Warrior Kings Demo v1.2

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20:49 April 9th, 2002 - 1,760 Views
Microids has released an updated demo of Warrior Kings, bringing the 3D RTS game by Black Cactus in sync with the retail v1.2. The demo adds over two dozen bug fixes and other improvements, and offers a tutorial and a single-player level from the full game. Size: 249 MB.
Mirror: 3D Gamers.
Version 1.2 Readme Changes and Additions There have been some last minute changes to the game since the manuals went to press. Prayer Assigning Priests, Bishops and/or Inquisitors to pray at a Church will increase the bonus that Church gives to passing Peasants. The more advanced the praying unit (Inquisitors are better than Bishops, which are better than Priests) the higher the bonus. Docks and Overseas Supply Lines If a Village cannot deliver to a Manor, its Cart(s) will automatically deliver to the nearest Dock instead. You do not need to manually order a Cart to do this. Cogs can be assigned to this Dock. They will then automatically deliver resources to a Dock that is closest to the nearest Manor. You will still have to assign a Cart to the Dock from which you want resources brought to your Manor. Single Player Campaign Decision Nodes There are three different paths you can follow in the single player campaign, each path being an entire campaign in its own right. Certain choices you make in the campaign game determine the campaign path you will follow. When you come to one of these decision nodes you will be presented with a text box that is coloured orange instead of blue. The answer you give determines the path you follow. As you play the campaign game, as you complete levels, they will become unlocked. This means you can load a specific unlocked level if from the main menu. Unlocked levels that contain decision nodes will have their filenames coloured orange as well. So, if you wish to play another campaign without playing through the levels that lead to that decision point, simply load that level directly from the Main Menu. Tribute and Diplomacy in Multi-Player In the multi-player game, building a Tavern gives you access to the Diplomacy screens. If you lose your last Tavern, you will also lose access to the Diplomacy screens until you build another one. Building a Trading Post gives you access to the Tributes screen. This allows you to send tribute or additional supplies to an ally in the form of Food, Materials or Gold. Left click on a resource icon in the target player's row on the Tribute screen to increase the amount of that resource by ten. Right click to decrease the amount. Holding down the shift key and clicking increments/decrements the amount by 50. Click on the Send button to send the tribute. This is added to the target player's global stocks immediately. You will receive a message if you are the recipient of tribute. Note that you can always receive tribute, even if you havent got a Trading Post. Experience There are no longer 4 levels of experience, as stated in the manual. Units gradually gain experience over time through training and/or combat, which is represented in the unit selection indicator as little notches. Units continuously improve slightly all the time, rather than having 4 separate grades. The more experienced a unit, the better its attack value and aiming skills. Unit Costs There are some errors in the manual and the Reference Chart: Abaddon costs 500 Food, 250 Gold and has a Food Consumption value of 20. The Archangel costs 500 Food, 250 Gold and has a Food Consumption value of 0. The Carrack costs 600 Materials, 10 Gold and 50 Food. The Galleass costs 800 Materials and 50 Gold. Hot Keys Addition F5 toggles the scores on and off in multi-player games. Unit Values The Unit Selection Indicator in the bottom left hand corner of the screen will display your currently selected unit. Around the image of the unit or building, there are various numbers, depending on the type of unit or building selected. These are: Heart [INLINE] : Hit points Sword [INLINE] : Melee attack value Shield [INLINE] : Armour value Bow and arrow [INLINE] : Missile attack value Food [INLINE] : Total Food carried Wood [INLINE] : Total Wood carried Stone [INLINE] : Total Stone carried Gold [INLINE] : Total Gold carried Sometimes you will see more than one number, for instance, a Shield (armour) icon, and then two numbers, such as 12 + 2. The first number is base armour value, with experience factored in, the second number is additional armour from upgrades. Blacksmith Upgrades The detailed descriptions of the upgrades available at the Blacksmith are missing from the online manual. Basically, these upgrades improve the attack and defence values of your units. Each upgrade becomes available when the first one is completed for instance, the Heavy Infantry Pattern Welded Blade upgrade is not available until the Heavy Infantry Damascene Steel upgrade has been completed. Note that they are not cumulative, so a level 2 percentage increase is based on the original unit value, and not the value given after the level 1 upgrade. Level 1: Heavy Infantry Damascene Steel Increases the Melee Attack damage of all your Heavy Infantry units by 15%. Level 2: Heavy Infantry Pattern Welded Blade Increases the Melee Attack damage of all your Heavy Infantry units by 30%. Level 3: Heavy Infantry Tempered Steel Increases the Melee Attack damage of all your Heavy Infantry units by 45%. Level 1: Heavy Infantry Scalemail Increases Armour rating of all your Heavy Infantry by 15%. Level 2: Heavy Infantry Chainmail Increases Armour rating of all your Heavy Infantry by 30%. Level 3: Heavy Infantry Plate Armour Increases Armour rating of all your Heavy Infantry by 45%. Level 1: Light Infantry Iron-tipped Weapon Increases Light Infantry Missile attack damage by 15%. Level 2: Light Infantry Steel-tipped Weapon Increases Light Infantry Missile attack damage by 30%. Level 3: Light Infantry Armour Piercing Increases Light Infantry Missile attack damage by 45%. Level 1: Light Infantry Leather Armour Increases Light Infantry Armour value by 15%. Level 2: Light Infantry Hardened Leather Armour Increases Light Infantry Armour value by 30%. Level 3: Light Infantry Ringmail Armour Increases Light Infantry Armour value by 45%. Level 1: Light Cavalry Iron-tipped Weapon Increases Light Cavalry Missile damage by 15%. Level 2: Light Cavalry Steel-tipped Weapon Increases Light Cavalry Missile damage by 30%. Level 3: Light Cavalry Armour Piercing Increases Light Cavalry Missile damage by 45%. Level 1: Light Cavalry Quilted Hauberk Increases Light Cavalry Armour values by 15%. Level 2: Light Cavalry Mail Barding Increases Light Cavalry Armour values by 30%. Level 3: Light Cavalry Plate Barding Increases Light Cavalry Armour values by 45%. Level 1: Heavy Cavalry Leather Barding Increases Heavy Infantry Armour values by 15%. Level 2: Heavy Cavalry Mail Barding Increases Heavy Infantry Armour values by 30%. Level 3: Heavy Cavalry Plate Barding Increases Heavy Infantry Armour values by 45%. Stable Upgrades Level 1: Warhorse Increases Heavy Cavalry Melee attack damage by 15%. Level 2: Stirrups Increases Heavy Cavalry Melee attack damage by 30%. Level 3: Horse Shoe Increases Heavy Cavalry Melee attack damage by 45%. Food Support Clarifications Each Farm you build will support 4 non-Peasant units. If you have more units than Farms to support them, those units will begin to consume food directly from your Global Stocks. When those stocks are exhausted, your units will then begin to starve, and start losing health. Health will never be reduced below 1 through starvation, however. Certain upgrades increase the Farm Support value; Heavy Plough: Each Farm supports 6 units. Horse Harness: Each Farm supports 10 units. Crop Rotation: Each Farm supports 15 units. The Farm support value is now displayed on a Farm when you select it. The amount of Food Support versus Food Consumption is also displayed as a number (ie 8/4 means you can support 8 units, and you have 4 units in play, which means you have a Food surplus that will be continuously added to your Global Stocks). This number is displayed along the Food Consumption bar at the top of the screen. Maypoles, Churches, Sawmills & Windmills These buildings must be within 50 metres of the Farms/trees/stone outcroppings that your Peasants are working on, or they wont be able to give their bonuses to those Peasants who are working. Note that for the purposes of scale, a Farm is 15 metres by 15 metres in size. When you command a Peasant to build a structure, the effective diameter of that building will now be displayed before you choose where to place it. Once built, selecting the building will also display this area of effect. This will be displayed as a blue circle around the building. For Maypoles, Churches, Sawmills and Windmills this blue circle is the area of effect in which your Peasant must be working for them to visit the building and gain an efficiency bonus. For other buildings, such as Forts and Towers, the blue circle represents the ammunition reload area of effect. Units within this area of effect will have their ammunition automatically replenished. Formations Clarification: You can change the facing of a formation by selecting the formation, and then right clicking on the terrain. With the right mouse button held down, you can drag the mouse in the direction you want the formation to face. A small white arrow will appear on the terrain, indicating the direction in which they will face. You can also do this to command a unit to move to particular spot and then change facing once they reach there. Tutorials There are four tutorial levels Basic Economic, Advanced Economic, Basic Military and Advanced Military. You can load the tutorials from the Main Menu, and it is strongly recommended that you do so before playing the game. General Fixes: - Fixed LaserLock copy protection issue. - Fixed sound not playing on SoundBlaster 128 PCI cards under Windows 98. - Disconnecting a USB mouse whilst the game is running no longer causes a crash. - Fixed characters occasionally disappearing when being ungarrisoned, particularly from Churches. - Fixed sight range for objects placed along the left margin of large maps (fixes Towers not firing). - Fixed a couple of issues with the pathfinding, particularly to do with formations attacking buildings. - Fixed missiles colliding with disabled characters. - Fixed various dedicated server related interface issues. - Burning buildings no longer sometimes "put themselves out" at the last hit point. - Bug with Watchtowers un-garrisoning when being destroyed fixed. - Fixed Minimap clicking still being active even when Minimap is disabled. - Fixed Multiplayer Chat window being enabled after a player has entered "Spectator Mode". - Level 2 Angland Invaded Fixed bug where dropping off from a cart could give you negative wood. - Level 7 Knights of the Sacred Sepulchre - piety problem fixed. - Level 8 Telamagna! - Kang Manor double message fixed. - Level 5 Sneaky Succubi - Vericundi message problems fixed. - Wormwood now plays a sound effect warning. - Corrected cost for Mounted Huntresses. - Corrected Priest costs at the Church. - Siege Weapons hold fire correctly. - Bug on Tribute Carts fixed. - Various game logic failures on campaign levels. - Various level specific and general frame rate optimisations. - Added music to the Front End. - Allowed users to skip the introduction AVIs with a mouse click or key press. - Added "Game Speed - Fast/Normal/Slow" messages in-game. - Added "Game saved successfully" message in-game. - Added "Profile already exists..." message to Front End.