Kingdoms and Castles

Kingdoms and Castles

Elevation 1.0b
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Update: 7 Oct, 2023 @ 7:25pm

V 1.0b | Minor Peasant Clamping Fix

Update: 7 Oct, 2023 @ 11:31am

V 1.0a | Ogre Pathing Bugfix

Update: 6 Oct, 2023 @ 1:36pm

V 1.0 | FULL RELEASE | Combined Update

This is the largest update yet. Due to development issues, it had to become a combined update consisting of the features and fixes previously planned for updates 0.3.2, 0.4, and 1.0. For documentation's sake, they are divided this way below to clarify the purposes and traits of each segment of changes.

V 0.3.2 | Buildings
Happiness Bonuses
- Happiness-emitting buildings now receive a range and impact bonus when placed on elevated terrain
- The above applies to most buildings, except the Tavern (large/normal), Theater, and Jousting Arena

Roads
- Road stairs are added for normal and stone roads
- New connectivity rules now apply:
-- Roads connect to each other as before, when 1 elevation tier of difference or less exists
-- Gardens and cemeteries connect to each other only when on the same elevation tier




Fixes
- Fix for roads, gardens, bridges being disconnected or inaccurately connected on load
- Fix for archer towers and ballistae not firing after load or reconstruction
- Fix for archer towers sinking to bottom of a block and not updating even after reload
- Fog of war effects integrated into Elevation -- FOW will now obscure elevation blocks
- Quarries and mines may now only be placed below or on the same level as their adjacent resource
- Scaffolding buildings may no longer be placed on piers
- The 'Regenerate Terrain' button now performs a different, less transformative, operation to fix terrain while playing on a kingdom to avoid undoing terrain modifications
- Fixed rare instances of substructure buildings (piers, etc.) loading incorrectly

V 0.4 | Combat
Unit Damage
- Standard land-based units -- player/AI knights, archers, diplomats, settlers, viking raiders, and heavy raiders -- now deal additional damage to a target if they are on higher ground during the engagement. Melee units (knights, vikings) have a maximum difference of 1 elevation tier to their attack target to engage; archers may fire from far above or below.
- Those land-based units, additionally, take less damage from a target on lower elevation.
- Dragons are not affected

Unit Mobility
- Special land-based units (ogres and catapults) move slower on elevated terrain, the speed deduction being proportional to the height of the terrain.
- Troop pathfinding now prefers staying on higher ground




ModMenu Settings
- These settings have been added to control the above changes:
-- Elevation Damage multiplier: both how much damage impact increases for high-to-low engagements from the aggressor (on higher ground) and how much damage is buffered in low-to-high engagements for the defender (on higher ground).
-- Catapult and Ogre speed decrements -- what percentage of total speed is removed for each elevation tier the unit is currently on

Fixes
- Special and standard unit y-adjustment fixed while pathing on elevated terrain
- Vikings only land units at sea level or tiles with a height of 1
- Tower range display plane extended so square edges aren't as prominent
- Ogre pathfinding tweaked to disincentivize elevated terrain -- subject to change in future patches

V 1.0 | Release
Features
- Unreachable tiles are now visually marked and made less interactable
- Top down mode camera now supports dragging (right mouse button) to move
- Top down mode camera now allows location focusing from log messages

Fixes & Optimizations
- Terrain modification heavily optimized (map edit terrain modification menu made more visually responsive)
- Less lag on clear map in map edit menu
- Other minor optimizations

See full details on update roadmap Trello: https://trello.com/b/opvXQVYP/elevation-update-roadmap

Coming Soon
  • Unknown!

Update: 7 Aug, 2023 @ 6:01pm

V 0.3.1 | Quality of Life and Optimizations
New features/improvements
- Greatly improved unpathable tile pruning reintroduced (removed since 0.1.2) -- acts as optimization
- Loading screen and optional visualization for above
- New peasant movement system -- peasants clamp more discretely to tile heights.
- Peasants no longer path diagonally on elevated terrain (except for the 1st elevation level)
Bugfixes
- Fix for wolf, transport cart positions on elevated terrain
- (Partial) fix for dropped wood from tree cutting positions on elevated terrain -- more coming soon
- Fix for wolf caves not being generated
- Fix for top down mode camera opening hotkey ("T" by default) triggering when typing in text fields
- Fix for witch huts lingering after being erased in map edit menu
- Fix for map edit elevation buttons not animating correctly
- Fix for forest fire and curse fire positions while on elevated terrain
- (Partial) fix for constructing castleblocks causing towers to misalign -- more coming soon
- Fix for unplacable rock removal on empty caves
- Obsolete and/or nonfunctioning settings removed
- Miscellaneous rendering system optimizations

See full details on update roadmap Trello: https://trello.com/b/opvXQVYP/elevation-update-roadmap

Coming Soon
  • Stairs that spawn on roads
  • Combat and building buffs/debuffs based on elevation

Update: 25 Jul, 2023 @ 4:52pm

V 0.3 | Buildings
- New one-off buildings that increase and reduce elevation: Scaffolding and Dugout respectively
- May be used once per tile (a scaffold/increase may be undone by a dugout/decrease; changes are reversible, save for the lost resources used in construction)
- Moats can no longer be used on elevation
- Unplaceable rock removal bug fixed
- Map edit glitchiness fixed
- Wheat not showing up on elevated fields bug fixed
- Road (stone/normal), garden, town square, large fountain, cemetery, field y-adjustment modified for visual consistency
- Garden connectivity glitchiness fixed

See full details on update roadmap Trello: https://trello.com/b/opvXQVYP/elevation-update-roadmap

Coming Soon
  • Stairs that spawn on roads
  • Intense optimizations (less lag)
  • Combat and building buffs/debuffs based on elevation
  • Fix for transport carts, wolves, and birds

Update: 23 Jul, 2023 @ 3:27pm

V 0.2 | Visual Overhaul
- Pathfinding blocks now have a different visual appearance (option for classic visuals coming soon)
- Snow effects now visible on elevation
- Overlay effects (water, irrigation, building ranges, road range, gridlines, etc.) now visible on elevation
- Elevation colors now match color of standard terrain tiles
- Load/save issues remedied
- Minor optimizations

See full details on update roadmap Trello: https://trello.com/b/opvXQVYP/elevation-update-roadmap

Coming Soon
  • Stairs that spawn on roads
  • Intense optimizations (less lag)
  • Combat and building buffs/debuffs based on elevation
  • Fix for transport carts, wolves, and birds

Update: 22 Jul, 2023 @ 11:54am

V 0.1.2 | Mod System Version 2
- Basic pathfinding support
- Visual fixes for elevation lingering on load
- Peasant freezing bug incidence reduced
- Edit terrain elevation menu in map setup
- Lag spike when placing keep fixed
- Docks can no longer be placed on elevation

See full details on update roadmap Trello: https://trello.com/b/opvXQVYP/elevation-update-roadmap

Coming Soon
  • Stairs that spawn on roads
  • Intense optimizations (less lag)
  • Better visuals for elevation blocks that assimilate cleanly with ground (snow, detailing, better colors)
  • Combat features involving elevation
  • Fix for elevated terrain not being regenerated
  • Fix for transport carts, wolves, and birds

Update: 15 Jun, 2020 @ 4:33pm

V 0.1.1 | Minor Patch
- Added Castle Door connectivity support.
- Minor bugfixes

This is just a minor patch containing bugfixes and castle door support.




Coming Soon
I have a few things cooking for the next few updates for Elevation ;)
  • Creative Mode map-edit elevation raising and lowering tools
  • Stairs that spawn on roads
  • Intense optimizations (less lag)

Update: 8 Jun, 2020 @ 10:23am

Experimental Open Beta

Update: 5 Jun, 2020 @ 7:53pm

Closed Alpha - Patch 0.0.1a