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Beta 7 is finally here!

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Litude

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King Karolus

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Joined: 01 May 2006, 22:00

Location: Finland

Post 26 Sep 2009, 16:52

Beta 7 is finally here!

Well it took a lot longer than I initially expected, but it turned out getting the manual, readme and installer done wasn't as easy as I expected it to be. Oh well, they're done now so no need to be worrying about that anymore. :D

I'm sure you might be interested in getting a status update about what my plans currently are for the patch, so I thought I'd say that I plan for beta 7 to be the final beta of the patch, but I will still put out a release candidate which will have a few more changes (mainly the discussed AI improvement in single maps) before making the patch final. And if no bugs are then found from the release candidate I will relabel it as the final release.

More than likely I will release some single mission improvements separately for testing before getting the release candidate out as I really want it to be the last build of the patch.

Anyway, back to beta 7 as that is what this topic is about. There are no new improvements or new major changes to the game expect that I believe the changes caused by the patch should now be mostly bugfree and a few bugs that I noticed in missions have been fixed (some missions had quite messed up defending positions, 16 TSK and 20 TSK come to mind, which made the mission either ways too easy or caused drunk soldiers bug). But other than that, the installer is now finally done and both the manual and readme should be as good as final.

Complete Changelog (strings ending in B7 are new changes or have been updated/changed)
General Improvements
- Revised statistics screen, now includes all buildings and occupants
- Added missing songs from "The Shattered Kingdom" back 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 (Image)
- The fisherman now uses unique greeting and death sounds
- Sound effects have been added to the catapult and the ballista B7 (many sound effects changed)
- The rebel, rogue, vagabond and warrior now have their own sound files
- The rebel now has unique sound files B7 (Image, Image)
- Improved sound effect quality, now uses WAV files B7 (Image, Image, Image, 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)
- The Shattered Kingdom intro video quality improved (Image)

General Fixes
- Added a lot of missing special letters to several fonts B7
- 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)
- 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 got cut in half
- Added missing Polish letters to grey.fnt (Image)
- Message font has now been replaced with the original English font (Image)
- Removed English barbarian sound effects (Image)
- "The Shattered Kingdom" campaign added (Image, Image)
- Fixed being unable to save your game (Image)

General Changes
- Scout line of sight is now back at 9 squares B7
- 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
- Two colors changed in the menu palette, necessary to make it possible to add the Russian game logo
- Soldier command hotkeys changed B7 (Image, Image, Image)
- Game is no longer Unicode version (Image, Image)

Graphical Changes
- Iron mine icon now has blue pickaxes to match the color of the ore B7 (both icons slightly changed)
- The militia parchment now displays the correct attack value B7 (now uses official graphic)
- Allow repair/disallow repair icons will no longer bump one pixel when clicked B7

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

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 B7
- A lot of general mapping errors like misplaced roads and buildings, and stone traces have been fixed B7
- 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 B7
- 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 B7

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 B7
- The siege workshop is now not buildable until the eleventh mission B7
- Mission 3: Fixed a bug where the enemy ambush could get delayed
- 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 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 8: The initial attack now includes the correct amount of barbarians
- Mission 8: Useless barbarians that used to starve have been removed B7
- Mission 8: A butcher's and a tannery have been added to the northern enemy
- 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 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 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: 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 B7
- Mission 16: Fixed misplaced enemy iron mines B7
- Mission 20: The enemy now sends all attacking soldiers into the start fight B7
- Mission 20: Defending positions of the northern enemy have been redone B7

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 4: Your allied town is now visible from the start
- Mission 4: Your ally now has soldiers that you have to protect
- Mission 4: Replaced iron wares in second storehouse with leather wares
- Mission 4: Made the stone supply at your base have more stone
- Mission 5: The green team is now also green on the map
- 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 slightly more iron
- 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 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 slightly more iron to both purple teams
- 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: Yellow team now attacks you with the proper amount of soldiers B7
- 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 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 13: All soldiers start the mission at full condition B7
- Mission 13: Catapults have been replaced with crossbowmen B7
- 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: You now start with the same amount of resources as you did before the 1.58 PP patch, excluding stone

Multiplayer Missions
- Mission 4: Altered one iron mountain to allow better placement of iron mine B7
- 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 B7
- Mission 3: You now actually lose when you lose your important buildings B7
- Mission 4: Altered one iron mountain to allow better placement of iron mine B7
- Mission 4: Relocated purple base westwards to prevent expansion to the east B7
- Mission 5: You now actually lose when you lose your important buildings B7
- Mission 7: Removed two woodcutter's an enemy team had by mistake B7

Miscellaneous Changes
- Game manual updated, errors corrected and information updated B7

Special Notes
- Feedback about the installer, readme and manual would be very much appreciated!
- What do you think about the installer graphics? Should they be changed (the image is the same as in SR2, which could cause confusion)?
- Like always, remember to check if you find any bugs!

DO NOT INSTALL BETA 7 ON TOP OF ANY PREVIOUS BETA! PLEASE INSTALL IT ON TOP OF THE BASE GAME OR SR2!

Image English (38.4 MB)
Image [Mirror 1] [Mirror 2]
Image Dutch (36.5 MB)
Image [Mirror 1] [Mirror 2]
Image German (35.5 MB)
Image [Mirror 1] [Mirror 2]
Image Hungarian (30.8 MB)
Image [Mirror 1] [Mirror 2]
Image Polish (39.0 MB)
Image [Mirror 1] [Mirror 2]
Image Russian (87.0 MB)
Image [Mirror 1] [Mirror 2]

For people wondering why the Russian build is so huge, it's because it includes all the videos that are played during The Shattered Kingdom campaign (as they weren't included with the Russian release).

Oh and a big thanks to everyone who has been participating in the beta testing so far! :wink:
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Litude

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King Karolus

Posts: 1231

Joined: 01 May 2006, 22:00

Location: Finland

Post 26 Sep 2009, 17:08

As for the other languages not yet available, I'm currently working on getting the lines and other stuff that need to be translated packed up so I can send them off to be translated.
EDIT: No longer the case, see this thread for the needed lines.
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Lewin

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KaM Remake Developer

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KaM Skill Level: Skilled

Post 27 Sep 2009, 07:22

It looks great! I haven't found any mistakes or bugs yet. I'll let you know if I do.

Hopefully I'll get all of the remaining voices done in the next few weeks and they can be included in the release candidate. Everyone please give me feedback on the rouge voice, (English and Dutch only) it can be changed or redone if necessary.

Keep up the good work Litude!
Lewin.
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Kazooie959

Serf

Posts: 9

Joined: 15 Aug 2009, 22:00

Post 30 Sep 2009, 02:51

When I install the patch it shows me the 2 publisher animations then crashes... Any clue of what I'm doing wrong?
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harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 01 Oct 2009, 09:27

There appears to be something wrong with the mirror, it has a fixed rate of 50KB/s even with download accelerators

edit: Ok finally.. however, it complains that TPR is not installed. I'm 100% sure that it is, but it's a bit of an odd installation - the Dutch version from the CD patched with the English SR2.
And maybe a couple of files got edited a little.. not sure about that..
And it's not in Program Files, but in Program Files (x86)
How does it check whether it is installed etc?
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Litude

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King Karolus

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Joined: 01 May 2006, 22:00

Location: Finland

Post 01 Oct 2009, 10:06

It checks for the HKLM\SOFTWARE\JOYMANIA Entertainment\KnightsandMerchants TPR key.
From there it looks for the DIR value (it only has to exist, string doesn't matter but the installer uses it to place files).
It also uses the Language value, which has to be "English" if you're installing the English patch and "Deutsch" if installing the German patch (so most likely you'll have to change this value's data into "English").
The Version value data also has to be lower than 1.6, but I don't see there being any possibility of that not being the case.
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harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 01 Oct 2009, 10:11

Ok it's in HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\JOYMANIA Entertainment\KnightsandMerchants TPR for me, the language is indeed Dutch, I will change it to English and report back how it goes

Edit: nice! it works
Btw I put up a temporary torrent for people wanting to download the patch a little faster..
Am I allowed to post to that here?
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Lewin

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KaM Remake Developer

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Joined: 16 Sep 2007, 22:00

Location: Australia

KaM Skill Level: Skilled

Post 01 Oct 2009, 10:52

harold wrote:There appears to be something wrong with the mirror, it has a fixed rate of 50KB/s even with download accelerators

Sorry, that's the maximum speed my web server operates at. (SR3 Betas are hosted on my website) Download accelerators won't help, 52KB/s is the maximum speed of the link. (so if two people are downloading it will be 26KB/s) That is a disadvantage, but I get almost unlimited storage and no fees/ads, so I don't care.
Litude, if you want you can use a different host, won't be offended if you think my site is too slow.
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Litude

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King Karolus

Posts: 1231

Joined: 01 May 2006, 22:00

Location: Finland

Post 01 Oct 2009, 11:09

harold wrote:Btw I put up a temporary torrent for people wanting to download the patch a little faster..
Am I allowed to post to that here?

Sure

Lewin wrote:Litude, if you want you can use a different host, won't be offended if you think my site is too slow.

Hmm... Back when the builds were ~10mb it hardly mattered but downloading 40mb at 50kb/s is quite an annoyance... I have 200mb of free space on my website, I think it gives better speeds doesn't it? Perhaps I should upload them here and use your mirror as backup as my site is quite often offline it seems.

@Kazooie: No idea, so your game work fine before patching?
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harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 01 Oct 2009, 11:20

Ok here you go: http://www.mininova.org/tor/3005087
While I am seeding you should get speeds around 500KB/s
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Falcon

Post 01 Oct 2009, 18:11

It doesn't work if you installed TPR in a different folder then the default one.
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Litude

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King Karolus

Posts: 1231

Joined: 01 May 2006, 22:00

Location: Finland

Post 01 Oct 2009, 19:54

It sure does, as a matter of fact I never installed TPR into the default folder during my testing.
So what problem exactly do you get? Does it say that your game isn't installed or something else?
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Kazooie959

Serf

Posts: 9

Joined: 15 Aug 2009, 22:00

Post 02 Oct 2009, 20:55

Litude wrote:@Kazooie: No idea, so your game work fine before patching?


Yeah it was working fine... I can't seem to find anything wrong as of right now but since today is a free day I think I might do a little snooping around...

edit: So fiddling didn't help at all... My final guess is that maybe I downloaded (and paid) from a bad source that wont allow me to patch it myself...
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Litude

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King Karolus

Posts: 1231

Joined: 01 May 2006, 22:00

Location: Finland

Post 02 Oct 2009, 21:55

The patch has never been tested on a version of the game purchased online. If you send me your unpatched game main .EXE (just upload somewhere as e.g. zip) I could try looking into it.

It could be that there's somekind of wrapper or whatever they call those things as a form of DRM and it sees the patch as an attempt to crack this protection.
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Kazooie959

Serf

Posts: 9

Joined: 15 Aug 2009, 22:00

Post 02 Oct 2009, 22:04

Ok can do
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