When you want to put a treasure on the map, how do you plan to keep the guards fed?
Follow Us!
Donate
Search the site
-
Recent Posts
Recent Comments
When you want to put a treasure on the map, how do you plan to keep the guards fed?
As some of you noticed in-game and on site plans – Sheep farm was planned to be in the game to produce yarn from which cloth would be made to hire citizens.
Major drawback is consistency, sheep would have to grow without food and could not be slaughtered for food (otherwise cloths would be too hard to make).
An alternative was found – cotton farms.
Process of making cotton is rather simple. It’s planted, it grows, farmer picks it and processes into yarn. No extra complications 🙂
So that is the plan for next or one-after-the-next Alpha – Cotton Farms! 🙂
Just have committed revision 3000 into Knighs Province SVN.
Yay!
The game needs something to lure players out of their towns into the wild
Thanks everyone for testing and reporting bugs!
So far these are fixed:
Known, but not fixed:
I’m thinking about releasing Alpha 4.01 next weekend with more bugfixes.
I positively hate writing news posts.
It’s been a long time since Alpha 3, almost 600 revisions. I had plans to include new navigation model into Alpha 4, but .. even with good progress on Caster, it still takes a LOT of effort to get done. And even more to get it done right. So long story short – why not release everything else that got improved in Alpha 4 and postpone Caster to later version? 😉
Alpha 4 features a lot of improvements in many areas – I have tried to list them below. Most important are unit models and nice skeletal animation.
Feedback is welcome here in comments, in English forum (link), Russian forum (link), on Facebook (link) and everywhere else!
Download: Knights Province Alpha 4
Changes in code and functionality:
Changes in art:
Bugfixes:
I figure the game needs a short campaign to tie up existing test missions together. Been working on that in past week:
Planning to make the second mission dedicated to resources mining. And here’s a little guarded bonus for explorers:
Whole thing is still largely wip and a lot will change, but for now this mission helps me to polish the wagon interactions.
Other advancements:
Bonus info: KP scripting now has Actions.UnitOwnerChange. So that this wagon could be easily transferred with all its contents to the player once he defeats the guards.
Public wiki was set and is planned to store script commands and other lookup materials at https://github.com/Kromster80/knights_province/wiki
You can also file Issues and requests at https://github.com/Kromster80/knights_province/issues
Asked to send me a rigged and animated character for a test. Came in in FBX format. Surprisingly it imported well into Lightwave and exported into Knights Province animation format without a glitch. The only downside is that the rig had much too many bones for the game (86) and was rotated 90 degrees. The game’s engine can handle up to just 16. Had to trim the excess for a test. Of course later on, with dedicated animations I can raise the limit and order animations with less bones. All in all I’m very happy to see it is working out so well. Hope to tease you with some screens/videos later 🙂