November & December Roadmap and Upcoming Updates

Hey Everyone,

Thank You for supporting our early access production and giving Medieval Kingdom Wars a chance. We have a long journey ahead of us – and as of now, the game is in early pre-alpha state with many months away from completion.

With that said – even now MKW has quite a lot to offer, and we are committed to releasing big weekly updates. With over 35 updates since the EA launch this summer, we are just gaining the momentum.

Now lets look into production plans for the rest of the end of November and December. The key project for this period is a complex Diplomacy and Feudal Hierarchy system.

NOVEMBER & DECEMBER DEVELOPMENT ROADMAP

Updated # 36
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Late Game Balancing Update – as we are putting finishing touches on the first draft of diplomacy, we are doing massive balancing changes to make mid and late game a lot more challenging, to avoid player steamrolling over AI in later game.
ETA: Late November

World Map collision and Choke Points – World Map is getting collision and choke points, where armies would not be able to scale mountains, or cross river unless there`s a bridge or a major ford.
ETA: Late November

Updated # 37
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Diplomacy Part I – 52 AI Lords
In preparation for Diplomacy we are populating the worldmap with 52 AI Lords, that are vassals ,or are otherwise dependents to their King. Each AI lord will be holding from one to several towns and hamlets, and will have: historically appropriate name and unique portrait; renown value; standing with their Liege Lord (usually the King), friends and enemies. Players will be able to browse the Chancellor menu to view these Lords, or view individual lord from clicking on his controlled army or town.
ETA: Late November

Diplomacy Part II – Kingdom Starting Relations
Second part of the diplomatic model is adding historically accurate relations between Kingdoms, and lords within these kingdoms. This starts with standard relations like at war/peace/cease fire/various alliances, as well include a value of relations, all the way to the more advanced parameters like vassal relations, and claims against territory.
ETA: Late November

Campaign Welcome Quest
With basic diplomacy in, we are finally removing the current campaign intro about the lack of features, and instead adding a mini orientation tutorial, and few starting quests to help get new players into the game.
ETA: Late November

Updated # 38
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Diplomacy Part III – Players starting Relations
As we continue to expand the diplomacy system, we`ll be adding starting conditions for the player. In most cases player holds one or two Hamlets, or a town within holdings of another AI Lord, who has bad relations with players King, and could be attacked by the player to take over this starting region (of up to 5 different hamlets). Same time player starting relations with other Kingdoms mirrors that of his King, so player will only get attacked and be able to freely wage war against factions that his King doesn`t consider as friends.
ETA: Early December

Diplomacy Part IV – Simple Treaties
Finally we get to the dynamic diplomacy. Player will be able to change his treaties with other Lords (both withing his Kingdom and other Kingdoms). We`ll start with simple Peace, War and Gifts. Same time AI will also start utilizing basic diplomacy.
ETA: Early December

Updated # 39
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Diplomacy Part V – Position within Kingdom
Next we`ll focus on players position within his kingdom. Action that pleases the King and other lords, and action that can drive them to declare you an outlaw in the Kingdom, all the way to your kingdom outright declaring you enemy # 1, or you defecting to another Kingdom, or starting your own.
ETA: Early December

More Hamlet Designers – We are continuing work on a lot more hamlet designs, and this project is nearly complete. These will include dozens of new types (just 4 in-game right now): fishing villages, small harbors, mountain villages, hills and so much more.
ETA: Early December

Updated # 40
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Bug Fixes and Improvements – we`ll take a small break mid months to fix various known bugs, as well as whatever new diplomacy might bring.
ETA: Mid December

Diplomacy Part V – Simple Treaties
Finally we get to the dynamic diplomacy. Player will be able to change his treaties with other Lords (both withing his Kingdom and other Kingdoms). We`ll start with simple Peace, War and Gifts
ETA: Mid December

Expanding the Random Map – right now most levels for Army vs Army or Hamlet attack look the same – just some Oaks, maybe a lake and a river there. in July we are greatly updating this system to include a lot of new terrain – from dense forests, to swamps.
ETA: Mid December

Updated # 41

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Diplomacy Part VI – AI Utilizing Diplomacy
Next up is getting AI to use the simple treaties, and for both Kingdom and various lords to conduct diplomatic actions.
ETA: Mid December

New Town Levels – We plan to add two large towns later in December. These will be smaller castle like towns – similar to Dover in size and having just one entrance.
ETA: Mid to Late December

Updated # 42
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Diplomacy Part V – Complex Treaties
And finally the complex treaties are to be added as we conclude the system. These will include complicated offers like vassalage, various forms of alliances, casus belli requirements e.t.c
ETA: Late December

Core Resources Persistence – it`s about time to connect the RTS view and world map resources together. Now all the resources, including army resources will be persistent, they will continue to slowly gather while player is on the world map, and player could also exchange silver to purchase RTS resources for a particular town or army. In addition we will add a Silver Mine that will slowly produce silver while in RTS view.
ETA: Late December

Reworked Tutorial Campaign – This is a BIG one. We are completely redesigning and greatly expanding our prologue learning tutorial campaign. It will become a lot more entertaining and cinematic, and cover 8 scenarios instead of 3. New tutorial will cover majority of the world map features as well as plenty of combat features.
ETA: Late December