I’m planning following major features for Alpha 9:
- aggressive animals (e.g. boars, wolves, bears)
- early army to fight those animals (e.g. militia hireable from School)
- warriors morale to prevent rushes (e.g. militia in enemy town is weakened by a factor of 6)
All these features are aimed at making early game more engaging.
sounds cool with the animals.
what is the current plan with the models? some structures are still without a decent model (or just in white).
Also any plans for configure the ingame speed like in kam remake? Playing with 2x speed is way more comfortable
Try to set the focus on the current content. just my two cents
Hi,
Thanks for commenting!
At the moment I’m spending funds on more music for the game.
House models need quite lot of work and I’m not entirely happy with previous ones yet. So might be redoing some of those when I get a better feel for the art style.
I’m planning to up the default game speed to around x1.6 of what it is now. Current x1 does feel slow and x2 is a bit too fast IMO.
nature should be like in settlers 4
Could you be more specific please?
What elements of nature from Settlers 4 do you refer to
About early army to fight animals – maybe not militia, but units with lances or sth. Just technical/realistic stuff – it’s easier to kill an animal with such ranged weapon like lance, than with axe imo 😉
That makes sense from fighting perspective.
However, axes are already present in the game from the earliest stages (woodcutters, miners pickaxes) without any additional charge.
Maybe some kind of pitchforks will do (alike farmers and breeders have).
From one side, early warriors should be very cheap and accessible (without weapon workshop and such), but still be worth something (a gold?), so they can not be used to spam. That cost thing is still unclear.
I hope, one day, I will be able to play Knights Province multiplayer like I play KaM remake. And I don’t think militia from schools is a good Idea for multiplayer 🙁
Multiplayer is locked out until the game is sufficiently fleshed out. It would not be fun to play with missing warrior models houses and overall balance.
Militia from schools is not bad in itself, given that it could not be used spam.
you know how people play KaM.. they will raise pigs.. trade for gold.. spam militia.. not necessary like this but you know what I mean..
This is a good concern. So the Marketplace (and other possible rush strategies) needs to be either nerfed, or countered with something.
Yes please 🙂
Any plans to publish the source code in sourceforge or gitHub?
No, I don’t have such plans (yet)
Do you have a Hunter in the game? You can make him hunt the aggressive animals. The killed animals can be used for food as well. So you could save the resources needed to produce weak army units against aggressive animals and use them for heavier armed units later.
If by Hunters you mean weak warriors – then yes, that’s the plan.
Food from animals is not feasible, since it does not fit into existing productions chains scheme.
I like the idea of having some early type of unit you can acquire with no weapon production needed that is pretty much just cheap cannon fodder to protect your town against animals and some early raids by your enemies, but I wouldn’t make that unit our beloved Zerg rush Militia but instead something more of a Rebel from KaM using a pitchfork with bad morale outside of their town and with a weak attack but with the anti-horse bonus to fight early Scout raids and Animals (if they get classified as mounted units). Cost wise/preventing spam I would indeed back the system of needing gold to hire them or a plank. Another option would be to code a limit but I don’t think that is preferable.
just as an idea – i thought about making the option that serfs have to become blank again when it needed more people to make some army or workers etc
thx for remaking this nice game
Im new here and just found this place by random chance. I am a long time KaM fan and still play on steam. Look forward to giving you feed back on this. Do you have a road map of development?
The game is developed by a team of just one person (me) as a hobby, with occasional freelance help. Which means progress is quite slow.
Usually I’m posting plans for next Alpha on the site (e.g. plans for Alpha 9 are here – http://www.knightsprovince.com/2017/07/alpha-9-plans/).
This is very nice remake of KaM. I am playing it 7 to 8 hrs a day.
I have few suggestion:
Trading between allies
Wall with ballista and guards
Entry gates..
Thanks again for this nice game. My old memories are back..:)
I cant rotate any buildings. I have tried space and a few others. Got any Ideas?
Rotate key is mentioned on the house building page description – usually that’s Tab.