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January 7, 2021 Update

This patch includes optimizations, bug fixes, new crops etc.

Sorry about the long wait time.
There was a lot going on with my personal life (wedding and settling into a new house).

This patch will break any saves.
You can switch to dec_1 branch to play your old saves.
(instruction on switching branch)

Hope you enjoy the new patch :)

.

Full patch notes below:
(This is a combination of multiple patches on the experimental branch.)


Update Dec 29, 2020
- Optimize Citizen/Animal AI performance
- Optimize display system's zoom transition with multithreading

- Max 3 card stack
- Limit the number of Mints that can be built to 8...

- Difficulty increase (Diety is now +300% consumption vs previous +250%)
- 1,000,000 gold to win.
- Lessen winter brightness

New resources:
-Blueberries
-Melon
-Potato
-Pumpkin
-Coffee Fruit
-Coffee
-Tulip
-Shroom
-Vodka

- Added Blueberries, Melon, Potato, Pumpkin as food
- Melon gives +3 gold when consumed

Luxury Resource Changes:
- Tulip added to t1
- Vodka/Coffee/Shroom added to t2
- Chocolate moved from t2 -> t3

- House Level 2->3 upgrade requires 3 tier-1 luxury
- House Level 4->5 upgrade requires 3 tier-2 luxury
- House Level 6->7 upgrade requires 3 tier-3 luxury

New Buildings
- Shroom Farm
- Vodka Distillery
- Coffee Roaster

- Tech requirement that might require producing some resource to X amount before being able to research some tech
- Popup Disallow researching a tech without completing the requirement


Fixes:
- Fixed: Ensure no negative snatch/steal
- Fixed: With negative gold, you can't pass any cards
- Fixed: building too far causes freezing people. Not complete fix but should be better (If IsConnectedBuilding() failed, should still check with IsConnected().)
- Fixed: House lvl 7 outdoor furnitures badly arranged.
- Guard: GetCritterBuildingsIncludeFronts Crash

Text Fix:
- Correct Deity Spelling
- Correct Brickworkss->Brickworks in Brickworks upgrade, Printing Presss->Printing Presses for Printing Press upgrade
- When use the "Card Removal" card you see this title on the card selection screen : "Pay the price to build"


Update Jan 5, 2021
- Compress Generated UI Icon textures to consume less GPU Video memory (might help with GPU related crash)
- Higher resolution for generated UI Icon textures

- Guard against crash in IsFrontBuildable()
- Fixed: Texture memory leak when loading game

- Fixed: Shrooms aren't available to be exported from Trading Company
- Fixed: Raw Coffee should not be counted as foood
- Fixed: Melon should count as food

- Fixed: Strange Issue of Zero Input needed for the Distillery...
- Fixed: You can boost AI or other player's buildings.
- Fixed: Selector crystal overlaps with the models for many house levels

- Fixed: people get sick and die without warning
- Fixed: Ranch animals doesn't give birth

UI/Text Issues:
- Techs show its requirement in tooltip and warning popup
- Brighter tech's requirement text
- Coffee Fruit renamed as Raw Coffee (to prevent confusion that it is edible)
- Fixed: Luxury tier description for Coffee, Chocolate, Vodka
- Fixed: Unlocking the new seeds (blueberry, pumpkin at the very least) says "Unlocked Medicinal Herb"
- Fixed: Combo upgrade's description missing % sign
- Fixed: wild animals can have workplace
- Fixed: ResourceTooltip string's image tag not parsed
- Fixed: Tutorial, "Assigning Job" trim video blackout, "Claiming Territory" remove broken video, "Food" remove unneeded broken link.

Hot Fix Jan 6, 2021
- Fixed: Texture nullptr crash upon exiting to desktop
- Fixed: Freezing citizens when building buildings faraway
- Fixed: Animal migration check for province connection validity
- Fixed: Animals overflow in some province
- Reached Maximum Cards Popup has option to never show the message again.

Text Fixes:
- Changed "cure" in Medicine's description to "heal" to prevent confusion between cure/heal
- When paused, speed buttons tooltip show "(current: paused)" instead of "(current:)"
- "Immigration Advertisement" card name is too long.. change to "Immigrants"
- Fixed: Market description text overflow
- Fixed: Also, the 'Little' in Little red deer is lowercase
- Description UI Format to leave space after "Health"

December 1 Update

Here is the patch many of you have been waiting for :)

Some of the more important improvements are:
- Improved AI player
- Improved improved citizen AI
- Tunnel
- Market revamp

This patch will break any saves.
You can switch to nov_9 branch to play your old saves.

I apologize for the delay. There were some critical bugs I had to fix on the experimental branch before merging it to the main updates.

Hope you enjoy the new patch :)



The full patch notes are below:
(This is a combination of multiple patches on the experimental branch.)


Update Nov 11, 2020
- Popup Explanation When Laborer count is 0 for the first time,
- Show food production/consumption per season on graph when hovering over Left UI Food instead of the count (prevent confusion about dropping food)
- disallow tree from spawning right next to building

- Click house will show connection to workplace
- In Citizen's Focus UI, label "workplace: Construction Site" properly (previously labeled as building type)

- Show Dirt Road Hotkey [Z] on its button.
- keyboard shortcut shows [B-H], [B-F], [B-Y] to prevent confusion

- Version Number display on main menu (top right)
- Join game's different version warning suggest steam restart and show host/local version


- Fixed: Single Player "New Game" Crash
- Fixed: Think there's a misplaced decimal point on the Food Usage graph, we're in year 14 but it shows as year 1.4

- Fixed: Demolished farm items won't be picked up
- Fixed: Set Delivery before finishing construction will make workers move resources away from the construction site.
- Fixed: Non-star Fruit Gatherer won't get expelled for winter

- Fixed: Clicking the row before the last row in Job Management UI sometimes cause the job row to disappear.

- Fixed: found out in lobby say multiplayer lobby for host but for non host say single player lobby lol


Update Nov 14, 2020
- Get nearer food: scoring system to decide which food pile to get
- People will go to workplace first if the workplace is too faraway.

- Gatherer's hut produce 20% less fruit
- Demolish ranch will just kill animals inside

- Disallow selling Townhall, Employment Bureau, Statistics Office
- Storage space warning reminds every 60 secs (previously 20 secs)
- Warning "Inaccessible" when building's gate tile is inaccessible by Citizens

- Combo bonus show as "Combo Level X" instead of level
- Add Upgrade Townhall to initial questline

- Support typing Thai, Chinese, Japanese on chat
- Chat command "ForceClickthrough"/"ShowDebugExtra" to help people with unable to click buildings issue. (until a proper fix is found)

Fixes:
- Fixed: Farm should not go into dormant state before finishing with drop pickup
- Fixed: Province UI Accidental copy of whole terrainGenerator every frame (slow down province UI dramatically)
- Fixed: Logistics Office placement bugged.
- Fixed: disallow placing books in other players buildings.
- Fixed: Crate card is gone temporarily after warning of not having enough storage.

- Fixed Text: Bakerys, brewerys, Winerys
- Fixed: Player Graph Color looks too similar

- Fixed: when moving home from long distance, citizens will check for proper path first before using forced path (through mountain/water)
- Fixed: hover over the housing count does not list the number of level 7 houses

- Prevent midgame joining (when session is left open)
- Prevent players from joining beyond 6 players..

- Possible fix for construction site not finishing
- Constructor will carry resource for longer distance

- Guard: SetDeliveryTarget crash
- Guard: workEfficiency100/taxHappinessModifier crash


Hotfix Nov 15, 2020
- Citizens try harder to put resources into storage instead of dropping them
- Citizens prioritize picking up drop instead of gathering when there are too many dropped wood/stone
- Fixed: Clicking down on Job Management row before last and the row disappear.


Update Nov 20, 2020
Gameplay:
- Tunnel
- Set target output (produce until X)
- Card hand stacking for later use
- Markets are now storage. Targets fulfilled by market workers
- Double the stone/ore in all nodes
- House Unlock Tech Rationalism gives 30% research bonus (previously 20%)

- Difficulty consumption adjustment changed to: Normal 0%, Hard +30%, Brutal +60%, King +90%, Emperor +120%
- Tooltip showing consumption adjustment for each difficulty level
- Difficulty level now also affect: sickness frequency, tools consumption (age)

Rebalance textile industry:
(Fabric mass-production late-game allow tailor to make clothes faster with finished fabric)
- Tailor can make clothes/Fashionable Clothes straight from cotton/dyed+cotton
- Tailor has 4 worker slots (was 5)
- Tailor nerfed Weaving Machine Upgrade
- Cotton Mill moved to unlock at 22 house lvl 6 (was lvl 7)
- Cotton Mill now produces Fabric at 1:1 input-output ratio
- Clothes cost: 30 (from 15)
- Cotton Fabric cost: 23 (from 7)
- Dyed Cotton Fabric cost: 43 (from 17)
- Fashionable Clothes cost: 50 (from 30)

Food Balance: (lessen storage need, easier to track goods going around)
- Food now cost 5
- 180 default initial food (instead of 240)
- less food consumption per year to maintain the same consumption value per year
- less food production in Gatherer, Hunter, Farm, other Producers accordingly
- Flour cost: 9 (previously 5)
- Beer, Furniture cost: 10

AI Player Improvements:
- AI defends itself
- AI will Upgrade townhall
- AI adjustment for building: Ranch, Farm
- More aggressive expansion

- AI doesn't spawn in Tundra/Desert
- AI spawn check for 5 expandable provinces

- AI Trade for tools, medicine, wood, stone
- AI sell unused luxury
- AI Build trading post/Furniture Workshop/Brewery/Tailor when applicable

Non-Gameplay:
- New main menu music from Alistair Lindsay
- Serialize FirstTime Popup states
- Save Game named after city rather than steam name.

Fixed:
- Fixed: Farm production shown as (per season) before any planting when it should be (per year)

- Fixed: UseMedicine() allow consuming resource into -1
- Load Saved will fix any negative resource from bugged build


Hotfix Nov 24:
- "Pass" instead of "Submit" when there is no card selected, and there are 2+ card hand queue
- After Passing a Card Hand, the next hand should be shown...

- Refactor preparation for job system (Soon, most Citizen AI won't change job unless kicked.)
- Doubles the minimum time people will work in a run

- AI upgrade buildings
- Immortal/Diety difficulty level (Consumption +160%/200%)

- Tunnel need to start on our land, but can end on province that hasn't been taken over.
- Tunnel create province land connection (allows taking over province after building a tunnel)
- Added Farm's "produce until"

Fixed:
- Fixed: Hunting drops on farm causes issues
- Fixed: ppl sat in building and does nothing when using "produce until"
- Fixed: Forester's "produce until" doesn't work
- Fixed: Bridge graphic bug when clicking..
- Fixed: Hover warning not refreshed for focus UI
- Fixed: Irrigation Reservoir should reset surrounding farm's productivity
- Fixed: Autosave name remove city name (so it doesn't overflow)
- Fixed: Statistics Bureau and Employment Bureau are highlighted when placing Banks
- Fixed: colony inaccessible


Update Dec 1, 2020
Gameplay:
- Citizens stay it their old job unless forced to leave it
- 75% tools penalty on work speed (previously -50%)
- Harder game at higher difficulty...

- AI less likely to Starve (better food management)
- AI farm herb
- AI farm on good fertility ground
- AI import iron for tailor
- AI emergency handling (food/medicine/tools)
- AI more storage

- trees can't spawn right next to rocks

- IsConnected cache (Performance improvement)

Non Gameplay:
- Tech no longer flashes once the last era is completed
- More AI Player names

- Clicking on building from mid range zoom


Fixed:
- Fixed: Mine and quarry doesn’t kick workers once output target is reached
- Fixed: Market shouldn't accept non-market resource

- Fixed: Wild Card has no bank
- Sorted wildcard list

- Fixed: Potter moving texture
- Fixed: Card doesn't top flashing once queued..

- Fixed: Leader boost can be spammed if clicked fast enough
- Fixed: influence income damp integer overflow
- Fixed: Farm meat/leather drop. (again +.+)

- Fixed: Colony production not included in the stats
- Fixed: "Happy bread day" card bonus trigger without the slotted card.

- Fixed: Market shouldn't show slots on focusUI
- Fixed: House's line connection to Townhall shouldn't be there.

Update Nov 10, 2020

This update is mostly post-launch crash fixes, tweaks, and UI improvements.

Save from the last patch should still work :)


Non Gameplay:
- For Player Overview comparison graphs, mix in some white to make it easier to read.

- Hover warnings explanations when clicking on building and opening the focus UI
- Warning when resource work building is fulls
- Warning for when is Logistics Office delivery target too far

- Animals eating crop guiding popup
- Popup the first time tools or medicine is low explaining how to get them.
- Better market explanation.
- Logistics Office shows arrow coming from storages in radius (yellow)
- During placement, say "Take resources from within radius. Ship them to faraway destination"

- Add tooltip on checkbox when for Overlay boxes (Appeal, Fertility, Animals).
- Clicking Left UI Population/Income/Science/Influence will show the its graph

Gameplay:
- -60% base science from unupgraded houses.
- Gifts from AI are now x5 more rare.

- Irrigation reservoir gives 100% fertility (previously 95%), can be build a bit farther from river

- Citizens will get goods from nearest market even if outside radius with the same priority as getting goods from storage.
(This should prevent people from starving when outside of market radius)

- Citizen get food to partially fill their stomach only if they are very hungry

- Citizens from outside market range will still take Medicine/tools take from market.
- Citizens from outside market range will also compare distance between market/nearby storages.

Fixes:
- Fixed: Irrigation reservoir upgrade giving discount without windmill next door
- Fixed: Can change the type of trees other player's foresters plant...

- Guard against double shift upgrade crash
- Guard against isEnum() crash in UseCard()
- Guard against IsResearched() crash in unlockedInfluence()
- Guard against CreateMainMenuSound Crash with proper Warning of how the issue might be fixed

- Fixed: Crashes in DeathAgeTicks()
- Fixed: Crash on demolishing ranch

- Fixed: if you disallow all on storage areas the goods that where on he way still will placed there ?
- Fixed: Workers from workplace drop resources on the ground when trying to clear their workplace

- Fixed: Buy wood card shouldn't work with negative money

- Fixed: crashes sometimes when chatting in lobby just before game starts

- Fixed: able to hotkey select Farm (f) when i dont have it unlocked. Wont let me build it, but can still select it
- Fixed: Employment bureau never spawn when the hands are full when it should spawn.

- Fixed: food consumption info all sitting a 0 (there is definitely food being eaten)
- Fixed: weird looking Food Production/Consumption graph going to 0 every year.

Text Fixes:
- Fixed: Inventor's workshop says uses wood, but it uses iron bars.
- Description correction for "Storages Full", and Fruit Gatherer description
- Fixed: wrong tooltip text for Coal treatment (+15% only on tooltip, when it should say +20%)

Kingdoms Reborn - Out Now in Early Access!

Special thanks to the those in our Discord Community who helped test the prerelease version and gave loads of useful feedback. The game would never have reached this point without our awesome community :)

Feel free to join our Discord community to find others for multiplayer sessions, give feedback, or report bugs:
https://discord.gg/yG8PfBy

Thank you so much for all your support!

The Early Access Release date is postponed for five days to November 3, 2020

The Early Access Release date is postponed for five days to November 3, 2020.
This is mainly to avoid the Steam Halloween Sale which could make it harder for Kingdoms Reborn to get featured.
I am very sorry for any inconvenience this might have caused.

Thank you very much for your understanding :)