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PC Kingdoms and Castles

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Inspired by the SimCity series, Banished, and Stronghold, Kingdoms and Castles is a game about growing a kingdom from a tiny hamlet to a sprawling city and imposing castle.

Your kingdom must survive a living and dangerous world. Do the viking raiders make off with your villagers? Or are they stopped, full of arrows, at the castle gates? Does a dragon torch your granary, your people dying of starvation in the winter, or are you able to turn the beast back? The success of your kingdom depends solely on your skill as a city and castle planner.

We're also now on Steam Greenlight!
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Finanzierung bei fig ist schon fast gesichert, hier gehts zur Kampagne
https://www.fig.co/campaigns/kingdoms-and-castles#about
 
Exakt mein Gedankengang - kingdoms and castles. Das ist wie wenn jemand schreit: Weiber und Alkohol!!! Klingt vorerst wie der Inbegriff eines Selbstläufers. Wenn dann aber nur billiger Fusel seviert wird und olle Omas auf dem Tresen tanzen ist die Begeisterung schnell mal passé...

Wie jetzt gerade in Anbetracht dieser Optik... Klingt wirklich interessant, aber ich will doch bei so einem Spiel liebevolle, vor Details strotzende Designs und nicht sowas. Mal schauen, ob da gutes Gameplay was retten kann.

Es soll einfach mal wer AOE II in neu machen - von mir aus nur ein endlos skirmish mode und ich wäre zufrieden....
 
Kampagne ist fast beendet, es gab noch ein Update


Defense and Combat Systems - added a new castle defense emplacement: the ballista. It has high damage and low rate of fire, perfect for use against a new enemy we added: the Siege Ogre. When your castle grows too strong for the vikings on their own, they'll bring siege ogres:

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City Building Systems - we’ve been revamping the resource system. People transport goods where they are needed throughout the kingdom, making use of your road network. We also added some new buildings (stockpile and tavern) and did another pass on the road visuals - they now have fences and signposts:

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Weather - took another pass on the rain and lightning visuals, now the lightning arcs and lights up the ground where it strikes.

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War nach meiner Anspielsession ernüchtert. Das beschränkte Aufbauprinzip entsprach nicht wirklich meiner Erwartung und ich hatte extreme Mühe mit dem Grafikstil. Taugt mir einfach nicht, werde beim Release aber sicherlich noch einmal reinschauen. Hab ja auch etwas Geld reingeworfen.
 
Den Grafikstil muss man halt mögen. Hat mehr so Lego-Charakter, alles schön bunt und wuselig.

Was mir fehlt sind etwas tiefergehende Eingriffsmöglichkeiten. Zum Beispiel, welche Gebäude zuerst errichtet werden, wenn Ressourcen knapp sind. Das ist alles noch recht simpel und oberflächlich. Aber vielleicht kommt das ja noch.
 
Lange nix mehr geschrieben, es gibt nämlich einige Neuerungen
Zum einen das Merchants&Ports Update
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https://steamcommunity.com/games/569480/announcements/detail/1641996806306152503
Dort gibt es einige neue Gebäude
New Building: Outpost - New Building: Dock - Merchant Ships - Transport Ships - New Building: Draw Bridges - Job Priority System
Other Improvements/Fixes:

  • You can now rename any building, just click on the little edit button next to its title
  • Reworked UI a bit and how resource tooltips are accessed (now you click on them to view the info).
  • Tax rate is now set on the UI in the bottom left rather than on the Treasure rooms
  • Lots of new sound effects
  • You can now specify specific desired amounts of resources per stockpile. Anything above the amount you have specified will be removed by people seeking resources.
  • Granaries now employ more people, but those people help bring in the grain and can carry twice as much as farmers (much like market workers).
  • Library, Church, and Tavern provide bonus happiness in a radius as before, but you just need to build a certain amount of them rather than requiring you to provide total coverage. The happiness ui explains more in-game.
  • Other small tweaks and tuning to worker counts and bonuses
  • Fixed bug where villagers would sometimes not collect bread from bakers even if they were hungry
  • Fix for Gates not visually closing when vikings are near
  • Lots of other small fixes and tweaks
  • Optimizations to loading time for save games.
  • Optimizations to many other game systems, most notably pathfinding (and more on the way)



    Ausserdem gibt es seit kurzem den Creative Mode
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    https://steamcommunity.com/games/569480/announcements/detail/2994207211477492554
    Map Editing - Tweak and Spawn - Custom Banners -


    Other Fixes and Improvements:
    • Armies can now target ogres
    • Armies do double damage to ogres
    • Fix issue where it looked like armies weren't damage ogres at 3x speed
    • Fixed storage calculation issue with stockpiles/docks
    • Added option to open or close a dock to foreign merchants
    • Added new attack tower range indicator
    • Attack tower ranges stop increasing after 8 blocks high (while you can still build ultra tall towers if you want, this eliminates the degenerate strategy where a super tall central tower covers the entire map)
    • Re-tune viking invasion progression, will also appear a little earlier
    • Fix input boxes mysteriously taking keyboard focus
    • Ability to rename transport ships
    • Added more new sound effects
    • Libraries cost more gold to build
    • Small optimizations
    • Add Portuguese, Spanish, and Dutch localization (thank you translators!)














 
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