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The release candidate (2) is here at last!

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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 07 Jan 2012, 17:04

The release candidate (2) is here at last!

Once again, time has passed and it has been well over two years since the last release. However, the patch is now finally pretty much complete. Unless something very unexpected turns up, these final release of the patch will be completely identical to the final release of the patch (with the possible exception being the English and Dutch releases where I'm still hopeful that unique voices for the rebel, vagabond and warrior will be produced).

As the name says, this is pretty much a refined beta 7 where all bugs that were reported that could be fixed, have been fixed. I'll be trying to gather together all the changes below but due to the scattered development of the patch my notes are not all that sorted and getting the complete changelog here will take some time. (Changes in italics are bugs that appeared in a previous beta release that have been fixed in the RC.)

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

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

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

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

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

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

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

The Shattered Kingdom Campaign
- The fisherman's is now not buildable until the second mission
- The town hall is now not buildable until the ninth mission
- The siege workshop is now not buildable until the eleventh mission
- Mission 2: Fixed a bug that appeared in beta 7 making the enemy more aggressive than intended
- 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 6: Fixed a bug that appeared in beta 7 that made the enemies carry out their attacks earlier than intended
- 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
- 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 9: Replaced one enemy farm without fields with a weapons workshop, fixed one bakery that didn't appear due to uneven terrain
- Mission 9: Fixed a bug that appeared in beta 7 making both enemies more aggressive than intended
- 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 14: Fixed one enemy defence position that was facing into the wrong direction
- Mission 12: Made the northeastern enemy more aggressive
- Mission 15: Fixed misplaced enemy gold mines
- Mission 15: Fixed misplaced enemy armory workshop
- Mission 15: The build-up enemy now places troops by the watchtowers
- Mission 15: The build-up enemy will now actually attack you
- Mission 15: Made the northeastern enemy more aggressive
- Mission 15: Added an additional inn to your enemy to prevent starvation
- Mission 15: You now have to defeat all enemies to win
- Mission 16: Defending positions of the enemies have been redone
- Mission 16: Fixed misplaced enemy iron mines
- Mission 16: Fixed one enemy weapon smithy that wouldn't appear due to being placed on top of a tree
- Mission 16: Added significantly more iron and coal to the teams in the middle of the map
- Mission 16: Made the teams in the middle of the map more aggressive
- Mission 20: The enemy now sends all attacking soldiers into the start fight
- Mission 20: Defending positions of the northern enemy have been redone

The Peasants Rebellion Campaign
- The AI now attacks in all missions where he is supposed to do so
- Mission 1: Fixed terrain so that your second storehouse appears properly
- Mission 3: Your allied town is now visible from the start
- Mission 3: You are no longer allowed to build watchtowers
- Mission 3: Fixed erroneous defeat conditions
- Mission 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 significantly 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 7: Added more gold to the enemies
- Mission 9: You are no longer allowed to build iron mines
- Mission 9: Northern purple team color fixed, will no longer occasionally flash white
- Mission 9: Gave significantly more iron to both purple teams
- Mission 9: Added more gold to the enemies
- Mission 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
- Missiom 10: Altered an iron mountain to make placement of iron mine possible
- Mission 10: Yellow team now attacks you with the proper amount of soldiers
- Mission 10: Both purple teams now have slightly more gold at start
- Mission 10: Added a woodcutter's and a sawmill to your ally
- Mission 10: Decreased the size of the coalfield by your ally so that it isn't covered by your ally's cornfield
- Mission 10: The initially attacking yellow team is now also yellow on the map
- Mission 10: Gave significantly more iron to the enemies
- Mission 11: You now only have to defeat the soldiers at the end to win
- Mission 12: Removed extra soldiers blue team had at start by mistake
- Mission 12: Replaced blue team's iron ore with iron weapons and armor
- Mission 12: Stable added to eastern enemy team
- Mission 12: You now have to defeat all enemies to win
- Mission 12: Gave significantly more iron to the enemies on the edges of the map
- Mission 12: Added more gold to the enemies
- Mission 13: All soldiers start the mission at full condition
- Mission 13: Catapults have been replaced with crossbowmen
- Mission 14: Added two messages that will be sent to you during the mission
- Mission 14: You now have to defeat all enemies to win
- Mission 14: Added iron weapons and armor to eastern gray team
- Mission 14: The amount of resources you have at the start of the map has been altered
- Mission 14: Added more gold to the enemies

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

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

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


Changes in RC2 (Have been added to the log above as well)
- All installers are now compatible with the 2012 edition of the game
- Installer layouts have slightly changed
- Added new music from the 2012 edition to the game
- The TopWare Interactive publish logo is now used in all language versions of the game
- All mentions of ZuXXeZ Entertainment and the local publisher have been changed to TopWare Interactive
- Game credits have been cleaned up, hopefully making more sense now
- Added TPR story to the game manual
- Cleaned up some left over lines from certain mission files
- Mission 9 TSK: Replaced one enemy farm without fields with a weapons workshop, fixed one bakery that didn't appear due to uneven terrain
- Mission 14 TSK: Fixed one enemy defence position that was facing into the wrong direction
- English, Dutch: New TPR briefings re-encoded at a higher quality level
- English, Dutch: Added unique Warrior sound effects
- English, Dutch: Removed some Barbarian sound effects that were duplicates of the Swordman, added unique DEATH sounds and renamed an ATTACK sound to a BATTLE sound
- Russian, Hungarian: Updated TPR troop sound effects
- Polish: Added the horse scream sound effect to the BATTLE sounds, renamed one BATTLE sound to ATTACK to make it fit
- Russian: Added mission 17.dat to the game files
- Russian: Kamlogo.avi file has been modified to remove the publishers and only show the game logo, background sound has been added from the normal Kamlogo.avi

PLEASE DO NOT INSTALL THIS PATCH ON TOP OF ANY PREVIOUS RELEASE! PLEASE REINSTALL YOUR GAME AND INSTALL IT ON TOP OF THE BASE GAME OR SR2!
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Shadaoe

Knight

Posts: 584

Joined: 28 Jul 2011, 22:00

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

Post 07 Jan 2012, 22:29

Re: The release candidate is here at last!

Thanks for this great work ! Especially for all the languages supported, even when they are only a few people interested in the language ! I still didn't manage to find a french version of TPR, but I can't thank you enough for doing this !
I can also provide a mirror for the french version if needed ;)
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Lewin

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KaM Remake Developer

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Yahoo Messenger: lewinlewinhodgman

Location: Australia

Post 07 Jan 2012, 22:36

Re: The release candidate is here at last!

Awesome work :)
- Mission 2: Fixed a bug that appeared in beta 7 making both enemies more aggressive than intended
Both? TSK 2 has only 1 enemy...
- Mission 5: You are now allowed to build a barracks again
I always saw this as part of the challenge, you must protect your barracks because you can't build a new one. But it has some weapons in it so losing it is already enough of a disadvantage I guess, I'm not going to argue. (I seem to remember discussing this before anyway) Also mission 5 will already be harder now that you have to protect the yellows.

I'm having trouble making my mirror download the files from your site :( Each time it reaches about 25MB then gets an Internal Server Error. (might be because I'm running low on space allocated to my domain, although it has enough to fit all of these files) I'll see what I can do about this, but I can always download the files myself and upload them all with FTP overnight.
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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 08 Jan 2012, 02:48

Re: The release candidate is here at last!

Thanks guys for the support ;)
@shadaoe: Can't thank you enough for the support doing the French version!
@Lewin: Fixed that, blame it on the copy+paste ;) As for the second point, building another barracks was disallowed in SR2 so I just put it back as it was. Besides, it wasn't all that hard originally so if your barracks gets destroyed it's just time to coup with your losses and get on with it. No fun in losing your barracks and not being able to build another one, right? (since you're basically defencelss :) Besides, I think that change/fix appeared in a beta quite some time ago.

Also enrolling into the military due to conscription on Monday, so it was about time to get this thing out there! :) Now is the time to get those bug reports sent in!
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Detlef Braun

Post 25 Feb 2012, 23:22

Re: The release candidate is here at last!

What are the changes from Beta 7 to RC1? Listet in post #1?
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pawel95

Castle Guard Swordsman

Posts: 1912

Joined: 03 Oct 2008, 22:00

KaM Skill Level: Skilled

Location: "Pawel95" on Youtube.com

Post 26 Feb 2012, 15:25

Re: The release candidate is here at last!

:O What a nice job did you do?
I can´t believe. I have played since 4 years not the original KaM. I have only played the base game and SR 2.
But this is cream on the top of the ice.
I´m playing the Remake and I thought that it is really the best thing and it´s like the original KaM or better. But now i see, thanks to the SR 3, that this original KaM with this Patch is wonderfull. Everything is great. Town hall is there :lol: and the AI, which attack you, if you only kill one serf(in the most missions) AND the self-building thing for the enemy, which dont work so great in the BASE game of Kam.
Really good job, but online it is still not playable, or I´m not informed enough?


:o pawel95 :D
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Kridge

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Crossbowman

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Location: Netherlands (GMT+1)

Post 27 Feb 2012, 09:24

Re: The release candidate is here at last!

What are the changes from Beta 7 to RC1? Listet in post #1?
Look 4 posts up... "Complete Changelog"
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pawel95

Castle Guard Swordsman

Posts: 1912

Joined: 03 Oct 2008, 22:00

KaM Skill Level: Skilled

Location: "Pawel95" on Youtube.com

Post 27 Feb 2012, 14:14

Re: The release candidate is here at last!

Ok but now i see, that it is still the problem there, that the AI dont continue to build if you load a savegame from the main menu :-(
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The Knight

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Pikeman

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Joined: 28 Jul 2006, 22:00

KaM Skill Level: Average

Post 27 Feb 2012, 20:30

Re: The release candidate is here at last!

Ok but now i see, that it is still the problem there, that the AI dont continue to build if you load a savegame from the main menu :-(
TPR Engine bug. No solution for this.
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The Knight

User avatar

Pikeman

Posts: 177

Joined: 28 Jul 2006, 22:00

KaM Skill Level: Average

Post 27 Feb 2012, 20:38

Re: The release candidate is here at last!

BTW Zuxxez was renamed into Topware Interactive. -> zuxxez.com

You should update the Readme Files ;)
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Guest

Post 17 Apr 2012, 08:52

Re: The release candidate is here at last!

Do we have any ETA for the english language?
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TieSTo

Militia

Posts: 42

Joined: 29 Jun 2012, 15:47

Post 01 Jul 2012, 11:02

Re: The release candidate is here at last!

Just wondering when the english version is coming out? Can't wait to make it harder for myself :)
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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 15 Jul 2012, 13:30

Re: The release candidate is here at last!

The English version has been released! :)
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The Knight

User avatar

Pikeman

Posts: 177

Joined: 28 Jul 2006, 22:00

KaM Skill Level: Average

Post 15 Jul 2012, 14:40

Re: The release candidate is here at last!

eeeeh english version of RC1 or final?
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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 15 Jul 2012, 16:26

Re: The release candidate is here at last!

It's the RC. But I don't think there are going to be any real differences between this RC and the final.

Dutch build added.
EDIT: Polish build added.

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