Just have committed revision 3000 into Knighs Province SVN.
Yay!
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 🙂
Taking a break from Caster, did a playtest and found and fixed a bunch of smaller issues:
Caster issues continue to occur, but also grows the list of fixed ones. When before Caster was tested 100% in a staged environment, now it is 50/50 between staged and actual game.

Some of the issues are:
On a different note – while staging in-game tests for Caster, I got frustrated with how unit/house/ware types were hard to use. This got me thinking and testing, what if enums were available? And they seem to be. For a quick example:
procedure OnTick(aTick: Integer);
var
H: Integer;
begin
H := States.HouseAt(6, 7);if (States.HouseWareInside(H, wt_Grain)) >= 5 then
Actions.PlayerWin([0], True);
end;
Now this syntax should be much easier to use!