17:12

seperate the warrior/barbarian
I'm not gonna lie, I'd forgotten both could come out of the town hall - shows how much I play! Separating them sounds like a pretty good compromise.
You mean 14 and 15 TSK, when loaded after saving seconda sfter start and quitting the game. The bug caused them to stop building, and some of enemies don't have inn at the start.
Nah I did those ones fair and square - and 14 was flipping hard! It was level 9 where they starved for me (north-western town)
Personally I don't think the enemy should starve, it makes the game look bad. If I think it's too hard then I'll let you know.
Nor do I, not at all!
Changes making game harder? Look at the mission 8 TPR before SR2 - that was far too easy. Also, don't you think that making attacks working in TPR campaign is a good idea? (they worked in 1.5)
Just to clarify in response to both of the above... I don't think we shouldn't fix these obvious bugs, and if a whole town's just gonna starve then that's clearly something that needs some work. I say I worry about the game becoming harder, but that's not to say I don't think it's necessary; I'm just scared of losing :P

However, picking one thing out of the air:
"Added one more defense position for lance carriers to the southern yellow team"

I'm not so sure about that... I personally struggled for years of my youth on level 4.
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Litude

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King Karolus

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Post 02 Oct 2008, 18:19

Adding a defense position will not make the mission harder at all, it will just make sure that the AI won't be stacking lance carriers in the front of his barracks when they are created.
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Danjb

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Post 02 Oct 2008, 19:34

in which case all's more or less good :)
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Litude

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King Karolus

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Post 02 Oct 2008, 20:06

But what do you think about the first option?
Nah, I don't see why the buildings can't be disconnected.
BTW, small things found:
- numbers in the statistics (except serf and laborer) and in the barracks are moved one pixel down
Sure the serf and laborers aren't as well? They should be.
Anyways this is caused because the Polish font file was updated to the TPR standard (so in English, Dutch and German versions of the game the numbers have always been one pixel lower).
- in 3 TPR building farm is allowed even if there's no sawmill (BTW I don't remember how it was before)
Haven't changed this, just how it has always been.
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kuba11100

Sword Fighter

Posts: 286

Joined: 16 Jul 2008, 22:00

Location: Poland

Post 02 Oct 2008, 20:17

Sure the serf and laborers aren't as well? They should be.
Anyways this is caused because the Polish font file was updated to the TPR standard (so in English, Dutch and German versions of the game the numbers have always been one pixel lower).
Are you sure? In 1.471 ENG demo it was higher. Now, in barracks if there's a 7 of a highlighted weapon, the number is touching the rectangle - no break! (it was 2 pixels before)

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