• Register

Knights Province is intended to be an old-school RTS game. Unlike many modern RTS games, which are fast-paced and often are more about tactics, Knights Province is planned to emphasize on "strategy" component. Slower-paced gameplay, base-building, resources collection and processing, in-depth strategic choices, variety of resources and units, attention to details.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

Starting Alpha 12 wip cycle

News

It’s been a long time since Alpha 11, but at last, Alpha 12 is entering its public Wip cycle! Starting from today, you can find a link to fresh Alpha 12 wip build on Discord (Discord.gg)

Starting Alpha 12 wip cycle intr

Long story short - lots of coding, game design, artists interactions and debugging went into Alpha 12 over the past year. There are several new big changes and improvements in the game:

  • Sheep farms, Sheep, Pastures, Wool, Gambesons!
  • Reworking object picking (aka hitboxes) UI/UX
  • Reworking HUD UI/UX
  • Waterfalls and multiple water levels
  • New text localizations - French, German, Spanish, Polish and Turkish
  • And as always - a lot of smaller features and improvements

Now let’s look into these features more closely.

As always, a word of caution - anything described below is not final and can change during or after Alpha 12 release.

Sheep, sheep farms, pastures, wool and gambesons

One of the things that bugged me from the early days of this project, was that Leather Armor, albeit looking cool in all those modern movies and TV series, was not actually period correct. It is Gambesons that were mainly used. Now with Fences that were added as a prototype in Alpha 11 we can finally do that - add Sheep, Wool and Gambesons. Each piece deserves a separate paragraph to introduce and to explain:

Starting Alpha 12 wip cycle shee

  • New kind house is added - a Sheep farm (this is one funny name that may stay or go). There works a Breeder who tends to the Sheep. Sheep farm has a new unique thing about it - it has a backdoor, through which a Breeder can access the pasture.
  • A Sheep farm needs to have a pasture next to it. Pasture is an area on terrain next to the Sheep farm, enclosed by natural obstacles or other buildings and fences. Pastures can be shared between several Sheep farms, but as playtesting showed, they work out best when they have size restrictions of 4 - 80 tiles.
  • When the Sheep farm is complete and has a breeder inside and enclosed pasture next to it - then Breeder can bring out baby sheep! They will graze in the pasture slowly growing up and growing wool on them. The rate depends on the pasture terrain - unfieldable terrain tiles provide 0 nutrition, fieldable tiles are x0.5 nutrition and grassy terrain tiles are x1. However, the main source of sheep nutrition is grain that Breeder gives them.
  • Once sheep are mature and wooly enough, a Breeder will come inside the pasture to trim them for Wool. Raw wool gets processed right in the Sheep farm by the Breeder and gets turned into hanks of wool (called Wool in the game, for short). It’s a new ware in the game. Wool is produced two at a time.
  • Now serfs can take Wool from Sheep farms and bring it to a new house - Clothmakers, where a Tailor (new profession) will take the Wool and turn it into Gambesons.
  • Gambesons are now used instead of leather armor to equip tier 2 warriors in the Fort.

With that in mind, the old leather production chain (CowFarm -> Cowhides -> Tannery -> ArmoryWorkshop -> LeatherArmor) is no longer in use. Cowhides, Leather and Leather Armor and Tannery become obsolete and are removed from the game. The sheep concept is a testbed for all other animal breeding concepts. So changes to the meat production line and stables are also on the roadmap.

Better object picking

With fences having a bigger role now, it was time to rework object picking - a way game detects what object should get selected when a mouse click occurs. Now you will be able to select more of in-game objects - fences, trees, ore decals. Selection precision was also improved - now the objects are being selected by their shape, not by the footprint on the terrain. Here’s a developers view on the object shapes:

Starting Alpha 12 wip cycle pick

Updated objects HUD

There is also a new HUD for selected objects. It has more focus on the object's avatar and is intended to be closer to the final looks it will get in the future. It is still in the prototype stage.

Starting Alpha 12 wip cycle hud1

Starting Alpha 12 wip cycle hud2

Sidenote: Apparently, finding a good UX/UI artist is really hard. I have been searching for several months now with mixed success.

Waterfalls and support for multiple water levels were added

Now there can be up to 4 different water levels (each with its own waterbody setup). Water shader was also slightly improved. Setting up waterfalls is a chore, but I’m hoping to improve and streamline that process based on your feedback.

This change also caused the rework of the way waterbeds and shorelines are set up - now it’s dynamic and depends on the actual tiles that are covered with the water. So there’s no more “underwater” surfaces. Any surface can be a waterbed now - even hot lava xD.

Starting Alpha 12 wip cycle wate

Among other noticeable improvements

In-game changelog - now you can see what is new and what has changed since previous builds.

Improvements in AI city planning - e.g. now AI will try to restore road/building plans if the worker building them dies

New music track (Bells) by Juan I. Goncebat

New maps by Wychor (Lake Plateau, Erlond, Nile)

New animals for new waterbodies

New terrain surfaces, including cave floor with 3 different stone densities (had to revive my Substance Designer skills)

Grain fields render performance improvements (from 9 fps to 46 fps!)

Further Alpha 12 plans

  • Playtesting and tweaking sheep/pastures/fences/AI interactions
  • Upgrading all the missions to the new non-leather/gambesons flow and non-singular waterbodies setup
  • Creating a sheep-oriented mission for the Introduction campaign
  • Fixing Alpha 12 bugs (Github.com)
  • Getting HUD wrapped up (continuing the redesign and/or adding missing bits)
  • Lots and lots of smaller fixes and improvements

Download links to new Alpha 12 wip builds will start to appear in the Discord #new_versions channel (along with changelogs) (https://discord.gg/cEwJFSY). Give them a try! I’m looking forward to your feedback on Discord! (Discord.gg

There’s also a new channel for Knights Province videos - Youtube.com The videos on the channel will be about announcements, development updates, map highlights, and more. Right now the channel already has some playlists with mapmaking, development and gameplay videos made by other KP community members. Let us know if YOU are someone who makes KP videos and would like them featured in the official playlists.

Alpha 11 news

Alpha 11 news

News 1 comment

Alpha 11 is nearing its completion and is looking for beta-testers.

Knights Tavern news

Knights Tavern news

News

Knights Province Alpha 11 is going to be ready soon and it’s time to talk about one more unique feature that it’s going to have: Knights Tavern!

2018 Christmas/NewYear mapmakers mini-competition

2018 Christmas/NewYear mapmakers mini-competition

News

Winter is coming along with Alpha 10 of the Knights Province! Let’s celebrate this with a competition! Task is simple - create an addon map for the...

Alpha 9 changes and improvements

Alpha 9 changes and improvements

News

List of features and improvements in Knights Province Alpha 9

Add file RSS Files
Knights Province Alpha 11 (installer)

Knights Province Alpha 11 (installer)

Demo 2 comments

This is a new major Alpha release of the Knights Province!

Knights Province Alpha 10.1 (installer)

Knights Province Alpha 10.1 (installer)

Demo

This is a new minor Alpha update of the Knights Province!

Knights Province Alpha 10 (installer)

Knights Province Alpha 10 (installer)

Demo 2 comments

This is a new major Alpha release of the Knights Province!

Knights Province Alpha 9.1 (installer)

Knights Province Alpha 9.1 (installer)

Demo

New minor version of Knights Province Alpha includes bugfixes and smaller improvements

Knights Province Alpha 9 (installer)

Knights Province Alpha 9 (installer)

Demo 1 comment

New Alpha of Knights Province includes three major changes in gameplay mechanics as well as new content and smaller improvements

Knights Province Alpha 8.2 (installer)

Knights Province Alpha 8.2 (installer)

Demo 1 comment

New version features a lot of bugfixes and minor improvements.

Comments  (0 - 10 of 14)
Smallgamespromoter
Smallgamespromoter

Hello everyone!

Man were definitely stuck on this level. I am taking advice please let me know what you did to get past this map lol. I am having a blast with the game its a lot of fun so please support this game and their devs.

Thank you for checking my videos in the past and for spreading the word about this game!

SGP​

Reply Good karma Bad karma+2 votes
Smallgamespromoter
Smallgamespromoter

Hello everyone!

Hope you are all well. I am playing the new mission Army and I am getting pretty salty lol. I am really having fun with this game although I am really having difficulty in this part of the game. Any suggestions welcomed. Thank you for supporting this awesome game!

SGP​​

Reply Good karma Bad karma+2 votes
Smallgamespromoter
Smallgamespromoter

Hello everyone and welcome to another video where we take on the next mission of this introduction campaign. We are fighting back! Clubs in hands they shall not take us, prisoners, like they have our friends from across the river :).
I had fun with this part and maybe I did some good discovering a bug or maybe not.
IN any case, early alpha so plenty of work to be done on this game but I love it so much, and its great fun. If you tried the game for yourselves please let me know.
Links in the description of the video how to support the game if you wish.
See you all at the next one!
SGP

Reply Good karma Bad karma+1 vote
Smallgamespromoter
Smallgamespromoter

Hello everyone and welcome to build 11! If you want to try the build for yourselves do join the amazing conversation on discord! Also try and check out the links in the bio of the YT video where you can try the game besides in here and also if you want to support the game further. As always amazing development really enjoying the additions and cant wait to see more! Thank you for watching!
SGP

Reply Good karma Bad karma+2 votes
Smallgamespromoter
Smallgamespromoter

Hello everyone!

An amazing game really looking forward to more updates its been 5 months since my last video and you have all made it an amazing success for a very small channel like my own. So thank you!

I don't normally do these kinds of things but with everything going on I have decided to launch a fundraiser for people affected by COVID 19 in Scotland where I live. If you can please donate and help reach the target which is almost done of 50£. Social Bite is an organization normally helping to tackle homelessness but in these circumstances, more and more people are financially affected by COVID 19 and now they are providing over 100 k food packages for people affected in Scotland and becoming financially vulnerable.

Please check the link of the fundraiser in the description of the YouTube video and thank you.

SGP

PS- devs where that new update? :)

Reply Good karma Bad karma+2 votes
KromStern Creator
KromStern

Hoping to release Alpha 11 in May, unless pandemic affects these plans

Reply Good karma+1 vote
DarthKiller
DarthKiller

I really love this game. If all buildings have unique looks and finished textures, the units have varied and well any animations at all + fitting weapon models, this game is going to be great.

Multiplayer would also be a nice addition but at this stage it is not required yet. You're doing really well.

Also I kind of wish for a feature to say the builders and serfs to "focus" a building to be built.
Whenever I start building some kind of district they tend to do ALL the road first before thinking of starting with 1 building which delays pretty much

Reply Good karma Bad karma+3 votes
KromStern Creator
KromStern

Hi, thanks for reply!

Multiplayer is almost implemented and planned to be enabled when game becomes a bit more mature (better game mechanics, balance, etc.)

Focusing on building roads or houses is indeed a tricky thing. For now I recommend to build in smaller chunks (2-3 houses at once)

Reply Good karma+1 vote
AndreiMolnar
AndreiMolnar

So far this looks pretty good, I'll be tracking this, hope it gets better as time goes on.

Reply Good karma Bad karma+3 votes
Moyak
Moyak

Hi there,
This game reminds me a lot of Knights and Merchants, I was wondering if you took inspiration from it?

On a different note. I like the look of the game so I will definitely track this.

Kind regards

Reply Good karma Bad karma+3 votes
Guest
Guest

Inspired by KaM, yes :-)

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.