Alpha 10 is ready

What’s new in Alpha 10:

  • Particle effects (smoke for houses work, smoke for damaged houses, dust effects for plans placement and for house destruction, emitters that could be placed on terrain in MapEd (e.g. mist).
  • SSAO (aka prettier lighting)
  • New custom antialiasing (FXAA2 and FXAA3.11 partially)
  • Smoothed out unit animations
  • Revised house-placement (Trees and other objects block house placement from all 4 sides now, Added house plan icon showing where the road for the entrance needs to be)
  • Imported more unit models and animations
  • New maps from 2018 mini-competition
  • Allowed builders to uproot trees and small stones
  • Revised fish-catching
  • Quick unit/house selection panel in game UI on the right (Ctrl+1//0)
  • Revised wind effects to act uniformly on flags, particles and map objects
  • Expanded undo/redo in MapEd (units, houses, etc.)
  • Unified main menu and gameplay options pages
  • Separate volume controls for sounds (alerts, effects, menu)
  • New map decoration objects – stockade fences
  • Revised and fixed house unlock order
  • Reworked AI
  • Revised food nutritious values
  • Sound for messages opened and closed
  • Displaying proper music titles in options menu
  • And as always a whole lot of bugfixes and smaller improvements

Download links:

Knights Province Alpha 10 (installer)
Knights Province Alpha 10 (7z package)

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26 Responses to Alpha 10 is ready

  1. Wychor says:

    When are you planning on incorporating multiplayer?

  2. Lautaro Zualet says:

    and there better be new building plans for Alpha 11, as well as new militia and new workers.

  3. David says:

    I think that it was debated to death, but here we go:

    How about being able to disengage combat? At least like a feature that you can set on or off. It’s horrible to lose a entire formation cause you accidentaly started a meele at the wrong angle. I know that you try to maintain the vibe and spirit of K&M, but (at least to me) this “to the death” combat was the worst part.

    Also, it’s just me or blank peasants are not leaving their houses to eat? I’ve noticed that on a tutorial mission, where they left their homes just to die of starvation at the doorstep.

    • Krom says:

      I quite like the combat system so far – it makes you plan in advance and use different groups.

      Thanks for reporting the bug!

      • David says:

        Sometimes a total winnable situation can turn into a phyrric victory, specially in narrow spaces, but well, that’s just my opinion.

        Also, I forgot to add: do I fail to observe or there is no visible cue on your selected squad? I mean, in the original K&M the banner goes white when you select a squad, but as far as I remember, there is no such thing on KP. I wish that instead of the white banner of old, the selected squad have a selection ring on the units, cause it’s easier to spot than the flagbearer, specially at the heat of combat.

        Kind regards!

  4. KAWA says:

    Just found about this project. Downloading a10. Looks promising, best of luck in development!

  5. An No Nymous says:

    For some reason, many soldiers seem to have an axe rendered, when walking at the lower edge of the game, you can see it beyond the ground.
    Additionally, bowmen place an axe besides their feet wheen standing to shoot.

    Shooting soldiers should themselves start to shoot on any enemy soldier when in range. For me they started shooting at one and stopped after killing it. When a new one came in range, they only started shooting at it after halting them manually.

    for some reason, the AI is now stupid compared before. Even middle hard AI died on starvation because it was not able to build up proper food production ๐Ÿ™
    Nonetheless, nice progress, new buildings and units. makes me hope for more ๐Ÿ™‚

    • Krom says:

      Thanks for reporting! )
      1 – Known bug, will be fixed
      2 – Will check, thanks (reported
      3 – Will check

      • An No Nymous says:

        Sorry for making this here look like being buggy, but i forgot one thing:
        When playing, the enemy AI after a while started to build a gold mine right next to mine, which of course lead to drastic and constant loss in builders and servants.

        I would recommend the AI not only to use the own cities borders, but the other ones aswell. Maybe you add another layer to your world, which splits the world in occupied regions, dynamically depending on buildings and maybe even units.
        This layer could be used by all AI and prevent you from being able to build in enemies territory. Aswell AI could prioritize borders directly connecting to other player’s land compared to no man’s land, calculating defense priority.

        Some improvement enquiries here:
        Can you make pathways player-independent? So you could use the pathways created by other players after conquering their land and their color completely vanishes from the map?

        Why not allow builders cultivate land, maybe and especially even streets not used anymore? This could take a really long time, but especially in medieval times mankind cultivated incredibly large areas at insane effort, paying out in long term.

        • Krom says:

          Thanks for posting! )

          Did you and AI were enemies? Can you attach a screenshot of resulting towns?
          AI has such territories definitions, hence it likely was a bug.

          Roads are player independent, your citizen will use them if they are available.

          What do you mean with cultivation – like removal of roads or something else?

          P.S. See if you can join Discord (link on the right) so we could have a more interactive discussion ๐Ÿ™‚

          • An No Nymous says:

            So, tried the level again since I had to delete the game and lost the save therefore.

            Concerning AI territories:
            – Nature is not covered: e.g. wolf dens should prevent from building, huge loss, e.g. woodcutters!
            ==> Use military to clean region?
            – Troops are not covered: trying to build directly behind 70 knights ๐Ÿ˜€

            Concerning routing for buildings:
            – To improve the cities efficiency, I re-connected an iron mine and build a building on the previous road. The new road was not considered to connect the mine for ware transport. ==>I had to crush down and rebuild it before woerking again
            => not-connected buildings having wares should from time to time be checked for new roads connecting it again

            – concerning coloring:
            why color acres, streets, yards in player’s colors?
            If simply showing acres yellow, streets grey and fruit yards green, one could make other player’s colors completely vanish ๐Ÿ˜€

            – concerninig the street debate:
            why not leave the standard street as it is (1 stone/m), but enable “double paving” it with another stone/m or stone+wood/meter?
            Doubly paved streets could look different, but would allow faster movement/less exhaust for serves.
            alternatively, the settlers two approach: enable the use of horses by servants for double carrying capacity?

            -concerning village organisation:
            for testing purpose, i tried to build a two-core-village, using two far apart locations (thought for two different players) as core places.
            Nonetheless, servants were senslessly carrying stuff here and there. servants should somehow value the time they need to reach a ware with the way they have to carry it afterwards to prevent them from running 200m to carry a bread 4m.

            I really like the way you’re going ๐Ÿ™‚

          • Krom says:

            Thanks for such detailed review! Will take some time to analyze it and take it into work )

            1 – Will look into making AI attack animal dens
            2 – That should have worked. Likely there was a missing tile or something alike.
            3 – Colors show players influence on minimap – they are good.
            4 – Maybe later on
            5 – multi-core towns are not supported yet

  6. Krischan Kuijper says:

    I just started playing the Alpha 10 and it looks great! The combat without walls i really love, just like the KAM classic!! I only really miss the multiplayerรขโ‚ฌยฆ Is there an Alpha where I can play the Multiplayer?

  7. b says:

    Who everdesigned the artstyle just one thing to say,
    You stayed true to the origal and some things are even impoved
    Keep it up
    Though trees should be redone

  8. whaaaza says:

    Maybe menu should be on the left side not on the down. Just my opinion

  9. An No Nymous says:

    One more thing:
    AI created new buildings are only connected to the closest available street.
    If a builder dies (due to starvation/enemy soldiers) and the street is not finished, the AI still tries to connect new buildings there!
    ==> gaps in streets need to be closed.
    Also in close spaces, one can prevent the AI from being able to build through by simply killing a single builder in the right place. (or it happened due to starvation, like for me).

    • An No Nymous says:

      What I forgot in the above comment:

      Iron covered by snow can not be mined by iron mines, which is of course stupid since a mine wouldn’t care for snow coverage…

      • An No Nymous says:

        The soldiers don’t properly surround a house.
        They all try to attack from the same side they come from instead of considering already occupied attacking positions vs. still free ones.

      • Krom says:

        Will look into that. Generally, ore should be placed only on mountains by the Mapmakers

  10. An No Nymous says:

    The remains of destroyed buildings should slowly fade.
    Or it should be possible for foresters to plant trees at places of destroyed buildings, which is now not possible.

    Why not enable three possible orientations for buildings?
    You are able to rotate the map to three orientations, so why not enable three orientations for building?
    This would ease village construction a lot!

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