Log in with itch.io to leave a comment.
Have had trouble with a couple of bugs. I'll attack adventurer groups, it'll tell me they're no more, but they'll continue to exist anyway. I've also had the game freeze when searching for new lands to conquer, this being the second time in my current playthrough that I've done this.
I'm playing on a debug difficulty (69) and have used 777 multiple times, so I'm not sure if that would have anything to do with it.
found a bug, when a bandit horde seizes land from goblins, then goblins lose land, but the bandit horde, as it was 25 land, still has 25 land, I don’t know it will have the same effect when a bandit horde captures land from some other faction.
when the bandits have less than 25 lands, everything is fine.
This is a wonderful game, with interesting random development.
Each new launch brings new events and random adventures!
The game is actively developing, and gets new interesting opportunities for managing the kingdom!
It is up to you to decide who you will be, a just ruler, or a malicious tyrant.
The game is also beautiful because at the start you can customize the world almost to the smallest detail!
And with recent updates, you can launch the game without settings and just play.
It would probably be great if there were new features at least after getting an achievement, or vassalizing kingdoms. New features such as:
The emergence of new kingdoms, without the destruction of old ones, the management of villages and cities encountered in the study of zimel, only under the condition of high social influence.
Control a rogue horde, and armies of demons with a void army.
With low influence.
Opportunities to create cities, settlements on the ruins of existing villages and fortresses from scratch.
Creation of an alliance of kingdoms, where you will be the main ruler, and after a certain time you will be able to influence some world processes that you could not do before.
For example, training residents from the wild lands, the goblin kingdoms, to improve them.
For example, after such actions, you will be able to maintain contact with those who were sinful and were stupid.
It is also possible to create independent villages, they will live and develop themselves, you will only help them. villages will bring glory to the king, fight, unite, and who knows, maybe one day a new kingdom will appear, which will also obey you!
But maybe the village will forget your merits and want to attack you?
There can be a great many possible ideas for the game, this is just the first thing that comes to mind!
If you liked something, I will be glad if something similar appears sometime.
Good luck in development, and may everyone enjoy this wonderful game as much as I do!
I noticed another bug in the game, when a miner from Monfort Mine comes to the throne room with the news that 3 miners died, then the number of miners in Monfort Mine remains the same 500, but in Shallowrock Mine if you have 600 miners, then it really remains 597, that is, the miners die in Shallowrock Mine and not in Monfort Mine.
this bug was in earlier versions of the game.
When transferring all factions to the new combat system after capturing the last land, the rebels and Goblin kingdoms do not storm the capital, for example, Erak the Cave Troll (Only in the Capital)
(300 battle points)
Aerak Ogre (capital only)
(350 combat points), elite rebel guard (capital only)
(175 Battle Points)
Rebel Lord (Capital only)
(225 battle points).
No fights for the capital and no fights with these units
and over time, the champion of The Brawlers Pit begins to kill his rivals with one blow, this was also in previous versions of the game.
I have the latest version of the game 1.4
here is a link to my save file.
https://drive.google.com/file/d/1zloYgcdBfl2xSoZoODxe_paQvnxET3pe/view?usp=shari...