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Kingdoms Reborn News

Hot Fix to critical issues

- Fixed: Intercity Bridge cannot be built outside territory
- Fixed: Crashes related to Colony/Port Colony

Fixes Mar 21, 2021

Saves from the last patch should be fine

Patch Note:
- hold shift when changing a building budget/work hour setting
- budget/work hour adjuster's shift-click tooltip

- Decrease storage yard price per tile to 2 wood (prev 5 wood)
- Seeds are no longer sellable

- Error message if Save Data Sync failed (instead of crash)
- Error message if Steam is not connected when accepting game invitation (instead of crash)

- Fixed: "Buy Wood", "Sell Food", "Immigration" only works in the main city

- Buy Wood's max capped to 1000

- Check for bad tile before actions calculation should use flood

- Fixed: Trying to Place Port Colony outside the map lead to crash

- Guard crash in Spawn2DSound()
- Guard crash in playerName()
- Guard crash in network town ChangeName()
- Guard crash in IsCritterBuilding()

- Prevent resourceCount() crash in world UI and building job UI
- Prevent Townhall TryInstantFinishConstruction() crash

- Fixed: Building on top of regional tribal village could make people stuck... (should fix the inaccessible problems?)
- Fixed: TryConstruct() needs to check for inaccessible
- Fixed: Check if Entertainment Building is accessible.

- Fixed: Citizen UI "house: " bad spacing
- Fixed: Don't show house id in shipping build

Happiness Update

!!! This update doesn't work with older saves.
To play the old saves, please switch back to "feb_20" branch.
(switch branch instruction)

The happiness system is now revamped :)
Logistics was improved with new buildings, and horse carts for market/logistics office.
Hope you guys like the improvements!


Summary of Major Changes:
Revamped Happiness System:
- Food Happiness: Having enough food + Food variety
- Housing Happiness: Housing Appeal
- Luxury Happiness: Luxury Variety in houses
- Job Happiness: Job
- Entertainment Happiness: Tavern, Theatre
- Town Attractivenes: New Colonists, Cannibalism, Tax etc.

New buildings: Granary, Hauling Services, Archives: stores cards
New Cards: Motivation, Passion, Slave Labor, Lockdown, Social Welfare, AllYouCanEat

New Abilities:
- Quick Build: Pay money to speed up building construction
- Adjust building budget: Increase upkeep to increase efficiency/job happiness
- Adjust building work hours: Increase work efficiency at the cost of job happiness

Others:
- Multiple building card slots
- Market and logistics office use horse
- A lot of Citizen AI improvement+fixes


There are a lot more changes that won't fit here.
See the full patch notes in the Discord (From Feb 20 to Mar 16)
https://discord.gg/waRRrmPQj7

Multiple Cities Update

You can finally build multiple cities!
The game is now also more optimized for high population.


This update will break older saves.
If you want to play the old saves, please switch back to "jan_31 hot fix" branch.
(switch branch instruction)


Updates:

For full update detail, checkout the Discord https://discord.gg/yG8PfBy

Multiple Cities Related:
You can now build a new town after unlocking the "Colony" technology in the tech tree
- Colony: Build a new townhall. Townhall must be connected to Intercity Road. (cost 15000)
- Port Colony: Build a new townhall next to water. (cost 20000)
- Intercity Logistics Hub: Bring resources to the colony using Horse Cart (land)
- Intercity Logistics Port: Bring resources to the colony using Ship (water)
- Intercity Bridge: (cost: 1000) Allow building bridge outside of territory for connecting cities
- Old "Colony" becomes "Resource Outpost" with price increased to 5000
- Change left UI resource according to the town centered on camera.
- H multiple time to swap towns
- Switch between towns using Left UI
- [Send Immigrants] button/UI to send citizens between colonies/capital
- Immigrants have cart when they walk to their destination.
- Arrow Buttons in Statistics/Job Bureau to change town the UI is focused on
- Statistics UI with combined cities statistics, or individual city
- Ctrl-Q and Ctrl-E to swap town
- Tooltip for the leftUI arrows: Press [Ctrl-Q] and [Ctrl-E] to switch between towns.
- Shift WASD too speed it up
- Shift-click upgrading warn if there isn't enough resource to upgrade multiple buildings to prevent confusion
- Renamed Cities Overview->Player Overview
- Player Overview show total player statistics instead of capital's statistics (Pop, GDP, main production)

Optimizations:
- Decrease pathAI memory usage
- Single Player should no longer have input lag
- Improved Performance for Pathfinding AI
- Animal pauses more and for longer (less unnecessary performance consumption)

Others:
- Citizen AI should try to fill up nearby storage tile to max first (instead of just going to the nearest storage)
- Tunnel now costs 3000
- Bridge now costs 300
- Increase price to vassalize by x3
- Shutoff ability to abandon town. (Lots of issues, so it is removed for now unless someone wants it back)
- Remove Claim Land by Food (confusing for multiple city setup)
- Claim Land with money costs x2 more
- Initial money increased to 3000
- Tile/Province Focus UI shows distance from nearest townhall
- Citizens shouldn't idle walk beyond their territory
- Allow Demolishing of Intercity Road in unowned province (not owned by other player)
- Disallow expanding provinces beyond 7 provinces from the townhall. (should help with performance issues)
- Show number of provinces from Townhall on Tile/Province UI
- Tech Box draggable with left mouse button

Fixes:
- Fixed: citizen animation frozen with arms outward
- Fixed: Placing Intercity Road should destroy boar burrows
- Fixed: Stone not removed when placing Townhall Road
- Fixed: Clicking [Back] from single player goes back to lobby list, if previously created a multiplayer game
- Fixed: House Too Far shouldn't show if there is no house in the town
- Fixed: House Deinit crashes for Colonies
- Fixed: Crash when trying to build building outside the map...

Translation Update

The language update is finally here!
Thank you very much to everyone who helped with Crowdin community translation :)

Added languages:
- Czech
- Chinese (Simplified)
- Chinese (Traditional)
- French
- German
- Japanese
- Russian
- Thai

Only languages that were community translated close to 100% are included in the patch.
(join community translation here)

This update will break older saves.
If you want to play the old saves, please switch back to "jan_7 hot fix" branch.
(switch branch instruction)


Updates:

For full update detail, checkout the Discord https://discord.gg/yG8PfBy

- Crowdin Project: https://crowdin.com/project/kingdoms-reborn

- 5 queued card hands will be converted to 1 wild card automatically
- Crash Report Server (From now on, just click "Send and Close" on Unreal Engine 4 Crash Reporter)
- zoom keys: Pgup/Pgdown, "[" and "]"
- Gather/Demolish Button click 2 times doesn't close them
- Gather Button UI Close Button added
- Settings: Allow Turning off Multithreading for Camera
- Settings: Forced Clickthrough (Bypass bug where you can't click objects)

- Cancel gather should cancel people on the way to gather target resource
- Fixed: Loaded the game and Claypit has ground dirt in it. (could solve few other display issues to)
- Fixed: LOD of pine trees has no texture on some zoom levels
- Fixed: Coconut trunk can be too far from its origin square

- Add a search box in the wildcard window to easier find what card you are looking for
- Province overlay hot key [Ctrl-P]
- Save last used map settings
- Food Production/Consumption on graph show "(per season)"
- Scrollable Luxury tier on house Lvl
- On Building UI: Arrow to swap between buildings of the same type.
- Proper plural for buildings
- "Restart Game" button to the in Game menu (Single Player Only)

- Fixed: Coffee too similar to Raw Coffee
- Fixed: Being on a different branch, you can still invite friends to the game through Steam invite.

- 7 superb new music tracks from Alistair
- Password indication for multiplayer session list
- Text Orange for "Fort and Colony Cards will not be recovered."

- Fixed: When laying a stone road above a dirt road , the costs of stones stay on 0