Update # 13 - New Nations & Units
Author: Dev Konstantin,
published 2 weeks ago,
Hey Everyone,
We’re thrilled to bring you another massive content update today! This time, we’re introducing six new playable nations to the campaign: the Sultanate of Morocco, the Kingdom of Tlemcen, the Hafsid Dynasty, the Mamluk Sultanate, the Crimean Khanate, and, last but certainly not least, the mighty Ottoman Empire.
The best part? These new Muslim nations come with their own unique units, featuring distinct artwork different from their Western counterparts. Each unit boasts unique stats, names, and appearances. In addition, these nations have their own set of Arabic-themed music, some exclusive voice acting, and a wealth of other exciting details that make them truly stand out.
We’re committed to making every playable nation feel distinct, and this is just the beginning. Our goal is to make each nation truly unique.
But all the new nations and units are just the beginning. This massive update features a lot more amazing new content and improvements.
Skirmish mode has received a major overhaul, introducing six brand-new desert-themed towns (available if the player is playing as a Muslim nation) and a host of improvements to all existing towns, including redesigned streets and enhanced visuals.
Sandbox Campaign gameplay has also been refined to provide a much tougher and more immersive challenge.
This update completely redesigns how units are trained. Newly constructed units now march out of their respective buildings and form up outside, adding a layer of realism and dynamism to your armies.
Research has been streamlined, with reworked icons and a new unified system that incorporates both Christian and Muslim religious advancements.
Finally, numerous UI improvements make navigating the game smoother – such as the addition of a list of all units in RTS battles.
Thank you for your ongoing support! We can’t wait to hear your thoughts, as your feedback helps us shape Renaissance Kingdom Wars into the best game it can be.
With that said, let’s dive into the details of our lucky 13th update (v0.88 in-game) and explore what’s in store!
[b]ALL NEW MUSLIM NATIONS[/b]
[list]
[*] 6 new Muslim nations are now fully playable
[*] Muslim nations now have their own unique music with a dozen tracks for world map and combat
[*] New cinematic introductions for Muslim nations
[*] New mosque building for Muslim nations
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[b]ALL NEW MUSLIM UNITS[/b]
[list]
[*] Muslim nations get 14 unique units with unique portraits and unit art
[*] Note some of the units are still being updated, but all portraits have been changed
[*] All Muslim nation garrisons and armies on the world map use the new unique units
[*] All Muslim units have unique names and stats
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[b]OTHER NEW UNITS & CHARACTERS[/b]
[list]
[*] All new 16 portraits for player characters to choose for the new campaign start
[*] Player characters now feature Western, Slavic, and Muslim characters
[*] Greatly improved the fidelity of player character portraits
[*] 16 new portraits for players to choose when hiring Lords once the player is King
[*] New portrait for heavy swordsman and heavy billman units
[*] Improved several Western portraits and units
[*] New, more authentic weapon for arquebusier, hand cannoner, and musketeer (affecting the unit, not the portrait)
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[b]SANDBOX CAMPAIGN CHANGES[/b]
[list]
[*] Fixed big issue in Sandbox campaign where during the intro cinematic another cinematic would start playing
[*] Sandbox mode has a much harder start now
[*] In Sandbox mode, starting army and town garrison have been greatly reduced
[*] In Sandbox mode, starting resources have been reduced - they are now different from the main campaign
[*] Removed Kings Guard unit from Sandbox
[*] Starting army and garrisons are now formatted by unit type instead of all together
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[b]MAJOR SKIRMISH UPDATES[/b]
[list]
[*] Skirmish now loads a desert level variation of a town if the host player is playing as a Muslim nation
[*] There are 6 new desert towns playable in Skirmish now
[*] Reworked all 12 available towns with new building marker positions
[*] All 12 towns now have much wider streets and a lot more space
[*] A lot of visual improvements to all 12 towns
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[b]REDESIGNED UNIT TRAINING[/b]
[list]
[*] Completely redesigned unit creation in buildings
[*] During new unit construction, units actually come out of the building one by one and form up outside
[*] All newly constructed buildings are now rotated properly with the entrance facing logically
[*] Units now come out from the entrance of each building
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[b]RESEARCH UPDATES[/b]
[list]
[*] Research window now shows much bigger icons for buildings and units that players will unlock
[*] Church research section renamed to Religion
[*] New descriptions and names for all Religion research
[*] New icons for all religious research
[*] Religious research redesigned to work with both Christianity and Islam
[*] Reworked a lot of tech research icons
[*] Tech research icons that unlock a unit or building now clearly show that unit or building on the icon
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[b]MAJOR UI IMPROVEMENTS[/b]
[list]
[*] Ctrl plus icons are now visible in RTS and can be clicked or auto-set with the Ctrl+# shortcut
[*] New preset unit groups allow quickly selecting and controlling groups
[*] Clicking on a group centers the camera on that unit
[*] Idle peasant button now works above the minimap
[*] Idle peasant button in RTS mode shows Western or Muslim versions of the peasant depending on the nation
[*] Greatly improved the look of the Skirmish menu
[*] Better-looking GUI multiple-option drop boxes in the main menu
[*] Removed infected icon from towns and armies
[*] Town and Army icons are now more spread out in the menu and don’t overlap
[*] Fixed nation heraldry overlapping the nation name on town and army UI
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[b]PROLOGUE CHANGES[/b]
[list]
[*] New opening cinematic that plays before the prologue
[*] New intro sequence for the tutorial, asking players to enter their first battle
[*] A lot of changes to the first prologue scenario
[*] Prologue battle now includes a greatly expanded fighting sequence
[*] New voice acting for the opening cinematic sequence
[*] New voice acting for many changes and updates in the prologue
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[b]VOICE ACTING AND TRANSLATION[/b]
[list]
[*] A lot of new recorded voice dialogue throughout the game
[*] New voice acting and adjusted localization file to match the wording of newly recorded voice lines
[*] Translated tons of previously untranslated text
[/list]
[b]VISUAL AND ART UPDATES[/b]
[list]
[*] Greatly improved the look of townhouses
[*] Improved visual appearance of large cities
[*] Improved the look of the minimaps
[*] Great improvements to the look of the minimap for all large towns
[*] Fixed major visual issue in cinematics in large towns with townhouses flickering
[*] Cannon pusher units now have much better textures
[*] Redesigned the look of Moscow, Budapest, and Stockholm on the world map, as well as improved terrain near them
[*] Made some building flags look much better
[*] Fixed major issue where distance fog would disappear after each cinematic
[*] Major visual issues corrected with maps not having fog after cinematics in all game modes
[*] Rally point flags from buildings are now much larger and better visible
[*] Improved church building visuals
[*] Fixed a problem where some units, when walking or running, would float without playing animations
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[b]BALANCING CHANGES[/b]
[list]
[*] More defense for wall-mounted weapons - they are now much harder to kill with just ranged weapons
[*] In most cases, you need to climb the walls to take out wall-mounted weapons
[*] Reworked relations between wall-mounted siege and other unit auto-targeting
[*] Ranged units will no longer auto-target wall-mounted siege weapons since they can barely damage them
[*] Wall-mounted siege weapons will no longer auto-target rams and belfry, since shooting at them near walls is not realistic
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[b]OTHER FIXES[/b]
[list]
[*] Units will no longer get stuck walking around spikes in the army camps
[*] All gunpowder and dragoon units now have unique names and stats
[*] Fixed issue in Skirmish or Campaign when controlling a large town and seeing walls on the minimap that players can’t control
[*] Fixed issue with all Teutonic units not having names
[*] New names for Crimean Khanate units
[*] Corrected the city of Lasi being a hamlet in Moldova instead of a large city
[*] Fixed wall-mounted cannons playing some weird animations during battle
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