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#1
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Quote:
:::::Major Fixes and Additions::::: -Server Upgrade that resolves server crash issues we had from day one -Ability to view other player profiles - available from the Social Window -Ability to send resources to other players - available from the Social Window - Friends tab -Players can now designate units as the homeland garrison, however it`s not saved yet -Gore updates - blood on impact, blood mist from corpses, large blood spill from corpses -Gore updates - damaged units show bloody texture -Fixed major issue with Water on high visual settings - fixed odd lights at night, and performance boost -Fixed a crash issues related to PvP and using chat for a long time -Fixed issues with missing influence or units caused by server upgrades :::::Minor Fixes and Additions::::: -Left click and double left click select a unit, right click reorganizes. -Added warning for new players not to play Kingdom Wars before Online Kingdom -Added two new advises for new players on using and gaining Influence resource -Updated human buildings winter set art -New art for some interface windows - Buy Crowns, Send Resources, Social Add Player -Friend notifications now involves successfully laying siege to NPC towns -NPC town siege screen shows real value of NPC town garrison strength -World map PvP pay out window changed to show resources icons -New art for Oil Pitch ground texture -Invisible elven units can no longer be attacked by other players until they de-cloak -Capital towns of the realm start with Trade diplomacy status - to aid in Market Trading quest -Online and Friend lists are now sorted alphabetically -Added F8 key hiding and showing game GUI - for screenshots and videos -Disabled Army camp ability in Sssilistra region -Fixed issue with World chat not working while in a PvP game -Fixed last issue with units going missing if player would crash during a quest -Fixed issue with profile window not working or showing empty profile window -Fixed issue with Quest Window overlapping Social Window -Fixed issue with Great Hut spawning Laborers on reload, instead of Marauders -Fixed Crossbowman attack on large range hitting the ground -Fixed an error in Elven quest - The Trail Continues -Fixed Orc Grand Hut spawning laborers -Fixed NPC town sieges removing player camp gates, and stronghold palisade gates -Fixed quest VS AI homeland - with player unable to attack AI gates -Fixed winter texture on building in Singleplayer skirmish mode. -Fixed building hit points going over the limit -Fixed exploit with selling Oil Cart at NPC markets -Fixed visual bugs with NPC town siege screen :::::Balance Adjustments::::: -Changed Self-Healing - increased speed 4X, but only Idle units will heal -Increased palisade hitpoints and gates hitpoints. Orc palisade is now taller -Decreased battering Rams hit points, but increased attack. Greatly improved Dwarven Ram -Reduced the price of buying army slots to 60 crowns -Palisade walls are more resistant to fire, but can still be burned down Last edited by Konstantin Fomenko : 02-20-2013 at 01:07 PM. |
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#2
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So no fix on archers?
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#3
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Chill Matey
its just an minor in between patch anyways. Importand thing for now is to get Steam going. The one thing that this Game needs right now are Players after all. Anything else can come after that.
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In the Shadow of the Black Cross. We Fullfill our Duty in your Name. And Look forward to the Day we Return to your side Silvanos. Watching over our Comrades as they Fullfill their Duty in your Name. |
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#4
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Guys - how bad to you think archers really are? Yes they can`t hit all units on the walls - but this is somewhat planned, as I said we`ll make it a bit better, but not by much. The game mechanics are just changing to make ranged units on the walls more realistic, and push players towards using Siege Towers, ladders and infantry on walls.
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#5
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I believe there useless. I mean who rushes a wall without thinning those archers out. you get 60 units to siege a castle you would have to take alot of siege eq to breach those walls. i can hold anyone off before now i doubt anyone can get in. Archers on a wall already had an advantage with hording and towers. That gave them range and protection. Maybe up their protection on a wall but to make it where you cant kill them is not good. If you are shooting for realistic then unkillable archers is far from it. For example on sieges since the change i send my archers in but it only kills 1 out of 4-5 you dont know which one it kills and i guess it dont matter but to set for 20 min and not kill anything cause its on a wall is nuts.
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#6
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Sunleader i agree we need the players. An i doubt anyone can say im not a huge supporter of the game i normally play 30-40 hrs a week and get every friend i can to play. However and im not complaining about the game love it to death but when siege a castle with archers that can not be killed is nuts. What historic war was ever fought were they send foot soldiers and siege without cover fire. Also it gives elves a hugh advantage their bolt throwers are best and even if you get elven enchanters as merc's you dont get to summon bolt thorwers.
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#7
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I agree that using archers that are below archers on a wall/tower is now not very useful, I don't mind as I like being pushed to use trebuchets/siege ladders/towers/ attack infantry/dragons. I watched an archer duel between xbows on an inner (higher) wall and the outer wall (my) archers won because they were elven archers lobbing arrows onto crossbowmen. But it took 10 or 20 minutes. It was not very fast and that's fine. I think the reign of the archer is coming to an end in Dof
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When I'm not in my right mind my left gets kind of crowded. Last edited by GPS51 : 02-20-2013 at 11:21 AM. |
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